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RTF is a global modification that replaces all towns in the game.Auto-translated
mages were conceived as powerful support creatures; Magic Fist is a must-have spell for Academy mages, so it shouldn't be removed. Instead, you can give the mage Magic Fist at the expert level, and also give him Fireball, in memory of the Archmage. The mage won't be shooting.
Aren't you making a copy of Night Hag in melee combat?
Aren't you making a weaker copy of the Night Queens for melee combat?
No, this guy will be weaker than the Night Queen. His main task will be to cast buffs, regeneration, or debuffs on enemies. These guys will only engage in melee combat when they run out of mana.
For the upgrade, I can make it an explosive ballista or an iron ballista like in NCF, but use a color scheme similar to the dwarven ballista from Heroes VII. Alternatively, I could create a ballista with a gun crew from the Dark Dwarves instead of a regular ballista, or perhaps a dark magic cannon, although I could also go for a fire or electric version.
That's already a sensible thought. After all, repainting something that's already finished isn't so difficult.
Damn, I forgot again:smile35:. I need to develop a habit of sometimes taking files from the add-on... I also noticed the "Blood Rage" issue; I'll leave it as is for now and rework it later.
Right now, I'm working on the Humans. Here are my thoughts: 1) I'm removing the medics from level four because having a low-level resurrection unit is too overpowered. 2) Level one will be occupied by archers – basically militia who care more about their lives than their Imperial counterparts. Level three will be occupied by assassins – soldiers from the Thieves Guild and Black Fang will not be as durable as the mercenaries at level two, but they will surpass them in all other parameters. Level four is still undecided; most likely, it will be a ballista with 0 speed, low initiative, and growth, but 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 remaining levels remain unchanged. (There were also ideas regarding level four – putting a mage there and adding Landsknechts, but Landsknechts don't look good on anyone except leaders, and a leader is twice as strong as a latnik; that would no longer be a Landknecht but rather a dwarven tank.) Also, the ambush with dragons: the new canon states that a dragon has only one path of development.
A ballista with 0 speed is good, but there are artifacts and skills that increase its speed (Native Lands, Aura of Speed, Boots of the Wanderer). Is this not a problem?
By the way, that’s an interesting idea! It looks good. What do you think of naming it?
Added 1 minute ago
And what about the second, sixth, and seventh levels?
Added 3 minutes ago
It looks pretty good. He resembles a lizardman leader.
Added 1 minute ago You mentioned a new creature before. Did you manage to refine it?
I haven't named the orc yet; it's still too early. At level two, there will be black guards and city guards; at level six, a Sorcerer will definitely take his place, and at level seven, it will be an air dragon.
I haven't made riders for the lizardmen yet; the screenshot shows a hero.
A ballista with 0 speed is fine, but there are artifacts and abilities that increase its speed (Native Lands, Aura of Speed, Boots of Striding). Is this not a problem?
It’s a problem, but by level four, there are already Orcs, so the ballista issue disappears
WHAT WILL BE IN THE FUTURE: 1) Replacing all in-game factions. 2) New resources from Heroes of Might and Magic VII to replace the old ones.* 3) New territories that will be adapted to the new factions.* 4) New scenarios and campaigns. *These mini-mods for RTF will be optional and will be mandatory only for new scenarios and campaigns. __________________________________
Are there any new scenarios and campaigns already available? Is work being done in this direction?
Справедливость превыше всего, но милосердие превыше справедливости (Ольга Брилёва)
Right now, I'm working on optimizing the Stronghold, thanks to ThePhANToM for pointing out the area that needed attention – the castle itself. I've removed the background of giant trees and swamp vegetation. After these changes, I was able to run the mod on a huge map!!! Now I'll look for more heavy models in the city and remove them:D The city will be less vibrant, but the main bug causing the game to crash will be fixed.
I'll also be reworking the creatures – the Kroks from NCF look great and have minimal models attached + they at least resemble the canon.
I'll also add an alternative download link, as it seems that sometimes broken files are downloaded from Yandex.Disk – either textures are missing from the models or some geometry is absent!
I've been wanting to ask you: 1) Did dark dwarves appear in the original story of Ashan (if so, where)? 2) Why does the dark dwarves' castle cause more lag than the elementals' castle, even though the latter has more effects? 3) Why did you decide to make Cabiri instead of Firelings?
I've been wanting to ask you for a while: 1) Did dark dwarves appear in the original story of Ashan (if so, where)? 2) Why does the dark dwarves' castle cause more lag than the elementals', even though the latter have more effects? 3) Why did you decide to make Kabiri instead of Firelings?
1) No, all we have is a mention of the war between orcs and renegade dwarves in Goshak's biography. 2) Most likely due to the fog; I don't think I removed it. 3) I don't know; I don't remember anymore.
I also wanted to ask, you mentioned that you wouldn't repeat creature models, but the eagles and winged serpents share the same model (phoenix), or did you have no other choice but to do it that way?