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Then, the human race and their main ability need to be rethought.
4. No source code needed
5. Really, no source code needed, just hex code.
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Then, the human race and their main ability need to be rethought.
4. No source code needed
5. Really, no source code needed, just hex code.
The creatures, while relatively balanced in the player's army, become inadequate and overpowered as neutral units, causing significant losses regardless of the chosen tactics.
2. Remove counterattacks. In theory, you could introduce this change now by giving everyone counterattack, but that's not ideal either – a small number of units with counterattack wouldn't hurt. Why? It immediately eliminates annoying tactics like focusing, and improves the dynamics. Well, in theory, of course, but such a theory is worth testing. Moreover, this type of game modification is reversible – if you don't like it, you can give all creatures the "counterattack" skill and everything will be exactly as it was.
4. By the way, it would also be good to modify the formula for calculating damage from creature spells. Ideally, give them different spells that don't match the hero's magic. The a-la hero magic formula doesn't work well for them.
They did implement a workaround for water elementals in the form of a 70% damage reduction from spells. Yes, it's not the best solution, but drastically changing the game's mechanics by limiting the attack range doesn't seem quite right. I think the 4th point, if implemented correctly, should fix the situation. And the 7th point as well. Is it worth focusing on this problem from all angles? You could overdo it and make things even worse than they are now.
No range penalty perk
If you use the proposed nerf from a couple of posts ago, archers will become irrelevant in comparison to the other units. Have in mind that tower has 3 archer units which will greatly alter their strength.
Oh, maybe. But I should say that in HoMMV it's not so big problem because there is not so many shooters with no range penalty. Have you tryed HoMMVII? ) If yes, you know the example of another situation here.
I don't think so because the ability to move in the same turn with the attack compensates it! Of course, it will be harder to use shooters, but they will get ability to easily occupy advantageous positions on the combat field. Also it can be balanced by stats (damages, vitality and so on, as well as a distance of the attack!).
Do you mean that archers (just as other units) will be able to move and shoot in the same turn?
If he's quick. He's German and is currently working on a huge project based on Heroes 5. As I understand it, it's an online world with provinces. You enter a province and fight for control of it, just like on a regular map from Heroes 5.
He says he's afraid to share his sources because if it comes out, his project will be at risk. But I'm still trying to persuade him).
I have a good command of English. Keep me in mind, but I still need to familiarize myself with the essence of the issue to understand if the game is worth it.
Interesting news from Quantomas. He is working on patch 3.2, which will be based on his AI.
As I understand it, Quantomas wrote this to Glistagon personally. However, he also mentions it on HC: http://heroescommunity.com/viewthread.php3?TID=34594&pagenumber=30