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Posts from RTF is a global modification that replaces all towns in the game. Auto-translated

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#2884
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The idea of an empire is quite interesting, and it's better than the Chimera and Naga factions.
У меча предназначения два острия, одно из них ты.

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2,3,4,5
Заинтересованный планирует создать серию мультиплеерных карт "Фантазия безумного картострителей".
Миссия 1 - Фктиф-Зобар готова на 11,5%
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#2886
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The Dark Elves faction is excellently done; I have no complaints, and the Lizardmen are also well-made. However, I still want to see what I saw in the screenshots in the discussion thread (a city like in Heroes of Might and Magic VII, a wall like Kha-Beleth's, but blue, etc.).
"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь
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#2888
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We are talking about the Holy Unicorn Empire. So, here is the current tier list for the Knights: 1. Legionnaires 2. Arbalesters 3. Crusaders 4. Vestals 5. Luminaries 6. Cuirassiers 7. Dragons The mod developers planned to unite the Elves, Dwarves, and Mages. I don't quite agree with this: in the final offensive, Mages, Humans, and Dwarves with the Tower faction participated. A short-lived alliance was formed, during which the empires could exchange troops. The developers wanted to give Elven spellcasters (or archers) and Dwarven warriors. On the other hand, the Dwarves don't necessarily have to help the empire; they are closer to the Orcs. Faidaen, born from the Dark Elf attack, is more likely to come to the aid of the Humans, and Railag and Zephyr will temporarily join the empire. From all this, I have drawn the following conclusions: Tier 1. These are not guards, but soldiers, and their model has already been created. Tier 2/3. Vestals/Swordsmen. Some are now guards, while others are Elven healers. Tier 4/3. Arbalesters. They have learned a lot from the Elves and are now quite agile. Tier 5. This is something magical from the Mages, like Luminaries. Tier 6. Cuirassiers. They have become a true tank. Tier 7. Light Dragons, they remain the same. In conclusion: 1. Recruits, infantry, spearmen. Basis: they overwhelm with numbers, pressure/agility. 2. Silvan Priestesses, Vestals, Healer. Basis: wide range, low health, water, earth, air, auras. 3. Rangers, Arbalesters, Veterans. Basis: lose speed upon upgrade, slowing arrows, move frequently. 4. Legionnaires, Guards, Imperial Legionnaires. Basis: large shield, endless defense. 5. Light Elementals, Luminaries, Elrat Warriors. Basis: either a ranged unit with maneuvering and high speed, or a raider. 6. Riders, Cuirassiers, Knights. Basis: not very fast, high defense. 7. Dragons, everything is as before. Conclusion: The troops have become faster
У меча предназначения два острия, одно из них ты.

Заинтересованный занимается написанием прохождений
Прохождения]
НЕКРОМАНТ

2,3,4,5
Заинтересованный планирует создать серию мультиплеерных карт "Фантазия безумного картострителей".
Миссия 1 - Фктиф-Зобар готова на 11,5%
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#2890
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Yes, unfortunately, it is quite banal.
У меча предназначения два острия, одно из них ты.

Заинтересованный занимается написанием прохождений
Прохождения]
НЕКРОМАНТ

2,3,4,5
Заинтересованный планирует создать серию мультиплеерных карт "Фантазия безумного картострителей".
Миссия 1 - Фктиф-Зобар готова на 11,5%
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#2891
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Well, we were talking about the Haven faction, and from the description of the race, I understood that it consists of humans, but according to the author, that's not entirely true. So, why not create something similar to a mix of elves, dwarves, and humans (taking a little from each and putting it into one faction)? However, this idea will be discarded because you can't change the established factions.
"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь
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#2893
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I wrote that the dwarves shouldn't linger in the empire. Those who truly need an alliance are the elves.
У меча предназначения два острия, одно из них ты.

Заинтересованный занимается написанием прохождений
Прохождения]
НЕКРОМАНТ

2,3,4,5
Заинтересованный планирует создать серию мультиплеерных карт "Фантазия безумного картострителей".
Миссия 1 - Фктиф-Зобар готова на 11,5%
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#2895
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Well, gnomes would be a good addition; we could keep the bear riders, retain the archers from the elves, and keep the peasants and knights from the humans. Then, we could distribute the creatures differently, like an enhanced 7th-level Ent, an enhanced 6th-level Griffin, and keep the gnomish priests as a 5th-level unit, or enhance the berserkers, upgrading them from 4th to 5th level.
"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь
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#2896
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Humans seem a bit too strong, with two units. It would be better to have the second tier be gnomish shieldbearers; they are a much more suitable candidate than those fat guys. Especially if griffons are also available for humans.
So, it would be:
Tier 1 - shields
Tier 2 - dancers/furies?
Tier 3 - elves
Tier 4 - bears
Tier 5 - knights
Tier 6 - griffons
Tier 7 - ents
Разработчик Heroes 5.5 WarGame Edition.
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In reply to Nargott
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#2897
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Nargott
Humans seem a bit too strong, with 2 units. It would be better to have dwarven shieldbearers as the second tier; they are a much more suitable choice than those fat guys. Especially if there are also human griffons.
So, it would be:
Tier 1 - shields
Tier 2 - dancers/furies?
Tier 3 - elves
Tier 4 - bears
Tier 5 - knights
Tier 6 - griffons
Tier 7 - ents
By the way, it's possible, but I don't know if the dark elves will interact with humans, and there are also mages

Added after 30 seconds
I would at least include mages as units, similar to how it is in Dark Messiah.
"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь