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

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In reply to SRD
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#2653
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SRD
Regarding the faceless ones – IMO, it’s silly to reduce their speed (this was discussed on the stream) – teleportation is TELEPORTATION, not flight. They should, in theory, be able to move to any point on the battlefield, regardless of their location. That is, the speed should allow them to move diagonally across the largest arena (during combat). To maintain balance, you could reduce their initiative to 8-9 and reduce other stats.
What about devils, vampires, and thanes? Should they also be able to move across the entire map?
In reply to Oversun
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#2654
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Oversun
What about devils, vampires, and thanes? Should they also have a movement range covering the entire map?
Well, in my mod, I did that for the devil and the thane – in exchange, I reduced their initiative, but I didn't touch the vampires – probably out of habit, I think they fly – in Heroes 4, they turned into a mouse and flew – I need to read the lore to understand whether they fly or teleport.

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still, it's better to reduce their speed, because even with the ability to emerge from any shadow, they can hardly determine that they will emerge in a safe place and not end up in a meat grinder, and in the sixth game, they didn't teleport that far.
In the sixth game, they probably did that for balance – it's a strange kind of teleportation.
... 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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#2655
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The speed should be retained. Hit and run + speed is the main purpose of this creature. Without them, the core concept will be lost.
In reply to Заинтересованный
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#2656
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Interested
The speed should be kept. Hit and return + speed is the main purpose of the creature. Without them, the main idea will be lost.
In principle, the speed can be kept high (let's say 8), then it won't be possible to quickly reach behind the castle walls, and it won't be possible to attack diagonally, and those who really like speed can simply craft an artifact to increase this characteristic.
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#2657
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Fans of fast-paced gameplay can also utilize the speed aura and tactics.
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#2658
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What's the problem with high speed? Every archer/caster in the game has infinite speed. Moreover, some of them (archmages, high druids, sylvan archers, regular archers) also deal significant damage.
Conclusion: within the framework of this game mechanic, everything is balanced by other characteristics.
 

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In reply to Ment
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#2659
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Ment
What's the problem with high speed? Any archer/caster in the game has infinite speed. Moreover, some of them (archmages, high druids, forest archers, regular archers) also have decent damage.
Conclusion: within this game mechanic, everything is balanced by other characteristics.
Yeeeeeeees!!!!! And that's what I've been saying!!!!! They're stuck on a one-size-fits-all balance and are afraid to take a step to the left or right – besides, Tany and Faceless are large creatures, which means you can easily use them as cover, and by reducing the initiative of these units, the opponent will have time to either disable our fast squad or arrange their troops to provide cover – I've already tested it, and it's all playable (unfortunately, the test was with a dumb AI, not with real players, but I'll fix that ;) ).
... 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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#2660
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By the way, in Heroes 1 and 2, flying units could jump to any cell on the map, regardless of their speed (this was a feature of flight).
Разработчик Heroes 5.5 WarGame Edition.
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#2661
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Increasing the speed of flying units could increase the demand for spells like Lava Golem, Crystal Golem, and Wall of Swords, which would be interesting. However, the number of elementals would have to be reduced, as it would be too strong to have 2 flying units and a caster at the start.
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#2662
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I think there will be Cabal units there.
In reply to fktifzobr
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#2663
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Increasing the speed of flying units could increase the demand for spells like Fireball, Crystal, and Wall of Swords; this would be interesting, but the number of elementals would have to be reduced, as it would be too powerful to have 2 flying units and a caster at the start.
It's not necessary to increase the speed of all flying units to the maximum; I was only suggesting giving a higher speed to those units that teleport (and perhaps a couple of particularly light flying units – if all flying units have high speed, it will reduce diversity).
... 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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#2664
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Are they planning to include Cabiri in the game?
In reply to Oversun
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#2666
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Oversun
What about devils, vampires, and thanes? Should they also be able to move across the entire map?
You could do it like in Heroes 2, where all flying units can move across the entire map, but not all of them have high initiative.
In reply to fktifzobr
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#2667
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yes
Here's a question that arises: shouldn't we make the Cabiri 4x4 creatures and revert the Earth elementals back to 1x1?
In my opinion, this seems a bit silly, as even in Heroes 7, it's stated that Cabiri are lesser fire spirits.