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Posts from Heroes 5.5 WarGame Edition - Tactical Edition. Auto-translated

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#438
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Any strategy is specialized (optimized) for a specific type of map. For example, Heroes 5 was initially optimized for longer games, primarily starting from one city on safe maps where you can ignore the presence of an opponent for a long time (as evidenced by the popular simultaneous turns mode). In our mod, it's exactly the opposite. The optimal map here is one that is rich in diverse zones, entrances and exits, a large number of cities, lacks safety nets in the form of strong passage guards, and supports interaction with the opponent as early as week 1, at least at the level of scouts, if not main troops. This template is closest to the Diamond template for HotA Heroes 3; I highly recommend checking it out, and then imagine how the game will develop on similar maps with accelerated logistics. I don't remember the exact settings for the guard units anymore, but there should be no more than a horde (up to 50) of tier 1-2 creatures in the passages. Having many years of experience playing on maps of various configurations, including non-random ones, I have not encountered anything that could even come close to comparing with it. Simply put, all other templates have become uninteresting. And what's the point of considering other formats if the Diamond template supports more variability than all other maps combined? We need to take the best and adapt to it. And here is what it looks like. The "disadvantage" of restarts upon encountering each other in week 1 can be safely ignored because such a rule for restarts only makes sense when there are chains as protection against overly aggressive rushes. Without chains, rushes are quite balanced and full-fledged strategies, increasing the role of scouting and combat readiness throughout the game, rather than just the second half. A distance of 3+ daily turns is enough time to prepare and gather significantly more troops in defense than the attacker has, naturally, provided there is scouting capable of detecting this attack.
Разработчик Heroes 5.5 WarGame Edition.
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#439
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I would say something like:
- "however, Heroes 5 originally envisioned gameplay on different types of maps"
and here's what I remembered - in the original, both races and skills often have different advantages depending on the game's duration (for example, playing as Haven, you absolutely cannot prolong the game, and the opposite is true for Necropolis; you can also consider Dark Magic and Chaos - on a large map, it's better to choose Dark Magic, while in a fast-paced game, Chaos can play a good role, and so on). In general, I think this is a very debatable issue - you need to try it out - sometimes logic turns out to be useless, as you never know what will actually appeal to you, and let it be the most illogical thing :)
... 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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#440
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SRD
Yes, I remembered – in the original, both races and skills often have different positions depending on the game time.
Exactly, and this is a fundamental element of any strategy – attacking in the right place and at the right time, which implies different effectiveness of troops/perks at different times and a natural orientation of the balance towards certain timeframes.

It is impossible to fully play a game for 2-3 months that is balanced for 2-3 weeks, and vice versa. To maintain the game on different types of maps, there must be a lot in common between them. For example, in Starcraft, all multiplayer maps have at least 10 hiding places (analogous to cities), a standard number of depletable resources on the base, short distances, and a mandatory presence of ramps (narrow entrances to bases). No one is shouting that the game needs to be balanced for maps played with 1 base, non-depletable resources, without ramps, or with huge distances and a time buffer to "develop, build up to the limit" – all these elements are the basis, optimal conditions on which the game is built.

Added 20 minutes later
SRD
you need to try – sometimes logic turns out to be useless, because you never know what will ultimately appeal to you, and let it be the most illogical thing :)
That is also true; any decisions may eventually be changed. For example, if it turns out that accumulating troops suddenly has more advantages than disadvantages in a strategic sense.
Разработчик Heroes 5.5 WarGame Edition.
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#441
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New city layout option for Humans:


Features of the layout: to accommodate all buildings on a 6x5 grid (it has not yet been technically possible to expand it), while still supporting upgraded buildings, it is necessary to reduce their number to 30. The following buildings have been removed from the Humans: - Grail (considering its situational nature and the fact that it is free, it could be left as an exceptional, non-upgradable upgrade for the capital in the same slot) - Shipyard (situational; it is better to have external shipyards on the map) - Resource Stockpile = Warehouse (possibly, this will be available to some other races) - Guild of Mages level 5 (as in Heroes 3) - Halls of Heroes (duplicate the functionality of training grounds; they are not needed – it is better to strengthen the latter) - Farms (a useless building)

Buildings in the starting city are marked in red (starting villages only start with a Town Hall), and 2 players will have 1 more building – most likely, the 4th building will be the Prefecture (a neutral option). City levels are marked with numbers from 1 to 12. It is easy to see that reaching Angels on week 1 is possible, but only for 2 players (day 7 on level 10), while the first player can only reach Knights or Fortress (day 7 on level 9).

In Heroes 3, it was a necessary building for all creature dwellings and, in fact, an investment in the development of villages for army production. Here, the Fortress is a key building for most troops (while some creatures are recruited through the Guild or Tavern).
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
In reply to Nargott
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#442
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I don't quite understand the guild mechanic – where is the fifth level?
Overall, it's interesting (especially the connections between dwellings through the fort/guild).
... 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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#443
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Let's consider the variability of this scheme if the goal is to ensure the maximum increase in troops by the beginning of week 2 (i.e., we develop without upgrades and non-production buildings).

First player:
1) (Militia + Archers + Swordsmen) under the Stronghold + Griffins
2) (Militia + Archers + Swordsmen) under the Stronghold + Monks (with a guild)
3) (Militia + Swordsmen) under the Stronghold + Knights (with Swordsmen upgrade)
4) (Militia + Archers) under the Stronghold + Monks + Griffins (with a guild)
5) Swordsmen under the Stronghold + Griffins + Knights (with Swordsmen upgrade)

Second player (+1 city level):
6) Militia + Archers + Monks + Angels (with a guild +1 building in reserve)
7) Militia + Swordsmen + Monks + Angels (with a guild)
8) Monks + Griffins + Angels (with a guild)
9) (Swordsmen + Knights) under the Castle (with Swordsmen upgrade)

Added 4 minutes ago
SRD
I didn't understand the part about the guild – where is the fifth level?
In general, it's interesting (especially the connection of dwellings through a fort/guild).
There is no level 5 mage guild for humans (as in Heroes 3). This is one of the features of the Castle. But the hero can learn Resurrection and Holy Word from his upgraded Angels through the Secrets perk (Eagle Eye).

Let me remind you of the growth system:
1) when placing a basic dwelling, you get a one-time +50% growth increase (and 50% weekly or 100% with a fort – most often)
2) when placing an improved dwelling, you get a one-time +100% growth increase (boost)
3) when placing a Stronghold, you get +50% arrival of already placed levels 1-3 and +50% weekly growth of levels 1-3
4) when placing a Castle, you get +50% arrival of already placed levels 4-6 and +50% weekly growth of levels 4-6
5) Tier 7 is exceptional (100% arrival and growth, does not depend on fortifications)

Added 5 hours 21 minutes ago
Разработчик Heroes 5.5 WarGame Edition.
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#444
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The Dungeon, unlike the human Castle, starts with a guild of level 1 mages instead of a fortress, thus having a slower troop build-up (in particular, it cannot produce dragons or hydras in the first week). At the same time, the creatures themselves are more powerful and of higher quality.
Разработчик Heroes 5.5 WarGame Edition.
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#448
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Is there a separate mod for tilesets? Has WarGame Edition been translated yet?
You have posted in the wrong topic; please go here
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#449
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We need to consider renaming the version number. The thing is that 5.5 WGE and 5.5 (English version, based on RPE) appeared independently, and they have fundamentally different concepts (a globally new balance, a fundamental change in gameplay versus new content).
Maybe 5.6? :D
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
In reply to Nargott
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#450
5.999999999999999999999999999999999999999999999: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...
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#451
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Yes, it can be done without numbers. The idea of the mod is to create an alternative to the mechanics of the fifth Heroes game. And that mod has the same mechanics, but with additional elements (like an add-on). So, I think the name War Game Edition (another edition, being released) is self-sufficient.
 

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In reply to SRD
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#452
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SRD
5.999999999999999999999999999999999999999999999:D
Too close to one of the most questionable parts of the series.
Разработчик Heroes 5.5 WarGame Edition.
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#453
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Well, generally speaking, Mент is right. 5.5 implies an expansion to the 5th installment, but here it's something else. For example, 5.WGE.
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