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Now the task is to make all heroes playable at all stages of the game. It's not a simple task. If anyone has any specific suggestions, please share them! ))
Added 4 minutes later 1) We can boost weak heroes at the start with spells and artifacts; 2) We can boost weak heroes in the mid-game with the right starting skills and abilities; 3) But it seems that boosting them in the late game can only be done by adjusting the mechanics of special abilities.
How often do you play in local multiplayer? I'm interested in the mod's stability in this mode.
I play at least every other day, and they play even more often; everything is fine, but there are a couple of issues: 1. After loading a map, when the game prompts you to press any key, the FPS drops until you press something. 2. On all my friends' Windows 8 machines (licensed), the FPS drops to 3 frames per second in the game menu. 3. The graphics often break (it looks like the textures and models were drawn by a first-grader), and I have to change the graphics settings from "very high" to "high" and from "high" to "very high." BUT I'M NOT BLAMING YOU, because the probability that the problem is with your mod is 1/100%, but it makes me feel better... I just needed to vent...
I experience this every other day, and they do it more often, everything is fine, but there are a couple of issues: 1. After loading a map, when the PC asks you to press any key, the FPS drops until you press something. 2. All my friends with Windows 8 (licensed) experience FPS dropping to 3 frames per second in the game menu. 3. The graphics often break (it becomes as if the textures were drawn by a first-grader, and the models become unsmoothed), and I have to change the graphics settings from very high to high, and from high to very high. BUT THERE'S NO POINT IN BLAMING YOU, because the probability that the problem is in your mod is 1/100%, but it makes me feel better... I just needed to vent...
These are all shortcomings of the game itself.
And here is a third really annoying bug, and it can be fixed. I've attached an archive file to the message, unpack it into the bin folder of the game. The textures will stop blurring.
Now the task is to make all heroes playable at all stages of the game. This is not an easy task. If anyone has any specific suggestions, please share! ))
Added 4 minutes ago 1) We can boost weak heroes at the start with spells and artifacts; 2) We can boost weak heroes in the mid-game with the right starting skills and abilities; 3) But it seems that we can only boost them in the late game by adjusting the mechanics of special abilities.
1) Maybe we should leave everything as it is? In the sense that there are currently heroes who are strong at specific stages of the game and on specific maps, and I don't see anything wrong with that. And the fact that the chosen map and the player's strategy narrow down the number of heroes they will start with is perfectly normal; this is not an MMORPG, where each class must always be balanced relative to the others, as the character is leveled up over months. 2) Or, we could clearly divide the heroes into "early-game heroes," "mid-game heroes," and "late-game heroes" and try to balance them within each of these groups so that, for example, early-game heroes are strong in the first 2-4 weeks, and then their effectiveness decreases, but they can still stay afloat thanks to the advantage they have gained, mid-game heroes are not so strong at the beginning, but by leveling up the right skills and abilities during the first month, they can show their maximum potential during the second month, and late-game heroes start to heat up towards the end of the first month, at the beginning of the second month, and the longer the game lasts, the stronger they become. Something like that, this is just an example; a more abstract division would be even better
But here's a third really annoying bug, and it can be fixed. I've attached an archive file to the message; unzip it into the game's bin folder. The textures will stop blurring.
1) Maybe we should leave everything as it is? In the sense that there are currently heroes who are strong at specific stages of the game and on specific maps, and, in principle, I don't see anything wrong with that. And the fact that the chosen map and the player's strategy narrow down the number of heroes they will start with is quite normal; this isn't an MMORPG where each class should always be balanced relative to the others, as the character is developed over months. 2) Or, clearly divide the heroes into "early-game," "mid-game," and "late-game" heroes and try to balance them within each of these groups so that, for example, early-game heroes are strong in the first 2-4 weeks, and then their effectiveness decreases, but they can still stay afloat thanks to the advantage they have gained; mid-game heroes are not so strong at the beginning, but after developing the right skills and abilities during the first month, they are able to show their maximum potential during the second month; and late-game heroes start to heat up towards the end of the first month, at the beginning of the second, and the longer the game lasts, the stronger they become. Something like that; this is just an example, a more abstract division would be even better.
Interesting opinion. In my opinion, option 1 is better than option 2. But the mod primarily works on multiplayer maps. Let's think about it.
But here's the third really annoying bug, and it can be fixed. I've attached an archive file to the message; unzip it into the game's bin folder. The textures will stop blurring.
Thanks, you really helped!:D
Во имя высшего блага!!! АУН"ВА
Dyrman
Auto-translated
I had to write this for the hated function that produces a bug:
```
function NHF_ShowFlyMessage (path,name_object,time_out)
local player_object = GetObjectOwner(name_object);
while GetCurrentPlayer() ~= player_object do
if GetPlayerState(player_object) ~= 1 then
break;
end;
sleep(1);
end;
if (IsObjectExists(name_object) == true) and (GetPlayerState(player_object) == 1) then
ShowFlyMessage(path, name_object , GetObjectOwner(name_object),time_out);
end;
end;
There's an issue with the hero Hafad. It's not always clear whether his ability has activated and, if so, how many creatures were killed.
The animation plays perfectly after loading the game, and the number of creatures killed is displayed before the battle. However, in subsequent battles, the animation usually doesn't play.
And another question about him: Is the percentage of creatures killed always fixed?
There is an issue with the hero Hafad. It is not always clear whether the ability has been activated, and if so, how many units were killed. In the first battle after loading the game, the animation works perfectly, and the number of killed units is displayed before the battle. However, in subsequent battles, the animation usually does not work.
And another question about him. Is the percentage of killed creatures always fixed?
1) What is the mod version? And also, the map. Does the plague animation not work at all? 2) From the description files with the mod (version 0.79):
When attacking an enemy, the hero destroys part of their army by infecting them with a severe disease. The damage is dealt simultaneously by the earth element. The number of killed units depends on the modifiers of the element and the size of the enemy squad.
Kills 12% of the enemy squad.
That is, the percentage is fixed.
- The specializations of Hafad, Fiona, and Sandro do not affect neutral creatures near portals, "weekly" creatures, and building garrisons: dwellings, treasuries.
1) The guys here are really asking for a feature, like heroes from "Heroes 6" who can be recruited by all or several factions at once.
2) It would also be nice to see more models and textures for different heroes, for example, there are genie heroes among the mages, and it would be nice to have a genie model for them.