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Of course, there's no point in arguing: chess rules also provide more depth compared to a game like "Chapayev".
Added 1 minute ago
It won't work: the shot limit is a rather insignificant factor, unless it's reduced drastically (below 4). But then there's the cart. It's much more logical to reduce the damage, especially for direct attacks.
I agree, let's reduce the damage, and I enjoy drawn-out battles, tactical decisions, etc., rather than "I'm a crystal dragon, I go first, I fly straight to the enemy and cut down 5 units at once because they haven't even had time to spread out across the battlefield."
PS: I have nothing against prismatic breath!)))
... И древний лес, роскошен и печален, Блистает там воздушностью прогалин. Но между кедров, полных тишиной, Расщелина по склону ниспадала. О, никогда под бледною луной Так пышен не был тот уют лесной...
In my humble opinion, with two independent classes (1. archers + mages; 2. melee units) and the specific characteristics of the first class, which requires constantly choosing between attack and movement, it's impossible to talk about any special maneuvers in any case.
Much depends on how strong these archers or mages are. By maneuvers, I mean any move that prepares an attack. Whether they will be special or straightforward depends on the specific units. In any case, preparing an attack is an action that is an order of magnitude more complex than a simple attack from a turn. While approaching, you can be exposed to area-of-effect magic or direct fire, to powerful attacks from enemy units, or, conversely, too cautious an advance will allow the enemy to evade the attack, gaining time. In addition, the one who takes the initiative (attacks) loses time when approaching (the units that moved are reset to 0 on the turn order scale) and may fall victim to a counterattack if they attack too hastily (without using waiting tactics).
Added 17 minutes later "Dyrman"
Well, and of course, if you add even more conditions, you can equalize it to how it was, as in this case, and Nargott "got away with it."
And 3-8, and even 3-7, provides a wider range of speeds than 4-9, if we consider relative values. As for the possibility of attacking with half of the army on the first turn, this is definitely not "as it was."
Regarding large arenas, it was correctly noted that their advantage is the greater freedom in placing static obstacles, which on a small field too restrict large units. On the other hand, on a normal field with reduced speeds, the emphasis shifts to dynamic obstacles, i.e., units.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
Regarding large arenas, it was rightly noted that their advantage lies in the greater freedom to place static obstacles, which on a small field too much restrict large units. On the other hand, on a regular field with reduced speeds, the emphasis shifts to dynamic obstacles, i.e., units.
So, what is better in this case? - on the one hand, with a small arena, a unit gets an additional purpose - to cover an ally - and this again provides a choice, etc., but on the other hand, with a large arena, there is room to maneuver, but then will that contrast between large and small creatures be lost, and the purpose of large units in terms of their application???
Honestly, I don't know what's better...:confused:
... И древний лес, роскошен и печален, Блистает там воздушностью прогалин. Но между кедров, полных тишиной, Расщелина по склону ниспадала. О, никогда под бледною луной Так пышен не был тот уют лесной...
... И древний лес, роскошен и печален, Блистает там воздушностью прогалин. Но между кедров, полных тишиной, Расщелина по склону ниспадала. О, никогда под бледною луной Так пышен не был тот уют лесной...
So, what's better in that case? On the one hand, with a small arena, a unit gets an extra purpose – to protect an ally – which again provides more choices, etc. But on the other hand, with a large arena, there's more room to maneuver, but does that diminish the contrast between large and small creatures and the purpose of large creatures in terms of their application?
Honestly, I don't know what's better... :confused:
What's better depends on what's more valuable: dynamic obstacles created by players or static obstacles defined by the map. A large map provides more opportunities for initial unit placement, but on the other hand, it visually makes the units appear smaller and reduces the difference between large and small units. A large map also has potential in terms of creating interesting arenas (with obstacles), but again, this requires more time and effort.
Personally, I prefer the first option, but it might be because that's how it's implemented in my mod right now, while the technical feasibility of connecting a 14x14 map in general has not yet been proven (as far as I know, it's currently only connected by another mod in certain scenarios).
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
What's better depends on what you value more: dynamic obstacles created by players or static ones defined by the map. A larger map provides more opportunities for initial unit placement, but on the other hand, it visually makes the units appear smaller and blurs the distinction between large and small units. A larger map also has potential in terms of creating interesting arenas (with obstacles), but again, this requires time and effort.
Personally, I prefer the former, but this might be because that's how it's implemented in my mod right now, while the technical feasibility of connecting a 14x14 map in general has not yet been proven (as far as I know, it's currently only connected by another mod in certain scenarios).
Please explain in more detail – what do you mean by "I prefer the former," and what exactly is implemented in your mod, and what is the problem with using a larger map? Also, what map sizes can we use? I know of three: 1) during naval battles 2) during regular battles 3) during sieges
I'm aiming for: 1) to eliminate the possibility of reaching the opponent in the early turns (this can be left for teleporting units) 2) to develop the tactical aspect of the game
– here, we have the options of reducing movement speeds and increasing the arena size. I'm generally in favor of increasing the arena size, but what problems might arise (for example, the issue with a 14x14 map)?
... И древний лес, роскошен и печален, Блистает там воздушностью прогалин. Но между кедров, полных тишиной, Расщелина по склону ниспадала. О, никогда под бледною луной Так пышен не был тот уют лесной...
Please explain in more detail what you mean by "I prefer the first option," and what exactly has been implemented in your mod, what the problem is with using the field, and what fields we can actually use. I know of three sizes: 1) during naval battles 2) during regular battles 3) during sieges
I'm aiming for: 1) eliminating the possibility of reaching the opponent in the early turns (this could be left for teleporting units) 2) developing the tactical aspect of the game
- here, we can adjust movement speeds and increase the arena size. I'm in favor of increasing the arena size, but what problems might arise (e.g., the 14x14 issue)?
My mod implements the following concept (on a regular field): - base unit speeds are 3-5 - +1 modifier for large size (4-6) - +2 modifier for flying (5-7 or 6-8)
There are only 2 arena sizes: 10x12 (standard) and 14x14. The sea map is 10x12 with pre-set obstacles.
Regarding the 14x14 arenas, ask Dyrman about his mod; it likely modified the executable for this.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
The light dragon is colored very well, but the Elrathian one... Perhaps it needs to be approached with slightly different principles than the "seraphim coloring" style. It would be good to give it a texture similar to the seraphim's hood (the color is not as bright there and is more smooth). But this is just my very humble opinion.
The dragon of light is painted excellently, but the Elrath one... Perhaps different principles should be used there than, say, the seraphim color scheme. It would be good to give it a texture similar to the seraphim's hood (the color is not so bright there and is more smooth). But this is just my very modest opinion.
I had a more subdued version – this one is really very colorful, but after working with the contrast, I came to the conclusion that it's better this way – the colors contrast very strongly, and thus the emphasis on highlighting the feathers is enhanced.
Added after 8 hours 0 minutes I was wondering – what is this trend that in Heroes 6, Heroes 7, and now in some mods for Heroes 5, everyone wants to make the minotaur a huge brute and put it on approximately the fifth level – the bull becomes the size of a dragon – is this correct...?
Also, it seems to me that they take those who are about a meter tall for the armored ones:confused: ... maybe make it based on a vampire, adding the head from the armored one?
... И древний лес, роскошен и печален, Блистает там воздушностью прогалин. Но между кедров, полных тишиной, Расщелина по склону ниспадала. О, никогда под бледною луной Так пышен не был тот уют лесной...
I was just thinking – what is this trend where, in Heroes 6, Heroes 7, and now in some mods for Heroes 5, everyone wants to make the Minotaur a huge brute and place it around level five – the bull becomes the size of a dragon – but is that really right?
I agree; it's already almost as tall as a lizard rider.
I was just thinking – what is this trend where, in Heroes 6, Heroes 7, and now in some mods for Heroes 5, everyone wants to make the Minotaur a huge brute and place it around level five – the bull becomes the size of a dragon – but is that really right...?
We've outlined the basics, but there's a lot of work to do... more than we can even mention here. For example, we discussed with fktifzobr@mail.ru the idea of moving spells between different schools of magic (let me reveal a small secret – for instance, the "Blind" spell will be moved to the school of light magic).
... И древний лес, роскошен и печален, Блистает там воздушностью прогалин. Но между кедров, полных тишиной, Расщелина по склону ниспадала. О, никогда под бледною луной Так пышен не был тот уют лесной...