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

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Thank you for your response, I have already downloaded it. I liked it!!!

Added 4 minutes later
By the way, did I understand correctly that you decided to make all units Sylvan to ensure balance?
In reply to Нибрус
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Nibruz
Thank you for the response, I've already downloaded it. I LIKED IT!!!

Added 4 minutes later
By the way, did I understand correctly that you decided to make all Sylvan creatures so that everyone would be equal?
I didn't understand the question. Right now, I'm actually weakening high-level creatures and reducing the growth of low-level creatures to equalize their strength with the standard factions.
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Sorry, it's just hard to write with a weak internet connection when everything keeps freezing.
Okay, I think the Conflux growth rate needs to be reduced, otherwise the Water and Air creatures become too powerful.

Added 15 hours and 20 minutes ago
And how do I add music (I found it in the archive, but I don't know where to put it)?

Added 55 seconds ago
"I know."
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Nibruz
Sorry, it's just hard to type with a weak internet connection when everything freezes.
Okay, I think the Conflux's growth rate needs to be reduced; otherwise, the Water and Air creatures become too powerful.

Added 15 hours and 20 minutes ago
And how do I add music (I found it in the archive, but I don't know where to put it)?

Added 55 seconds ago
"I know"
Find the "music" folder in the game's directory and put all the contents of the "music" folder from the archive there.
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Thank you.

Added 2 minutes later
Last question. It seems strange to me that the central perk for the Dark Dwarves gives all spells. Will it stay that way?
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I agree, the "all-knowing" spellcasting ability would be better suited for the Elementals, and the Gnomes should have their absolute defense restored – especially since there is no "mechanical" connection between these perks and the racial skills (I'm talking about a connection like the one between the "arrow storm" perk and the "avenger" skill – one doesn't work without the other).
... 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...
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SRD
I agree, it would be better to give the "all-knowing" spellcasting ability to the Elementals, and return the "absolute defense" to the Dwarves - especially since there is no "mechanical" connection between these perks and racial skills (I'm talking about a connection like the one between the "arrow shower" perk and the "avenger" skill - one doesn't work without the other).
The idea is good, but then the Elementals would lose their old, reliable "Ur-Ghast Summon" ability. In principle, it could be possible to allow players to upgrade both skills, but one skill should exclude the possibility of upgrading the other.
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Here's another question: why do the Lizardmen's "Blood Fury" characteristics decrease instead of increase during defense and waiting (you mentioned that this is how it works now when waiting and defending)?

Added 1 minute ago
And the Battle Gryphons' "Devastating Beak" ability triggers instantly.
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Nibruz
Here's another thing: why do the Lizardmen's Rage of Blood characteristics decrease instead of increase during defense and waiting (you mentioned that they now increase during waiting and defense)?

Added 1 minute ago
And the War Griffons' Devastating Beaks ability triggers instantly.
Damn, I forgot to fix it again:smile35:. I need to develop a habit of sometimes taking files from the add-on...
I also noticed the Rage of Blood; I'll leave it like this for now and rework it later.

I'm currently working on the Humans, and here are my thoughts:
1) I'm removing the Medics from the fourth level; it's too overpowered to have a low-level resurrection unit.
2) Level 1 will be occupied by Archers – a type of militia that cares more about their lives than their Imperial counterparts.
Level 3 will be occupied by Assassins – the Thieves' Guild and Black Fang soldiers will be less durable than the level 2 mercenaries, but they will surpass them in all other parameters.
Level 4 is still undecided; most likely, it will be a ballista with 0 speed, low initiative, and growth, but with decent health and damage (+ the fact that the faction will have 3 large creatures).
Level 5, the Heavy Nomad will be replaced by a Black Samurai with a Hashima.
The remaining levels will remain unchanged.
(There were also ideas about level 4 – to put a Mage there and add Landsknechts, but Landsknechts don't look good on anyone except the Warlord, and the Warlord is twice as strong as the Spearman; it's no longer a Landsknecht, but a Dwarf Tank).
Also, regarding the ambush with dragons – the new canon states that the dragon has only one path of development
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fktifzobr@mail.ru
The idea is not bad, but then the Elementals will lose their old, good Urgash's Call. In principle, it is possible to make it so that both skills can be upgraded, but one skill excludes the possibility of upgrading the other.
Which race will have runes? - Runes would suit the Lizardfolk, like the Lizardmen and their tablets from Total War: Warhammer 2.

fktifzobr@mail.ru

level four - still under consideration, most likely it will be a ballista with 0 speed, low initiative, and growth, but with decent health and damage (+ the fact that the faction will have 3 large creatures)
level five the Heavy Nomad will be replaced by a Black Samurai with a Hashima
the rest of the levels remain unchanged
(there were also ideas about level four - to put a mage there and add Landsknechts, but Landsknechts don't look good on anyone except the Warlord, and the Warlord is twice as strong as the Armored Spearman, it's no longer a Landsknecht, but a Dwarf Tank)
there is also a problem with dragons - the new canon says that a dragon has only one path of development

in general, there is a vampire model - you can make a Landsknecht on a vampire - a vampire is essentially a human, and the Armored Spearman are too short and stocky compared to the others - in my opinion, if you want to perfect everything, it is better not to make humans smaller, but rather larger - but this is not certain - you still need to compare. Based on the Warlord, you can make Einherjar. Based on vampires, if not Landsknechts, then Justiciars (elite melee units for humans - in other parts of Heroes, the analogues were Crusaders).
The ballista is an interesting idea - put a dwarf next to it and you have a full-fledged artillery unit (I sometimes play Total War: Warhammer - artillery looks very impressive there)
... 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...
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SRD
Which race will have runes? – Runes would suit the Lizardfolk well – like the Lizardmen and their tablets from Total War: Warhammer 2.



There is also a vampire model – you could make a Landsknecht on a vampire – a vampire is essentially a human, and the plate armor is too low and stocky compared to the others – in my opinion, if you want to perfect everything, it’s better not to make humans shorter, but rather larger – but this is not certain – you still need to compare. You can make Einherjar based on the Warlords. If not Landsknechts, then Justiciars (elite melee unit for humans – in other parts of Heroes, the analogues were Crusaders) can be made based on vampires.
The Orc-Demons will have runes, like demonic magic that only enhances creatures with demon blood. I might experiment with the cost. It’s interesting that runes might require mana, but it’s not yet clear whose mana the rune will consume.

By the way, a ballista with a gnome will look cool. It seems that in Listmore, the ruling elite are gnome merchants, and the orcs and humans live in slums. You can make ballistas, referencing this city.

Justiciars are associated with me with the Griffin Empire; it’s better to leave this for NCF.

There is also an idea for the Lizardfolk Castle – basilisks look weak. You could try making a rider on a Triceratops. I was inspired by Warhammer, after reading a little about their version of Lizardfolk; this creature will be based on the bear rider
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AstralLein
Do you like changing things 3-4 times? Just don't let already finished ideas disappear into nowhere.
There is no limit to perfection! And the discarded models won't be lost; they'll all be sent to NCF!
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Oh yes, the fire maiden from the Conflux has an ability description in English (I can't understand what it does).

Added 6 hours and 53 minutes later
My brother wanted to ask you, but since he doesn't have internet, I'll write: can your creatures be used in other non-commercial mods (my brother likes to make mods)?
In reply to fktifzobr@mail.ru
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By the way, regarding bugs, balance, and non-commercial aspects. I have been using your mods for a long time, as well as Sanctuary. I mainly play Multiplayer, but the unfinished balance was really bothering me.

Over a long period, I rebalanced almost all creatures using the following scheme: play - balance - play - balance -> check the changes in the new version -> adapt to the new version of one of your wonderful mods -> repeat. As an example - a screenshot of the chain shot for the electric elementals (it would be a sin not to use it, since for the game's executable, the chain ignores creatures bound to Inferno) and several windows with stats and abilities. In general, the mechanics of many creatures have changed, for example, the same simurghs - one is excellent at protecting against damage-dealing spells, the other is focused on buffs/debuffs.

The main goal is to create a playable diversity between the new Factions in Multiplayer (Sanctuary, Stronghold, Conflux, and Castle) and to maximize the use of the abilities of the replaced factions (all animations and skills work correctly, everything that didn't work completely has been removed). Essentially, this is a complete rebalancing of all the listed mods.

If you are interested, and you, as the authors, don't mind, I can post it as a separate post, something like "total rebalance mod for existing mods yeah," with links to the original sources, because I don't claim any authorship of the models and even plan to continue tweaking the balance. For example, if you replace basilisks with triceratops =) or something else, you might even want to integrate it in the future. If you really get down to it, you could write a manual on the changes in the style of "why and how."
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