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Posts from Creature Enhancement – a collection of mods created by the author.

4.5 (2 ratings)
In reply to psatkha
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9 years ago
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psatkha
By the way, has anyone already made a necromancer mod... in which plague ents are raised from all ents and dendroids!

Yes, but it's for the original game. And in my opinion, they are too overpowered there.
I will only take textures from there.

Here, the problem will be different... there is only one yeti.
Most likely, I will have to sacrifice the black knights, which are also unused. BUT on the other hand, I have an idea to raise all black knight riders, and make death knights an upgrade, as it should be in the game originally.

In any case, I will need plague ents when I create a map about the conquest of Erathia. Although, if I make a campaign, I might need to connect the NCF core as well.

Added 1 minute ago
Andrail
Why make such a mage if there are already many shadow creatures in the game: liches, dusk witches?

I agree. I want to give combat mages the ability to summon elementals.
In reply to Markel the Imperor
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9 years ago
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Markel the Imperor
I want to give battle mages the ability to summon elementals.

Why? The AI doesn't use summoning spells.
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9 years ago
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I agree with AstraLein. You could give them magic arrows or take away their spells altogether and make them melee units.
In reply to AstralLein
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9 years ago
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AstralLein
Why? The AI doesn't use summoning spells.


Well, it can be left for players who will use them. But I agree.
By the way, has anyone tried to fix this? Or is this part of the AI too deeply embedded?
In reply to Markel the Imperor
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9 years ago
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Markel the Imperor

By the way, has anyone tried to fix this? Or is this part of the AI too deeply embedded?
Well, I don't know. If there are mods to change the AI, then maybe it can be fixed:rolleyes:. But maybe the use of summoning magic is embedded in the EXE file, and messing with it would be more trouble than it's worth:smile38:.
In reply to Андраил
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9 years ago
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14) (OldNecromancy.h5u) Are you missing the good old days when skeletons ruled? This mod changes all creature summoning to simple, unupgraded skeletons. The cost of summoning them is always 1 point (it cannot be done for free). It also increases the base level of Magic Power (500) and the increase per hero level (+150). (Mummies and Knights also become creatures of Necropolis). It is not compatible with any other summoning mods! 15) (UnlimitedGremlin.h5u) Now, Master Gremlins can repair mechanisms 100 times per battle. 16) (Angel.h5u) Gives Angels and their upgrades the abilities Fury and Inspiration. Archangels can resurrect allies 100 times. Also, Seraphs are replaced with Fallen Angels from Lords of the North. 17) (Priest.h5u) Gives Monks and their upgrades the abilities Fury and Prayer. Simple Monks receive Divine Power (advanced). Inquisitors lose acceleration but gain evasion (Divine Power, expert). Adept Monks are the same as in Lords of the North (blindness/spell removal, punishing strike) + acceleration. 18) (Titan.h5u) Titans... Now they are truly something to be feared... Gives Titans the Storm Strike ability. Thunderlords gain immunity to Berserk and an infinite cloud (100 times per battle). 19) (TreantAndCyclop.h5u) This mod allows you to summon: - Zombie Cyclops from all types of Cyclops (based on the unused creature - CREATURE_SNOW_APE). - Plague Ents from all types of Ents (based on the unused creature CREATURE_BLACK_KNIGHT). Mummies and Death Knights are now considered Necropolis creatures (therefore, Marchel's ability works on them). 20) TreantAndCyclop_EX.h5u (All the same as the previous one, +) a) Death Knights are summoned from all upgraded riders, including Bear Cavalry; their cost in Magic Power is slightly increased. b) Mummies are summoned from upgraded Shamans and Night Hags (a tribute to their focus on melee combat). c) Bone Dragons are summoned from all types of Wyverns. d) Simple Vampires are summoned from simple Cavalry, and simple Liches are summoned from simple Dark Witches (they were previously upgraded). Naturally, either 14 or 15 should be installed; they will conflict if installed together because all Undead summoning is in a single table
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9 years ago
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Point 17: infinite golems and difficult-to-defeat mages.

Added 53 seconds later
Eliminate neutral creatures using 9 golems and 60 gremlins of the required type.
In reply to AstralLein
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9 years ago
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Re-uploaded the mod for Plague Ents and Cyclops Zombies. 1) Fixed an issue: since the AI doesn't cast mass spells, I added a targeted Plague ability to the Plague Ents. 2) Plague Ents also received a weak poison ability, like the Assassins. 3) Cyclops Zombies lost their deadly gaze but gained an Aura of Terror.
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9 years ago
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He casts area-of-effect plague, I've seen it a hundred times, but not mass plague.
In reply to AstralLein
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9 years ago
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so it still casts spells. okay. single-player will still be useful.
I'm thinking about battle mages. maybe we should give them Heavenly Shield? since they learn to reduce damage somewhere.
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9 years ago
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It casts, but doesn't take into account the target's immunities. I saw it cast on a unit that was immune to it. It hits in an area, but it costs action points, but one such spell on the right target... hehe. Once, it wiped out half my army.

Not a very powerful spell, is it? It has considerable power, even very high.

Added 1 minute ago
By the way, it's not just Plague. It also casts Weakness.
In reply to AstralLein
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9 years ago
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Well, considering that Plague Ents can only be summoned (and even then, they are quite expensive in terms of mana cost) when fighting against Elves, who are heavily affected by undead, due to their high initiative units, lightning spells, dragons covering the entire map, and archers, it's a decent option. Unicorns significantly reduce the chance that a spell will be cast.
And there aren't that many neutral Ents anyway.
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9 years ago
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Sorry for saying it's too powerful, I was talking about the combat mage. Plague is a good spell for the plague unit.
In reply to AstralLein
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9 years ago
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Many mini-mods, but the most useful one increases the number of "shots" for the tent. There is no imbalance, as everyone has a tent, but it significantly increases its importance (by the way, you can also increase its price, by a factor of three). A good idea with goblin archers, although it does affect the balance. The upgrades don't have a shooting animation, so did you not give them one? Maybe it would be better to make one of the goblin upgrades an archer (replace one), even with the model of a regular goblin? All other mods significantly affect the balance, so I'm not considering them. Thank you. PS: I once added an alternative upgrade for mages, giving them a poison cloud and poison, and it looked impressive.
In reply to Oversun
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9 years ago
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the shooting animation will suit both simple goblins and upgraded ones.
on my map, which I'm creating, there will be goblin heroes, so I tested it on them..
you can do it like this: leave the shooting animation for simple goblins and trappers, but don't give it to goblin shamans, and instead enhance them in some other way..
Regarding the tent - yes. It was frustrating when it stood as useless baggage for most of the battle.

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