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Posts from Heroes 5.5 WarGame Edition - Tactical Edition.

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In reply to Акула97
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#560
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Akula97
That's how golems should be: 20-50 damage.
Yes, golems in this mod are powerful damage dealers, not those weaklings they are in the original game (they couldn't survive, penetrate armor, or move properly). If you stand in their way, you'll lose a lot of health, that's how they work here.

But their actual damage is still lower than stated due to their low base attack. For example, against dragons, it's 4-5 times lower (nevertheless, 15-20 golems can take down 1 dragon in one hit).
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Автор Асимметричных шахмат
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#561
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I agree, all the stats are huge.
When will the new version be released?
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#562
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You gave the demons (I don't remember the exact name) the Earth Shock spell. But they don't have enough mana, and they can't accumulate more than 15 mana with the help of imps, or did you want them to take Light spells?
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#563
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Why can't it be done? It accumulates quite well (but for this, you need to fight against an enemy hero with mana and manually activate the ability each turn of the parasites).
Recently, I've been busy developing asymmetrical chess (details in the link in my signature, let's not go off-topic), so I can't promise any specific deadlines yet. The chess project (as it is already implemented) is currently a higher priority.
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#564
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By the way, which global mod is better? The one here, for Heroes 5.5, or the one on Heroes Community? I'd like to try this mod sometime.
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#565
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This mod is designed to enhance tactical capabilities (making combat more thoughtful), speed up development times, and so on. In other words, it's a rework of the gameplay as envisioned by the author (Nargott) to get the most out of it. Mod 5.5 changes the gameplay to a lesser extent, but it includes many other changes. New hero classes, new artifacts, and new objects on the map have been added, etc. We also have a presence for this mod on the website: /topic/11565/ In short, just my opinion (which may differ from the opinions of the mod authors): if you are interested in PvE, then that mod looks more promising. If PvP, then definitely this one.
 

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#566
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Depending on what you want: to enjoy playing through a map for 5+ months (PvE) or to compete in the effectiveness of the chosen strategies (PvP), which also implies the speed of implementing these strategies.
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#567
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I think you've weakened Chaos magic too much. I understand that it was too strong at the early levels, but in large battles, it was weaker than other schools. Now, there's no point in taking it at all – the hero deals much more damage. Guild wizards specialize in combat magic, but their magic is weak (they shoot stronger), so it's more beneficial for me to take star mages, who shoot with direct targeting.
Chaos magic can be weakened, but not to this extent.
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#568
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The balance is adjusted for game lengths of 1-4 weeks, as high dynamism is one of the most important goals. Within these timeframes, you can capture and build a large number of cities, not completely, but all the key buildings for the chosen strategy, so I don't see any reason to aim for longer game lengths. Of course, this requires special maps, as not every map allows for this kind of gameplay. But all of this will not appear immediately, but rather during the development process.
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#569
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I have a few questions:
Will there be another type of resource, similar to Mithril from Heroes 3 WoG?
And will there be options to improve external dwellings, so that you can later recruit enhanced creatures from them?
Will there be external dwellings for neutral creatures?
Will this mod be compatible with the EWA mod?
And my last question, will there be an option to rebuild external dwellings? (because external dwellings provide a +1 bonus to weekly growth in the castle, which can also affect tactics).
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#570
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1) No, there will be no new resources. 2) Unlikely, but it might be possible to choose the upgrade level in dwellings (in WGE, all 3 versions have the same strength). 3) Possibly. 4) No, because this is a standalone global mod. 5) There will definitely be no restructuring/conversion of cities/dwellings.
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#571
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Is it possible for Necromancy to offer a choice of three creatures?
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#572
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Regarding the interaction with EWA, it is most likely that I will simply borrow some of the most popular features from there into WGE, as this is the only way to guarantee compatibility.
I cannot say anything about necromancy yet, as I have not yet tried what will be technically possible.
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#573
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What will happen if you enable EWA and Wargame together?
In reply to Nazarian
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#574
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Nazarian
What will happen if you enable EWA and Wargame together?
I think it will be like this: :smile33:

Added 2 minutes later
Nargott
...Naturally, this requires special maps...
meaning, will the random map generator be reworked specifically for wge?
... 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...