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

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In reply to Nargott
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#514
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Nargott
In the original, where you play starting with only one city, it might work.
Yes, exactly from the perspective of the original game.
Of course, if you use multi-racial armies and heroes of different class-races, then this (loss of mini-artifacts) will be a significant drawback.
Also, sworn enemies (in the sense, those already killed, who can be set as enemies) are not recognized, and they will also be lost when replacing heroes, which is also not good.
Nargott
For this, it will be necessary to somehow extract the guild from the city and simulate the hero touching it, and upon exiting, return the hero to the old place on the map.
As an option, create a city near the hero and enter it?
If this option is possible, then mini-artifacts for the Academy can also be changed in the field.
And a completely incredible option is to open the interface of the Rangers' guild with an additional button in the hero's fire (like the Skill Wheel, although I think this is definitely impossible).
Nargott
Although, of course, the +10% effect is extremely weak and will have to be supplemented with some +1 to attack.
Or a bonus to movement points "only for Rangers". After all, Rangers are scouts and wanderers.
Dyrman
And isn't this effect customizable?
Giving double bonuses is still more confusing. If the bonus cannot be changed, it is probably better to remove the building with an additional 10% altogether.
No, the effect is not customizable. You can only add something with scripts when building the building.
But with 3 native cities and Forest Cunning, the chance of double damage to a Sworn Enemy is already 40+10+3*10 = 80%
P.S.
Nargott
Then it would be logical not to remove perks, but to come up with other effects for the racial one.
One perk is clearly superfluous - Rain is, in essence, just a spell that can be given either at the start or simply as a bonus for any base level. And instead of it, Forest Cunning would be quite appropriate, which doesn't quite logically fit in Education.
In reply to DirtyLiar
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#515
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DirtyLiar

Or a bonus to movement points "only for Rangers". After all, Rangers are scouts and wanderers.
Can the maximum movement range be adjusted with scripts?
Моды для HeroesV:
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Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
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#516
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The perks have already been allocated: Rain of Arrows, Deadly Shot, Enchanted Arrow, Enchanted Ballista, Forest Fury, Forest Cunning, Forest Leader, and True Luck – all in the racial tree.
From Deadly Shot – Rain of Arrows, from Enchanted Arrow – Enchanted Ballista, from Forest Fury – Cunning and Leader, and from them – True Luck.
Разработчик Heroes 5.5 WarGame Edition.
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In reply to Dyrman
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#517
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Dyrman
Isn't the maximum movement range adjusted via scripts?
Why be so straightforward? :D
Example:
The hero's maximum movement range is 3000 points.
We need to increase the movement range to 3500 points.
No one forces us to add 500 to 3000, right? We can add it when the hero has 2000 points – they will still spend a total of 3500 points during the day.
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#518
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There are no problems with the movement range, as this parameter is set by scripts, including at the beginning of the day (maximum range).
Разработчик Heroes 5.5 WarGame Edition.
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In reply to Nargott
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#519
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I agree with Nargott that the most interesting of the discussed options is the ritual, but the question of whether this idea can be implemented still remains, which is why it makes sense to discuss other options, in case the ritual idea fails.
There is also another idea - in the city, in the guild of rangers, allow players to choose a larger number of sworn enemies, specifically, at the first level, one from each faction, at the second level, two from each faction, and so on, and in addition, remove the requirement to defeat the two-week growth.
... 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 Nargott
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#520
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Nargott
There are no problems with movement range, as this parameter is set by scripts, including at the beginning of the day (maximum range).
I added 10,000 Mana Points. The scale doesn't display that much. It's similar with mana.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
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In reply to DirtyLiar
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#521
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DirtyLiar
Why be so straightforward? :D
Example:
The maximum movement points for a hero are 3000.
We need to increase the movement points to 3500.
No one forces us to add 500 to 3000, right? We can add them when the hero has 2000 points – the hero will still spend 3500 points in total for the day.
I did it this way. The more such workarounds, the worse the game starts to feel. For example, we don't immediately measure the required number of movement points to a distant object.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
In reply to Dyrman
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#522
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Dyrman
I did it this way. The more such workarounds, the worse the game starts to feel. For example, we don't immediately calculate the required number of turns to reach a distant object.
Does the "Path of War" perk also make the game feel worse? :eek:
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#523
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DirtyLiar
Does the "Path of War" perk also make the game less enjoyable? :eek:
This perk is tied to a post-battle event. And to what do you want to tie the event of adding a turn to the Ranger? To nothing?
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
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#524
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So, what’s the problem with setting the desired bonuses at the beginning of the turn? How will the scale behave? Will it not decrease during this bonus until the turn falls below the maximum? So, it’s not scary at all.
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#525
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The problem is that nothing will happen, the scale won't react in any way, if I understand the issue correctly.
 

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In reply to Ment
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#526
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Ment
The point is that nothing will happen, the scale won't react in any way, if I understand the problem correctly.
Why should it react? When the scale is at 0, there are no moves left, and that's enough.
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#527
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Once again.
How will the scale behave? During this bonus, will it not decrease until the turn drops below the maximum?
Ideally, this shouldn't happen; the script simply won't change anything.
 

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#528
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What can't the script change? Can't it allow for a move range higher than the maximum? If so, then what's the point of the scale?

A more interesting topic is supporting rushes. We'll define a rush as a powerful attack on the main base (town) in the first week.
If you remember Starcraft, there are many diverse cheeses (rush openings) for each race. For example, for the Protoss: Photon Rush, Pylon Rush, Proxy 3 Gates, Proxy Robo, Proxy Stargate, Dark Rush, Mothership Rush, Zealot Rush, Adept Rush. Rushes can be of 4 types: through the use of aggressive buildings, through placing production structures near the enemy, through early access to certain technologies, through a massive attack with early units.

It's interesting how diverse rushes can be in Heroes, and how to achieve this. To do this, you need to provide opportunities:
- to get "immortal" early-game units, for example, regenerating Wyverns for Shaka in the starting army
- to get early effective spells ("technologies") that provide a greater threat
- to receive instant reinforcements from the castle by spending mana and a turn (reach level X as quickly as possible, learn the reinforcement summoning in the guild, go rush along the path cleared by scouts, without spending turns on clearing it)
- to get an effective force for quickly capturing a high-level dwelling with minimal losses and hiring reinforcements on the way to the enemy
- simply gather a massive force from the starting troops and go to the enemy

What other rushes can be introduced? And, of course, there must be opportunities to defend against any rush, with the right strategy and scouting – this is already a matter of balance.
I believe that the diversity of rushes and ways to defend against them lays a good foundation for further gameplay, providing a large number of strategies in the future.

Possible defenses, for example, could be:
- defensive fortifications and upgrades (allowing you to quickly get a lot of troops)
- blocking passages with "roaches" (gaining time)
- clever tactics with magic or artillery
- gathering a stronger force to repel the attack (starting troops + from the castle)
- going for a trade (counterattack on the enemy's town)
- moving the main base to another location (actively building another town, having an economic advantage)
- specialized counter units, perks, or spells to repel the rush
- early capture of high-level dwellings so that the rusher doesn't get them

Another interesting option is the ability to delay a hero by introducing a 50% penalty to the NEXT turn if the hero was attacked. This would further enhance the defensive function of a clever tactic.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат