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

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In reply to Нибрус
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Nibruz

My brother wanted to ask you, but since he doesn't have internet, I'll write: is it possible to use your creatures in other non-commercial mods (my brother likes to make mods)?
yes, of course! I also like to use other people's models))))

Added 2 minutes ago
Allaney
By the way, about bugs, balance, and non-commercial use. It so happened that 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 time, I rebalanced almost all creatures according to the scheme: play-balance-play-balance->check 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 of the electric elementals (it would be a sin not to use it, since for the exe file of the game, the chain ignores creatures attached to Inferno) and several windows with stats and abilities. In general, the mechanics of many creatures have changed, for example, the same simurghs - one perfectly protects against spells that deal damage, the other is focused on buffs/debuffs.

The main goal is to make it playable in multiplayer, with diversity between the new factions (Sanctuary, Stronghold, Conflux, and Citadel) and maximum use of the abilities of the replaced factions (all animations and skills work correctly, everything that didn't work completely was removed). In essence, 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 at all and even plan to continue tweaking the balance. For example, if you replace basilisks with triceratops =) or something else, maybe even in the future you will want to carry out integration). If you really get down to business, you can write a manual on the changes in the style of "why and how".
https://yadi.sk/i/G5EAve-liUCtmg
https://yadi.sk/i/ylIGE5EcRRQyxg
https://yadi.sk/i/WLeuxXNgocjeMQ
https://yadi.sk/i/UlyI-kMEWfectQ
https://yadi.sk/i/LM61QPMlEragCA
https://yadi.sk/i/XH_h2UtWoneZDg
very interesting, I'll test it later! it deserves to be in the topic header
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In reply to fktifzobr@mail.ru
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regarding the skill tree – it would be better to make the number of perks the same for each skill. Currently, for example, there are too many perks in fire magic, while in the others there are usually a moderate number, but earth magic, in comparison with fire magic, has fewer perks.
... 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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SRD
regarding the skill wheel – it would be better to make the number of perks the same for each skill – currently, for example, there are too many perks in fire magic, while in others there are usually a moderate number, but, for example, earth magic has fewer perks compared to fire magic.
Yes, that's true. I think we should revert to the old magic schools and skill wheel to minimize global changes that affect all factions.
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Personally, I see two logical options for how to handle the skill tree: 1. Don't touch the skill tree at all, as it's a tangled mess, but considering the reworked factions, completely ignoring it isn't an option, which leads to the second option... 2. Revamp the skill tree and finally make it sensible – equalize the number of perks, remove confusing connections between skills, and make the progression of general skills uniform for everyone. Considering that there are 4 elemental magic schools, we can create something significantly different from other projects. Furthermore, hero progression is a part of role-playing the character – it's an important and far from insignificant aspect. Adapting this part of the game to the new factions will only be beneficial – it provides room for creativity, again emphasizes the individuality of the project, and allows for a more immersive experience in the atmosphere of the new events.
... 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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SRD
Personally, I see two logical options for how to handle the skill tree:
1. Don't touch the skill tree at all, because it's a tangled mess, but considering the reworked Factions, completely ignoring it isn't an option, which leads to the second option...
2. Overhaul the skill tree and finally make it sensible – balance the number of perks, remove confusing connections between skills, and make the progression of common skills uniform for everyone. Considering that there are 4 elemental magic schools, we can create something significantly different from other projects. Furthermore, hero progression is a part of role-playing the character – it's an important and far from insignificant aspect. Adapting this part of the game to the new Factions will only be beneficial – it provides room for creativity, again emphasizes the project's individuality, and allows for a more immersive experience in the new setting.
Or maybe it would make sense to think through all the skills of all races and create a skill tree for all Factions at once?
It might be chaotic for the original Factions, but at least it would be a very sensible skill tree that wouldn't need to be reworked every time a new Faction appears
"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь
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SRD
Personally, I see two logical options for how to deal with the skill tree:
1. Don't touch the skill tree at all, because it's a tangled mess, but considering the reworked factions, completely ignoring it is not an option, hence the second option...
2. Overhaul the skill tree and finally make it sensible - balance the number of perks, remove confusing connections between skills, and make leveling up general skills uniform for everyone. Considering that there are 4 elemental magic schools, you can get something significantly different from other projects. Plus, hero progression is part of role-playing – it’s important and far from insignificant. Adapting this part of the game to new factions will only be beneficial – more room for creativity, again, individuality of the project, and deeper immersion in the atmosphere of new events.
Now I want to make each faction playable without the others; therefore, I will have to remove the magic schools and the skill tree, otherwise, it will be complete chaos, and each faction mod will have to include everything mentioned above + files for normal operation without other factions.
The introduction of new schools was motivated by the fact that all evil factions had a combination of darkness and chaos, and most good ones had light and summoning. At that time, we all believed that darkness and light were related to elemental magic as in Heroes VI. Now, I have changed my views and learned more about Ashan.
New distribution of schools:
1 Humans: light-darkness
In principle, everything is correct; the Black Guard constantly uses black mages, while the good mages from Chaos only know Magic Bolt, so light is closer to them (and there are plenty of Elrat churches in free cities).
2 Elementals: light-summoning
This faction is already overpowered; now, I'm giving them back the old academy of magic schools, which makes sense.
3 Nagas: light-summoning
In Heroes VI, Nagas immediately have 3 spirits in their army: Kappa, Stream Spirits, and Snow Maidens, hence summoning.
4 Undead: darkness-summoning
5 Chimera Mages: light-chaos
Here, lore comes to the rescue - creating a beastman or an Orc involved resurrecting an opened corpse in a cauldron with another creature’s blood, so they should learn light magic.
6 Dark Dwarves: chaos-darkness
An evil, vengeful race must be able to curse and kill!
7 Orcs: chaos-summoning
The higher levels of the castle will feature demons, and sorcerers will have the demon summoning spell.

Due to this, amendments will be made, about which I will write later.

Added after 51 minutes
Each castle mod will include a mod that modifies UIGameRoot.(UIGameRoot).xdb, specifically this one.
In the Dark Dwarf Elementalists mod, there will be a dominant version of the mod that overrides others; this is due to changes in territories in this mod.
DefaultStats.xdb will change raising undead and will be included in all mods; Necromancers will raise from everyone, including elementals and constructs, according to their levels, not the old table; the dominant file will be in the Lizardmen mod because it needs to change Blood Wrath in the same file
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In reply to Нибрус
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Nibruz
Oh yeah, the Fire Maiden from the Conflux has her ability description in English (I can't understand what it does).
(hopefully it will work properly)
As I understand it from my own experience, her ability is a fire mini-ball (similar to the ballista of Deleth). In addition to the main attack, the creature (and all other creatures nearby) receive fire damage, which increases with magic/hero level.
Дуллаханы где-то да имеются на Асхане... только они скрываются и не хотят показывать свою натуру...
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Hey guys, I've gotten into Eador, another turn-based strategy game, and noticed that it has pretty good textures. I also looked at the game's structure and saw that the archives contain the .pak extension. Maybe we could try transferring a few models from Eador. There are quite a few unusual creatures there, from halflings to treefolk. We could take something for the mod. For example, for the Chimera's lair, we could take Hydras and lizards (they're there as warriors and shamans). For humans, we could take paladins; they look great, on horseback and with a feather on their heads. The only thing is, there are no upgrades, so we'll have to do a little tweaking, but there are some similar creatures like a gnome, gnome guard (slightly change the armor and add a large halberd), gnome mechanic (instead of a halberd, a hammer and a crossbow on his back), gnome grenadier, gnome pyromancer, etc. Anyway, I'm just suggesting it as an option; I tried not to advertise or spam.
"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь
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I made the first ballista! All animations except for movement (which won't be included) are ready. Now the question is – what upgrades will there be? Right now, the best options seem to be enchanted ballistas with explosive tips and magical pyramids, or other variations of magical weapons. If you have any ideas, please share them. Another idea came to mind – to make the upgrades distinguishable not by the color of the fabric elements, but by the color of the armor, to show that there is something in common between the upgrades, but at the same time, they are not a single faction. So, all altered upgrades will be dark, but the archer-marauders and assassins will have green elements, like all the smugglers, guardians, and mages in black, dwarves in dark red, nomads... not yellow... most likely dark purple, but all these creatures will be in black armor. A simple upgrade, on the other hand, will be in shining armor.
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fktifzobr@mail.ru
I made the first ballista! All animations except for movement (which won't be included) are ready.

The question now is - what upgrades will there be? Currently, the best options seem to be magical ballistae with explosive tips and magical pyramids or other variations of magical weapons.
If you have any ideas, please suggest them.
:smile54:
Magical pyramids don't seem appropriate, as they are more suited for mages.
Explosive ballistae fit a more aggressive strategy, i.e., for the Dungeon faction. Haven could get a ballista with a double shot or an enhanced arrow.
Or, the Necropolis could get a cursed or poisonous ballista, and the Fortress could get a ballista with a crystal, as mentioned above. This option is even better.
And, accordingly, the appearance of the units should also change.

By the way, what tier is this?
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In reply to Андраил
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Wow, not bad! As for ideas, I had a thought: it could be interesting to add some kind of heavy siege weapon as an upgrade. It would be really cool if the Cyclops' wall-breaking attack also worked on ranged attacks. According to the lore, the Ashan dwarves have something like that (although the design could be anything, even a ship cannon). Design from Heroes 7: https://ubistatic-a.akamaihd.net/0004/prod/images/160708_Warfare/Fortress_Warfare_Siege_Full.jpg Found it on Google (judging by the emblem, it was made by Nival): Or, as another option, a dwarven weapon from the third Hobbit movie with a rotating axis around the shaft. It could be given magical attacks from the Academy mages and have a 2x2 area of effect, which would be very fun. Another option is to create a launcher for horizontal rotating blades, similar to Warcraft 3. The principle is the same as in the previous point. And finally (but not necessarily the coolest) - some kind of artillery weapon that fires at an area. The impact animation could be based on a scaled-down meteor shower. But of course, it also needs to be considered whether this is feasible, given the game's limitations
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In reply to Allaney
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Allaney


And lastly (though not necessarily the most powerful) – some kind of artillery piece that attacks an area. The impact animation could be based on a scaled-down meteor shower.

But of course, we also need to consider whether this is feasible given the game's limitations.
Let's create a mortar that explodes and deals area-of-effect damage with a meteor shower. We can use a pipe from a dwarven building, place a couple of dwarves nearby, and then use the animation of a priest's spell cast, or rather, just the effect that comes out of that pipe, followed by a meteor shower.
By the way, can we make a city tower attack an area or have some other effects? We could diversify sieges by giving the Lizardmen a tower attack that inflicts a crippling wound, the Dwarves an area-of-effect attack, and the Elementals a freeze effect for 0.30 turns (I think there was something like that, but if not, then a fire sign).

Added 4 minutes later
By the way, regarding the ship cannon, the Skull of Shadows mod has a Tier 6 pirate unit with a real cannon on its back. We could take it from there; the mod creators seem to have taken it from somewhere as well
"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь
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The upgrade could create an explosive ballista or an iron ballista, like in NCF, but with a color scheme resembling the dwarven ballista from Heroes 7. Alternatively, it could be better to create a ballista with a gun crew, inspired by the dark dwarves, instead of a regular ballista. Alternatively, a dark cannon could be used, or even a fire or electric cannon.
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fktifzobr@mail.ru
You can upgrade it to make an explosive ballista or an iron ballista, like in NCF, but change the color scheme to match the dwarven ballista from Heroes 7. Alternatively, it would be better to make a ballista with a gun crew from the dark dwarves instead of a ballista, or a dark cannon with magic, although you could also make a fire or electric one.
An iron ballista is boring. I still think something related to poison or dark magic would be more suitable for Black Claw.
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