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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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In reply to fktifzobr@mail.ru
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fktifzobr@mail.ru
not yet, I'll do it as soon as inspiration strikes.
Name a faction, and I'll tell you approximately where to find textures or how to create certain creatures from the available ones.
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In my opinion, they were planning to create a Sanctuary, but recently there has been a lot of discussion about Necropolis.
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There seems to be an issue with the elementals that have 2 bird icons in the map editor.
Справедливость - авторский глобальный мод

ColouredText - список заклинаний и их уровень в описании существ-колдунов
In reply to Андраил
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Andrail
There seems to be something wrong with the elementals that have 2 bird icons in the map editor.
Yes, I didn't notice many of these issues because I was paying more attention to the RTF_fix_v0.1.pak version. In my opinion, it's superior to the others. Even though the buildings that increase resource generation have been removed, the mod is compatible with all maps and campaigns.
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Hey guys, it seems like your mod hasn't been updated in a while, is development still ongoing?
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
In reply to Dyrman
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Dyrman
Guys, your mod hasn't been updated for a while, is the work in progress?
It is, but slowly. In principle, we can release an update now! I was thinking of waiting for the Cabiri, but it seems we'll have to wait a long time.

Added 32 minutes later
Update 0.1.5

Balance of levels 6 and 7 in the new cities has been changed. The skill wheel has been reworked (schemes are in the archive). The distribution of spells across magic schools has been reworked. The model of the Soulless has been changed. Now the mod is based on the RTF_fix version - it can be used on any maps. Update for the Stronghold - levels 1 and 6 have been replaced. All buildings now have icons, and cities have descriptions. A bug with the siege of a city (the screen was covered with a green fog) has been fixed.
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And should the level 3 Faceless One be yellow?
Справедливость - авторский глобальный мод

ColouredText - список заклинаний и их уровень в описании существ-колдунов
In reply to Андраил
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Andrail
Shouldn't the 3-headed monster be yellow?
It seems like Erebus in one of the Heroes games looks exactly like that.
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
In reply to SRD
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The skill wheel is very confusing visually (it's difficult to grasp such a scheme, and there are too many perk icons that have been changed – a manual is needed to describe what's what, and a nice-looking wheel so that the scheme is clear).
For example, I make changes to a minimum (where it is really necessary), and in such a way that it is clear what it is – for example, I made the perk "Runic Shield" available not only to dwarves, but to everyone (except orcs, of course), so I changed its name (ethereal shield) and the icon so that it is clear and understandable what this perk is.
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... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
In reply to SRD
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Similarly, the spell icons indicate their school (standard), so the "lightning" spell is in the magic of air, and therefore the outer frame has become light blue, while the background on which the lightning is located remains red.
Here, for example, is the summoning of elementals: I reworked the summoning magic into its original form, and had to redraw the icons - as you can see, not only the frame has changed, but also the background on which the spell is located.
Attachments 1
1 file attached • Total size: 26.1 KB
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
In reply to SRD
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SRD
the spell icons also indicate their school (standard), so, for example, the "lightning" spell is in the magic of air, and therefore the outer frame has become light blue, and the background on which the lightning is located remains red.
Here, for example, summoning elementals: I reworked the summoning magic into the original magic, and I had to redraw the icons - as you can see, not only the frame has changed, but also the background on which the spell is located.
I think this will be fixed over time.

Added 3 hours 58 minutes ago
guys, I looked at the screenshots of the city and the siege...
there is a glowing wall, like in the battle with Kha-Belekh. what if we cut it into pieces, attach it to the walls, and when the wall is destroyed, part of the strip would disappear?
In reply to Уриэль Септим Х
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I had this idea: in Heroes 6 and 7, each faction has its own type of siege weapon (I'm primarily talking about the visuals here). We can't do that here, and there's no need to, but we could make the central city tower not just a tower, but something more interesting (we can draw ideas from Heroes 6 and 7 or come up with our own). For example, for mages (or those who transform into them within this mod), instead of a central tower, we could use this unit from the Heroes card game (I once wanted to put it on level 7 of the academy):
Guardian of Ages. The result of a joint effort by the House of Matter (creators of constructs) and the House of Anima (adherents of the old covenants of magic, summoning, and binding spirits). This creature, due to its instability, can cause a lot of trouble if it gets out of control. Therefore, an entire conclave of mages is assembled to control it. But it's worth it. First, its striking power is extremely effective on the battlefield, and second, its creation and summoning only strengthened the trust between Al-Safir and Al-Imral.
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... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
In reply to SRD
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SRD
I had this idea: in Heroes 6 and 7, each faction has its own type of combat unit (I'm primarily talking about the visuals here). We can't do that here, and there's no need to, but we can make the central city tower not just a tower, but something more interesting (we can draw ideas from Heroes 6 and 7 or come up with our own). For example, for mages (or those who have become mages within the context of this mod), instead of a central tower, we could use this unit from the Heroes card game (I once wanted to put it on level 7 of the academy):
Guardian of Ages. The result of a joint effort between the House of Matter (creators of constructs) and the House of Anima (adherents of the old covenants of magic, summoning, and binding spirits). This creature, due to its instability, can cause a lot of trouble if it gets out of control. Therefore, an entire conclave of mages is assembled to control it. But it's worth it. First, its striking power is extremely effective on the battlefield, and second, its creation-summoning has only strengthened the trust between Al-Safir and Al-Imral.
The idea is interesting; we can come up with something:smile54:. I also have this idea: the recruitment backgrounds for races don't depend on the territory; we can even specify a completely random map:smile08:. This way, we can create unique recruitment backgrounds that don't repeat the standard ones. For example, we can have undead recruited in a crypt, chimeras recruited in a laboratory, and dwarves recruited in underground barracks.
Мои мини-моды

Мод RTF

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In reply to fktifzobr@mail.ru
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fktifzobr@mail.ru
The idea is interesting; we can come up with something:smile54: I have another idea: the race's recruitment background shouldn't depend on the territory; we can create a completely custom map:smile08: This way, we can create unique recruitment backgrounds that don't repeat the standard ones. For example, we can have undead recruited in a crypt, chimeras recruited in a laboratory, and dwarves recruited in underground barracks...
Good idea – by the way, the recruitment window in the alpha version of Heroes 5 was very interesting (in the alpha, I only saw the human recruitment window).
We can take some material from there.
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
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I wanted to know if there's an alpha version of Heroes of Might and Magic V available online. I've seen that someone found the alpha version of Heroes of Might and Magic III, but I haven't seen anything about Heroes of Might and Magic V.

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