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Posts from Replacing peasants with wolves.

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#1
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This mod replaces peasants, militia, and landowners with wolves, dire wolves, and war dogs. Peasants become neutral instead of wolves.


Wolves
3/3, 1-3, 6, s6, i12, Living, Frenzy, Pack Tactics

Dire Wolves
5/3, 2-4, 7, s6, i14, Living, Frenzy, Pack Tactics, Maiming

War Dogs
3/5, 2-3, 9, s6, i12, Living, Frenzy, Pack Tactics, Provoke, Battle Fury

Peasants
1/1, 1-1, 3, s4, i8, Living, Reserve (Howl)

Attention!!! Retraining from wolves (former peasants) into archers still works.
Справедливость - авторский глобальный мод

ColouredText - список заклинаний и их уровень в описании существ-колдунов
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#2
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Yeah, and the human racial skill "Counterattack" now allows you to train wolves in training halls, turning them into archers :smile04:
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
In reply to SRD
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#3
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SRD
Yeah, and the human racial skill "Counterattack" now allows you to train wolves in training halls, turning them into archers :smile04:
Yeah, that's right :smile04:
Is it possible to fix this?
Справедливость - авторский глобальный мод

ColouredText - список заклинаний и их уровень в описании существ-колдунов
In reply to Андраил
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#4
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Well, there's no normal way to do it.
As I understand it, this is related to the IDs of creatures, and in principle, you can try this: replace the peasants in the first-level dwelling file of the Haven faction with neutral creatures such as wolves, mummies, or black knights; then, transform these three neutral units into new wolves, which is what you want to use to replace the peasants.
This way, the wolves recruited in the human city at the first tier will have different IDs, which means they won't participate in the chain of units trained by the "Counterstrike" skill.
As a result, there will be fewer interesting units in the neutral faction, and three versions of peasants will be added (they can, of course, also be redesigned to match the units that were the donors of the new IDs, but in this case, the next problem will likely arise: if the player obtains these neutral units with the IDs of peasants, they will be able to take them to the human city and turn them into archers - that is, the possibility of turning non-human units into archers will be preserved, but in this case, it will be possible, but extremely rare).
In general, it's better to cooperate with NCF and use those IDs specifically for the wolves.

Added 3 minutes later
Or even better, do this: replace human units with human units, and beast units with beast units (that is, so that the training chain always includes only humanoid units, and if wolves are really needed, let them replace griffins)
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
In reply to SRD
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#5
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Cool mod, I always wanted to play as them.
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#6
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Mod update!!!
Справедливость - авторский глобальный мод

ColouredText - список заклинаний и их уровень в описании существ-колдунов
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#7
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SRD, then wolves reach level 4, and I don't think that's accurate. They will need to be significantly buffed (compared to the original neutral wolves).
Справедливость - авторский глобальный мод

ColouredText - список заклинаний и их уровень в описании существ-колдунов
In reply to Андраил
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#8
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Andrail
SRD, then wolves reach level 4, and I don't think that reflects reality. They would have to be significantly buffed (compared to the original neutral wolves).
This is better than turning wolves into humans through training.
In the end, you can increase the level of the Knights to 4 and overpower the wolves, reducing their level to 3.
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
In reply to SRD
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#9
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SRD
This is better than turning wolves into humans through training.
After all, you can level up the infantry to level 4 and overwhelm the wolves with a +3 bonus.
I completely agree. Also, instead of wolves and peasants, you could create werewolf-peasants; I might elaborate on them later if you'd like.
Если не бегаешь, пока здоров, придется побегать, когда заболеешь. - Гораций.
In reply to Ser Mullich
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#10
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Ser Mullich
I completely agree. Also, instead of wolves and peasants, you could make werewolf-peasants; I might elaborate on them later if you want.
Werewolf-peasants? :smile54:
It would be very difficult to implement this.
Справедливость - авторский глобальный мод

ColouredText - список заклинаний и их уровень в описании существ-колдунов

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