Skip to content

Posts from Helegmod - A global mod.

5.0 (1 rating)
User Avatar
11 years ago
Auto-translated
From the stash. I created a mod that, in my opinion, balances the strengths of the factions. Mod description: Inferno. 1. All demons can now shoot, firing a fireball that affects a 3x3 area, dealing full damage to the primary target and 66.6% to secondary targets; it does not affect friendly units. 2. All cave demons have been replaced with ifrits. Their speed and initiative have been increased by 2 compared to cave demons. They have gained the ability to fly. They also have the following abilities: immunity to fire, fire shield. 3. The speed of all devils has been increased by 1. Academy. 1. Elder gremlins can repair 2 times per battle. 2. Gargoyles have become constructs instead of elementals; their damage has been increased by 1-2 for stone gargoyles, 2-4 for obsidian and elemental gargoyles. 3. Archmages have expert level for all spells. 4. Battle mages have gained the "Frost Breath" ability. The ability works similarly to the mages' magic bolt, but it does not affect friendly units in the line of fire. Although this ability acts like a mage's bolt, it is not considered a bolt, meaning it ignores effects of spells and abilities that reduce ranged damage (Forgetfulness, Dodge, Ammunition Steal, etc.). As a result, it has become a ranged unit with infinite ammunition, hitting all enemy units in the line of fire, which cannot be blocked by a nearby enemy unit. Unfortunately, I could not create an animation for this ability; I would be grateful for any help. 5. All djinns have gained the "Invisibility" ability. 6. The cost of minor artifacts has been reduced by 2.5 times. Sylvan. 1. Fairies have gained 10 mana and the "Stinging Swarm" spell. 2. Nymphs can use the "Symbiosis" ability twice. 3. All dancers have gained the "Charge" ability. 4. High druids have expert level for all spells. 5. All ents have gained the "Mind Control Immunity" and "Fire Vulnerability Aura" abilities. Ancient ents have also gained the "Defensive Stance," "Large Shield," and "Protect Allies" abilities. The defense bonus when rooted is 100%. 6. Emerald and crystal dragons have 220 hit points. 7. Instead of 12 wood, 5 sulfur is required to build "tree houses" and "high halls." 8. The "Windstorm" skill reduces the initiative and speed of flying units by 2. Haven. 1. The maximum damage of crossbowmen has been reduced to 6. They have gained the "Double Shot" ability. The range of the "Accurate Shot" ability has been increased from 3 to 4. 2. Archers have gained the "Arc Shot" ability. 3. Archangels have gained the "Child of Light" ability. In addition, they can resurrect twice per battle. Fortress. 1. All spear throwers have 2 more shots. 2. Arcata priests and flame priests have expert level for all spells. 3. To build the "Hall of Clans," 10 crystals and 10 gems are required instead of 20 crystals. Stronghold. 1. When reaching level 1 of rage, goblins lose the "Betrayal" ability. 2. When reaching level 2 of rage, goblins, trappers, and goblin shamans lose the "Cowardice" ability. 3. All centaurs have become small creatures. When reaching level 2 of rage, all centaurs gain the "Accuracy" ability – they always deal maximum damage. When reaching level 3 of rage, all centaurs gain the "No Penalty Shot" ability. 4. Assassins, leaders, and executioners have become large creatures. 5. The poison of dark wyverns deals 10 damage per turn per creature. The "Regeneration" ability of wyverns and dark wyverns has been enhanced – now it heals 50-80 hit points instead of 30-50 hit points. Necropolis. 1. Spirits can steal ammunition twice per battle. 2. Death messengers, undead, and banshees have been replaced with Death Knights, Dark Knights, and Black Knights. Dungeon. 1. The "Regeneration" ability of hydras has been enhanced – now it heals 50-80 hit points instead of 30-50 hit points. 2. The growth rate of stalkers, assassins, hunters, beasts, furies, and hags has increased by 1 per week; their hiring cost has changed: stalkers – 55, assassins and hunters – 90, beasts – 120, furies and hags – 145. 3. The damage of assassins' poison has been doubled
Attachments 1
1 file attached • Total size: 2.8 MB
User Avatar
11 years ago
Auto-translated
Battle Mages have gained the "Frost Breath" ability.
They were already better than Archmages, so why give them an additional ability? ) Although, if Archmages are now experts... But still, it's questionable.
All Djinns have gained the "Etherealness" ability.
This is definitely an overkill.
1. Fairies have gained 10 mana and the "Swarm of Wasps" spell.
2. Nymphs can use the "Symbiosis" ability twice.
What about Dryads? )
5. All Ents have gained the "Mind Control Immunity" and "Vulnerability to Fire Aura" abilities. Ancient Ents have also gained the "Defensive Stance," "Large Shield," and "Protect Allies" abilities. The bonus to defense when rooted is 100%.
Oh, but Ancient Ents are already better in most situations, and now they get such a buff...
8. The "Storm Wind" skill reduces the initiative and speed of flying units by 2.
How is this related to the Forest Pact? )
1. Crossbowmen have had their maximum damage reduced to 6. They have gained the "Double Shot" ability. The range of the "Accurate Shot" ability has been increased from 3 to 4.
Maybe it's good for balance, but... Two shots in a row from a crossbow? In the third game, this was very unsettling, mainly because of its implausibility; should it be repeated?
2. Archers have gained the "Arc Shot" ability.
Similarly... Shooting a crossbow at an arc is a bit strange. ))
3. Archangels have gained the "Child of Light" ability. In addition, they can resurrect twice per battle.
Why didn't they buff Seraphs? )
But overall, it looks interesting, a small but pleasant mod.
User Avatar
11 years ago
Auto-translated
Perhaps something could be done with the Titans and Storm Lords? Or is further development of the mod not planned?
In reply to Ment
User Avatar
11 years ago
Auto-translated
Ment
They are already better than archmages, why do they need an additional skill? ) Although, if archmages now have an expert skill... But still, it's ambiguous.
So, this skill only slightly improves the skill of combat mages.
Ment

Here, it's definitely an overkill.
.
It's just a restoration of justice. Djinns are spirits. Why do the spirits of Necropolis have incorporeality, but the spirits of the Academy don't? Besides, in my opinion, the Academy is one of the weakest castles, and a buff wouldn't hurt it.
Ment

What about the dryads?
It's better not to play with them.
Ment

Oh, but ancients are already stronger in most situations, and here's such a buff...
I just like the ancient ents.
Ment

And how is this related to the Forest Alliance?
It's just that the path to a super ability goes through this skill.
Ment

Maybe it's good for balance, but... Two shots in a row from a crossbow? In the third game, this was very strange, mainly because of its implausibility, should we repeat it?
I read somewhere about crossbows that were loaded with two bolts at once.
Ment

Same here... Shooting a crossbow at an angle is strange.
And how can you tell that they are shooting from a crossbow?
Ment

And why didn't they buff the seraphs? )
In my opinion, they are already stronger than archangels.
Ment

Well, in general, it looks interesting, a small but pleasant mod.
Thank you! But I mainly did plagiarism, taking the ideas I liked from other mods for my mod.
RedHeavenHero
Maybe do something with the titans and thunderbirds? Or is further development of the mod not planned?
The mod was created about 7 years ago. A lot has been forgotten, but if there are any ideas, I will try to do my best.
User Avatar
11 years ago
Auto-translated
It’s just about restoring justice. Djinns are spirits. Why do Necropolis spirits have incorporeality, but Academy spirits don’t? Besides, in my opinion, the Academy is one of the weakest castles, and it wouldn’t hurt to strengthen it.
Incorporeality at level 5 is too powerful. It would be better to give them agility, like the high-level dancers. Like, they accelerate the air more => it’s harder to harm them => more protection. Combined with the high speed of the djinn, it would be great.
I read somewhere about crossbows that could be loaded with two bolts at once.
This is not equivalent to two shots in a row. It just means double (or maybe even less than double) damage to one enemy. In my humble opinion, it’s better to simulate this in other ways, for example, by increasing the damage.
But how can you tell that they are shooting from a crossbow?
But they don’t have any other weapons...


Or did you replace their model in the mod?
In my opinion, they are already stronger than archangels.
One on one, yes. However, archangels can resurrect (and with your mod, even twice). Seraphs will be more modest in this regard, especially since Divine Retribution in 3.1 is not very strong.
Thank you! But I mainly did plagiarism, taking the ideas I liked from other mods for my mod.
Well, anyway. It’s just that such relatively modest modifications are easier to install morally than a complete overhaul of the balance, a la TE.
Attachments 2
2 files attached • Total size: 59.8 KB
User Avatar
11 years ago
Auto-translated
I read somewhere that there were crossbows that could be loaded with two bolts at once.
That's exactly the case with crossbowmen and archers.
User Avatar
11 years ago
Auto-translated
Ment
Incorporeality at level 5 is too powerful. It would be better to give them agility, like the high-level dancers. For example, they accelerate the air more => it's harder to harm them => more protection. Combined with the high speed of the Djinns, it would be great.
Based on my experience playing with this mod, Djinns are encountered more often than, for example, Spectres. Maybe it's because they are large creatures. In my opinion, Djinns have the lowest defense and hit points among level 5 creatures. In Multiplayer, they are usually eliminated first. It would be possible to simply increase their defense and hit points, but I decided to enhance them in this way.
Ment
This is not equivalent to two shots in a row. It just means double (or maybe even more than double) damage to one enemy.
Well, why not? It turns out that until the next crossbow reload (read: until the next turn), the crossbowman has the opportunity to make 2 shots.
Ment
In my humble opinion, it is better to simulate this in other ways, by increasing the damage, for example.
The main idea of this change is to increase the chance of hitting incorporeal units. And, in my opinion, they don't need to be strengthened; they are already strong.
Ment
But they don't have any other weapons...


Or did you replace their model in the mod?
My mistake. And I still haven't learned how to replace models.
Ment
1 on 1, yes. However, Archangels can resurrect (and with your mod, even twice). Seraphs will be more modest in this regard, especially since Divine Retribution in 3.1 is not very strong.
Even after these changes, I prefer to encounter a large group of Archangels rather than a large group of Seraphs.
Attachments 2
2 files attached • Total size: 59.8 KB
User Avatar
11 years ago
Auto-translated
Even after these changes, I still prefer to
face a large group of Archangels
rather than a large group of Seraphs.
As a neutral unit? Or a computer-controlled unit? Or a unit belonging to a human player?
User Avatar
11 years ago
Auto-translated
As a neutral player.
User Avatar
11 years ago
Auto-translated
I would have preferred Archangels for myself, up until the final stage. In the final stage, Seraphs.

There were already mods for Djinns and Astral Dragons that made them incorporeal, not as separate entities.

Even in the NHF mod, I created a hero based on Djinns, where they regenerate after battle because they are defeated quite quickly.
User Avatar
11 years ago
Auto-translated
Well, then it's clear. The game isn't balanced if you judge it from the perspective of fighting against the AI, and it shouldn't be. The main thing is that there should be balance among the different unit types in player armies...
11 years ago
Auto-translated
Could you please provide detailed instructions on how and where to install the mod?
User Avatar
11 years ago
Auto-translated
Extract the archive and the file with the H5U extension, and copy it to the UserMODs folder.
User Avatar
11 years ago
Auto-translated
Thank you, Heleg, it's very interesting how it was done. =)
I have a question: how was the 3x3 grid enlargement implemented, and how was it made impossible to damage your own troops?
In reply to Eleondor
User Avatar
11 years ago
Auto-translated
Eleondor
Thank you, Heleg, it's very interesting.
I have a question: how was the 3x3 grid enlargement and the inability to deal damage to your own troops implemented?
To be honest, on the Nival website (where I started learning modding), I found a mod by a user named Demon (if needed, I can upload the entire mod), where he gave this ability to the Succubus. And I simply copied this change for my mod. I'm posting the changes, but I don't know what they mean:confused:
Attachments 1
1 file attached • Total size: 1.1 KB

Statistics

Welcome our newest member: recijeb