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Posts from HoMM VII Haven Units – Haven faction units from the seventh installment of Heroes of Might and Magic.

5.0 (2 ratings)
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6 years ago
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The mod transfers 11 units from the Seventh installment to the game. Installation: export the .pak file(s) from the archive to the data directory. Version history and their changes: Version 1.0: first version with 3 units. Version 1.01: 1) Added veteran crossbowman. Version 1.1: 1) Justicars replace the stats of the armored infantry on the first page. 2) Sounds have been replaced with versions from the 7th installment, except for the movement sounds; I don't know where they are located. 3) The scale of all creatures has been slightly increased; they looked smaller than the standard ones. 4) Movement animations have been fixed; they no longer fly like a torpedo. 5) Gloss lighting has been implemented for improved creatures. Version 2.0: 1) Added Faith Guardians, Imperial Griffins, and regular Griffins. 2) All 2D elements of the creatures have been fixed (I won't be revisiting them). 3) The defense of Legionnaires has been increased from 3 to 4, health from 8 to 12, and cost from 80 to 250 (this balance change is related to the fact that Legionnaires should be on par with Assassins, and if their growth rate is reduced, then Landlords will need to be strengthened). 4) The crossbowman's projectile has been replaced with their own, and its position during firing has been edited, but the delay has not been fixed; I don't know where to change it. Version 2.01: 1) Minor bugs have been fixed. 2) Cavalier replaces Knight. 3) A special animation called stir01 has been added to all creatures. Version 2.1 (English only): 1) Cuirassier replaces Paladin. Version 2.1.1: 1) Seraphim only for the campaign map, has 2 animations idle00 and attack00 (it was inconvenient to test with only one idle00, so there are two animations, but attack00 is not used by the game) and has some differences from the previous screenshot; I decided to return the original color to the right sword. Four new bones have been added to the Seraphim's skeleton for new sword effects that simulate the glow of "crystals," or whatever they are. Version 2.1.1 fix sound: This version fixes the sounds from the seventh installment; now, the console will not display errors, the sounds are not too loud, and the fix has reduced their size. Version 2.1.1m: m - modified version 1) The remaining animations have been imported for the Seraphim. 2) The number of shots for crossbowmen has been reduced from 12 to 10. 3) The price of Legionnaires has been increased from 250 to 285. 4) Minor bugs have been fixed. 5) Fur has been added to the Griffin, which is present in the 6th installment but absent in the 7th. 6) Removed the overhead shot for the crossbowman and the laying on of hands for the cuirassier.
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6 years ago
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They look good, but I think it would have been better to make the archers a second-tier unit. It would have been possible to move the upgrades and non-upgrades into the game, and then finish the alternate upgrades, coloring the creatures red.
UPD: Did I understand correctly that they are all moved to one level, instead of the swordsmen?
In reply to Уриэль Септим Х
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6 years ago
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Uriel Septim X
They look good, but I think crossbowmen should be the second-tier unit. It would be possible to move the upgrades and non-upgrades into the game, and then finish the alternate upgrades, coloring the creatures red.
UPD: Did I understand correctly that they are all moved to one tier, instead of swordsmen?


Mm, no, spearmen are tier 1, crossbowmen are tier 2 (I've wanted to replace the useless peasants for a long time), and originally, a different mod was planned... which was supposed to be called "spearmen from Heroes 6 and 7." The legionary should be an alternate upgrade, and I think the watchman and praetorian are clear, but due to the difference in scale and units of measurement, it turned out to be nonsense.
In reply to footman
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6 years ago
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footman
Mm, no, these are pikemen level 1, and arbalests level 2 (I've wanted to replace the useless peasants for a long time), and originally, a different mod was planned... which was supposed to be called "pikemen from Heroes 6 and 7." The legionary should be an upgrade, and the watchman and praetorian, I think, are clear, but due to the difference in scale and units of measurement, it turned out to be nonsense.
Well, okay, they just stand in a row, so it's unclear what and how has been replaced, and there are no markings.
By the way, something similar was done in Chaos Theory, but using assets from Heroes 6 and Disciples 3.
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6 years ago
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Footman, my respects. That's really great. Question: what about the alternative upgrade?
In reply to Андраил
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6 years ago
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Andrail
Question: what about the alternative upgrade?
Currently, nothing. If there was a proper way to import models and animations from Heroes 6, there would be some ideas.
In reply to footman
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6 years ago
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Very cool!
footman
Currently, there are no ideas, but if there was a way to properly import models and animations from Heroes 6, there would be plenty.

What about porting heroes? :rolleyes:
In reply to psatkha
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6 years ago
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psatkha
What about porting the heroes?
It is possible to port the hero models, but I repeat, the movement on the map will be poor, as in Heroes 6 and 7, because the movement depends not on animations.
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6 years ago
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I have a question: is it possible to completely transfer a faction from Heroes 6 or 7 to Heroes 5?
In reply to dimakim2211
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6 years ago
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dimakim2211
I have a question: is it possible to completely transfer a faction from Heroes 6 or 7 to Heroes 5?
You can transfer all models from Heroes 7, but they need to be scaled down (the initial size is enormous for Heroes 5), and they need to be stitched together because they are cut along the unfolded texture, and you also need to somehow redo the movement animations so that there isn't that awkwardness as seen here.

From Heroes 6, you can only do it the way Zakhar did: take a model and adapt it to the skeleton from Heroes 5.
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6 years ago
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That would be awesome if we could fix the movement issue; then, all the features of Heroes 7 will be available to us!

I checked it in the game: it's great!
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6 years ago
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footman, is Esto100nec aware of the animation issue?! He's the animation expert, maybe he can fix it?!
In reply to psatkha
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6 years ago
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psatkha
footman, is Esto100nec aware of the animation issue?! He's the animation expert, maybe he can fix it?!
He's probably aware, but he moved on from Heroes 5, so he decided not to try to fix it. Besides, one slightly off animation doesn't ruin the overall picture.

Updated the model pack: added a veteran crossbowman.
In reply to footman
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6 years ago
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footman
I know, but he left after Heroes 5, so I decided not to ask him to try and fix it, as one awkward animation doesn't ruin the overall picture.

Updated the model pack: added a veteran crossbowman.

Well, I don't know... the movement animation is one of the key animations... it's strange why it turns out so badly... by the way, maybe the main bone isn't Global?!
In reply to psatkha
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6 years ago
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psatkha
I don't know... it's just that movement is one of the key animations... it's strange why it turns out so badly... by the way, maybe the main bone isn't Global?!
I'll repeat once again, movement on the battlefield in Heroes 6 and 7 doesn't depend on animations... and the Global bone is just a group that combines meshes and bones, and when exported to gr2, it becomes a bone; the animation doesn't depend on it.

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