Posts from Heroes 5.5 WarGame Edition - Tactical Edition.
Auto-translated
Do you like the WarGame Edition global mod?
Of course, the spell description should mention that it should be used at the end of the turn, not the beginning.
for example, 2000 times every three days.
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.
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.
It could also cost mana. Ultimately, you decide which implementation best suits the idea of the mod, and my job is to offer suggestions.
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.
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.
by placing production buildings near the enemy
What kind of production buildings can be built in Heroes near an enemy?
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.
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.
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.
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.
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.
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.
However, this strongly pushes this class to play with goblins...
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.
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.
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.
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.