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Posts from NTR – a multiplayer rebalance of mods for new towns.

5.0 (1 rating)
In reply to Уриэль Септим Х
7 years ago
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Well, the file is still just one, and races can theoretically be replaced from 1 to 8, so the path is the same – create a map of changes. This can be easily achieved using regular expressions + libraries for working with XML. Qt 5 has both in a fairly user-friendly form. Then, if you invent a system of designations (based on nested IDs) or line numbers (which is harder to maintain), you can modify the contents of a single pak file. If you think through the architecture well, then in principle, making changes will be easy and enjoyable. Besides, there won't be that many of them (except for everything that replaces the Orcs – every Blood Fury effect is in the same file). In theory, everything is great. But in practice, NTR is not about that. In essence, it's a rebalancing of mods with factions to make playing them in Multiplayer interesting, unique in terms of mechanics, and not breaking the balance, and this idea is generally valid, because personally, I consider modding and this mod in particular as a contribution to the common cause; the changes made can be partially or completely adopted by the authors, integrated, and everyone will benefit. But creating separate software and working with other people's factions, which are still under development... that's already too much, no matter how you look at it. So, for now, let's put it on the back burner, along with the other brilliant ideas (and then archive it and send it by mail to Area 51). By the way, regarding the balance, if anyone has had a chance to play, especially if you played in the latest versions (yes, the updates were too frequent, but we had to bring everything into relative order), write what you think about the mechanics. If you're shy, you can send a private message; I read and respond, you can even tear it to shreds; we'll consider all of this as an Open Beta Test
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7 years ago
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To start. Based on the lore, the improved Kappa units inflict poison. This would suit the Mazotaur faction. Their appearance also corresponds to this. Then, you can reduce their damage and health.
It would be good to change the descriptions of buildings and heroes, as they do not match the names of the creatures. And the translation of the mod itself is still poor.
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7 years ago
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Rebalancing, and in the case of NTR, redesigning the mechanics for new Factions, is a very long and painstaking process. You need to play many games, evaluating whether the race loses at any stage, whether the new mechanics are interesting and fresh compared to the existing ones, how it performs against different Factions, and so on. If significant changes are made, you essentially need to repeat the process. You can imagine this yourself. Currently, there are a huge number of mods that add new cities, but very often, in my personal opinion, the new creatures have low detail, they don't fit together (and the feeling of a cohesive Faction is very important in Heroes), the balance was most likely set using an automatic utility or according to the principle of "it will do," the skills were thrown in haphazardly, and the balance was not manually refined (that is, it doesn't exist).

Well, the balance in RTF is probably the weakest point. I think the creatures from NCF will take up less of your time. I wanted to ask you: do you have plans to make a video review on YouTube?
In reply to Андраил
7 years ago
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Okay, I'm back.
Andrail
For starters. Based on the lore, the improved Kappas were poisonous. This would suit the Mazetours. The appearance matches this. Then, you can reduce the damage and health.
The descriptions of buildings and heroes should be changed, as they do not match the names of the creatures. And the translation of the mod itself is still poor.
I admit, I didn't put much effort into the translation; I need to finish it. I did it in a hurry :/ I was just more interested in working with the mechanics and effects than with the text, so you caught me red-handed - I agree. Although, there's an interesting point - I didn't touch the descriptions of the buildings and heroes that you mentioned.

Regarding the poison of the Kappas. In general, I mainly play Multiplayer and I'm not very knowledgeable about the lore, I'm more into mythology, so there may be many inconsistencies. There was an option to make the Kappas poisonous, but there would be too many similar units (lizards, Te). In the game, there are essentially 3 types of poisons - acidic blood, assassin poison, and an enhanced version like the Wyvern. With some effort, you can add the weakening strike of the Zombie here as well (which I did). That is, there isn't much room for creativity, so here, the choice was made in favor of diversity.

Added 16 minutes later
atlant108
Well, the balance in RTF is probably the weakest point. I think that the creatures from NCF will take less of your time. I wanted to ask you: do you have plans to make a video review on YouTube?

Balance is very often a weak point in mods, unfortunately :/ RTF is at least moving in this direction and doesn't leave new races unfinished, which is a good thing. Balance of NCF - do you mean the mega-pack? That is, balancing them as neutrals? I myself don't use many creatures from NCF, because sometimes such units spawn on a mine - and that's the end of it :D

Video review - Oh, that thought has crossed my mind too. Especially since I'm doing a complete rework of Disciples 2 with additional branches, playable Orcs, Blackjack, stat changes, and more, it's time to create a group or something like that. I need to order a good microphone for this, because the one on my laptop/webcam is terrible. I've never done anything like this before. The question is about the format. It seems that the reviewers here are - Heroes for fan
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7 years ago
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Well, in principle, it could also be in the format of a Heroes for fan channel.
Please just let us know the time of the review so that we can ask questions live.
In reply to atlant108
7 years ago
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Yeah, it just needs to be finished :D If you have any questions, feel free to ask. You can ask them here or in a private message – it doesn’t matter.
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7 years ago
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Is there any news about the mod?
In reply to Андраил
7 years ago
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Andrail
Is there any news about the mod?
Good day.

Development is currently progressing at a slow pace. It just so happens that there isn't enough feedback yet – in the task list, there are almost only your comments on the text and a suggestion to reconsider the role of the grade cap, so I don't even know which direction to move in yet:)

There isn't much free time, so another project is currently a higher priority, a more independent one, so to speak, and possibly more promising. I work on Heroes when I feel like it and on minor things (I recently spent some time changing combat themes and looking for new musical accompaniment, which isn't that global, in my opinion). I don't plan any major updates in the near future.
It seems that in such cases, it is customary to say that development is progressing slowly, haha.

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