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Posts from Epic War Age (EWA) - Adapted Mod Collection Auto-translated

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In reply to Oversun
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#570
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Oversun
Unfortunately, it's impossible to create new factions, but this can be bypassed:
1) New heroes (let's say, after the human heroes, come the Naga heroes)
2) Start the game with a human castle and a Naga hero
3) Bring the Naga hero to the human castle, and it will transform into a Naga city. As I understand it, the problem lies in choosing from eight factions. It's impossible to add them there. And the first mod for the Sanctuary was precisely a ninth city, which was placed in the map editor.
4) The script only works on the first day of the game and only once.
5) Play as Naga. Profit.
It looks quite feasible, just not very aesthetically pleasing. But, at least, the original factions will remain accessible.

This can be implemented in a scenario. As far as I know, the mapmaker Ogo was creating something similar.
In reply to atlant108
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#571
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atlant108
This can be implemented in a scenario. As far as I know, Ogo, the mapmaker, was creating something similar.

In NHF, there is a Necromancer who can turn towns into Necropolises, so it might be possible in multiplayer as well, if this ability is limited to 1 use (so that it can't be used constantly). For example, like dynamic groups.

Added after 12 hours 33 minutes
By the way, are there Naga dwellings here (like neutral dwellings) from level 1 to 7, and an outpost? (Anyone who knows how to use RTMG, please tell me).
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#572
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There are no Naga dwellings in the Ewa editor; they might appear sometime in the future. However, the Nagas themselves are available in full as neutral units, both in the editor and in the regular gameplay.
Справедливость превыше всего, но милосердие превыше справедливости (Ольга Брилёва)
In reply to Антон Туров
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#573
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Anton Turov
There are no Naga dwellings in the Ewa editor; they might appear sometime in the future, but there are Nagas in full force as neutral units, both in the editor and in the regular gameplay.

I am aware that NCF exists, but if there were a Naga city and dwellings, the implementation of new cities, as suggested above, would only depend on the script and its testing using Nagas as an example.
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In reply to MiRyA
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#574
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MiRyA
I know that NCF exists, but if there were a city and dwellings for the Nagas, then the implementation of new cities, as suggested above, would only depend on the script and its testing using the Nagas as an example.

That's right, we need to develop this topic further, because I've suggested something similar several times, and people just say "well, maybe it could work" and then it dies down. Is no one interested in creating additional cities without replacing the old ones? Of course, I used the Nagas as an example, but it could be Fortress (swamp), Conflux (elementals), or even Teletubbies. The main thing is not to replace the originals.
In reply to Oversun
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#576
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Oversun
That's right, we need to develop this idea further, because I've suggested something similar several times, and people just say "yeah, it might work" and then it dies down. Is no one interested in creating additional towns without replacing the old ones? Of course, I used Necropolis as an example, but it could be Fortress (swamp), Conflux (elementals), or even Teletubbies. The main thing is not to replace the originals.

It's just that everyone who could do something like that is busy...
If you create new factions this way, they won't have any individuality (skills and abilities won't change, they probably won't be able to walk on water, etc.). Maybe something can be changed with scripts, but it's unlikely that everything can be.
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#577
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As far as I know, they tried to add a mod with the Naga city to the modification, but they abandoned it because the mod was unfinished – the skills, abilities, and schools of magic were not drawn correctly. However, they didn't try to add dwellings for the Nagas, and in my opinion, that would be very interesting. I see two points here: 1. Could someone upload this mod? 2. How can we get Denis (the author of the compilation) back? And the second question is much more important than the first. Denis is exactly the kind of person who, in 2-3 working days, could not only add Naga dwellings to the compilation but also add mods like NAF (new artifacts) and NHF version 0.86. And he would add them in such a way that everything would work correctly and without errors! He occasionally writes in the VK group, but rarely. He recently wrote that he might return to development for the New Year - at the end of December. Considering that he has a one-year-old child, he clearly doesn't have time for mods. You understand that mods take a lot of time but don't bring any material income – it's a voluntary process. But if you have a child, it's quite difficult to be an altruist – there simply isn't time for it. The last time he worked on the modification was in February – he wrote that he managed to influence the game's exe files using special 64-bit editors, thereby making significant changes to the game's core. He also managed to add the creature almanac and the portal mod, after which he disappeared from the world of Heroes. But I hope that in December he will return to development
Справедливость превыше всего, но милосердие превыше справедливости (Ольга Брилёва)
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#578
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The problem is that there are no dwellings. Unfortunately, they need to be created. However, they might be available in that mod for the Naga city.
This is how I envision the Naga city:
1. Everything related to the new city (models on the map, models in the city menu, new buildings, etc.).
2. Naga dwellings (from 1 to 7 and the outpost).
3. Naga heroes with the implemented ability to walk on water if the hero's army consists only of Nagas (for example, give all Nagas the racial ability 'Naga' and create a script that checks if all units in the hero's army are Nagas, and if so, grants the ability to walk on water).
4. If it is not possible to introduce a new racial skill, then link the Naga to the closest Faction and create a script that replaces the original Faction's city with the Naga city, and all its dwellings with Naga dwellings, if a Naga hero is selected when creating the game.
5. Create a script that changes the original Faction's buildings to the Naga city's buildings, so that the Naga city is not just a visual replacement for the original city, but has new units and its own buildings (similar to the NTBF mod).
6. Unique Naga artifacts.
7. Add everything that I might have forgotten to mention.

Added 4 minutes later
This is called a hex editor (a base-16 number system 0-9, A-F), but they say it is not all-powerful.

The thing is that EWA is a collection of mods compiled in such a way that they do not conflict with each other, which means that implementing a mod for the Naga is difficult because there is no such mod as such.
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In reply to MiRyA
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#580
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MiRyA
The problem is that there are no dwellings. Unfortunately, they need to be created. However, they might be available in that mod for the Naga city.
This is how I envision the Naga city:
1. Everything related to the new city (models on the map, models in the city menu, new buildings, etc.).
2. Naga dwellings (from 1 to 7 and an outpost).
3. Naga heroes with the implemented ability to walk on water if the hero's army consists only of Nagas (for example, give all Nagas the racial ability 'Naga' and create a script that checks if all units in the hero's army are Nagas, and if so, grants the ability to walk on water).
4. If it is not possible to introduce a new racial skill, then link the Naga to the closest faction and create a script that replaces the original faction's city with the Naga city, and all its dwellings with Naga dwellings, if a Naga hero is selected when creating the game.
5. Create a script that changes the original faction's buildings to the Naga city's buildings, so that the Naga city is not just a visual replacement for the original city, but has new units and its own buildings (approximately like the NTBF mod).
6. Unique Naga artifacts.
7. Add everything else that I might have forgotten to mention.

Well, in that case, it would be better to create the Elemental city. It exists in the RTF project. The only thing is that you need to duplicate the buildings and units so as not to replace the originals, and the building tree should be Elrath with it, let it be like the original faction. The point of a different faction is precisely in the style of new units and a new tactic for playing with them.

IMHO:
The human counter-attack ability would suit the Nagas best.
Orcish fortresses: war cries and totems.
Conjunction: summon reinforcements, similar to demons.
Forge: necromancy with its own units (although, it is unlikely that two tables can be created).
What other factions?
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#581
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What a forge... old Archibald finally reached Ashan and his projects. Although the idea of a technocity is good, it needs to be done in a fantasy style, beautifully, and not like the mess that the developers of the third game planned. Nothing will come of the cities. Didn't you see the mod [email protected] for the dark gnome city?
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In reply to AstralLein
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#582
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AstralLein
What a workshop... Old Archibald and his projects have finally reached Ashan.

Although the idea of a tech city is good, it needs to be done in a fantasy style, beautifully, and not like the mess the developers of the third game planned.

Nothing will come of the cities. Have you seen the mod [email protected] for the Dark Elf city?

Why make it in a fantasy style? In Sheo, a space-time rift opened, and an army of Martians emerged. There you have it: techno-Martians :D

Added 5 minutes ago
AstralLein
Half of the points are not feasible.

What exactly? I have an idea on how to give the Nagas the ability to walk on water. An unparalleled artifact with the effect of boots of levitation, if the hero's army consists only of Nagas, working from the backpack.

Added 5 minutes ago
Oversun
Well, in that case, it's better to make an elementalist city. It exists in the RTF project. The only thing is that you need to duplicate the buildings and units so as not to replace the originals, but the building tree should be Elrath with it, let it be like the original Faction. The point of a different Faction is precisely in the style of new units and a new tactic for playing with them.

IMHO:
The human counterattack ability would suit the Nagas best.
Orcish fortresses, cries, and totems
Conjuration, summoning reinforcements, similar to demons.
The workshop - necromancy with its own units (although, it is unlikely that two tables can be made)
What other Factions?

Why duplicate? There are still quite a few slots for creatures in the NCF EWA mega-pack (about 300)
The Nagas and other races will have their own skin, Faction icon, etc., if it is really possible to create a script that changes the city to a new one if a hero of a new race is chosen.
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#583
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Nothing will come of it.

Let's create a new town and give it a building tree, for example, a Dungeon.
And regardless of the name and icon, the town will be called Dungeon, and the icon will be that of a Dungeon. There's also a problem with recruiting other heroes of that faction. Heroes of the selected faction will still be prioritized.

Added after 38 seconds
And you can only create one new skirt.
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"Темные грани"
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#584
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In my opinion, the only logically sound option for a new faction is a water-based castle or a swamp "fortress"/naga (one or the other).
Everything else is far-fetched. The Factory and the Conflux are cut from the same cloth (both are equally bad).
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