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What’s the point of all this? – Okay, let’s say you prefer the creature lineup from Heroes 7, and you give them the corresponding abilities, but why this perversion with the stats? In my opinion, it would be better to rework the unit parameters from Heroes 7 to fit the mechanics of Heroes 5, and not the other way around.
AstralLein
8 years ago
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You can also use the seventh installment.
Added 33 seconds later
Although there isn't much point in doing so.
Михаил Алексеевич
8 years ago
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What's the point of all this? - Let's say you prefer the creature lineup from Heroes 7, and you give them the corresponding abilities, but why this perversion with the stats? In my opinion, it would be better to rework the unit parameters from Heroes 7 to fit the mechanics of Heroes 5, and not the other way around.
It's not that I like it more. I can play Heroes 5, 6, and 7 equally well. But maybe there are people who need something like this. I'm not doing this for myself.
Added 8 hours 51 minutes ago New version of the mod for balance from Heroes 7. -Characteristics adjusted for the Academy's alternate upgrade. -The Necropolis faction has been added. Skeletons = Skeletons Zombies = Spiders Ghosts = Ghosts Vampires = Vampires Liches = Liches Undead = Lamassu Bone Dragons = Bone Dragons -Almost all creatures have been given abilities similar to those in Heroes 7 (old abilities remain for now), with the exception of, for example, the Bone Dragon and its upgrades; as compensation, the ability "Etherealness" has been added to its upgrades. -Added (again, not my work) a mod for the schools of magic: Fire, Earth, Air, and Water (replaces the standard ones). Bugs: -When the "Mana Drain" ability is activated on Djinns, there is no animation. -The "Whirlwind" ability (area attack), added by me, does not work on Rakshasas; the "Magic Immunity" ability does not work on unupgraded Gargoyles. -Some abilities, such as "Lightning Strike" and "Summon Storm" for Titans and Thunderbirds, are not listed in the ability list, although they are in the game. Of course, I will try to fix these bugs in the next version of the mod.
It's not that I like it more. I can play equally well in versions 5, 6, and 7. But maybe there are people who need something like this. I'm not doing this for myself.
Added 8 hours 51 minutes ago New version of the balance mod from version 7. -Adjusted characteristics for the Academy's alt-upgrade. -Added the Necropolis faction. Skeletons = Skeletons Zombies = Spiders Ghosts = Ghosts Vampires = Vampires Liches = Liches Undead = Lamassu Bone Dragons = Bone Dragons -Almost all creatures have been given abilities similar to those in version 7 (old abilities remain for now), with the exception of, for example, the Bone Dragon and its upgrades; as compensation, the Ethereal ability has been added to its upgrades. -Added (again, not my) mod for the schools of magic: Fire, Earth, Air, and Water (replaces the standard ones). Bugs: -When the Mana Drain ability is activated for Djinns, there is no animation. -The Whirlwind ability (area attack) that I added does not work for Rakshasas; the magic immunity of un-upgraded Gargoyles does not work. -Some abilities, such as Lightning Strike and Titan/Storm Lord's Storm Call, are not listed in the ability list, although they are in the game. Of course, I will try to fix these bugs in the next version of the mod.
Maybe you, Mikhail Alekseevich, should create your own topic in the MODS section for Heroes of Might and Magic 5: "Tribes of the East." I don't have time right now, but you're doing a pretty good job. Regarding the mod: Gargoyles don't just have magic immunity not working; it's completely absent, even though it exists in GameMechanic. For Rakshasas, you need to specify Whirlwind in PatternAttack like this: , and then Whirlwind should work. For Titans and Storm Lords, remove their ability from the or section, and it won't appear in the game. In general, you need to do this in a separate topic.
Thanks for the advice on the abilities. I’ll create the topic when I finish the Dwarves, Inferno, Haven, and neutral creatures, as the mod is still a bit rough.
Yes, that’s true, but I can incorporate many of them into the game because, over the years of working with mods and using them, I’ve accumulated a lot of content. In just one folder, “User mods,” I have exactly 65 mods without which I can no longer imagine this game. So, as they say, I’ll dig around and find what I need.
But in general, they could probably be based on wolves or hellhounds.
I, of course, have only a superficial knowledge of all these intricacies of creating textures and the like, as you may have noticed before, but it seems to me that there isn't much more to choose from.
Заинтересованный
8 years ago
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Maybe you could contribute to the Necropolis Community Forum?
Михаил Алексеевич
8 years ago
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Should I create creatures for the project, or take creatures from it? (Although, that's a silly question.) Many of the creatures that exist in NCF would actually be suitable as neutral creatures, and I've already identified some.