Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
Error Details:
Share Link
Posts from RTF is a global modification that replaces all towns in the game.Auto-translated
It significantly shifts the balance. I played one mission with huge armies. I amassed an army of 150 priests, 500 shooters, 400 warriors (they were often defeated), and 200 bears (divided into two squads) + a light mage hero with a Ballista dealing 2000 damage. Once, I encountered an army of 200 titans. I used both bear squads to cast the Energy Rune and stun the titans, because with seven cells before the attack and the Soldier's Luck skill, it's an 88% chance of stunning, plus mass acceleration, so the titans simply didn't attack at all.
With such armies, nothing can be called overpowered, simply because by amassing so much "meat," the player is already exceeding the limits of balance. Anything that lasts longer than 2 months is just for fun; balance isn't tailored for such timeframes. Simply because there are many ways to finish the game sooner, and therefore, to counter any "overpowered" element. And neutral creatures can be defeated in various ways; their task is to put up a good fight and show the player how strong they are.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
I meant that using a faction with runes to attack with a paw is not a viable option.
It's a perfectly viable option, as proven by the Dwarves. In your example, besides the bears, there was also the rest of the army (and it was too numerous), which should normally be able to defeat these Titans without any losses.
It's just one of a thousand ways to defeat neutral creatures. And the player will find a way to counter it.
If you look at neutral creatures, you might conclude that crossbowmen (armor-piercing shot) are overpowered. And indeed, I used them to conquer almost any guard posts in the first week.
In reality, the difference between having the speed rune and not having it is not very significant, in terms of the chance of it triggering; even without it, the chance is still quite high, "almost guaranteed."
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
I didn't take this into account; I will change the starting skills later. As for why dwarves have such a high chance of learning magic, it’s probably because they inherited it from the mages they replaced. I’ll look into it and revise things. I already created a table of spells with three additional spells (they are not in the first version). All spells linked to one skill have a colored background, so you can suggest your own options on how to arrange the uncolored spells.
Yes, this is a good option, but the skill wheel will be skewed!
Overall, the Lizardmen are a good and very strong faction.
Regarding the creatures:
Gnolls. Strong creatures. Even 100 of them are very unpleasant in melee combat, but as neutral creatures, their weakness – a small number of hit points – makes itself known; they are easy to take down. However, I was surprised to see that 200 gnolls can kill 180 Dancing Swords.
Lizardmen Archers. They reminded me a lot of Human Archers. They have the same problem – they are often targeted by ranged attacks :(, but overall they are strong. :rolleyes:
Lizardmen Warriors. A very strong warrior, and that's a good thing :D. They reminded me of Pikemen.
Shamans. The combination of ranged attacks and cowardice is very effective, and the Witch Doctors are even stronger thanks to their cloud ability :smile16:. The only downside is that they can hit their own units, but if this prevents them from attacking, they can speed up the regular archers. They also have a decent growth rate.
Basilisks. I prefer Salamanders – they have more damage, which is ideal for taking down neutral creatures, while blinding is more useful in serious battles, which I haven't had yet.
Coatls. The same – the damage is not high, the poison is effective, but not against neutral creatures.
I haven't upgraded the Dragons yet, so I can't tell you about them. :smile32:
The faction is strong, and I liked it. :rolleyes:
It could have a little more vegetation or buildings for the castle on the map; otherwise, it looks too bare. It would also be nice to replace the word "chieftain" with "Elixir of Rage" or "Rage Doll."
Dear creators of the RTF mod, you are the best!!!! Out of all the modifications and replacements I've tested (and that's quite a few; I have replacements for almost all the towns, but more on that below), your mod is the best, most comprehensive, most interesting, and smoothest in execution (transitions, spells, etc.). I have a few questions for you: 1) Will the mod be supported after its creation, and will it be adapted to work with the EWA mod (specifically, will the creatures in the Fort on the Hill be changed to unique creatures not available in the town)? 2) Is there any way I can help you (suggest an idea, find a mod that could be integrated into RTF, create a video about the work done)? Now about the mods: I have replacements for almost all the towns, sometimes even two (mages can be replaced with elementals in Arcanum and Stronghold; Demons can be replaced with another version of Demons or with elementals; Orcs can be replaced with Swamp or with some kind of strange creatures resembling Haven; Dark Elves can be replaced with Nexys; Light Elves can be replaced with Conflux; Humans can be replaced with Pirates; Necromancers can be replaced with another version of Necromancers; the only town without a replacement is the Dwarves)
Will it be adapted with the EWA mod (in particular, will the creatures in the Fort on the Hill be changed to unique creatures that are not available in the city)?
We have a lot planned, but development is not going very fast. Ideally, we would like to start by doing the most important thing – replacing all the cities, and then we will tackle everything else.
2) Can I help you in any way (suggest an idea, find some mod that could then be integrated into RTF)?
Initially, RTF included a lot of data from mods, but then some were abandoned for one reason or another, while others remained and will be improved.
Record a video about the work done.
Write a post in some social media groups, record a video – we are always "for" it!
Writing a post for some social media groups, creating a video – we are always “for” it!
Then I’ll start recording videos, uploading them to my channel (although there are only 10 people there) with a link to this mod, and I’ll suggest posting in one group; they are already familiar with the dark dwarves.
Added 4 minutes later
Guys, I also wanted to ask, is it possible to transfer creature textures from one game to another, for example, from one part of Heroes to another, or from Disciples 3 (a strategy game similar to Heroes, but with slightly different gameplay) to Heroes?
Added 1 hour and 3 minutes later
I just tested the lizardmen; it’s very cool, I didn’t find any bugs, everything is great. The only thing is that the building tree isn’t quite complete yet, but we can’t have everything at once.
Dragons. Initially, when there were 13 of them and the hero was level 20, they weren't very effective. But later, when there were 50, they became a major force, second only to archers.
I have another crazy idea about magic. According to the lore, we have 7 schools of magic, but in the game, there are only 4. Simply taking water, earth, fire, and air doesn't seem very good. However, we also have the schools of Chaos and Subterfuge. So, what if we did this: let's make Chaos magic the magic of fire (and put all the fire magic spells there), and Subterfuge of Chaos becomes the magic of water, and we put all the water magic spells there (using a system where you level up the skill and get a spell as a bonus, similar to the "Rune Shield" skill). That is, opposite schools would exclude each other. In addition, we can rename Enchantment to "Primal Magic" and put teleportation, raising the dead, summoning elementals, magic fist, and so on there (and, accordingly, elemental balance and similar skills). If the idea is interesting, it makes sense to develop it further. There is a small issue with the Academies: if, for example, it's logical for an elf not to have fire magic but to have water magic, then a mage should have access to everything (we can also take away Darkness from them, but elemental magic is inherent to them).
Added 14 minutes later
That is, such transformations (can also be done differently):
Chaos = Fire
Subterfuge of Chaos = Water
Summoning = Earth
Subterfuge of Summoning = Air
Enchantment = Primal
Considering the Orcs (they need air and earth), then it would be like this:
Chaos = Fire
Subterfuge of Chaos = Earth
Summoning = Air
Subterfuge of Summoning = Water
... 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...
What value does splitting magic according to the lore of Might & Magic VI and VII bring to the gameplay of Heroes 5? There aren't that many spells to begin with, and it's impossible to do this without resorting to awkward workarounds.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
I also had an idea: invite Fire, get Water, but Orcs can only get Call. We could go the Heroes of Might and Magic V: In the Wake of Gods route and give, for example, Nagas fire resistance.