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Heroes Community > Tournament of Honor > Thread: The TOH MOD
Thread: The TOH MOD This thread is 17 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 · «PREV / NEXT»
samiekl
samiekl


Supreme Hero
posted April 10, 2008 04:16 PM

Quote:
Any battle that you cannot take without losing 90% of it... you have no business being in. And if its a battle that you would otherwise lose 90% of your army... you honestly think its balanced and realistic to beable to take that same fight with only hand ful of level 1's???


As long as every other faction can do it with no losses, yes.

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valkyrica
valkyrica


Supreme Hero
posted April 10, 2008 07:19 PM

Quote:


As long as every other faction can do it with no losses, yes.


That's stretching it a bit. Let's not cry ourselves to sleep thinking that Dungeon is the only race that can't beat stuff w/o losses and w/o going all invisible.
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gmmari
gmmari


Adventuring Hero
posted April 10, 2008 07:23 PM

This mod is fine but in the next mod we should consider the dwarf! runes are too much strong nothing to discuss about it we are all agree but we don't do nothing..
I could accept the runes in this way if the main hero was without the light magic like the orc faction,or at least cancel light and let them only destructive and give summoning..like the ultimate request..

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samiekl
samiekl


Supreme Hero
posted April 10, 2008 07:28 PM

Quote:
That's stretching it a bit.


No, its not.

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sq79
sq79


Famous Hero
posted April 10, 2008 07:48 PM

Let's consider the swift mind perk(fixed .25) as well as fam ground perk(from +2 to +1) ?  

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Strider_HL
Strider_HL


Famous Hero
posted April 10, 2008 11:10 PM
Edited by Strider_HL at 23:11, 10 Apr 2008.

Quote:
Let's consider the swift mind perk(fixed .25) as well as fam ground perk(from +2 to +1) ?  


Good ideas! I definetely think that swift mind is a huge power for magic races. So you know the formula - in worst case scenario, Dungeon hero will move before unit with initiative 20. On MANY maps thats 1/2 army gone before acting. Not even talking about possibility that hero will move 2nd time even before ents have done that! This applies mainly to destructive magic, obviously. As to light magic - swift mind is relatively much weaker.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted April 10, 2008 11:25 PM

I'm not so sure. Some reasons for that are that on some maps familiars could drain you badly if they played first and sylvan when armies are accumulated. They just move too fast and can butcher you in seconds. And with the stalkers nerfed dungeon will already move slower.
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Jinxer
Jinxer


Legendary Hero
*****
posted April 11, 2008 12:53 AM
Edited by Jinxer at 00:54, 11 Apr 2008.

I think only rune that is to strong in Fortress is Ressurection rune.  Maybe just taking that rune out... But other then that, Fortress didnt get any stronger in TOTE as all the other towns did.. It was strong before tote yes.. but now it is at competing level...and in short game, they are almost useless. So need the runes to try and give them a chance.  Cannot take Light away from them... they need mass haste - endurance - Righteous Might etc.. and REZ... so I think taking the Rez rune out would balance them out.  infact there are a few of them runes that I NEVER use.. they are worthless... and if play on 1 town map where your limited as to what runes you get, fortress is even more vunerable.

So far in ALL of my games of Playing Fortress... I have NEVER EVER seen the rune of thunderclap work.. It says a chance for them to lose there initaitive... And after I hit them there initaive NEVER changes.. EVER!  So I think that rune must be bugged. You would think after casting it 50+ times.. would see it work atleast once.
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gmmari
gmmari


Adventuring Hero
posted April 11, 2008 02:27 AM

Also rune of charge and rune of berserk are strong but rune of rez
is really out of range..
i have told about light because to have 2 way of resurect in an ultra solid faction is too much but removing this rune should be ok or reduce his power or limiting the use only to 1 creature

if you want all runes always take inga and also in small map you can have all runes and for free

it's clear that dwarf in tote are the same of hof(not sure) but they
still remain the best of all faction and we have reduced the power of many faction so why not dwarf?

i have seen to win 20 magma against 40 emerald and this is a bit too strange if we are searching the balance..
 

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Jinxer
Jinxer


Legendary Hero
*****
posted April 11, 2008 02:40 AM

Quote:
i have told about light because to have 2 way of resurect in an ultra solid faction is too much  


haha  I found this statement funny...

Acadamy with MOTW can rez 2 Stacks at a time and 100% of them.

Sylvan Can rez 2 stacks at a time and 100% of them.

Fortress can only rez 40% with there rune.

As Strider pointed out earlier in post there are 100 things that people think are imbalanced etc... but we should FOCUS on the 5 KEY major points that are obviously without dispute problems in the game that we are discussin for MOD...

So lets keep our focus on perfecting that MOD.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted April 11, 2008 09:19 AM

40% of EVERY stack without the hero even using a turn.
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perathekojot
perathekojot


Known Hero
posted April 11, 2008 11:17 AM
Edited by perathekojot at 11:42, 11 Apr 2008.

Actually it ressurects 40% of killed creatures in the stack. And that can be a big difference, so in order to ressurect 40% of original stack you must lose all your troops but one.
It seems to me that some people got a wrong impression of dwarven power. And only reason I can think of, is that they played against them late game on a big map (HG and such). Because in a late game, they can be really powerful (first next to sylvan), but first month they are really vulnerable and easily rushed (maybe easiest off all factions). Next thing  that need to be mentioned: on one town map you have 50% chance to get rune of ressurection, unless you play as Inga, which make creeping really hard.
And on fact for the end: You can't ressurect dwarven dragons with spell, so, to answer a post from yesterday: you can't ressurect all of killed dragon, even if you use refresh runes and rune of ressurection million times.

to Jinxer: rune of thunderclap does work. Seen it work lots of time. Few thing must consider when using it: if your stack has less hp then targeted stack there is less chances to work, soldier luck double that chance, and most important: rune of thunderclap remains active untill it triggers, so it could happen next shoot/melee attack, or 3rd or 4th attack, so pay attention, it says "stun" when triggers. And can be very useful. Especially with shooters.

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Anakrom
Anakrom


Known Hero
(Scroll) Out of the blue
posted April 11, 2008 01:38 PM

1. Reducing invisibility sounds fine. Lowering initiative isnīt that neccessary.
2. No doubt that DV badly needed some nerfing.
3. I really like Ziloīs idea about changing prereqs, looks much better now.
4. No idea about Warpath seriously, Iīm not using it that often, but I agree.
5. Nerfing AA was pretty much needed, they are really overpowered. Still, they seem prety strong even without Force Arrow.
6. Swift Mind is useful perk, but I wouldnīt nerf it, since prereq are usually Logistics/Enlightenment, which arenīt just-won-me-game skills.
7. I would change Familiar Ground to bonus +1.
8. I wouldnīt change runes, since they are main reason why is Fortress getting stronger in lategame.

Conclusion:
Orcs are strong, even without Flaming Arrows (I take Retribution + Tactics anyway in longer runs), but they donīt have magic and are pretty weak against Dark. Shatters donīt work wonders. One of the better towns out there.
Sylvan are strong, after hard early creeping they are gathering power very fast. Crystal Dragons could use some nerfing.
Academy is insane, but not imbalanced. Still, I curse MOTW.
Dungeon - havenīt tried yet.
Haven, Fortress, Necropolis and Inferno seems balanced to me.
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Elit
Elit


Famous Hero
posted April 11, 2008 03:32 PM

I dont like reqest about war machines....and so far after my last few games now i think DV is prety OK spel. Its realy can balance game. I'm base it from my last 2 games where my oponent make units with 20-35 ini !!!  Only DV can make battle 50/50 not easy won for 1 side.
I have crazy game with SQ79 (map HG)where his Rakshasa Kshatra after mass haste and Dash have 44 ini
So tell me more about balance now
ToTe is realy cool !

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Strider_HL
Strider_HL


Famous Hero
posted April 11, 2008 10:00 PM

Seems that downloadable TOH MOD file does not function yet. I hope our crafty hands will solve the problem soon... Stay tuned.

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted April 11, 2008 11:41 PM

At long last someone finally decides to test the mod.  Well, I anticipated that this version would not work due to a problem or two I'm having with file dates, so I've updated a version which actually does work on my computer (I've tested this one).  So here it is, let me know how it goes:

(Hopefully) Operational Version 1.1

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fiur
fiur


Promising
Supreme Hero
Map Creator
posted April 12, 2008 07:53 AM

Quote:
At long last someone finally decides to test the mod.  Well, I anticipated that this version would not work due to a problem or two I'm having with file dates, so I've updated a version which actually does work on my computer (I've tested this one).  So here it is, let me know how it goes:

(Hopefully) Operational Version 1.1


This one works  as far as I know... (not tested Warpath...  but all the rest is all good!  
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insatiable
insatiable


Supreme Hero
Ultimate N00bidity
posted April 12, 2008 08:02 AM
Edited by insatiable at 11:18, 12 Apr 2008.

changes seem right where it should be
however, to be honest, you saved me from the itch of wanting warpath :weird psycho sleeepless smiley:

.. as for runes, personally i disable 'rune of charge' in all my maps

however, a rune change for mod.. hmm.. better stick to few major changes as intented
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Strider_HL
Strider_HL


Famous Hero
posted April 12, 2008 08:23 AM

Quote:
At long last someone finally decides to test the mod.  Well, I anticipated that this version would not work due to a problem or two I'm having with file dates, so I've updated a version which actually does work on my computer (I've tested this one).  So here it is, let me know how it goes:

(Hopefully) Operational Version 1.1

Thx a lot, Cepheus Btw, shouldn't it still be called v1.0 as no changes were made to intended mechanics? Some ppl might get confused.

P.s. First post updated with the new link as well.

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Strider_HL
Strider_HL


Famous Hero
posted April 12, 2008 08:36 AM

Although changes in prerequisites for Flaming arrows/Triple ballista are minor, a new adopted in-game skillwheel would help a lot in widespreading the TOH MOD.

Is there anyone here who would be capable of editing Xazardous_Skillwheel_3.0.2.h5u

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