Posts from NTR – a multiplayer rebalance of mods for new towns.
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ColouredText - список заклинаний и их уровень в описании существ-колдунов
Added 2 hours 58 minutes ago
I've created a manual in narrative format for the Sanctuary Faction. If this format works well, I will create a similar analysis for the other Factions. By the way, I found a bug: for some ranged units, the range in the description does not match the actual range. This does not affect the gameplay; just be aware that if there is no penalty-free shooting, the range is 1/2. I will fix it later. https://yadi.sk/i/bl1sVXr0gRAOkQ
ColouredText - список заклинаний и их уровень в описании существ-колдунов
-In the descriptions of creatures and abilities. All creatures are now in the plural. Descriptions end with a period, and all renamed skills start with a capital letter.
-Descriptions of the attack range for ranged units have been corrected. They now match the actual values.
-A bug with the mercury cost for Citadel dragons has been fixed.
-The mana cost for Limneads has been corrected. An incorrect value (15 -> 8) made it into the release from the testing phase.
-A different spellcasting animation has been implemented for the basic unit of the Dark Elf mages.
-For the Altgreid mages of the Dark Elves, the "mine" spell has been replaced with "wall of fire," with adjustments to the mana cost. It was discovered that the AI for neutral creatures couldn't place mines, which could cause the game to crash. Now, they synergize with the "fire mark" spell of the grenadiers.
-The mind resistance for the Faceless has been changed. Now, the basic unit has immunity to the "berserk" and "enslave" spells, and both upgrades have complete immunity to mind-affecting effects.
-A bug with the attack pattern for grenadiers and Adepts has been fixed. Now, the cross attack is with the Adepts, as intended
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I don't see the point in reworking such mods (remember how many of the mods, for example, from the numerous Polish ones, that replace cities, you have used and how long you kept them before removing them from the active game directory, and whether you even played a single map seriously with them). I try not to delve into the process of graphically reworking units. It's a slippery slope that will be difficult to get off. Why wait for new Factions or a new part of HoMM when you can create your own heroes with blackjack and your own ideal Factions? And no one has rejected the harsh reality, because this undertaking requires time. A lot of time. At most, I've only done personal experiments using other people's models from NCF, for example:
my current Town Editor lineup: https://yadi.sk/i/CG72bSzamT4ooA
In RTF, the creature models look great, and although the balance is a bit off in the early iterations, it is more than playable. The units are logically connected within the Faction, they are organic, and it's a pleasure to play. And I'll note that now, in version 1.6, the balance is very, very good, just take it and play. However, I started the rework a long time ago, so now in the NTR version, there are large discrepancies in the mechanics compared to the RTF version.
All of the above is my personal opinion, of course =)
Of the things I might take on in the near future, I'd like to rework the Alliance of Light. I'm interested in the future version of the Faction from RTF. Judging by the unit models for it in NCF format and screenshots from the topic, it's coming soon. I'm waiting for news from the developers, just like everyone else. There are also very high-quality models for the Alliance in ChaosTheory. Theoretically, you could contact the developers, find out what stage the development is currently in. But, as they say, that's not certain.
If you have a link to an interesting mod with a new lineup, you can send it over, maybe I missed it, but for now, of the mods I know, besides RTF, nothing suitable comes to mind.
If you have a link to an interesting mod with a new lineup, feel free to share it so I can take a look. Maybe I missed it, but for now, out of the mods I know, besides RTF, nothing else comes to mind that would be suitable.
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Regarding the post with other mods, maybe you mean this: /topic/11301/.
Here, again, the mods have the problems described above. There's a much less polished Stronghold (I think it's an early prototype for the Stronghold from RTF). A pre-RTF Conflux, and lots of other things. Really high-quality stuff in this post relates to Sanctuary. In fact, I provided links to them in the header. The rest is just so-so. I don't see any Factions here that would make me want to stay up all night and grind units :/
When I mentioned the Polish factions, I was also referring to Skull of Shadows. Just compare the Sanctuary lineup there and in the one used for NTR, or Stronghold. The difference is huge. I don't see any reason to seriously consider factions from this mod.
Regarding the post with other mods, maybe you mean this: /topic/11301/.
Here again, the mods have the problems described above. There’s a much less polished Stronghold (I think it’s an early prototype for the Stronghold from RTF). A pre-RTF Conflux, and many other things. Really high-quality content in this post concerns Sanctuary. In fact, I provided a link to them in the header. Everything else is just so-so. I don't see any factions here that would make me want to stay up all night and grind units :/
Added 1 minute ago
In general, I have a suggestion to create one balanced replacement so that it would be possible not only to change one race but all of them, but it would be better to use the Polish Skull of Shadows for this purpose; it has many problems, but at least it has been brought to completion
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Regarding replacing all the factions - you just described the idea of RTF!)) There's a rule - don't reinvent the wheel if it already works perfectly.
Actually, I wasn't planning on creating new factions myself, I just wanted to play with new, cool castles, but I'm very particular about balance (it's not fun to spend half a day playing with a friend, only to guarantee a win against them with OP units). Well, and it just snowballed...
Speaking of the alliance from Chaos theory - theoretically, you could take a few units from there. For example, the animation of the ranged attack of the mages there is simply masterful. It all comes down to the fact that Haven will soon be replaced in RTF, and I would like to see what they come up with first. Maybe there will already be a great balance at the start, and then I can evaluate it from the point of view of an ordinary player).
Skull of shadows meant* - it was a case of a typo :D Well, I don't know, the models are just too garish there.
Regarding replacing all the Factions - you just described the idea of RTF!)) There's a rule - don't reinvent the wheel if it already works perfectly.
Actually, I wasn't planning on creating new Factions myself, I just wanted to play with new, cool castles, but I'm very picky about balance (it's not fun to spend half a day playing with a friend only to then guarantee a win against them with overpowered units). Well, and it all started...
Speaking of the alliance from Chaos Theory - theoretically, you could take a few units from there. For example, the animation of the ranged attack of the mages is simply masterful. The whole thing boils down to the fact that Haven will soon be replaced in RTF, and I would like to see what they come up with first. Maybe there will already be excellent balance from the start, and then I can evaluate it from the point of view of an ordinary player)
And the Alliance can simply be made into a separate Faction, without mixing in undead
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