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Posts from Heroes 5.5 WarGame Edition - Tactical Edition.

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10 years ago
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Perhaps I've completely stopped understanding you... In short, a script is applied at the beginning of the turn, and the hero's movement points are at their maximum. The game tries to add movement points, but it fails. That's it. Then, the movement points are spent as usual. There is no "temporary reserve" or "bonus" given. That's how I understand it. Here's an idea I had. If the mod has an extra ID for a spell and compatibility with other mods that require that ID is not planned, you could make adding movement points an activatable ability. And, to make it logical, instead of adding 500 movement points every day, you could add, for example, 2000 movement points every three days. This would be like a "forced march." Of course, the description of the spell should mention that it should be used at the end of the turn, not the beginning.
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10 years ago
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Ment
Of course, the spell description should mention that it should be used at the end of the turn, not the beginning.
We don't need to introduce artificial restrictions at the end of the turn; we can make it natural: a ritual that, for mana, establishes a movement reserve of X tiles, no more than once a day. Or the same thing in a different formulation: by spending 100% of the remaining turn and 100% of mana, gain X movement tiles (there are possible variations here: 100% of the remaining mana, 100% of the maximum reserve, or a fixed cost, but in the latter case, it will most likely be necessary to introduce an additional restriction - no more than once a day).
for example, 2000 times every three days.
It is inconvenient and not clear to count the turn in "centimeters"; I suggest switching to real tiles ("meters"), as is done in Heroes 3. Or to percentages.
Once every 3 days is also inconvenient because it forces the player to remember on which day and with which hero he has already used this bonus. And, worst of all, to keep this extra information in memory between turns.
Then it would be better to have a one-time ritual for an additional turn (once for the hero, until the next visit).

One or another ritual can, in principle, be tied to the Path of War perk, by the way. For example, a one-time ritual that, by spending the remaining turn, gives 50% movement.
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10 years ago
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It's also inconvenient to have it every 3 days, as it forces the player to remember which day and with which hero they already used this bonus. And, what's worse, to keep this extra information in mind between turns.
Actually, no, the spell will simply be marked in gray. Although, if we can't figure out how to display the cooldown, and there are many heroes, then yes, it will be inconvenient.
It could also cost mana. Ultimately, you decide which implementation best suits the idea of the mod, and my job is to offer suggestions.
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10 years ago
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Ment
If the mod has an extra ID for a spell and compatibility with other mods that require this ID is not planned, you can make adding a turn an activatable ability.
As I understand it, there are only 4 such spells.
SPELL_ABILITY_CUSTOM1
SPELL_ABILITY_CUSTOM2
SPELL_ABILITY_CUSTOM3
SPELL_ABILITY_CUSTOM4
However, for each specific class, you can customize its effect and its application conditions.
By the way, an idea for the Orcs - to receive useful bonuses for sacrificing goblins.
P.S.
Nargott
by placing production buildings near the enemy
What production buildings can be built near the enemy in Heroes?
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10 years ago
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"DirtyLiar"
What kind of production buildings can be built in Heroes near an enemy?
You can't build anything, but the closest analogue is capturing dwellings along the way to or near a city and "boosting" the strength of your army in this way.
I gave examples from Starcraft. Therefore, for example, I can't yet come up with an analogue of a rush through aggressive buildings. Theoretically, this could be occupying passages and garrisons, cutting off the enemy's troops from the city, followed by strengthening the army and taking the city, but in practice, it is unknown how this will play out at all. On paper, it looks one way, but in reality, it may turn out to be much simpler.
By the way, here's an idea for the Orcs - to receive useful bonuses for sacrificing goblins.
I don't know, I don't really want to introduce rituals for the sake of rituals. If we are talking about a ritual that creates a fundamentally new tier or set of units, then we can consider it. For example, a one-time significant boost to turn order or an instant summoning of reinforcements - this is a fundamental boost that qualitatively changes the situation, but passive bonuses to attack, defense, etc. - no.
And if there is a ritual by default for all Orcs, then this restricts the rights of those players who will not build goblins. In its current form (according to the schemes I proposed), building is good because no unit is mandatory.
Even a Necromancer can manage without skeletons, playing through magical builds with spirits and liches with zombies.
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10 years ago
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Nargott
You can't build anything, but the closest analogue is capturing dwellings on the way to or near a city and "boosting" the army's strength in this way.
I gave examples from Starcraft. Therefore, for example, I can't yet come up with an analogue of a rush through aggressive buildings.
Well, in the fourth game, there were hero units that produced units (Druids with the "Summoning" skill).
Nargott
I don't know, I don't really want to introduce rituals just for the sake of rituals. But if we're talking about a ritual that creates a fundamentally new tier or set of tiers, we can consider it. For example, a significant one-time boost to turn order or an instant summoning of reinforcements is a fundamental boost that qualitatively changes the situation, but passive bonuses to attack, defense, etc. are not.
Replenishing the army (summoning reinforcements) by spending the army (sacrificing goblins) seems strange.
Although, if it's a qualitative improvement (exchanging low-level units for high-level units), then maybe, maybe...
Boosting turn order for a rush is also an option.
Another idea is "technologies," that is, for example, gaining high-level summons and mana for them.
And I don't really like passive bonuses myself. Although, for example, if it's a very significant one-time bonus (Attention, sale! Only today and only now, sacrifice 100 goblins and get +50 to attack in the next battle! :D), then there are also options.
Nargott
And if the ritual is available by default for all Orcs, then this infringes on the rights of those players who will not build goblins. In its current form (according to the schemes I proposed), building is good because no unit is mandatory.
Not for everyone. Shamans sacrifice goblins. So, for example, let shamans have such a ritual. :)
However, this strongly pushes this class to play with goblins...
10 years ago
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Is it possible to play the mod in campaigns with all the changes applied, and is AI supported?
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10 years ago
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No, the changes are too significant. AI will be improved where possible, but this is not a priority.
10 years ago
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It's my first time playing 5.5, and I have a question:

How does the AI convert captured castles to its faction? A demon hero runs into a Dungeon, and on the next turn, I already see a demon Dungeon.

I've looked everywhere, and I don't see any buttons or prompts to change the castle's faction, but the AI converts everything it captures.
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10 years ago
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You are confusing the Wargame Edition with another mod for version 5.5; WGE does not include any city conversion features, and there are no plans to add them.
In reply to Nargott
10 years ago
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Nargott
You are confusing Wargame Edition with another mod for 5.5; WGE does not include any city conversions and there are no plans to add them.

Yes, I made a mistake; it was a mod from moddb - Might & Magic: Heroes 5.5 RC7.
10 years ago
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Dugal suffered greatly from the Sorcery skill. Why did you give Dugal Sorcery? Education would have been enough. Personally, I would never give a Knight the Sorcery skill. I get an absolutely useless skill at the beginning, which only starts to become useful in the late game, and even then, because bypassing defenses without spells is possible. Moreover, I have to spend gold on a mentor to remove this skill and take Education instead.
I'm playing the game now, and there's a lot of Sorcery due to the very high percentage chance of getting it. I'm probably going to go with Chaos. A Knight with the Chaos skill will definitely surprise the Necromancer. After such a change to the hero, all desire to play with him disappears.
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10 years ago
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Thank you for your feedback, but in this case, I am aware of the problem. Dugald has already been revised; I haven't updated the topic in a while. Also, the magic is for the Templar (Dugald is no longer a Templar), not the Knight. And this is a completely different class, with very high magic skills (and magic is also enhanced). You can try it out, but the mod is not yet ready for a full game on the map. Regarding your example: magic implies additional bonuses of +1/2/3 to magic, but they have not yet been implemented; enhanced perks are implied, but they have not yet been implemented. Finally, in its current form, there is a serious lack of mana regeneration for spellcasting (an improvement that will only be implemented). In general, the main idea of the new hero, class, and skill upgrade system is to ensure that any combination of skills (schools) has a sufficiently high effectiveness. So that 80% of the combinations that were previously completely ineffective (such as magic for humans) finally become viable and fundamentally expand the overall diversity of effective strategies.
In reply to Nargott
10 years ago
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Nargott
Dugald has already been revised, and I haven't updated the topic in a while. Besides, the spellcasting belongs to the Templar (Dugald is no longer a Templar), not the Knight. And that's a completely different class, with very high spellcasting (and spellcasting is also enhanced).

You can try it, but the mod isn't quite ready for a full game on the map yet.
Have you updated the topic now? Well, I guess I'll have to finish that game as Dugald; a Necromancer will probably give me a hard time.
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10 years ago
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The latest update isn't ready for release yet, but it will include many changes.

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