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Posts from Harmony - Troop Symmetry Auto-translated

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In reply to kiko
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#425
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kiko
It would be nice if you wrote "updated" and the date in the updated post...
Perhaps the date would be appropriate:)

Added 18 minutes ago
If you see an unfamiliar skill, you can immediately see in parentheses what it was called in the game. For example: "Armor of the Earth God (crystalline scales)"

Added 23 hours 21 minutes ago
So... They're really getting on my nerves... Can we finally say that the developers have decided who Nightmares are: - the result of Urgash's work (demons) - or the result of Ash's work (unicorns corrupted by darkness)
Another description: Nightmares are unicorns that have changed over time due to the influence of Malassa. Their fur has become as dark as onyx, their muzzles are gaunt and exhausted, and their clear eyes are completely black. Their horn, once a symbol of fertility, has become a vessel and physical embodiment of the nightmares that these creatures are cursed to see and feel. The thunder of Nightmares' gallop creates waves of horror that penetrate and spread among the enemy ranks. A Nightmare horn obtained in battle is a precious artifact. Processed and fitted with a handle or shaft, it can become a sword or spear that contains and transmits the same nightmares that the creature itself has absorbed.
... 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...
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#426
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Can we finally say that the developers have decided what Nightmares are:
Yes. -
Nightmares are unicorns that have changed over time due to the influence of Malassa. Their fur has become as dark as onyx, their muzzles are gaunt and tormented, and their clear eyes are completely black. Their horn, once a symbol of fertility, has become a vessel and physical embodiment of the nightmares that these creatures are cursed to see and feel.
The thunder of Nightmares' hooves creates waves of horror that penetrate and spread through the ranks of enemies. A Nightmare horn obtained in battle is a precious artifact. Processed and fitted with a handle or shaft, it can become a sword or spear that contains and transmits the same nightmares that the creature itself has absorbed.
- or are they the result of Ashi's work (unicorns corrupted by darkness)
It's Malassa!
In reply to SRD
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#427
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SRD
Nightmares are unicorns that have changed over time due to Malassa's influence.
Apparently, the unicorns were so surprised by Malassa that their horn moved from their forehead to their nose :D

But seriously, I believe that Heroes of Might and Magic V is the most canonical (unlike the failed Heroes of Might and Magic VI and VII), and therefore, the Ashan from Heroes of Might and Magic V is the one that matters – which means that in "modern" interpretations of Ashan's creatures, there is no point if they deviate from the concept from Heroes of Might and Magic V.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
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#428
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Nargott
Apparently, the unicorns were so surprised by Malassa that their horn moved from their forehead to their nose :D

But seriously, I believe that G5 is the most canonical (unlike the failed 6 and 7), and therefore Ashan in G5 is the standard – which means that in "modern" interpretations of creatures, Ashan doesn't make sense if they deviate from the concept in G5.

WOW:eek: - the first person I remember saying that - well, I don't quite agree - there were some flaws in the lore of G5, and in some places the lore of G6 and G7 actually improved the situation, BUT G6 is a HUGE FAILURE, and G7 is still too young to judge or admire, so... Well, I'm confused again:smile04:

Added 4 minutes later
WizardNazyr

Malassa!

Malassa herself is a product of Ash's work, so all her actions are also the result of Ash. I was considering who was initially involved – Ash or Urgash, because if you think about it, Malassa isn't really involved either, because in that case, the nightmare is still a unicorn, albeit a mutated one, which means it's Silanna's doing
... 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...
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#429
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But seriously, I believe that G5 (unlike the failed 6 and 7) is the most canonical, and therefore, the Ashan of G5 is the one that should be followed – which means that in “modern” interpretations of Ashan’s creatures, there is no point if they deviate from the concept from G5.
0_o
In reply to SRD
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#430
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SRD
WOW:eek: - the first person I remember saying something like that.
What's so surprising about that? I don't play the less successful parts of the series, so I ignore their "innovations." Why should I base my decisions on unauthoritative games? It's like putting a Lada body on a Lamborghini. Regarding Heroes 7 - its popular rating is still around 40%, which is even lower than Heroes 6. When (and if) it reaches at least 80%, the game will gain credibility. Nightmares are designed to sow fear and chaos among the enemy ranks; their relationship to demons is obvious (in my opinion). What do you think? If a successful game adopts one concept, and a failed game adopts another, would a player be happy to think that the first one is wrong and the second one is right? Naturally, people choose the point of view that resonates with them. My point is this: make the decisions that you personally like, or that appeal to a specific group of people for whom your mod is intended. If you believe that nightmares are creatures of chaos (or creatures of darkness), then so be it. There's no need to base your decisions on unsuccessful games just because they are newer, unless you are a fan of their storyline, of course
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
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#431
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Here's the thing...
Let's be a bit creative (or find a way around it).
Demons should have horses!
But let's not call them "nightmares" – let nightmares exist somewhere in Ashan as "dark unicorns," but not in our mod.
And for the demonic horses, let's use names like "Hounds of the Underworld," "Hell Steed," etc. :smile44:

Added 2 minutes later
And by the way, there will be "Knights of Hell" – we'll put Agramon on a nightmare.
... 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 reply to SRD
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#432
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Here's the thing – you can't just arbitrarily reduce movement speeds. As I mentioned before, if we reduce movement speeds, archers and sorcerers (both sorcerer units and sorcerer heroes) will clearly have an advantage. However, this will also affect, for example, Wingard. The essence of his special ability is to move his troops forward on the battlefield so that they can act earlier, but during the battle, his special ability no longer works, and the whole point was that, having high-speed units, they could cover the entire field in one turn and attack on the first turn, and in this case, the ability to go first was crucial. But now, with reduced movement speeds, no one will be able to reach the other side in one turn, and going first is no longer as important as it used to be, which means Wingard's special ability has become less effective, and therefore he has become weaker.
First: how far will the decision to reduce movement speeds go?
Second: is it worth strengthening Wingard's special ability, and if so, how?
... 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 reply to SRD
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#433
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SRD
There's a catch – you can't just cut down movement speeds. If we reduce movement speeds, as I've already said, archers and Sorceresses (both Sorceress units and spellcasting heroes) will clearly benefit, but it will also affect, for example, Wingard. The essence of his special ability is to move his troops forward on the action turn so that they go first, but during the battle, his special ability no longer works, and the whole point was that, having high movement speed, units could run across the entire field in one turn and attack on the very first turn, and in this case, the ability to go first was crucial. But now, with reduced movement speeds, no one will reach the other side in one turn, and going first is no longer as important as it used to be. This means that Wingard's special ability has become less effective, and therefore he has become weaker.
First: where else will the reduction of movement speeds lead?
Second: is it worth strengthening Wingard's special ability, and if so, how?
Reduce the damage of archers and offensive/resurrection magic to 80%, and adjust the rest as needed. On the contrary, Wingard's special ability can be significantly strengthened in percentage terms, giving noticeable bonuses at the start, which his army can use to position itself on the field, rather than just running and attacking. In this regard, there are much more prospects than in a purely rush strategy with the hope of a favorable outcome on the initiative scale. Specifically, I would try the following numbers:
- first, 5% per level (an extreme option)
- then 3%, if the first option is too much
- then 2 or 4%, depending on the previous result (if it is not satisfactory)
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
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#434
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Nargott
Reduce the damage of archers and impact/resurrection magic to 80%, and adjust the rest based on the situation. Instead, Wingael's special ability can be significantly boosted in percentage terms, providing substantial early-game bonuses that his army can use for positioning on the battlefield, rather than just running and attacking. In this regard, there is more potential than with a purely rush-based strategy that relies on a favorable outcome on the skill scale. Specifically, regarding the numbers, I would try the following:
- start with 5% per level (an extreme option)
- then 3%, if the first option is too high
- then 2 or 4%, depending on the previous result (if it is not satisfactory)

How can this be changed? - I haven't reduced the specialization yet. I think 5 per level is too much - 3 or 4 is probably fine (2 is too little, especially since we are losing the rush-based combat option)

Resurrection and raising the dead:
I would remove the effect that reduces HP after their application

Tent:
Reducing speeds will clearly prolong the battle, so let the tent move 5 times, but reduce the effect to 70%

Impact magic and spells will be weakened by 70-80%, and the Lucky Charm ability for necromancers should be blocked; Arcane Waves will be sufficient
... 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 reply to SRD
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#435
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SRD
How can I change this? - I haven't cut down on specializations yet. I think 5 per level is too much - 3 or 4 would probably be fine (2 is too little, especially since we're losing the rush combat option).
Look in RPGStats. Try 3; at level 25, this will mean that creatures start with 75-100% of their turn accumulated (instead of 0-25%), and it's unlikely that the hero will level up further. It will turn out that the turn order of Wing's creatures at high levels will be determined by randomness to a much greater extent than by initiative - because the start is very close to 100%. With morale, even a rush can be achieved.
Resurrection and raising the dead:
I would remove the effect of reducing HP after their application.
While simultaneously increasing the cost of these spells, because they are too powerful, and the reduction in HP was introduced by the developers to prevent spamming with these spells.
Tent:
Reducing speeds will definitely prolong the battle, so let the tent move 5 times, but reduce the effect to 70%.
No more than 1 round. It won't be possible to reduce the effect of the tent, but you can reduce its initiative. However, what's wrong with increasing the tent's ammunition - the player will be motivated to prolong the battle with neutrals in order to replenish losses.
Impact magic and weakening spells will be reduced by 70-80%, and the Lucky Mage perk for Warlocks should be blocked; Arcane Waves are more than enough.
I meant only the damage of archers, not health. Lucky Mage is 6 perks for one effect; it's unlikely to be worth it - it's not the most popular build for Warlocks.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
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#436
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Nargott
Look in RPGStats. Try 3; at level 25, this will mean that creatures start with 75-100% accumulated turn (instead of 0-25%), and above 25, the hero is unlikely to level up further. It will be amusing that the turn order of Wing's creatures at high levels will be determined by randomness to a much greater extent than by initiative - because the start is very close to 100%. With morale, even a rush strategy can be achieved.

While simultaneously increasing the cost of these spells, because they are too powerful, and reducing HP was introduced by the developers to prevent spamming with these spells.

No more than 1 round. It will not be possible to reduce the effect of the tent, but its initiative can be reduced. However, what is wrong with increasing the tent's ammunition - the player has a motivation to prolong the battle with neutrals in order to restore losses.

I meant only the damage of archers, not lives. A lucky mage is 6 perks for one effect; it's hardly worth it - this is not the most popular build for a necromancer.

1. Yes, I meant the damage of archers.

2. The calculation for resurrection and raising can be reduced to 80% of the current value; the cost can also be increased, but the effect of reducing HP - what is this nonsense (by analogy with the reduction of HP when resurrecting, why then does HP not increase from impact magic so that they don't spam it either:smile04: - I'm just kidding, but still, we need to try to remove this effect of reducing the squad's HP - I just can't come to terms with it, no matter how hard I try)

3. Okay - you convinced me about the tent:smile15:

Added 8 minutes ago
PS: I don't level up machines at all (probably that's why I don't see anything special here...), but this question has been raised in many topics, and many people wanted to increase the tent's ammunition, but okay.

Added 13 hours 41 minutes ago
Nargott
Look in RPGStats. Try 3; at level 25, this will mean that creatures start with 75-100% accumulated turn (instead of 0-25%), and above 25, the hero is unlikely to level up further. It will be amusing that the turn order of Wing's creatures at high levels will be determined by randomness to a much greater extent than by initiative - because the start is very close to 100%. With morale, even a rush strategy can be achieved.
I still don't understand how to do this - I searched in the hero's file, but there is nothing there - can you provide more detailed instructions, please - I have only changed basic spells and skills for heroes before
... 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 reply to SRD
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#437
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Also, reducing movement speed will negatively affect skills that depend on the number of cells traversed: agility, charge, and knight's charge. When balancing the mod, it will be necessary to take into account that these abilities have become slightly less valuable.
... 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 reply to SRD
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#438
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SRD
Reducing movement speed will also negatively affect skills that depend on the number of tiles traversed: agility, charge, and cavalier charge. When balancing the mod, you need to consider that these abilities have become slightly less valuable.
All of these abilities can be adjusted in the same file, GameMechanics\RPGStats\DefaultStats.

In my mod, for example, agility provides twice the bonus (+4 equivalent), charge remains unchanged in terms of formal modifications (the actual bonus has increased due to the increased importance of defense and because it now provides the maximum bonus after 5 tiles). Finally, cavalier charge was increased from 5% to 10% per tile, transforming it from a minor background ability into one of the strongest and most distinctive.

In your case, to avoid strengthening the original abilities, I would increase agility to only +3, the cavalry bonus to +10%, and there is no need to change the lizard charge, as it is the same whether it is 8 or 5-6.

Regarding movement speed, I can suggest another alternative: based on Heroes 3, you can convert speeds using the formula 75% (of what they were in Heroes 3 for these creatures), rounded down. This is a practically exact imitation. However, I would then only base it on upgrades, as the base values in Heroes 3 are significantly lower in terms of speed - and similar zombies in Heroes 5 would crawl at 2, which is historically accurate in itself, but initiative is already low.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
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#439
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Please specify the desired lines for Wingheel and Agility – the file has too many lines, and it will take a long time to search.

Added 6 minutes ago
I think I found it... This is it (Wingheel special ability). 0 0.01
???

Added 16 minutes ago
I tried it... Giving Wingheel 4 per level is definitely too much – with a level 18 hero, everyone with an initiative of 13 went twice without any problems, and that's without the morale bonus triggering.

Added 6 minutes ago
The dancers with Wind Strike were particularly interesting – I liked the idea of giving them a charge (by the way, I renamed "charge" to "Wind Dance"). As a result, they first performed the Wind Dance, then went twice, and only then did the undead start moving (the battle was against a Necromancer).
... 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...