Posts from Heroes 5.5 WarGame Edition - Tactical Edition.
Do you like the WarGame Edition global mod?
Good afternoon, I've looked through it several times and didn't understand where to download the files to try them out and where to put them?
1. Heroes from the campaigns are not available in multiplayer.
2. The appearance of the dwarven buildings is mixed up; the bears are on the arena, and vice versa.
3. The Ifrit and the Overlord are mixed up.
4. The Djinn are not creatures of the Academy.
However, I was pleasantly surprised that the NCF creatures are included in the map, although they don't seem to appear randomly.
Overall, I'm satisfied; I've fixed everything listed (except for the NCF creatures) and am posting it here.
Overall, the mod is excellent, but it has some flaws:
1. Heroes from the campaigns are not available in Multiplayer.
2. The appearance of the Dwarven buildings is mixed up: bears are on the arena and vice versa.
3. The Ifrit and the Overlord are mixed up.
4. Djinns are not creatures of the Academy.
But I was pleasantly surprised that NCF creatures are included, but for some reason, they only appear on the map and don't drop.
1. That's strange; I haven't played maps in a long time. Either this was already fixed, or each new map requires individual settings for the available campaign heroes.
2. It seems to be related to the rearrangement of bears and Vikings.
3. That's how it should be, as far as I know; they are only "mixed up" internally (or there may be conflicts with other mods). This was done so that Overlords summon Ifrits instead of Balrogs.
4. That's how it was intended: Ifrits are demonic, and Marids are neutral in terms of alignment; that's their feature. In the next version, all 3 Djinns will be neutral (with access from the Academy).
WGE uses the 5.5 engine, which fundamentally supports not only 24 hero classes but also NCF. However, NCF creatures don't drop on the map because, at the moment, NCF is not adapted for WGE (it doesn't support the class ideology adopted in WGE, + NCF creatures are not balanced, especially with the new mechanics).
I'll repeat once again that the current version of the mod is adapted and balanced only for duels for now. Everything else is at your own risk.
1. That's strange, I haven't played maps in a long time. Either this was already fixed, or each new map requires individual settings for the available campaign heroes.
2. It seems to be related to the rearrangement of the Bears and Vikings.
3. That's how it should be, as far as I know, they are only "mixed up" internally (or there may be conflicts with other mods). This was done so that the Overlords summon Ifrits instead of Balrogs.
4. That's how it was intended: Ifrits are demonic, and Marids are neutral in terms of alignment; that's their feature. In the next version, all 3 Djinns will be neutral (with access from the Academy).
WGE uses the 5.5 engine, which fundamentally supports not only 24 hero classes but also NCF. However, NCF spawns on the map were not implemented because, at the moment, NCF is not adapted for WGE (it does not support the class ideology adopted in WGE, + NCF creatures are not balanced, especially with the new mechanics).
1. Indeed, heroes from campaigns are prohibited on maps.
2. It's related to the parameter, where in the Dwarf city, all dwellings are recorded as Dwelling_... You replaced 3 with 4, and the buildings were replaced.
3. I thought it was a bug because in Inferno, Ifrits were recruited, and in the Academy, Abyss Demons should be recruited; we need to change that.
4. Then their morale will drop; it's better to give Ifrits bravery (they want to fight and kill :smile08:), and somehow fix the Djinns' morale at zero.
Would these changes be suitable?
3. I thought it was a bug because in Inferno, ifrits were recruited, and in the Academy, abyssal demons were recruited; it needs to be changed.
4. Then their morale drops; it's better to give ifrits courage (they want to fight and kill), and somehow fix the morale of the jinn at zero. Would these changes work?
The neutrality/demonism of jinn/ifrits are special features (negative for the Academy). But we will have to abandon demonism, as people don't like negative morale. Although the courage option is also interesting.
If you are using the NCF mod at the same time, this is possible. You need to resolve the conflict between the two files containing the list of unit IDs (I don't remember the exact file names) for the ifrits and balors, taking the values from WGE.
The NCF units do appear on the maps, but there were too few of them.
ID is irrelevant here; I extracted the NCF core. The issue lies in how recruitment is defined within the dwellings.
Okay, I'll try to adapt the game for maps now.
It would also be good to rework the dwellings on the map, for example, you could base them on the refugee camp, so that only the hero can recruit troops there, and a random enhanced or non-enhanced creature would appear, while caravans would only travel between cities, and then there would be four types of troops available to recruit at outposts.
Regarding the outposts, it is planned to replace them with individual dwellings of levels 4-7.
As it turns out, to fix the ifrits, it is enough to rewrite the buildings:
GameMechanics/TownBuildingSharedStats/Inferno/Dwelling_6/Desecrated_Temple.xdb:
CREATURE_MASTER_GENIE
GameMechanics/TownBuildingSharedStats/Academy/Dwelling_5/AltarOfWishes.xdb:
CREATURE_BALOR
Added 2 hours 7 minutes ago
The next version (1.1) will include significant changes:
Changes in the duel format:
1) new arenas (10 pieces)
2) all heroes will receive eagle eye (through logistics), which will allow them to see the skills and spellbook of the opponent in real time
3) update of some heroes (personas, without gameplay changes):
- Frida instead of Vittorio
- Zephyr instead of Orry
- Aranthir instead of Orson
4) all heroes will receive +1/+1 to magic and knowledge, which corresponds to the natural distribution (physical stats start at 0, magic stats - at 1)
5) as compensation for the orcs:
- Garun: level 13 (+50% damage from hero attacks)
- Krag: advanced machinery + ballista (double, unguided shot)
- Shaq: advanced machinery + tent (6 heals)
6) change of spellbooks:
- level 0 spells regen/vampirism/fire wall/elemental will only be available to specialists with a skilled school (Frida/Iranna/Jezebeth/Anwen);
- archmage Zephyr will have all spells only of levels 1-2 (instead of 0-4), but all 4 schools will be at a developed level (instead of zero)
Changes in combat mechanics:
1) increase melee damage by 25%
2) increase ranged damage by 12%, reduce their survivability by 12%
3) change of the heavy class: from -20% penalty per cell to -50% penalty for any movement (i.e., they always take 50% damage if the opponent moved to attack); the bug with flyers is thus eliminated
4) increase the mana limit from 5 to 6 per unit of knowledge (compensation for mages for the increased combat speed); thus, the total mana limits will increase from 15-45 to 24-60 (taking into account +1 to knowledge)
5) rebalancing of spells for the new dynamics
6) increase the ammunition of low-rate ranged units that have penalties in melee combat (so that they will be relevant units for most of the battle)
Local changes:
1) marids, ifrits, djinns - neutral (but with a buyout from the Academy)
2) rebalancing of units with rage, bloodlust, cavalry charge, agility, magic
Changes in growth rates (the number in the squad in duels is in parentheses):
The total strength of each squad in duels remains unchanged (if the number increases, then the strength of one creature weakens, and vice versa).
Level 1:
- goblins 20->24 (80->96)
- fairies 16->18 (64->72)
- rocklings 48->60 (12->20)
- imps 40->20 (80)
- assassins 10->16 (40)
Level 2:
- archers 24->16 (60->48)
- centaurs 16->12 (32->36)
- gargoyles 10->14 (40->35)
- pikemen 12->8 (36->32)
- dancers 8->10 (24->30)
- beasts 6 (18->24)
Level 3:
- ghosts 4->6 (16->24)
- swordsmen 10->8 (30->20)
- golems 6->4 (15->16)
- hunters 8->6 (12->15)
- dogs 12->10 (30)
- minotaurs 6->4 (12)
Level 4:
- shamans 6->8 (18->16)
- succubi 4->8 (16->12)
- lizards 4 (10->8)
- druids 6->8 (6->8)
- monks 6->4 (9->8)
Level 5:
- griffins 6->4 (12->6)
- unicorns 2->4 (5->6)
- nightmares 2 (6->4)
- liches 2->4 (3->4)
Level 6:
- demons 4->3 (4->3)
- reapers 2 (2->3)
- thanes 3->2 (3->2)
- rakshasas 1->2 (1->2)
Level 7:
- angels 2->1 (2->1)
The changes are caused by a revision of the growth rate system and the ranks of dwellings (for the game on the map), as well as a desire to give more realism to the stats of units (for example, a fury cannot have a lot of HP because she is an elf, and on the other hand, the squad size of 18 was too small, and therefore the attack/defense stats were exorbitant for a tier 2 unit).
Separately, it is worth noting the changes in the individual strength of humans, adapted for training (the difference between creatures of neighboring tiers is now stable - 2-2.5 times). Griffins were moved to level 5, and monks - to level 4.
Everything is correct, but I would rework the hero classes; for example, instead of an engineer, there should be a Rune Mage who more often has skills like:
1. Mechanics (rune machines)
2. Summoning magic (rune shield)
3. Leadership (rune harmony)
and other skills that have a connection with runes.
Then the heroes would be:
Warriors
1 Ibba
2 Ingvar
3 Karli
Rune Mages
1 Brand
2 Inga
3 Erling
Hermits
1 Sveya
2 Helmar
Erling could also be made a Hermit because he enhances rune, fire, and ice mages, and Tolgar can be assigned to Rune Mages.
Regarding changes based on popular skills, changes here are unlikely, as the structure is perfect (in terms of combinatorics; it achieves maximum diversity). This is like a matrix; you can swap columns and rows, but not individual elements.
You can download the mod here.
What's new:
- Unit and magic rebalancing
- 25% higher damage and battle dynamics
- 33% more mana
- Heavy class units block 50% of damage regardless of the distance (now it doesn't depend on the distance)
In this regard, I invite everyone to a tournament with a prize pool! Registration is open until February 28.