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Posts from [HoMM V]9 Race - Swamp! Is it needed?

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Would you like there to be a Swamp race?
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#31
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Heh )) cool ))
Chaos magic is good, especially with water ))
But defense and logistics are needed... or give leadership, increase in the swamp, etc.

Be strong. Believe
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#33
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To make a mod with a new race, I need the game source codes from Nival! That is, I need to see how Heroes 5 was written! And that's already a problem! For starters, I at least need to see what is inside the file with the "data.pac" extension! These files are located in one of the game folders!
And now about the Swamp! I'm thinking of giving it a building that will destroy artifacts for any resource! You could also add a building that turns any creature (except Necromancer and mechanical creatures) into a troglodyte! And one of the swamp heroes' skills would make it so that creatures turn into upgraded troglodytes! I haven't come up with the main skill for the Swamp heroes yet! But I have some thoughts about reducing the initiative and speed of hostile creatures due to swamp slowing! If anyone has other suggestions, write them!:)
9 ДРАКОНОВ.
Асха - Порядок! Ургаш - Хаос! Силат - Воздух!
Шаласса - Вода! Аркат - Пламя! Силанна - Земля!
Сар-Илам - Дракон-Маг! Эльрат - Свет! Маласса - Тьма!
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#34
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All game archives can be opened with WinRAR, extracted, and repacked using the same program. When repacking new files, you need to add them by opening the original archive, rather than repacking everything at once with the .pak extension (for example, if you have extracted all the game resources, do not create a new archive, but update the original one).
Просто еще один
In reply to 3DogMZA
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#35
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3DogMZA;101956
To create a mod with a new faction, I need the source code of the Nivala game! That is, I need to see how Heroes 5 was written! And that's already a problem! For starters, I need to see what's in the file with the extension "data.pac"! These files are located in one of the game's folders!
And now about the Swamp! I think I'll make a building that will destroy artifacts for any resource! You can also add a building that turns any creature (except necromancers and mechanical creatures) into a troglodyte! And one of the skills of the Swamp heroes will make creatures turn into improved troglodytes! And I haven't come up with the main skill for the Swamp heroes yet! But I have some ideas about reducing the initiative and speed of hostile creatures through swamp slowing! If anyone has other suggestions, please write!:)

I wrote my suggestion on the first page... please evaluate it.

P.S.: I also have a skill ready for that guild.
Ваши интересы и учеба\работа


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#36
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turn everyone into troglodytes... hehe)) I don't think that's necessary))) where have you seen that?))

P.S. you could also have a castle of humanoids, like furbolgs, werewolves, but that's something completely different)) I'm just thinking out loud)))

and about breaking down artifacts for resources, that's fine.

Be strong. Believe
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#37
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Drnik;101977
I wrote my suggestion on the 1st page... please evaluate it...
P.S.: and I'm ready with a skill for that guild...
The suggestion is good, but it's already similar to skills for two races: Mages and Elves! We need something new! That's why I'm thinking about reducing initiative!
Arandor;101979
turning everyone into troglodytes... hehe )) I don't think that's necessary ))) where have you seen that? ))
P.S. you could also have a humanoid castle, like for furbolgs, werewolves, but that's something completely different )) I'm just thinking out loud )))
and breaking artifacts into resources is a good idea)
The idea of turning them into troglodytes came to me from one of the Heroes 3 maps! It seems to be called "Gerfex's Cave" or something like that! In the game, a witch turns all your creatures into troglodytes! And in general, for example, swamp creatures catch other creatures, and when they are submerged in the swamp, they turn into troglodytes (swamp creatures)!:)
SandroXXL, I haven't tried unpacking files with the ".pac" extension using WinRAR before! But thank you for letting me know, I'll try it today!;)
9 ДРАКОНОВ.
Асха - Порядок! Ургаш - Хаос! Силат - Воздух!
Шаласса - Вода! Аркат - Пламя! Силанна - Земля!
Сар-Илам - Дракон-Маг! Эльрат - Свет! Маласса - Тьма!
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#38
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The suggestion is not bad, but it already seems similar to abilities for two races: mages and elves! We need something new! That's why I'm thinking about reducing initiative!

Or maybe not initiative? (because it's a common mechanic: death magic "slowdown"). Maybe it would be better to have an ability that reduces the movement range, like the "slowdown" spell in Heroes of Might and Magic III? It would be a real headache for the enemy... or a sub-skill to the main racial skill: the "swamp" skill creates a 5x5 (or other size) field of swamp tiles, making it very difficult for the enemy to move through...
Ваши интересы и учеба\работа


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#39
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Message from 3DogMZA
SandroXXL, I haven't tried using WinRAR to unpack files with the ".pac" extension before! But thanks for letting me know, I'll try it today!
I discovered this by chance myself, I just tried to unpack Heroes 5. I used to have an English version 1.0 (now, of course, it's a licensed version). But this trick didn't work on other games (like Quake)!
Просто еще один
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#40
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Or maybe just leave the snake creatures without riders. It would be more relatable to the players and wouldn't resemble the Dungeon faction.
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#41
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Don't forget about the alt-upgrade!
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#42
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an alt-upgrade could be like this.
A troglodyte spitting poison through a tube, or without poison )) in general, like in Diablo 2, small, ugly creatures in the jungle ))))
The lizard could be a pikeman (halberdier) in armor, like the Steel ones from Oblivion )))

give the gorgon a death gaze )))

Be strong. Believe
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#43
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I came up with an ability for a hero from this Castle! The hero can capture any enemy creature once a week. However, the level of the creature depends on the developed skill; that is, you can't capture an Angel right away; you need to upgrade the skill to expert level.
Пусть я изгой, но я велик своей душой.
Набор в клан "Рыцари апокалипсиса" - "Knights of Apocalypse"
Информация о нас здесь http://sacraments.narod.ru/Klan.html
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#44
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Hmm... like a beast master, trapper, hunter, animal handler. )
If there were 2 types of heroes in each castle, like in Heroes of Might and Magic III, then maybe. )

I suggest giving the rider on a snake (flying) an alternative upgrade with the ability to throw a net (hunter). A monster caught in the net skips its turn or cannot move (how many turns, I don't know, you could make a hero with a Hunter specialization, and at higher levels, the net of flying hunters under his command lasts longer) =)

Be strong. Believe
In reply to Arandor
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#45
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2 3DogMZA - It's too early to do anything! We just need to come up with the ideas, and we'll implement them when the Orcs are released. By the way, I took my current avatar from data1.pak. So, there shouldn't be any problems with that. ;)
Regarding the racial ability: I suggest we go back to the plague-spreading concept. :)
Weak plague spreading - at the beginning of the battle, there is a 20% chance to inflict plague on an enemy unit.
Strong plague spreading - at the beginning of the battle, there is a 40% chance to inflict plague on an enemy unit. Reduces the "initiative" of enemy creatures by 10% and increases the "initiative" of friendly creatures by 10% on "swampy terrain". (I'll explain what this feature is later)
Great plague spreading - at the beginning of the battle, there is a 60% chance to inflict plague on an enemy unit. Reduces the "initiative" of enemy creatures by 20% and increases the "initiative" of friendly creatures by 20% on "swampy terrain".
Greatest plague spreading - at the beginning of the battle, there is an 80% chance to inflict plague on an enemy unit. Reduces the "initiative" of enemy creatures by 30% and increases the "initiative" of friendly creatures by 30% on "swampy terrain".
Swamp creature ability "swampy terrain":
The hero can cast a free "swampy terrain" spell, which reduces the movement speed of enemy creatures by 2 times. The spell size in cells: 6*6.
Swamp creature ultimate ability "Lord of the Swamps": each unit enters the battle already poisoned; in addition, the "swampy terrain" ability now affects the entire battlefield, but not inside the enemy's castle.

I also suggest introducing a building for destroying artifacts; the hero will receive gold and resources for destroying artifacts. The swamp creature ability "artifact destroyer" will support this feature.
Swamp creature ability "artifact destroyer": The hero will receive 50% more benefits from destroying artifacts.
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#46
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Ah, if only it were that simple. The Bastion team worked on a mod for Heroes 3 for about a year, and making a mod for Heroes 3 is actually easier... I think it's feasible for you to seek help on d2f, gather a team of developers there, and gradually start working on it, but first, you'll need to develop a detailed concept... But in general, this is a very time-consuming task; the main thing is not to burn out!

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