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Posts from Astelnair is a mod that adds new creatures and much more.

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9 years ago
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Astelnair is a mod for Disciples 3, the development of which began in 2017. For a number of reasons, it ceased to exist relatively quickly, but was revived in May 2019 with the original developer (myself), but with new goals and a new team.

The main source of news about the mod is our official VK group; those interested are recommended to subscribe:

https://vk.com/disciples_astelnair

Main goals of the mod:

1) Introduction of new content into the game (creatures, buildings, objects on the map, items, spells, etc.)
2) Adding more variety to the game by expanding existing features (modified battles with city guardians, new and modified old branches of racial creature development), modified thief mechanics, a new hero class, new tricky spells for global warfare, modified dungeon mechanics, etc.
3) Creation of maps or campaigns rich in new content.
4) Changing the combat system, rebalancing runes and potions.

Tasks set for the first working version of the mod:

1) Overhaul of the Undead Hordes.
2) Introduction of some new content.
3) Adjusting some mechanics to the realities of the mod.
4) Creation of a story map for the Undead Hordes, where you can evaluate all the changes.

Recently, it has become possible to create a prototype of a dwarf faction in Disciples 3.

This topic will also contain news about the project, but in general, this is our subsidiary center.

Various screenshots from the group:















Download link: the mod has not yet been released. The expected release of the first working version of the mod will be at the end of 2019 - beginning of 2020.
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9 years ago
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Is this a mod for Heroes?
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9 years ago
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Have you read the mod description? It has everything written there. Which heroes are included? Which series is the section dedicated to? Disciples.

Added 1 minute ago
I'm sorry, but your theory is just strange. Based on the screenshots, these are very much Heroes, really very much.:D
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9 years ago
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I'd like to ask, is there a strict limitation on adding creatures? (In Heroes of Might and Magic V, you can't change the unit's animation model, which the texture is attached to.) Can they be added here as a mod, or is it the same issue?
Because I could take a couple of creatures from Heroes of Might and Magic VI (like dragons, Kirins, or the Matriarch as a guardian for the Legions, etc.).
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9 years ago
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Nope, Uriel Septim. Here, you can only change the standard ones. Even models and textures are only standard. The game is locked down on this and ignores everything new. I modify the clone creatures and use some technical tricks, but that's all you can do. The model system here is also unique.

Added 2 hours 13 minutes ago
And you, Uriel Septim, are to the right of me. As it turns out, you can add more, at least as many retextured units as you want.
In reply to AstralLein
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9 years ago
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AstralLein
No, Uriel Septim. Here, you can only modify the standard ones. Even models and textures are only standard. The game is locked down on this and ignores everything new. I modify the clone creatures and use some technical tricks, but that's all I can do. The model system here is also unique.

Added 2 hours 13 minutes ago
And you, Uriel Septim, are to my right. As it turns out, you can add things, at least as many retextured units as you want.

I'm sorry, but I couldn't find where it says which game this mod is for. Based on the screenshots, I don't know what game it is.
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9 years ago
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"I present the beta version of my mod for Disciples 3: Renaissance." This is how the header starts. But it's a minor thing. There's no need to apologize.

Added after 7 hours and 46 minutes
I'm letting you know that an update to the mod is planned, with new creatures that will be visible in the final version of the "Confrontation" map. Both will appear within a week.
In reply to AstralLein
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9 years ago
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AstralLein
Nope, Uriel Septim. Here, you can only modify the standard ones. Even models and textures are limited to the standard ones. The game is locked down on this and ignores everything new. I modify the clone creatures and use some technical tricks, but that's about it. The model system here is also unique.

Added 2 hours 13 minutes ago
And you, Uriel Septim, are to the right of me. As it turns out, you can add things, at least as many retextured units as you want.
Can you only change the color of textures, or can you also apply textures to old models?
And a question about building: can you add (or change) buildings for construction in the castle? (like in the second game)
Because I have an idea, but without knowing the technical possibilities, I don't know if it can be implemented.
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9 years ago
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Only textures, but you can modify them in any way you like. You can also change creatures, costs, the transformation system, and even the buildings themselves. You can't add new ones.

Added 1 minute ago
You can create as many new creatures as you want using old models with new textures.
In reply to AstralLein
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9 years ago
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AstralLein
Only textures, but you can experiment with them in any way you like.

You can change creatures, costs, the transformation system, and even the buildings themselves.
You can't add new ones.

Added 1 minute ago
You can create as many new creatures as you want using old models with new textures.
Oh, and here's another question. I saw a simple method in the example of the second game. There, in the Undead faction's dragon branch, after the dragons, there was a continuation, but the building was the one needed for another tier (or rather, its texture).
Essentially, nothing changed; it was just two textures in one place. Is that possible?
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9 years ago
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I don't understand. The undead support troop upgrade path:
Wyvern, rock dragon, wyrm - I forgot the name, or dracolich.
After dracolich, there are no more creatures, just like in the second game.
You can use the same texture, or even have a building without a model. You can even customize it if you mess around with the positioning and camera parameters.
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9 years ago
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found a very good mod (it's available in the map group).
It adds upgrades.
They took Nidhogg, made it a separate creature with new abilities (like you did with the Punisher), took the texture (or rather, the image) of the Abyssal Serpent's dwelling, and placed it after building the Dracolich. As a result, both are available in the building window, but they are different creatures. Is it possible to do this in Heroes of Might and Magic III?
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9 years ago
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Just a correction, in the mod, they called it a "worm."
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9 years ago
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they also have an option to duplicate a building (simply build an identical one in place of the existing one).
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9 years ago
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What is this!? I'm seeing this for the first time...

Added 2 minutes ago
This is beyond my comprehension. Did you create this mod yourself?

Added 9 minutes ago
Sorry, I only read the last message.

Added 3 minutes ago
I understand now. Unlikely. In Heroes of Might and Magic II, such things are done using a super utility created by a great developer whose name has been forgotten. I didn't create anything like that, and I haven't even downloaded that utility. In Heroes of Might and Magic III, a simple text editor is enough. I'll run an experiment now.

And I'll look for this mod.

Added 13 minutes ago
Downloaded the mod, now I'm running an experiment to add an Orc to the Elves after the Forest Warriors.

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