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pi4t: If you're talking about what the mod actually features, do you mind if I ask if it solves a specific complaint I have? Namely, the fact that you can be 'punished' for having a high initiative. You act first, it's true, but you also have to play your units first, so you're doing it without knowing where the enemy is, while they can tell where you are and place appropriately. Since initiative is a stat which can be improved, as opposed to a random dice roll as in some other games, it seems like it would be more sensible to let the player with higher initiative place second, and act first. Does the mod do that? Is it something that could be done easily?
I don't think it is possible without reverse engineering the game. NH doesn't do that obviously. I also can share my experience.

If you think that not knowing where the enemy is, is bad and that you can't predict where it is gonna be than you don't know how to use terrain to its fullest potential. You probably are not playing on the high level difficulty - expert is the best imo.

Explanation

On the higher levels of difficulty your units placement, who goes first matters. Also after some time, you'll find the optimal formations so that you can benefit from the terrain to the fullest. In the end it won't matter to you, where enemy units are because you'll have an ideal formation that can beat anything :)

That is especially true because in NH(New Horizaons) difficulty at the beginning is higher than in the original In NH you'll be forced to stay in the first circle for some time. It will be really difficult to conquer 2nd cirle right from the start. Humans now have Witchers and these guys can kill low level warrior single handedly.

On the other hand in NH there are a lot of really powerful that can wipe out the entire battlefield, of course thery are like M3-M4 spells. There also are a lot of strong units that can aid you, so the strategy is more flexible.

In NH there is a promotion system, all of the Castle units have promotions - a better units, with better abilities, kind of like in HoMM.


Oh yeah :) Sorry for my grammar, it's like 2 am and at night grammar and spelling in all my posts drops to extremely. low levels.
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Drakon: Slayer - was renamed to Assassin
...
Champion - was renamed to Paladin, because in Russian it was Paladin, don't know why it was transalted like Champion, Paladin makes more sence since it's a Holy warrior class.
I'd imagine they just didn't want to have a class and a recruitable troop to have the same name for whatever reason.

Thanks for the updates. Sounds like something I'll definitely have to try out.
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Drakon: Slayer - was renamed to Assassin
...
Champion - was renamed to Paladin, because in Russian it was Paladin, don't know why it was transalted like Champion, Paladin makes more sence since it's a Holy warrior class.
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mgeerligs: I'd imagine they just didn't want to have a class and a recruitable troop to have the same name for whatever reason.

Thanks for the updates. Sounds like something I'll definitely have to try out.
I thought so, but there were overlaps like this in Russian and it was alright. Also there are even more overlaps in New Horizaons because it has more units(e.g Necromancer and the same Champion who has nothing to do with a holy warrior).
Post edited August 04, 2013 by Drakon
Updated the progress list - now it relfect the current translation status properly.

after imrahil finish ability.txt and effects.txt - I'll release the beta.
I'm trying an alpha version and working on completing the translation.

Hero skill changes in 13.04

Wand Master was improved from

/20 Wand Master
#Wand Mastery not only improves the efficiency of using wands but also increases the hero's initiative.

Level 1: Initiative +1, Wand Firing +1
Level 2: Initiative +1, Wand Firing +1
Level 3: Initiative +1, Wand Firing +1
Level 4: Initiative +1, Wand Firing +2, Ammo +2
Level 5: Initiative +1, Wand Firing +2, Range +1#

To

/20 Wand Master
#Wand Mastery not only improves the efficiency of using wands but also increases the hero's initiative.

Level 1: Initiative +1, Wand Firing +1, Ammo +1
Level 2: Initiative +1, Wand Firing +2
Level 3: Initiative +1, Wand Firing +1, Range +1
Level 4: Initiative +1, Wand Firing +1, Ammo +2
Level 5: Initiative +1, Wand Firing +2, Range +1#
Level 5: Initiative +1, Wand Firing +2, Range +1#

Necromancy was improved from

/21 Necromancy
#Necromancy allows the undead raised in battle to stay with the hero's army, their strength is increased as well. Speeds up the hit points restoration for the undead on the hero's service.

Level 1: Allows to subdue a Skeleton, Strength of Undead +1, +10~ hit points per turn
Level 2: Allows to subdue a Zombie, Strength of Undead +1, +10~ hit points per turn
Level 3: Allows to subdue a Ghoul, Strength of Undead +1, +10~ hit points per turn
Level 4: Allows to subdue a Ghost, Strength of Undead +1, +10~ hit points per turn
Level 5: Allows to subdue a Vampire, Strength of Undead +3, +10~ hit points per turn#

to

/21 Necromancy
#Necromancy allows the undead raised in battle to stay with the hero's army, their strength is increased as well. Speeds up the hit points restoration for the undead on the hero's service.

Level 1: Allows a Skeleton to stay, Strength of Undead +1, +10~ hit points per turn
Level 2: Allows a Zombie and all T1 undead units to stay. Strength of Undead +1, +10~ hit points per turn
Level 3: Allows all T2 undead units to stay. Strength of Undead +2, +10~ hit points per turn
Level 4: Allows all T3 undead untis to stay, Strength of Undead +1, +10~ hit points per turn
Level 5: Allows Vampire to stay, Strength of Undead +3, +10~ hit points per turn#



Marksmanship was nerfed from

/22 Marksmanship
#Marksmanship increases the power and range of the hero's ranged attacks.

Level 1: Ranged Attack +1
Level 2: Ranged Attack +1
Level 3: Ranged Attack +1, Range +1
Level 4: Ranged Attack +2
Level 5: Ranged Attack +2, Range +1#

to(so right now it has only +1 to range)

/22 Marksmanship
#Marksmanship increases the power and range of the hero's ranged attacks.

Level 1: Ranged Attack +1
Level 2: Ranged Attack +1
Level 3: Ranged Attack +1
Level 4: Ranged Attack +2
Level 5: Range +1#

Archery was nerfed from

/25 Archery
#Archery increases the hero's shooting accuracy and spare ammo. It also helps him to bypass some of the enemy's defense while shooting.

Level 1: Precise Shot +1, Ammo +1
Level 2: Precise Shot +1, Ammo +1
Level 3: Precise Shot +1, Ammo +1
Level 4: Precise Shot +2, Ammo +1
Level 5: Precise Shot +2, Ammo +1#

to

/25 Archery
#Archery increases the hero's shooting accuracy and spare ammo. It also helps him to bypass some of the enemy's defense while shooting.

Level 1: Precise Shot +1, Ammo +1
Level 2: Precise Shot +1, Ammo +1
Level 3: Precise Shot +1, Ammo +1
Level 4: Precise Shot +1, Ammo +2
Level 5: Precise Shot +1, Ammo +2#


Recently in 13.08 Warrior skills were also nerfed but right now I'm translating 13.04, so you won't see these changes.
Wow, almost there ...can't wait to try this. Good work Drakon!
In preparation for the beta release I created a thread for New Horizons discussions. For now in contains a diagram of all castle T1 units upgrades, Enjoy :)

http://eador.com/B2/viewtopic.php?p=150848#150848


Now even a simple militia man can become something great, if he survives :)
Post edited August 10, 2013 by Drakon
What if unit upgrades takes you over the command limit for your hero?
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regnak: What if unit upgrades takes you over the command limit for your hero?
After promotion unit occupies the same slot, so all the promotions are of the same tier. One unit just changes to the other.

We did it in order to prevent imbalanced things like T4 units in T1 slots :)
Post edited August 11, 2013 by Drakon
Ok thanks, that is interesting.
effects.txt is ready. only ability.txt to go. Together with imrahill I think we'll finish it this week. After that I'll run a quick test and release a beta. :)
Decided to make a graphic update to this version. It will came either shortly after the release or at the same time.

If you don't know NG sprites were changed a lot and you best Dragon buddy(who is me obviously) changed or helped changing 100+ spirtes :)

Shocking!!! before and after transformation in the link below

Teaser two - Some sprites transformation, unit information and fun stuff
http://eador.com/B2/viewtopic.php?p=146162#146162
(I think I'll do some more transformations soon)

The problem with this update is this.

Mummy and Cadaver switched places in one of the version of the mod. Zombie used to get Cadaver Promotion and Ghoul to Mummy. RIght now Zombie promotes to Mummy and Ghoul to Cadaver. I thought why not to incorporate these changes into current release, so it involves a bit of an additional work.
Post edited August 17, 2013 by Drakon
Hey Drakon, I only read part of the 2nd page and this third page of the thread, so I am not quite sure if there's a NH that we can already download and install?

Also: huge THANK YOU for your great work!
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gscotti: Hey Drakon, I only read part of the 2nd page and this third page of the thread, so I am not quite sure if there's a NH that we can already download and install?

Also: huge THANK YOU for your great work!
I'll release a closed beta this week, probably tomorrow, test it a little and then release an open beta at the end of the week I guess.

I have only 30 ability descriptions left to translate. And Ric is proceeding with unit.txt it' currently cleaned at 80%

Updated the status :)
Post edited August 29, 2013 by Drakon
Closed beta is released and now in testing.

Yesterday I was correcting game breaking mistakes for 5 hours straight. LOL XD
Post edited August 30, 2013 by Drakon