Skip to content

Posts from Harmony - Troop Symmetry Auto-translated

5.0 (2 ratings)
In reply to SRD
User Avatar
#455
Auto-translated
SRD
Regarding the muting mechanic – no one forces you to take muting skills; if you don't need them, don't take them. As I understand the WGE's idea, the goal is to ensure that the necessary skills always appear, and the fact that an unnecessary skill appears upon leveling up is unacceptable. But how can you know what a player needs and what they don't? This is a personal matter for each player, which means that both necessary and unnecessary skills will always appear in any case.
The problem is that when muting skills are added, the chance that several unnecessary skills will be offered in a row increases. And this means that the chance of ruining the upgrade is higher. If there were no randomness, it would be a different story – situational muting skills wouldn't bother anyone. By the way, muting skills have already been tried out and given to all races – in a certain English-language mod called RPE. I recommend checking it out on the heroes community. But in the end, they still relied on muting skills as side effects, in the form of summoning elementals to cities. Because pure muting skills... that's quite a mess.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
User Avatar
#456
Auto-translated
Nargott
The thing is, when you add silencers, the chance of getting offered several useless skills in a row increases. And that means there's a higher chance of ruining the skill progression. If there wasn't any randomness, it would be a different story – situational silencers wouldn't bother anyone. By the way, silencers have already been tried out for all races – in a certain English-language mod called RPE, I recommend checking it out on the heroes community. But in the end, they still tied the silencers to side effects, in the form of summoning elementals to cities. Because pure silencers... that's quite a mess.
As far as I understand, the idea was not just to add silencers, but to replace them with magic schools that are not studied by these races, then the chance of getting several useless skills will remain the same.
Мои мини-моды

Мод RTF

Мои NCF существа
In reply to fktifzobr
User Avatar
#457
Auto-translated
[email protected]
As I understand it, the idea wasn't just to add suppressions, but to replace the magic schools that aren't studied by these races with them. Then the chance of getting several unnecessary skills will remain the same.
Not studying is one thing, and being rare is another. Even if a school isn't represented in a guild above level 3, it's still more useful. But taking away the Humans' native Darkness would essentially deprive them of a powerful and in-demand weapon. If Darkness is preserved for Humans, then a 2% suppression on non-core schools could still be acceptable. Without increasing the chances of this absurdity.

Added after 1 hour 25 minutes
SRD
5. Humans learn Light, suppress Darkness, Chaos and Summoning are not their thing, but they will still have two magic schools in the guild, so they can learn Summoning in the guild, and therefore can also learn Summoning and suppress Chaos.
Summoning doesn't fit Humans; Light and Darkness are what make up the nature of Humans and are reflected in the gameplay. Summoning is a school for magical races, implying high magic and knowledge, spellcasting, and education. Again, no one is forcing you to play a dark knight; the choice is yours. But unlike Suppression or Summoning, it's impossible to call Darkness useless for Humans.

Interestingly, would you like it if Humans were deprived of Light? Well, that would be quite realistic - besides, Humans get more benefit from Darkness - teleport, mass haste, and stone skin can also be obtained from skills, but the debuffs from Darkness cannot be replaced with anything.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
User Avatar
#458
Auto-translated
Nargott
Those that are not studied are one thing, and those that are rare are another. Even if a school is not represented in a guild above level 3, it is still more useful. But taking away the Darkness from humans is essentially depriving them of a powerful and in-demand weapon. If Darkness is preserved for humans, then reducing the chance for non-core schools by 2% can still be accepted. But under no circumstances should the chances of this abomination be increased.

Added 1 hour 25 minutes ago

Appealing to people is not relevant; light and darkness are what make up the nature of humans and are reflected in the gameplay. Summoning, on the other hand, is a school for magical races, implying high magic and knowledge, wizardry, and education. Again, no one forces you to play a dark knight; the choice is yours. But unlike reducing or summoning, it is impossible to call darkness useless for humans.

I wonder, would you like it if humans were deprived of light? After all, it is quite realistic - besides, humans benefit more from darkness - teleport, mass haste, and stone skin can also be obtained from skills, but the debuffs from darkness cannot be replaced by anything.

I agree that darkness is very useful for them, and often even more useful than light, but we should not base our decision on the fact that "it is very useful for them" - darkness and Air Magic would be great - a rain of enchanted arrows with berserk, and that's it, game over. In this case, I am guided by the same logic as the developers of Heroes 7 (they don't have darkness in the human guild) - in the cities of Erathia, there should be no magic of Malassa; humans are zealous fanatics of the school of light, darkness is unacceptable for them, only light. The question remains with the guild - as I understand it, it will not be possible to make only a column with light magic in the guild, then something from summoning or chaos is needed - darkness is contrary to the teachings of Erathia, but summoning and chaos are neutral, hence the choice between them as a second school. Of course, it is possible to leave the possibility of developing darkness for humans, but it must be removed from the city (let's say that we will leave a chance for humans to have a secret passion for darkness, but officially we have nothing to do with darkness :D)
... 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
User Avatar
#459
Auto-translated
SRD
I agree that darkness is very useful to them, and often even more useful than light, but we shouldn't base our decisions on the fact that "it's very useful to them" - darkness and Life Enchantment would be great - a rain of enchanted arrows with Berserk, and that's it, game over. In this case, I am guided by the same logic as the developers of Heroes 7 (they don't have darkness in the Human guild) - there should be no magic of Malassa in the cities of Erathia; humans are zealous fanatics of the school of light, darkness is unacceptable to them, only light. The question remains with the guild - as I understand it, it won't be possible to make only a column with light magic in the guild, so we need something from summoning or chaos - darkness is contrary to the teachings of Erathia, but summoning and chaos are neutral, hence the choice between them as a second school. Of course, we can leave the possibility of upgrading darkness for humans, but it must be removed from the city (let's say, we will leave humans a chance for a secret fascination with darkness, but officially we have nothing to do with darkness :D).
Okay, apparently, for me, as a fan of the 5th part, the philosophical image of classic light-dark humans is closer than the fairy-tale zealous fanatics of light from the 7th part. However, within the framework of the existing schools of magic in the 5th part (and not the 7th), there is no worthy replacement for Darkness for humans. How will he play with Phoenixes, Elementals, the Hive, etc. without Enchantment, Mana, and Sorcery? Why does he need this junk in the guild? Although it's not entirely junk: to role-play summoning from the guild, the human will simply hire heroes from other factions (Necromancer, Mage, Dark Knight). This will be a quite normal strategy for a Knight: develop skilled training and train units for the main hero-outsiders with imperial troops.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
User Avatar
#460
Auto-translated
Well, I would gladly implement a system where they only have light as a single pillar in the guild. We need to come up with something for this... we could make both pillars magic light, but then there's a chance that spells will be duplicated, meaning, for example, on level five, they might cast Holy Word twice – that's absurd.
... 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...
User Avatar
#461
Auto-translated
Okay, I guess for me, as a fan of the 5th installment, the philosophical image of the classic light-dark humans is closer than the fairy-tale-like zealous light fanatics from the 7th installment.
In general, considering the large number of different duchies, there is nothing preventing them from coexisting in different ways. Moreover, it seems that one or two such duchies with a more tolerant attitude towards "foreigners" actually exist.
 

К А
Стикеры GBF в Telegram
In reply to Ment
User Avatar
#462
Auto-translated
Ment
In general, given the large number of different duchies, there is nothing preventing them from coexisting in different ways. Moreover, it seems that one or two of these duchies, with a more tolerant attitude towards "foreigners," actually exist.
To play Heroes, you don't necessarily have to delve into the history of Ashan, especially that version that was used for parts 6 and 7. Humans can officially believe in anything and strive for anything; this does not negate the dark side of their nature. To better understand the Light, you must also understand the Darkness. Light spells remove opposite Darkness spells, and removing spells in general removes almost any Darkness. How can one achieve such effectiveness without understanding Darkness? Of course, this argument does not require always studying Darkness along with Light in all guilds of other races, but it at least explains this seemingly contradictory combination in humans.

By the way, was the idea of "light" blinding also taken from parts 6 and 7?
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
User Avatar
#463
Auto-translated
Nargott
You don't necessarily need to delve into the history of Ashan to play Heroes, especially that version that served as the basis for parts 6 and 7. Humans can officially believe in anything and strive for anything, but that doesn't negate the dark side of their nature. To better understand the Light, you must also understand the Darkness. Light spells dispel opposing Darkness spells, and removing spells in general removes almost any Darkness. How can you achieve such effectiveness without understanding Darkness? Of course, this argument doesn't require studying Darkness alongside Light in all guilds of other races, but it at least explains this seemingly contradictory combination in humans.

By the way, was the idea of "light" blinding also taken from parts 6 and 7?

No, there doesn't seem to be any blinding there....:confused:

Added 4 minutes later
Hmm.... Humans study darkness based on the logic of "you need to know your enemy better in order to fight them more effectively." There might be something to that...

Added 4 minutes later
Regarding the relocation of the blinding effect - it originates from the description of Elrath
... 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
User Avatar
#464
Auto-translated
I. New skill icons: 1. Magic of Creation (Summoning) - Icon featuring Ilat - the "Runic Shield" skill renamed to "Ilat's Hand" - Icon featuring Silanna - the "Elemental Balance" skill renamed to "Silanna's Perfect Balance" 2. Magic of Light - "Eternal Light" icon - the "Fog Veil" skill renamed to "Blinding Light" 3. Counterattack - There is one new icon, and it represents the "Eternal Light" skill II. "Magic Exhaustion" has been renamed to "Ethereal Armor"
Attachments 3
3 files attached • Total size: 1.2 MB
... 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
User Avatar
#465
Auto-translated
Path to the Supreme Unit:
1. Haven
- light magic
- leadership
- defense
2. Inferno
- destruction magic
- attack
- leadership
3. Necropolis
- dark magic
- sorcery
- creation magic
4. Sylvan
- light magic
- luck
- creation magic
5. Dungeon
- dark magic
- destruction magic
- sorcery
6. Academy
- sorcery
- education
- engineering (machinery)
7. Fortress
- defense
- engineering (machinery)
- sorcery
8. Stronghold
- leadership
- attack
- war cry

Added after 20 hours and 48 minutes
I have a question:
from my observations - when the "empowered arrow" skill triggers (the target unit is pushed back one cell on the battlefield), the knockback effect on the attack value scale doesn't occur, but the skill description clearly states that it should - what's the problem?
... 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
User Avatar
#466
Auto-translated
SRD
There's a question: from my observations, when the "Empowered Shot" skill triggers (the target unit is pushed back one tile on the battlefield), the pushback doesn't seem to occur on the attack timeline, but the skill description clearly states that it should – what's the reason?
Because the descriptions in the original are poorly written and lack proper testing, so they shouldn't be blindly trusted.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
User Avatar
#467
Auto-translated
Minor texture adjustments.
... 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
User Avatar
#468
Auto-translated
Now, I suggest we discuss extracting the emerald dragon model from Heroes 7 and applying it to this mod. This issue has already been discussed over the past few days, and the main problem, of course, is animating the model from the seventh game.
... 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
User Avatar
#469
Auto-translated
Of course, everyone has seen it, but let it be here too...
... 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...