Posts from Heroes 5.5 WarGame Edition - Tactical Edition.
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Do you like the WarGame Edition global mod?
- "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 :)
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...
Yes, I remembered – in the original, both races and skills often have different positions depending on the game time.
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
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 :)

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).
Overall, it's interesting (especially the connections between dwellings through the fort/guild).
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...
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
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).
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


Is there a separate mod for tilesets? Has WarGame Edition been translated yet?
Maybe 5.6? :D
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...
5.999999999999999999999999999999999999999999999:D
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