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Posts from Equality and Difference (RiR) is a mod for 3.0(1).

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7 years ago
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Description: This mod will be balanced, but unlike other mods, it will be more similar to WGE. All races (cities) will have their own tactics (as in HoMM2), but they will be as equal as possible (it may sound absurd, but I won't argue). 1) Humans (Castle). The tactic will be as follows: 1. They will be numerous, but weak (overwhelming with numbers). 2. No flying units because they consist only of humans. Creatures: 1. Peasants. 2. Archers. 3. Crossbowmen. 4. Swordsmen. 5. Priests. 6. ?/Cavalry. 7. Cavalry/? ? - I don't know who:rolleyes: Answers to questions: 1) Humans without flying units? What nonsense? How will they conquer other castles?:confused: Well, this is the uniqueness of this race. I might add an upgrade path through machines, but I'm not sure.;) Write what you think about this.
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7 years ago
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Each faction should definitely have at least one flying unit. And how are you going to place humans in the griffin's location if the training will then work without swordsmen?
Справедливость - авторский глобальный мод

ColouredText - список заклинаний и их уровень в описании существ-колдунов
7 years ago
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Yeah, you're right about the training, but about the flying unit... That's what the essence of this race will be (many small creatures (5-6), 3 PERMANENT archers (yes, yes, in the academy, they won't be permanent archers), and the race can quite manage without griffins (I've done a lot of tests, both against 1 AI and 8 in an alliance, without a mod and with a mod (the difference is small)). You're right about the training; something needs to be done...

Added after 2 hours 32 minutes
I have an interesting idea: depriving some creatures of alternative upgrades. Pros: 1) Variety (a debatable argument). 2) More neutrals (variety). 3) Easier tactics (fewer units, less to think about what they will do). Cons: 1) It won't look good (interface). 2) Separation of some creatures from others (some have it, others don't). I'm interested in your opinion on this.


Another announcement - I need help with textures (if anyone has time, you can help (write to me in PM, I'll give you the texture and tell you what needs to be fixed)).

Added after 16 hours 58 minutes
It has been decided to reconsider the removal of flying units: the possibility of making the griffin a Tier 7 unit is being discussed, and Tier 6 will be occupied by cavalry, although this will not eliminate the retraining problem. Currently, the idea is to test this solution in different aspects of the game. What do you think about it?
In reply to Нибрус
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7 years ago
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Nibruus

A decision has been made to reconsider the removal of flyers: the possibility of promoting Griffons to Tier 7 is being discussed, while Cavaliers will take Tier 6, although this won't completely solve the retraining issue. Currently, the ideas are being tested in different aspects of the game. What do you think about this?
Perhaps Monks could be made into Nuns and placed on Tier 4, while all the others are leveled up?
Мои мини-моды

Мод RTF

Мои NCF существа
In reply to fktifzobr@mail.ru
7 years ago
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fktifzobr@mail.ru
Maybe the monks could be made into female monks and placed on tier 4, while all the others are leveled up?

I've already tried that...
Even though it fixes the retraining issue, having 3 archers in a row doesn't look very good, but if it's the only solution... well, I'll have to take the risk.

Regarding the griffins...
It creates a complete imbalance! Some will have to get used to it (or not download it at all).

The problem that disappeared but reappeared: who will be the "?"

Added 8 minutes later
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I have a very raw version ready (no icons, no text, only textures, only balance)! I'm not going to upload it because sometimes people accuse me of being incompetent because of its "rawness" (if you want to test it, write to me in PM).
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7 years ago
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Who said that nuns have to be archers? They can simply be support units that heal.
Справедливость - авторский глобальный мод

ColouredText - список заклинаний и их уровень в описании существ-колдунов
7 years ago
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The idea is interesting (similar creatures were in the seventh game), and an alternative could be made as an archer (base: a regular priest with a prayer and possibly a cleansing spell; the upgrade would be a more powerful version of the same, but with a larger arsenal of light spells; and the alternative upgrade would be an Inquisitor – Holy Word, mace, and generally, an inquisitor).
However, it needs to be tested, and that will be difficult...
7 years ago
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I'm back (but nobody cares) and I've brought a lot of new things:
1) The Monks are fully approved, and there's no discussion about it.
2) I've started working on textures with more quality (or rather, I'm trying to modify the existing ones so as not to violate the copyright of modders, but I'm also creating some from scratch).
3) Due to the peasant upgrade, I had to revise the balance and make humans expensive (now there will be responses like "What? Are you crazy? Numerous and expensive at the same time? Imbalance!!!", but there are reasons for this:
3.1) Too many of the same units + different arts and abilities that increase XP + specialization in peasants = pure imbalance, so I had to somehow ruin the sweet life of Haven, not through units, but through the economy.
3.2) It aligns with the stereotype of humans (a peasant should not fight just for fun, but for a good sum, because bread needs to be bought somehow).
4) I've almost finished working on the role of creatures in combat (their abilities, characteristics, etc.).
Here's what I've done so far:
Peasants: ordinary, weak creatures. In large numbers, they pose a very serious threat, but they die from any blow.
Militia: the same, but more massive and stronger. They also started paying taxes (HUGE +).
Archers: shooting peasants (nothing more to say).
Imperial Archers (why is it an empire everywhere?): they have a double shot, but they have fewer ammunition (it runs out quickly).
?(alternative archer upgrade): will have higher initiative and speed, as well as arcing shots and more shots.
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This is what I've done in these days.
7 years ago
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I’m almost finished with the first version of the humans. There are a few things left to do: 1) Level 6. I haven’t even started working on it because I don’t even have a model, and creating one is like walking to the moon for me (I need to learn how to use Maya, and generally learn something about 3D modeling). I have a concept for the creature, but no one to execute it:(. 2) Fixing minor details (hero flags, creature patches, incorrect color schemes, etc.). 3) Final balance adjustments (experience, strength, and gold). P.S. If anyone has some free time, they can help (mainly with effects and graphics corrections, as I already mentioned).
7 years ago
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I'm back from my break! Hooray!!!! What was I doing all that time? I was creating mods for other games and simultaneously designing my own game. Well, enough about me, let's talk about the mod. Here's what I've done in those long 2 days:
1) Icons: for the swordsman and inquisitor.
2) Textures: for the paladin and crossbowman (basic).
3) Text: for the archer and crusader.
4) Balance: it's more or less improved, but for now, I've decided to leave the griffin at level 7 until I create an alternative.
5) Release of the raw alpha: once I figure out how to fix the clipping issue with the cavalry horse;).

That's all the news for now.
7 years ago
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Well, here's a paladin texture, created from scratch.
P.S. I don't understand how to upload photos like the others. Can someone explain?
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