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Posts from UNIT - Creature Balance + Visual Changes

4.8 (5 ratings)
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10 years ago
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Mod Name: UNIT

Version:
2.4

Author: Frozensoull

Status: Development completed.

The modification consists of 3 parts:

()UNIT_BALANCE.pak - contains all changes regarding game balance.

()UNIT_VISUAL.pak - contains all changes regarding the visual component of the game.

()UNIT_HEROES.pak - contains all changes regarding the replacement of original heroes (one per faction).

Components remain functional even individually; any of them can be disabled.

Installing with third-party modifications may cause various conflicts. It is recommended to use the original version of the game 3.1.

Description: The modification is positioned as an alternative balance mod, whose main concept is aimed at changing underutilized creatures so that they can compete with their stronger upgraded versions, while preserving the original concept of the faction as a whole. A key feature of "UNIT" is changes not only to the creatures themselves, but also to other aspects of the game directly related to faction balance (heroes, economy, city development tree, undead raising table, etc.). The "UNIT" modification includes a number of fully developed visual and sound changes for creatures and heroes that will make the game even more pleasant.

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Link to the changelog and creature table (2.4): https://docviewer.yandex.ru/view/0/?*=rYANfmy2mIoqk4LBhmlvKxoXYdJ7InVybCI6InlhLWRpc2stcHVibGljOi8vRjRTN2hyMXVFM0ZJenlRSis5ZFRPRGYxempJSnNLcUF3eC9UUVBOTUdodz0iLCJ0aXRsZSI6IlVOSVQgdjIuNC5wZGYiLCJ1aWQiOiIwIiwieXUiOiI2MTc5MDU5NjQxNTE3OTcwNzU3Iiwibm9pZnJhbWUiOmZhbHNlLCJ0cyI6MTUxNzk5ODQ0MTQ5Nn0%3D .
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Link to download the latest version (2.4): https://yadi.sk/d/yDddvVMg3Z6HPX .

Link to download all previous versions: https://yadi.sk/d/i4n2B42N3MTZXK .
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Screenshots:

Creatures and cities:



















Heroes:










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Compatibility information for "UNIT" with "Phoenix Vision".

()UNIT_BALANCE - Full compatibility.

()UNIT_VISUAL -Incompatible.
This component must be removed during joint installation.

()UNIT_HEROES - Full compatibility.
During joint installation, the hero "Al-Zakir" (Necropolis) receives
a new appearance in a black style.



Note: the "UNIT" modification has not been changed since version 2.4 was released. This change occurs only during joint installation.
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10 years ago
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I'm ready to upload the mod to our VK group (link in my signature). But for that, I'll need a few screenshots that would showcase the advantages of the mod's changes. Also, I need a brief description from the author.
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10 years ago
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Some changes in the mod.




(Click to enlarge)

Dyrman, Brief description:
This mod changes a significant number of units and affects all Factions. Most of the weak and unpopular creature upgrades can now compete on equal terms with their stronger upgrade versions, thanks to new abilities or characteristics. At the same time, the mod does not shift the balance towards any particular Faction; each race will receive updated creatures. There are also visual and cosmetic changes to some creatures and abilities.

The main goal I pursued was to rid the Factions of "favorites" and useless creatures that, in most cases, no one hires. Each creature should be in demand, depending on the opponent and the style of play. Let's take, for example, the long-suffering dragons of Necropolis. Their survivability, low damage, and high weekly cost (3 creatures per week) have always cast doubt on the usefulness of the unit, not to mention the enormous cost of building the recruitment building... Now, the Ghost Dragons have increased health, a small increase in attack, and additional defensive abilities that have a certain chance of completely avoiding damage or significantly reducing it, and the Astral Dragons have also gained the ability to return to their original position after an attack (but while receiving a counterattack), thereby gaining a tactical advantage to compensate for their fragility.
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10 years ago
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The mod was well-received by the group. :)
The screenshots are a bit heavy, though.
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10 years ago
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I will soon release a new version of the mod, which, in addition to balancing, will also include minor visual changes to some units (only small improvements to the models, no redraws). There will also be an option to choose between the balance mod or the visual mod (including all previous changes).
Please report any bugs found in the thread.

P.S. I'm interested in hearing the opinions and feedback from people who have already tried the mod. Suggestions are also welcome.
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10 years ago
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I invite you, esteemed forum members and guests, to participate in the development of the second version of this mod and contribute your ideas.
All you need to do is answer a couple of questions and choose the creature texture you like best; it might become the final version of the unit's redesign.

-Are there any creatures and their upgrade versions that are still useless?

-Do the creatures need new animations (flight/movement/attack, etc.)?

-Which creatures, in your opinion, need cosmetic changes?
[/B]

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Original texture.(Click to enlarge)

Option one.(Click to enlarge)

Option two.(Click to enlarge)

Option three.(Click to enlarge)
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I also want to show one of the many changes that have already been made.

Original texture.(Click to enlarge)

Updated texture.(Click to enlarge)
10 years ago
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In my humble opinion, crossbowmen (marksmans) were and remain a practically "forgotten" creature, and this started even before the introduction of alternative upgrades; I know many cases where a higher maximum damage was sacrificed in favor of higher initiative and the ability to shoot over obstacles, which archers possess. Solution: give crossbowmen either a double shot or the ability to shoot over obstacles, but only if the squad has at least a weekly increase in creatures, in order to maintain basic logic.
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10 years ago
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serovoy, you are right, crossbowmen have indeed faded into obscurity. Giving crossbowmen a double shot is not an option, and neither is allowing them to fire in an arc, as from a realism and physics perspective, it looks absurd...
But I assure you, with the release of the second version, they will be buffed and will have their own advantages compared to archers, which, in skilled hands, will make them a formidable weapon and negate the obvious choice of alternative upgrades.
In reply to serovoy
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10 years ago
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regarding the textures for Dungeon creatures – this is, of course, purely my opinion, and taste is subjective… (as they say), but personally, I prefer to adhere to certain Ashan-style canons in terms of color choices, and among the main colors of the Dungeon, purple is one of them, but the purple in the screenshot doesn’t look very good (there are contrast issues between the purple veins on the wings). The green color is closer to Necropolis or Sylvan, and let’s not forget that in Heroes 6 and 7, Dungeon creatures are generally depicted in reddish-brown tones.
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10 years ago
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SRD, these are just sketches for demonstration purposes; I will work on the detailed texturing when the final version is chosen.
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10 years ago
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In your version, the shade is closer to blue, and then they wouldn't be black dragons anymore. Overall, the original texture is quite good; it could have been left as is, but the orange color doesn't really suit the Dungeon faction (in my opinion), although repainting all the units in black and purple wouldn't be ideal either.
In reply to serovoy
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10 years ago
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serovoy
In my humble opinion, crossbowmen (marksmen) were and remain a practically "forgotten" creature, and this started even before the introduction of alternative upgrades; I know many cases where a higher maximum damage was sacrificed in favor of higher initiative and the ability to shoot over obstacles, which archers possess.
Solution: give crossbowmen either a double shot or the ability to shoot over obstacles, but only if the squad has at least a weekly increase in creatures, in order to maintain basic logic.
An obvious solution to this inequality of upgrades is to increase the radius of the accurate shot.
In reply to RedHeavenHero
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10 years ago
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RedHeavenHero
The obvious solution to this upgrade inequality is to increase the radius of the accurate shot.
How much should we increase it to? - it still ignores ALL defense, so it's not weak. Maybe increasing it from three cells to five would be good, or even just to four?

Here's another suggestion: let all three have an accurate shot. The upgrade could add an arc shot, and the alt-upgrade could add maximum distance (that is, a choice between area of effect and maximum distance, and you can balance everything with stats).

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