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

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In reply to fktifzobr
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#2931
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fktifzobr@mail.ru

Do you mean a dynamic skill tree that adapts to any changes? I haven't heard of that, it would be great to add such a feature.
Yes, I know where to download it, but the problem is that the link is to a post in a VKontakte group, which is a group for the EWA mod. There is a separate .h5u extension file.

Added 8 minutes later
fktifzobr@mail.ru
We had an idea to replace the Haven faction with the Free Cities. During the campaign, some of the imperial cities will gain independence, and this faction will not be inferior in strength to the others.
Capital: None
Symbol: Dragon of the Merchants' Union
Main colors: gold, yellow, red, blue
Ruler: Council and elected leader
Main magic: Air and Fire
Class: ???
Racial skill: Retraining
Army:
1. Thieves/Mercenaries/Dark Assassins
2. City Guards/Storm Guards/Black Guards
3. Rangers/Hunters/Mercenary Archers
4. Priestesses/...\ldots
5. Eastern Riders/Nomads/Steppe Uhlans???
6. Free Mages/Storm Wizards/Defilers
7. Air Dragons/...\ldots
Voting on adding the faction
I have an idea about this:
If the cities are free, then there may be different guilds, brotherhoods, etc. That is, these same brotherhoods can also provide soldiers for the army. This makes it possible to take dwarves, elves, humans, mages...
That is, you can take priests of Arkat, or priests of Elrath, or you can make priests of Silana, like druids. Dragons can be replaced with some kind of uber-warriors like in Heroes 2 (you can try to pull textures of Landsknechts from Heroes 7).
If you are interested in this version, I can try to create a new lineup with all three tiers and approximate artwork.
In any case, I am in favor
"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь
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#2932
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This idea has some inconsistencies with the mod's plot and slightly with the lore. They are free agents, but that doesn't mean all the factions are hanging around there. Remember the population of Stonehelm.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
In reply to AstralLein
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#2933
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AstralLein
This idea has some inconsistencies with the mod's plot and slightly with the lore. They are free, but that doesn't mean all the Factions hang out there. Remember the population of Stonehelm.
Well, this is just a raw draft. Besides, the plot reaches a point where everyone needs to unite, and the free cities become a kind of refugee camps (we can even create an introductory cutscene before the first mission). And because of this, such a situation arises.

Also, remember the Orcs from Messiah. They don't have any Paoka (Orcish shamans). The one they had almost devoured the existing Orcs. Cyclops are used as slaves, and Goblins are a race of petty troublemakers who eat "the second Orcish liver."

So, with a little embellishment, you can create a complex city that will contain echoes of all races. If you delve deeper into my idea, the situation is as follows: refugees create guilds depending on the races that have come to the city, and then they help the main hero with soldiers. You can even create one of the initial missions where the hero goes around and asks for help from the guilds (for example, he has already agreed with two, and he still has to agree with five more; as they appear, you can build their structures in the city, like in the mission with Ornella, where she brought the witch 10 units of magical ore and fifty zombies and received the ability to upgrade buildings)
"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь
In reply to Уриэль Септим Х
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#2934
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Uriel Septim X
Yes, I know where to download it, but the problem is that the link is to a post in a VKontakte group, but this is a group for the EWA mod. There is a separate .h5u extension file there.
In EWA, a static skill wheel is used with buttons attached on top of the image... I don't know how to work with such things, but I can create an integrated skill upgrade scheme without explanations - this will be the minimum program, and then I might figure out all this.
Well, this is just a raw version. Moreover, in the plot, there comes a time when everyone needs to unite, and the free cities become a kind of refugee camps (you can even make an introductory cutscene before the first mission), and because of this, such a situation occurs.
This is more like a development of the idea of the Haven castle from the current plans; there is also an alliance of refugees and broken factions, and the free cities "don't really trust outsiders" - the main population and troops consist of people, as in Dark Messiah and Might and Magic 10, and in Heroes 7, people, elves, and orcs generally lived separately in their settlements, so if the base of the cities are the standard free cities, the faction will fall apart due to internal conflicts
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In reply to AstralLein
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#2935
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AstralLein
This idea has some inconsistencies with the mod's plot and lore. They are independent, but that doesn't mean all the Factions are hanging around there. Remember the population of Stonehelm.
There are no inconsistencies. At the end of the Hammers of Fate add-on, Railag says something like: "We need to prepare for a battle with the demons. I will turn to the free cities."

Added 8 minutes later
We could create a Campaign for the Free Cities that is similar in plot to the Necromancer Campaign.

Added 11 minutes later
fktifzobr@mail.ru
We had the idea to replace the Haven Faction with the Free Cities. During the Campaign, some Imperial cities will gain independence, and this Faction will not be inferior in strength to the others.
Capital: None
Symbol: Dragon of the Merchant Union
Main colors: gold, yellow, red, blue
Ruler: Council and elected leader
Main magic: Air and Fire
Class: ???
Racial skill: Retraining
Army:
1. Thieves/Mercenaries/Dark Assassins
2. City Guards/Storm Guards/Black Guards
3. Rangers/Hunters/Mercenary Archers
4. Priestesses/...\ldots
5. Eastern Riders/Nomads/Steppe Lancers???
6. Free Mages/Storm Wizards/Defilers
7. Air Dragons/...\ldots
Vote on adding the Faction http://www.rupoll.com/jftghojhsp.html

The main people in the cities are the guild masters and some barons (wealthy people). Plus, there are also the heads of the guard (they are influential due to the army). There are also religious leaders; they can lead the common people (also influential). In the army, there are representatives (the guard and rangers are subordinate to generals and barons, the priestesses and dragons are subordinate to various bishops; there is a guild of mages and assassins in the city; the nomads are mercenaries). I am all for creating this race.
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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#2936
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Of course, he went. And I hope that Railag will appear as the main character. But we are shown the Free Cities well in the game Dark Messiah. And it is clear that it is 99% a human state.

Added after 51 seconds
Moreover, from Vittorio's biography, it is clear that they did not ally with either dwarves/elves, or even with the Empire.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
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#2937
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The skeleton will be a basic unit, and the upgrade will give it a helmet, armor, and an axe, while the alternative upgrade will include a large shield and increased defense. Skeletons will become offensive or defensive infantry units with useful defensive abilities. Zombies and ghouls will have abilities such as drain, poison, and auras that reduce enemy stats.
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#2939
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To be honest, the second set of skeletons looks a bit weak, and in real life (if such skeletons exist in real life), they would be inferior to the classic skeletons with six ribs. But overall, the models are amazing!
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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#2940
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the upgrade gave him a saber instead of an axe, and if he didn't upgrade, he got a smaller saber. The alt-upgrade gave him new armor against necromancers and an old axe – skeletons, acting as "pavise" units, will protect allies from arrows.
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In reply to fktifzobr
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#2941
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fktifzobr@mail.ru
He received a sword upgrade instead of an axe, and instead of an improved sword, he got a smaller one. He also received new armor from the Necromancers and his old axe – the "pavise" skeletons will protect allies from arrows.
Is the upgrade principle the same as for the Dwarves? Attacking and defensive?
"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь
In reply to Уриэль Септим Х
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#2942
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Uriel Septim X
Is the upgrade principle the same as for the dwarves? Offensive and defensive?
Yes.
Next, I want to work on the seventh level – Dark Riders. The un-upgraded version will be a regular black knight from the fifth game. The upgrade (Void Mantis) will get new armor, and the alternative upgrade will be wearing a hood with a scythe.
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#2943
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fktifzobr@mail.ru
yes
further, I want to work on the seventh level – Dark Riders; the un-upgraded version will be a regular black knight from the fifth game, the upgrade (Voidmantis) will get new armor, and the alternative upgrade will be wearing a hood with a scythe.
Considering that the hooded version could be inspired by the seventh part, where they turned out very well.
"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь
In reply to Уриэль Септим Х
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#2944
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Uriel Septim X
considering what can be extracted from the seventh installment, they turned out very well.
I still won't be able to do it – there aren't even programs for transferring models into the game:smile32: there's only a huge repository of textures and mods.

A rough version of the Death Knight, I'll give him an old sword later (this one doesn't match the level of epicness) and I'll repaint the horse's armor.
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#2945
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You should at least rotate it once, otherwise you won't be able to appreciate the epicness of the sword.