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Posts from RTF is a global modification that replaces all towns in the game.

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Do we need Ashan?
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10 years ago
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Could Kabirov create a map featuring the Haven faction?

Added 21 hours and 42 minutes later
Gansog
So, who are you currently working on???)))
I want to reveal a secret: work on my map seems to have stalled:rolleyes:
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10 years ago
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In general, who will have which heroes?
Elementals - a Necromancer hero
Chimera - an Elf, as I understand
Fortress - a Dwarf
Orcs - Orcs should probably be made on Orcs))
Haven - you can use humans, just repaint them in green armor and give them a helmet with one horn (Unicorn Empire)
Necropolis - as I understand, the heroes there are based on angels
Sanctuary - there are already heroes in the mod, but you can make heroes based on the Kenshi generals that we removed
Lizards - you can use Dark Elves (they ride lizards)
In reply to Акула97
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10 years ago
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Akula97
Actually, who will have which heroes?
Elementals - a Necromancer hero
Chimera - an Elf, as I understand
Fortress - a Gnome
Orcs - Orcs should probably be on Orcs))
Haven - you can use humans, just repaint their armor green and give them a helmet with one horn (Unicorn Empire)
Necropolis - as I understand, the heroes there are based on angels
Sanctuary - there are already heroes in the mod, but you can make heroes based on the Kenshi generals that we removed
Lizards - you can use Dark Elves (they ride lizards)
I'm all for it!
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10 years ago
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Akula97
Actually, who will have which heroes?
Elementals - a Necromancer hero
Chimera - an Elf, as I understand
Fortress - a Gnome
Orcs - Orcs should probably be on Orcs))
Haven - you can use humans, just repaint them in green armor and give them a helmet with one horn (Unicorn Empire)
Necropolis - as I understand, the heroes there are on angels
Sanctuary - there are already heroes in the mod, but you can make heroes on Kenshi generals, which we removed
Lizards - you can use Dark Elves (they ride on lizards)
Lizards were made on Orcs.
In reply to Gansog
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10 years ago
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Create a description for the Lizardmen.
My description:
State: none (a large tribe of Lizardmen)
Symbol: you can use the head of a Dark Elf Lizardman
Capital: the Supreme Swamp
Ruler: the Lizardmen are subordinate to the prophet Prekreven
Magic: war cries
Class: hunter/beastmaster
Description: the Lizardmen founded their first settlements back in 1263, south of Erathia, but constant wars prevented them from developing. Their flourishing came during the period when the Knights burned Mythgard. The Lizardmen began to quickly occupy the undead forests. This continued until Market appeared. The Lizardmen began to lose, but then Prekreven appeared. His arrival established equality. When Arantir ascended the throne of Erathia,
he allocated a place for the Lizardmen in Erathia, and the war ended. However, Arantir went to war with Sareth, and the Angels of the Abyss were already at the borders of Erathia.

Added 1 hour 14 minutes ago
Gardener
The Lizardmen were made based on the Orcs.
And who were the Orcs based on?
In reply to Акула97
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10 years ago
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Shark97
Create a description for the Lizardmen.
My description:
State: none (a large tribe of Lizardmen)
Symbol: you can use the head of a Dark Elf Lizardman
Capital: the Supreme Swamp
Ruler: the Lizardmen are subordinate to the prophet Prekreven
Magic: war cries
Class: hunter/beastmaster
Description: the Lizardmen founded their first settlements back in 1263, south of Erathia, but constant wars prevented them from developing. Their flourishing came during the period when the Knights burned Mythgard. The Lizardmen began to rapidly occupy the undead forests. This continued until Market appeared. The Lizardmen began to lose, but then Prekreven suddenly appeared. His arrival established equality. When Arantir ascended the throne of Erathia
he allocated a place for the Lizardmen in Erathia, and the war ended. However, Arantir went to war with Sareth, and the Abyss Angels are already at the borders of Erathia.

Added 1 hour 14 minutes ago

And what about the Orcs?
This isn't me; I'm not in charge here
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10 years ago
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I might be able to upload icons for the Lizardmen in about two days, if that's what you want.

Added 1 minute ago
And let's vote on who should be on level 6.
In reply to Акула97
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10 years ago
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Shark97
I can upload icons for the lizardmen in about two days, if needed.

Added 1 minute ago
And let's vote on who should be on level 6.
Coatli from another mod for the Stronghold, but with improvements.
In reply to Садовод
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10 years ago
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Gardener
Coatli from another mod for the Stronghold, but with improvements.
Sorry, I don't know many abbreviations, but who is "Coatli"?
In reply to Акула97
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10 years ago
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Akula97
Sorry, I don't know many abbreviations, but who is "Coatli"?
It's the name of a flying snake from another game.
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10 years ago
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I browsed the forum and now I understand what Coatl are, but maybe we can rename them to Serpents later? Coatl doesn't sound very good.
I suggest giving them a growth rate of 3, low health (50-70), low defense (10-20), high speed, initiative, attack, and damage (8-10, 10-12, 20-30, 20-40).

Added 2 minutes later
BlueCoil
Sorry for the off-topic, does anyone know how the new factions get their super abilities?
For the Dwarves, it's definitely the same as for the Mages.

Added 2 minutes later
Are there any specializations in the mod for the Lizardmen?
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10 years ago
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In my opinion, these creatures need to be balanced: Simurghs and Simargls (to be honest, I often confuse them). Their resistance to earth and regeneration are good, but their stats are weaker compared to immunity to magic and blessing. I would rename Simargls to "Birds of Fortune," equalize their stats, and give them the Wheel of Fortune. Soulless and Obsidian Goliaths. A large shield and 50 HP are less effective than Unexpected Storm, Storm Strike, and 25% magic resistance (the difference in defense). I would give Soulless creatures a cleaving sword and increase their attack by ten (this would suit their swords). Ice and Mist Elementals. Ice Elementals are very strong with their spells. In the third week, I simply took them, along with Fire and Gas Elementals, and tried to defeat everyone using Rings of Cold. Ice Elementals need their spell level reduced, while Mist Elementals need their speed increased, given the ability to protect allies, and a large shield. Added after 3 hours and 47 minutes Gas and Lightning Elementals. The upgraded archers are not very effective; the situation is similar to that of the Skeleton Warriors. I suggest slightly increasing their damage and giving them one lightning bolt.
In reply to Акула97
10 years ago
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But this is compensated by the strength of the ice creatures, which in the late game will stop dealing damage, but with a Battle Frenzy of 4-4 damage, a 2nd-level archer is quite effective – they will then switch roles.
In reply to BlueCoil
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10 years ago
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BlueCoil
But this is compensated by the strength of the ice creatures, which will stop dealing damage in the late game.
I didn't quite understand. I divide them into 5 squads, each dealing 300 damage twice, and that's already in the third week!!

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