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Posts from Harmony - Troop Symmetry

5.0 (2 ratings)
In reply to SRD
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SRD
If someone hasn't seen something, it doesn't mean it doesn't exist.
Those two sentences refer to different things, not to the same skill.

The second one means: either we take it into account or we don't.
(I don't have time to explain further)

Added 3 minutes later
SRD
But isn't it true that "true luck" gives 100% for both attack and counter-attack?
It learns at the expense of a decrease in other combat parameters.
That's why I wrote: "I haven't seen the skill." The skill is evaluated not without taking into account what it learns through.
(and also what other hero skills learn through).
In reply to SRD
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SRD
perhaps it would be better to remove the tripled damage for Watchers against human units.
It doesn't make much sense anyway. And technically, it's not feasible, as far as I understand.
In reply to serovoy
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Remove the damage tripling effect from Watchtower if we attach a second attack to the hero's army.
... 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...
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Yes, I understood that from the beginning; I'm saying that taking it away in general, in principle, and in any case makes no sense, because it's too insignificant.
In reply to serovoy
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Well, that's true, but the thing is that a double strike for the entire army is a powerful ability, especially because it increases the chance of triggering special creature abilities (like a stunning strike) and even a successful attack.

Added 2 minutes ago
So, I'm afraid it will be too strong of an ability, and that's why I wanted to weaken it.

Added 2 hours and 52 minutes ago
Could you please tell me how to work with area-of-effect attacks – acid breath, overhead shot, deadly spray, etc. – if I remove this skill in the creature's file, the text display of the skill simply disappears from the unit's description, but the skill remains. I've asked before, but I forgot how:D
... 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...
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PatternAttack
 

К А
Стикеры GBF в Telegram
In reply to Ment
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Thank you!
... 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...
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As I understand it, the links to the mod haven't been added yet?
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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Dyrman
I don't think there's a link to the mod yet, right?
Today, by evening, I'll gather what I have (it's a day off today) - part of the dungeon, Elemental Lords, changes in magic, and reworked heroes - I didn't want to release an unfinished product, but in principle, it's already been released in parts here and there, so if you really need a link, I'll post it.

Added 10 hours 38 minutes ago
No, I still don't want to release an unfinished product. I just realized that there are a lot of text corrections needed. I've implemented some of the ideas in the mechanics, but the descriptions need to be rewritten - it will take more time. In general, I apologize, but I won't be able to fulfill the promise - I won't be releasing the mod today.

By the way, a question - I gave the Faceless Ones, Thanatos, and Devils a speed of 14 - now teleportation is actually teleportation (and not flight that looks like teleportation) - I need to balance these newly overpowered units somehow. I don't want to reduce their HP too much, so I've lowered their initiative to 10 for now. I guess I'll balance it out with attack and defense, and maybe I can set Thanatos' initiative to 8, because now, with that speed, it's impossible to dodge a Storm Strike:smile11:
... 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...
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Okay, I'm moving it to the section above. There will be a link – I'll add it back.
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...
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Let's just get the raw product.

Added 50 seconds later
Half of the low-quality creatures are enough for me.
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Regarding helmets for Crusaders: you could rework the helmet of the Dark Knights (not Death Knights, but specifically Dark Knights).
In reply to Акула97
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I'm trying to test the mod a little bit every day, making fixes, etc. - right now I've run into an issue with direct damage magic - if it's not too much trouble, please help me balance it. Here is my logic:
single-target direct damage spells are usually stronger than those of a lower level (i.e., Lightning is stronger than Magic Arrow, etc.),
it's different with area-of-effect (AoE) spells - they are equal to each other in terms of damage, but the higher the level, the larger the area (i.e., Fireball is equal in power to Armageddon, but Fireball hits a 3x3 grid while Armageddon hits the entire field; Rock Spikes are equal in power to Meteor Shower, but the area of effect for Meteor Shower is larger than that of Rock Spikes)

I also made the spell calculations dependent on their element:
Earth - strongly depends on level and strongly depends on spellpower
Water - weakly depends on level and strongly depends on spellpower
Fire - strongly depends on level and weakly depends on spellpower
Air - weakly depends on level and weakly depends on spellpower

The calculations are as follows:

Earth

Level 1.
Rock Spikes
6+3sp
12+6sp
18+9sp
24+12sp

Level 4.
Meteor Shower
6+3sp
12+6sp
18+9sp
24+12sp

Level 5.
Earth Shock
18+9sp
36+18sp
54+27sp
72+36sp

Water

Level 2
Ice Bolt
14+14sp
28+14sp
42+14sp
56+14sp

Level 3
Ring of Ice
9+9sp
18+9sp
27+9sp
36+9sp

Level 4
Stopping Cold
16+16sp
32+16sp
48+16sp
64+16sp

Fire

Level 2
Fireball
20+4sp
30+6sp
40+8sp
50+10sp

Level 5
Armageddon
20+4sp
30+6sp
40+8sp
50+10sp
*Stone damage
6+3sp
12+6sp
18+9sp
24+12sp

Air

Level 1
Magic Arrow
40+4sp
50+5sp
60+6sp
70+7sp

Level 3
Lightning
80+8sp
90+9sp
100+10sp
110+11sp

Level 4
Chain Lightning
80+8sp
90+9sp
100+10sp
110+11sp

Added 37 minutes later
Math is math (I didn't just pull these numbers out of thin air - all formulas are linked one way or another and I tried to make everything proportional) BUT some casts look way too weak - for example, Ring of Ice, since it belongs to the water element, should primarily depend on spellpower and weakly depend on the level of chaos magic, but at the same time, it shouldn't be comparable in damage to Ice Bolt because, as I already said, for AoE casts, the area increases, not the damage. Ice Bolt gained power because it is higher than level one (which I used as a baseline), while Ring of Ice increased its area relative to level one but did not increase its damage. (at different levels, imaginary casts were used for calculations - casts that don't exist, but for which a calculation exists so there was something to base it on)
Armageddon also turned out to be laughable in terms of damage (this is because it affects the whole battlefield, its calculation ended up small - again, as fire magic levels grew, the area grew but not the damage, and we got a weak cast that hits the entire field)
I'm not a fan of parties lasting 5-6 months, but I'm also not a fan of fast games over 4-5 weeks (many maps are so large that it's physically impossible to complete them quickly) and therefore it needs to be set up so that chaos magic isn't left behind on large maps. With the calculations provided above, in the late stages of the game, probably no one will use the fire and air elements, and earth (and sometimes water) will be at the top - that's bad. Also, overall, I've nerfed chaos significantly (only Earth Shock more or less kept itself), but on the other hand, I don't like that in g5 (without mods) you can sometimes eat any opponent without much trouble with a minimal army by casting some Meteor Shower, etc. - please keep in mind that in my mod I've reduced the speeds of all units, and this has a huge impact on the role of direct damage magic
... 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 SRD
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So, what do you think? What are your thoughts on Chaos magic? I'm not 100% sure that I calculated everything correctly – the Fire magic, in particular, turned out to be rather lackluster :smile17:
... 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...
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Not bad.

Added after 18 hours and 13 minutes
You forgot about the wall of fire, or is it in another magic school?

Added after 3 minutes
There are fewer spells in the fire magic school.

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