Skip to content

Posts from RTF is a global modification that replaces all towns in the game. Auto-translated

3.9 (28 ratings)
Open
Do we need Ashan?
73 voters
Single choice
Sign in to participate in this poll.
Poll results will be visible after you vote or when the poll closes.
User Avatar
#2381
Auto-translated
Comments on spells, assuming their effects haven't changed (compared to the original):
Mines (fire trap) feels like a level 3 spell. In the context of a skilled ability, it's a genuinely powerful magic.
Slow also feels like a level 3 spell (it could be swapped with Weakness, which plays similarly to Haste but is weaker due to: potential resistances, the limitation of reducing stats to zero, and the existence of a counter - Retribution).
Dispel Magic is extremely strong for a level 1 spell; it counters half the spells in the game, including top-tier summons. I would move it to level 3, along with Raise Dead, just to prevent it from being easily accessible to those who haven't even invested in the school.
Gloom doesn't feel like a level 4 spell; it's a level 1 or 2 spell – just a single-target debuff without a mass version. It would be different if it reduced the entire stack, not just morale/luck :)
Vampirism, I would put at level 4. It's not a spell that has the same impact as other top-tier spells.
Evasion doesn't feel like a level 3 spell; it's a level 1 or 2 spell. It's very specific and only useful in a single-target scenario, primarily against the AI (due to an AI bug).
Haste plays at level 2. Initiative is valued more than other stats, and besides, the bonus is quantitatively stronger than Divine Power (in the mass version).
Weakness can also be put at level 2, given that it has a greater effect than a similar Divine Power, especially in the mass version.
Swords - Air?
Dispel - Fire?
Ray - Earth?
Generally, I understand the limitations for Dispel and Ray, caused by the corresponding perks, but still - Evasion and Haste are assigned to different elements.
By the way, are you aware that "Lord of the Earth" enhances not only Earthquake and Mines, but also Crystal and Swords?
Earthquake should be removed from the guild (making it a level 6 spell) and only given as a perk. Because it's useless except in specific cases. You build a level 3 guild expecting Plague, but there's... practically nothing (absolutely nothing).
Single spells at a level (Lightning, Hive, Fire Wall) look like an oversight. The same applies to spells with 4 at a level, which makes their appearance in the guild particularly unstable.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
#2382
Auto-translated
Unfortunately, the Stronghold is unplayable. After installation, some multiplier or something similar seems to have broken. All heroes' attacks deal 1 damage, and summoning doesn't summon any creatures for the elementals :/
In reply to Allaney
User Avatar
#2383
Auto-translated
Allaney
Unfortunately, the Stronghold is unplayable. After installation, some multiplier or something similar seems to have broken. All heroes deal 1 damage, and summoning doesn't summon any creatures for the elementals :/
It's good that the Stronghold is a separate file; I'll try to fix everything later.
Мои мини-моды

Мод RTF

Мои NCF существа
In reply to fktifzobr
User Avatar
#2384
Auto-translated
Regarding the distribution of magic, I agree with Nargott – "Remove Curse" should be at a higher level, and "Disrupting Ray" should be redesigned to fit the earth element (currently, it resembles air more) – after all, a ray in itself suggests air magic, but since "Plague" is in earth magic (as is "Unholy Word"), the decision to move "Disrupting Ray" to earth, as I understand it, is due to the effect of the "Master of Pain" skill. In general, it is precisely because of the effects of the "master" skills that it is impossible to properly divide magic into elements. In my opinion, the spells listed below, which have a clear connection to their element (at least within the context of Ashan), are in the wrong school in this mod: * "Meteor Shower" - earth * "Regeneration" - earth * "Crystal Growth" - earth * "Slow" - earth * "Wrath" - fire * "Disrupting Ray" - air The remaining spells are more or less in their correct places, or it is difficult to assign them to a specific element – for example, "Grief," "Vampirism," and "Wall of Swords."
... 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...
#2385
Auto-translated
I solved the problem by removing the file gameMechanics->RPGStats->DefaultStats.xdb from the Citadel mod. I don't know what important changes were made there for balance and gameplay, but I had to do it. If anyone wants to try out the Citadel now, they can do it this way.
In reply to Allaney
User Avatar
#2386
Auto-translated
Allaney
I solved the problem by deleting the file gameMechanics->RPGStats->DefaultStats.xdb from the Citadel mod. I don't know what important changes were made there for balance and gameplay, but I had to do it. If anyone wants to try the Citadel now, they can do it this way.
Yes, there's a bug in the file; I'll fix it later.
Мои мини-моды

Мод RTF

Мои NCF существа
User Avatar
#2387
Auto-translated
In general, due to the effect of commander skills, it won't be possible to properly divide magic into elements.
I'm not sure if it's a good idea, but have you considered moving the commander skills to "Spellcasting" and/or "Education"? Of course, then you'll have to come up with something to replace the skills in the schools themselves, but you could implement a reverse transfer with possible enhancements.
 

К А
Стикеры GBF в Telegram
In reply to Ment
User Avatar
#2388
Auto-translated
then it would be better to focus on magic rather than education, or consider this option: rework the icons and names of spells. For example, let's take the Mind Lord: "slow" is already a cast of the earth element, but the question is how to connect "confusion" to the earth element? The answer is to redesign and rename it so that it resembles the earth element, remembering Heroes 4 - there was a "swarm of bees" spell in nature magic that caused the target to skip a turn and did not affect mechanics, elementals, or undead. So, we rename "confusion" to "swarm of bees" and give it a "swarm of bees" animation, and we get a spell related to the earth element. However, there is one BUT: we already have a summoning spell called "swarm of bees," and the Hive also casts a swarm. So, in this case, we would have to change these two spells as well.
... 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...
User Avatar
#2389
Auto-translated
Then, either stun or somehow connect it with a cigarette and nature: the intoxicating scent of flowers or the sign of Silvanus.
Acceleration can be sent into the fire.

Added 1 hour 11 minutes ago
Water: sadness, blessing, weakening. Cleansing, regeneration, ice block. Frailty, ring of cold. Freeze, antimagic. Stalling cold, in short, vengeance of the depths.
Vengeance of the depths - divine vengeance.
Freeze - blindness.
Air: acceleration, destructive beam. Suffocating gas, lightning. Phantom creation, Illat's power, Illat's barrier. Teleport, chain lightning. Subjugation, celestial shield, Elrat's call.
Illat's power - punishing strike.
Suffocating gas - plague.
Illat's barrier - wall of swords.
Elrat's call - holy word.
Earth: slowing, stone spikes, magic fist. Raising the dead, stone skin, wasp swarm. Protection from arrows, intoxicating scent of flowers. Meteor shower, hive. Malassa's call, earth shock.
Intoxicating scent of flowers - distraction.
Malassa's call - unholy word.
Fire: fire traps, magic arrow. Fire trap, Arkat's wrath. Wall of fire, fireball. Summon demons, berserk. Vampirism, summon archdemon, Armageddon.
Fire trap - crystal of secrets.
Arkat's wrath - earthquake
User Avatar
#2390
Auto-translated
"Slow" is, in itself, a casting of the earth element.
Slow is generally good and also looks good in water (I'd like to see how you run in water ;)), if you move it together with Dispel Magic to earth, then something needs to be removed from earth.
Regeneration - earth
Remember the Pearl Priests from Heroes 6 ;)
Disrupting Ray - air
It also works in earth:
Soil corrosion is the destruction of metal under the influence of an aggressive soil environment.
Meteor Shower - earth
On the one hand, I agree, because in fire, at level 4 of the guild, there are 4 spells, and in earth, there is 1, but on the other hand, in earth, there are 13 spells, and in fire, there are 11. That is, by moving the meteor, there will be only 10 spells left in fire. I think it's worth leaving the meteor (at least for now), renaming it to "Firestorm".
but still - evasion and hide are assigned to different elements.
Evasion needs to be moved to earth, renaming it to "Sand Shield/Barrier", and "Resurrection" should be returned to air.
User Avatar
#2391
Auto-translated
1. Poison and beam
2. In Heroes 6, there were even water intake structures from the river for restoration purposes.
3. Or in Inferno.
In reply to Акула97
User Avatar
#2392
Auto-translated
I would agree with the idea of transforming the "slope" into something related to earth (this is a more appropriate path than reworking "stone skin" into air).
Regarding the idea of changing "dispersion" into a swarm of wasps, then the existing "swarm of wasps" spell could be reworked into a spell from Heroes 7 - "poison spit" or whatever it's called.
In general, the last version of the spellcasting scatter is not ideal, but it is definitely better than it was initially (you had regeneration in fire before - which was completely inappropriate).
... 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...
User Avatar
#2393
Auto-translated
What do you think of my unit distribution?
User Avatar
#2394
Auto-translated
I think I already suggested this: first, distribute the spells, ignoring all restrictions (on lords, quantity, levels), exactly as they should be according to logic and power. Then, identify the areas that need to be adjusted based on these restrictions, and discuss possible options, thereby minimizing workarounds. Perhaps it will turn out that the quantity restrictions are not important at all, and the lords look good even between different schools. For example, I'm developing a Pain Lord in Earth, and I'm motivated to develop a second school – Air – to enhance the mass beam. Is such synergy a bad thing? I think it's a good way to demonstrate the advantages of the elemental division system compared to the original. There was no synergy in the original; it's possible here. Regarding the quantity: - There should be at least 2 spells per level in an element (it's important to avoid guaranteed spells). - It's desirable to have no more than 3 spells per level in an element (optimally 2), as this reduces the stability of getting the desired spells. - Spells at level 1 should be comparable; based on this logic, Earthquake should be removed from the guild (placed at level 6, given as a perk). It's worse than any other spell because it's rarely used. The other restrictions, in my opinion, are not important. Let one school have 15 spells, and another have 10. What would that mean? That the first is more diverse but less stable (it's harder to learn a specific spell). This is a feature; why shouldn't it be? [Added 3 hours 40 minutes later] I was considering the idea of dividing spells by element for my mod; I'll post it here too: (Level 6 is not the most powerful tier, but the one given only for perks, not in the guild). AIR 1. Deflection, Arrow 2. Beam, Haste 3. Lightning, Phantom 4. Chain Lightning, Hive 5. Resurrection 6. Word of Power, Teleport, Hornets WATER 1. Bless, Crystal 2. Stone Skin, Weakness 3. Ring of Protection, Exorcism 4. Frost Nova, Anti-Magic 5. Subjugation 6. Wave, Regeneration, Grief EARTH 1. Spikes, Fist 2. Stone Skin, Slow 3. Plague, Swords 4. Meteor, Shield 5. Shock 6. Reanimation, Vampirism, Earthquake FIRE 1. Curse, Dispel 2. Fireball, Power 3. Fire Wall, Mines 4. Berserk, Blind 5. Phoenix 6. Armageddon, Elementals, Vengeance Resurrection spells are moved to level 6 – perks (vampirism, regeneration, reanimation) – so as not to depend on the randomness of the guild. In addition, situational spells (Armageddon, Wave, Word of Power, Vengeance, Earthquake) are also moved there. Tier 5 is given stably: Resurrection, Subjugation, Shock, and Phoenix. This is done specifically because top-tier spells are often the basis of a player's strategy; stable delivery is crucial here. Influence of lords on elements: AIR: Lightning, Wrath, Protection, Pain WATER: Ice, Bless, Curse, Pain, Earth EARTH: Life, Protection, Wisdom, Pain, Earth FIRE: Fire, Curse, Wrath, Wisdom, Magic, Earth Pain Lord (Plague, Beam, Wave): synergy of Earth + Air + Water Curse Lord (Curse, Weakness): synergy of Fire + Water Wisdom Lord (Dispel, Slow): synergy of Earth + Fire Blessing Lord (Bless, Exorcism): purely Water Protection Lord (Stone Skin, Deflection): synergy of Earth + Air Wrath Lord (Haste, Power, Word of Power): synergy of Air + Fire Earth Lord (Earthquake, Swords, Mines, Crystal): synergy of Earth + Fire + Water Life Lord (Fist, Reanimation): purely Earth Magic Lord (Elementals, Phoenix): purely Fire Levels are not critical; you can freely rearrange them within a school.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат