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In reply to dom2
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10 years ago
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dom2
This needs to be screenshotted urgently! Who knows, maybe the author will suddenly gain literacy or intelligence/maturity. And this timeless piece will be lost...

Write, Kozma, write. Write while the fire still burns in your heart and loins, while your mind is not clouded by stupid spelling)

P.S. "iz-podtezka," "potikhinku" - This is a masterpiece! I won't even mention the style...
I have another unfinished poem about politics. It's longer than this one, but it's still unfinished. If you post it in the forum, I can send it to you.
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10 years ago
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I've been wanting to write about this for a while, even before the release with workshops and other features. Sometimes, on the battlefield, an isolated hex is generated, surrounded by obstacles, where you can fly in with some units, and they can only be attacked by ranged units or magic. I've observed this situation several times, especially near a Fortress, but not in the latest releases. It seems like it might also be possible near a Dungeon, although I haven't encountered it. I think this could be fixed because it feels more like a bug than a feature. (I don't think this has been addressed, has it?) + Situations where you can't attack a specific hex with two-hex-sized units.
In reply to Stomper
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10 years ago
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Stomper
Sometimes, an isolated hex is generated on the battlefield, surrounded by obstacles, where some units can be placed, and they can only be attacked by ranged units or magic.
This also exists in Stronghold. There aren't many of these fields, but they do exist. Once, there was a dispute because of this when such a field appeared in the final battle. I can't say for sure whether it generates more or less often in Heroes.
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10 years ago
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My suggestion concerns 5 heroes. Please note that in version 5, the War Machines skill is not a priority; moreover, it is rarely developed, with players preferring to focus on developing luck, attack, defense, magic, etc. This skill has essentially been made weak and unnecessary compared to the others. Question: Can it be strengthened in a way that would make it interesting to develop? For example, I would like to suggest my own version of strengthening the skill: Fundamentals of War Machine Management: basic characteristics +1 to health for all units, +1 to attack, +1% to initiative. Advanced War Machine Management: basic characteristics +2 to health for all units, +1 to attack, +1 to defense, +2% to initiative. Expert War Machine Management: basic characteristics +4 to health, +1 to attack, +1 to defense, +4% to initiative. The numbers can be different. I have only provided my version. I would like to hear your opinion and your suggestions. More details about war machines can be found here: http://www.might-and-magic.ru/articles/_/heroes-of-might-and-magic-v/heroes-5-skills/h5_war_machines
10 years ago
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I don't know if this suggestion has been made before...

Allow ranged units to attack in melee if they have no more ranged attacks left.
This could be useful for finishing off a stack when ranged units have only a few ranged attacks remaining.
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10 years ago
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I'll try to suggest some of my ideas; maybe you'll like something:

Part 1. Units:
1) Increase the damage of Imps and Goblins to 1-3.
For all other Tier 1 creatures, either set the upper damage limit immediately or have it become 3 upon upgrade, with the exception of Blue Wizards (but they are ranged units).
For Goblins, if possible, make it so that their damage is 1-3, and upon upgrade, it becomes 1-2 (but they gain ranged attack).
2) Increase the damage of Orcs (Orcish Leaders) from 2-5 to 3-5.
3) Add the same ability as Minotaurs to Sailors and Upgraded Sailors (always positive morale).

These minor changes will affect the possible starting options for these factions.

Part 2. Objects

1) My main idea is to add "fortress-like objects".
That is, a catapult (siege weapon) can be used not only when capturing cities but also for some new objects.

These objects will consist of a mixed army – that is, ranged units + melee units to protect them from being overrun.
In battle, there will be a wall + 1 tower, just like in sieges.
These objects will have 3 levels of gradation.

1.1 - Outpost (Nymphs + Lizards), possibly with upgraded versions.
They provide 2 types of specific resources (Sulfur + Mercury +5/7/9), Gold 5k/7k/9k, and 2 artifacts: Treasure/Minor, Minor/Minor, Minor/Major.

1.2 - Sanctuary (Liches + Necro-Steeds), also possibly with upgraded versions.
They provide 2 types of resources (Crystals + Dragon Scales +6/8/10), Gold 8k/11k/14k, and 2 artifacts: Minor/Major, Major/Major, Major/Relic.

2) Adding and changing objects where you can obtain random scrolls of certain levels.

2.1 Cathedral - (Monks/Fanatics/Wizards) - arrangement as in Confluxes (Fanatics are placed in the upgraded position - lower left corner, Wizards are placed on the right in the middle).
Also 3 levels.
They provide scrolls of levels 3/3/4/5, 3/4/4/5, 4/4/5/5 - and you need to add an option that a control scroll can also drop randomly here.

2.2 Change the Pyramid so that it provides a level 5 spell scroll instead of just training the hero who defeats it.

3) Add an object where you can advance a hero's skill for a random resource.

Alchemist's Laboratory - for 10 resources of a random type, the hero can advance an already learned skill once per game (from basic to advanced or from advanced to expert).

Part 3. Other additions

1) Since Necromancy has become "devalued," give heroes of the Heretic (Inferno Mage) and Alchemist (Tower Warrior) classes a chance to learn the "Necromancy" skill. (If I'm not mistaken, this was possible in the first version of Heroes).

2) Add a major artifact.
Boots - reduce the movement speed of enemy units by 1.

*I also have ideas for changing underused skills, but I think you get those suggestions often.
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10 years ago
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Everything is great, but changing unit stats is not right; instead, you should change the size of the starting army and the growth rate in castles. The Citadel with a Tyrannosaurus looks good, by the way. There is a specialist for Inferno regarding the "Heroes of Might and Magic" game; I request a specialist for Fortress regarding the "Heroes of Might and Magic" game.
In reply to StickyFingaz
10 years ago
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StickyFingaz
Everything is great.
2.2 Change the Pyramid so that it gives a scroll of a 5th-level spell, instead of just training the hero who defeated it. What's so great about that? Getting a scroll that can't be used without a Game Master?
In reply to Pridu
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10 years ago
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Pridu
2.2 Change the Pyramid so that it grants a scroll of a 5th-level spell, instead of just training the hero who defeated it. What's so great about that? Getting a scroll that can't be used without a Guild Master?

According to the rules of Heroes of Might and Magic, building a Guild Master is not required to use scrolls of levels 4 and 5.
In the generator, we increased their value and set a limit on the number available in the zone.
10 years ago
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Offtopic Ъ... I'm an idiot, I completely forgot about HotA scrolls, in that case it's a good suggestion! P.S. this is what the last 3 games on Jebus in SoD lead to Kappa
In reply to Noom
10 years ago
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Noom
Everyone will be playing with a very limited pool of heroes.
Um, isn't that already the case?
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10 years ago
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By the way, a brilliant suggestion was made here: why bother with restructuring when you could make the appearance of Dimension Door and Teleportation spells mandatory, at least in the second guild built? That is, if they don't give it to you in the first, they guarantee it in the second. You could even make it so that spells don't repeat in built guilds (if possible). P.S. However, on the other hand, this seems like a workaround. And the intrigue of searching for control is lost. At the moment, of all the suggestions I've seen, the simplest and most optimal remains this: when you click on a spell in a guild, it offers to replace it with another (previously unopened) for a certain price (money + resources). (Perhaps it should be allowed to replace no more than one or two spells per day.)
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10 years ago
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Remove the penalty for Gold and Diamond Golems on snow.
10 years ago
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Make single-hex objects on the map (like hives) accessible from any direction (for example, from above). It is only logical that you don't necessarily have to go around a tree from below or from the side.

Improve the pathfinding algorithm. For example, if some object stands on a road (such as a mana well), the path should be plotted through it automatically without going around (unless the object is the destination). If an object usually offers something (for example, a choice: +1 SP or +1 Intelligence), then in the case of simply passing through it, it will offer nothing. In addition to this, make resources passable, meaning you can simply walk over gold and collect it while doing so.

Improve the random map generator regarding the calculation of "meat" provided in zones. Here I am referring more specifically to Jebus Cross. That is, each zone (not a treasure zone) should have approximately the same amount of meat that can be obtained from hives/cons/caches, etc. The same suggestion applies to the balance of artifacts per zone.

Improve the template generator regarding the distribution of artifacts. For example, on a map without water, there cannot be "water" artifacts or scrolls with boats, etc.; in the Dragon Utopia, there cannot be two shields.

The ability to restart with automatic regeneration of the map using the same options.

Add the ability to decline a skill from the witch's hut.

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