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AllCampaignsRemastered - Updated mod for all Campaigns

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#216
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IchGViji

I agree that this is a mild rebalancing. The main thing is that the basic game mechanics have not been affected – the stats of units, the special abilities of heroes. If the overall game design of the mission remains the same – a neutral garrison, whose function remains the same, with approximately the same balance of power – then there are no questions, this is more of a cosmetic change.

Regarding alternate upgrades – ideally, they should also be removed in the campaigns if the goal is to preserve the spirit of the original.

Added 4 minutes later

If you had initially planned to make changes to the gameplay as well, I didn't notice, and I apologize. I can only wish you good luck with the mod. In any case, a huge amount of work has been done, especially in the part about fixes, and I respect that.

Perhaps some of the most experienced modding masters know how to completely ban these units on certain maps (and not in the entire game), and it would be great if they shared such a recipe with us.

For example, I can disable the recruitment of alternate upgraded creatures in cities and, accordingly, disable the ability to upgrade other creatures to them; I can disable the ability to upgrade creatures to alternate ones in forts on hills. But I don't know how to disable the Necromancers from resurrecting alternate creatures and how to disable the appearance of such creatures in neutral squads on the adventure map.
Мой проект:
NVS 3.0 (Narron's Visual Solutions for HOMMV)
- Ссылка на скачивание мода;
- Ссылка на Компендиум NVS 3.0;
- Сообщество проекта в vk.com