Skip to content

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

3.9 (28 ratings)
Open
Do we need Ashan?
71 voters
Single choice
Sign in to participate in this poll.
Poll results will be visible after you vote or when the poll closes.
In reply to Нибрус
User Avatar
7 years ago
Auto-translated
Nibruus
I still wanted to ask, you said you wouldn't repeat creature models, but eagles and winged serpents have the same model (phoenix), or did you have no other choice but to do it that way?
It's impossible to avoid repetitions, but there won't be more than two identical creatures.
User Avatar
7 years ago
Auto-translated
My opinion is probably unnecessary here, but instead of continuing this, why doesn't your team just get together somewhere in nature and take some photos for the community? :D
It's much more interesting to look at real people, especially those who have put in so much effort. I haven't played Heroes or created maps for a long time, but I'll tell you that the lives of interesting people are much more interesting than a game where a stupid computer can't even put up a fight unless you give it a 15x advantage :D.
So, if you can get together and visit a couple of cities or villages in Russia, why not?;D. And in general, who told you that you can't make vlogs? Real life is much more interesting.
In reply to Vitalioverlord 2
User Avatar
7 years ago
Auto-translated
Vitalioverlord 2
My opinion is probably unnecessary here, but instead of continuing this, why doesn't your team just get together somewhere in nature and take some photos for the community? :D
It's much more interesting to look at real people, especially those who have put in so much effort. I haven't played Heroes or created maps for a long time, but I'll tell you that the lives of interesting people are much more interesting than a game where a stupid computer can't even put up a fight unless you give it a 15x advantage :D.
So, if you can get together and visit a couple of cities or villages in Russia, why not?;D. And in general, who told you that you can't make vlogs? Real life is much more interesting.
Only for those whose bodies function normally and who have no problems interacting with society.
In reply to Vitalioverlord 2
7 years ago
Auto-translated
Vitalioverlord 2
My opinion is probably unnecessary here, but instead of continuing this, why doesn't your team just get together somewhere in nature and take some photos for the community? :D
It's much more interesting to look at real people, especially those who have put in so much effort. I haven't played Heroes or created maps for a long time, but I'll tell you that the lives of interesting people are much more interesting than a game where a stupid computer can't even put up a fight unless you give it a 15x advantage :D.
So, if you can get together and travel to a couple of cities or villages in Russia, why not?;D. And besides, who told you that you can't make vlogs? Real life is much more interesting.

It's more interesting to play as the Academy than real life. Especially when there are mods that improve the AI and gameplay. But you can't put mods on real life.
7 years ago
Auto-translated
Here are my questions again: 1) So, what's the decision regarding the central perk for the Dwarves – will they not be able to learn all spells (although, of course, this could be adjusted with a description, but it would still look strange)? 2) Why is the Magic Arrow in the Fire element? I would rename it to Water Arrow (or Ice Arrow) and place it in the Water element, especially since there are already many spells in the Fire element. 3) What will you do with the old creatures that are still in the mod files (Kudokops, Manticores, Mountain Giants, Thought Elementals, Firebirds, etc.)? Some of them could be good neutral creatures, although there would be too many of them.
In reply to Нибрус
User Avatar
7 years ago
Auto-translated
Nibruz
Here I am again with my questions:
1) So, what's the decision regarding the central perk for the Dwarves – is studying all spells not suitable for them (although, of course, this could be adjusted with a description, but it would still look strange)?
2) Why is the magic arrow in the fire element? I would rename it to a water (ice) arrow and place it in the water element, especially since there are already many spells in the fire element.
3) What will you do with the old creatures that are still in the mod files (Kudokops, Manticores, Mountain Giants, Thought Elementals, Firebirds, etc.)? Some of them could be good neutral creatures, although there would be too many of them.
1) and 2) SRD was in charge of the skill wheel; the decision was made to revert to the old schools of magic and rework the main skill upgrade, replacing some with more logical ones. This was done a while ago, so I don't remember the details.
3) The plan was to add neutral creatures.
In reply to fktifzobr@mail.ru
User Avatar
7 years ago
Auto-translated
fktifzobr@mail.ru
1) and 2) SRD worked on the skill wheel; the decision was made to revert to the old schools of magic and rework the main skill upgrade, replacing some with more logical ones. I don't remember the details, as it was a while ago.
3) The plan was to add neutral creatures.
Yeah, that's right :D - sorry for the expectations - I needed a break from Heroes, and I got hooked on Total War: Warhammer (mainly Mortal Empires). I learned a lot of new things there and, in part, re-evaluated my view of strategy games (many of the things I don't like in Heroes are presented differently there, or don't exist at all). I definitely want to return to Heroes.
P.S.: We decided not to leave the old schools as they were, but to move the wheel from Harmony to RTF (with adjustments to racial perks), meaning the original magic will be included.
In reply to SRD
User Avatar
7 years ago
Auto-translated
SRD
Yeah, that's right :D - sorry for the expectations - I needed a break from Heroes, and I got hooked on Total War: Warhammer (mainly Mortal Empires). I learned a lot of new things there and, in part, revised my view of strategy games (many of the things I don't like in Heroes are presented differently there, or don't exist at all). I definitely want to return to Heroes.
P.S.: We decided not to abandon the old school, but to move the wheel from Harmony to RTF (with edits to racial perks), meaning that the original magic will also be included.


Funny. I also spend a lot of time there :)

But keep in mind: the balance there is also not great.
In reply to AstralLein
User Avatar
7 years ago
Auto-translated
AstralLein
That's funny. I also hang out there regularly :)

But keep in mind: the balance there is also far from perfect.
The main thing I don't like about Heroes is the presence of the so-called "final battle," which is often the only instance of interaction between players, because the entire game before the final battle is just a tedious grind through neutral creatures (you can do this in single-player and not bother with online play), and the entire game after is simply non-existent.
To turn Heroes into a decent strategy game, it is necessary to increase the importance of territory control, encourage players to have multiple armies, and also significantly reduce the number of neutral armies so as not to focus on boring, monotonous battles with mobs, but to fight against players.
Here, you either need to create maps manually or rework the map generator – maps should have a minimum number of neutral units, the number of cities on maps should be significantly increased, and the building schemes should be edited.
It would also be good to somehow solve the issue with the heroes themselves – losing the main hero often means defeat, so at least the "Shackles of War" artifact should be banned, or the losing hero should be sent to the tavern of the winning player so that he can be hired immediately.
Victory over a player means depriving him of all his troops and cities, not winning the "final battle," and losing the "final battle" should not deprive you of your chances of overall victory.
In reply to SRD
User Avatar
7 years ago
Auto-translated
SRD
The main thing I dislike about Heroes is the so-called "final battle," which is often the only instance of interaction between players, as the entire game leading up to the final battle is just tedious clearing of neutral creatures (which you can do in single-player without worrying about playing online), and the entire game after the final battle simply doesn't exist.
To turn Heroes into a decent strategy game, it's necessary to increase the importance of territory control, encourage players to have multiple armies, and significantly reduce the number of neutral armies so that players don't focus on boring, repetitive battles with mobs, but instead fight against other players.
This would require either creating maps manually or modifying the map generator – maps should have a minimum number of neutral units, the number of cities on maps should be significantly increased, and the city development schemes should be edited.
Also, something needs to be done about the heroes themselves – losing your main hero often means defeat, so at the very least, the "Shackles of War" artifact should be banned, or the losing hero should be sent to the tavern of the winning player so that they can be hired immediately.
Victory over a player should mean depriving them of all their troops and cities, not just winning the "final battle," and losing the "final battle" should not eliminate your chances of overall victory.
My opinion may be unnecessary here, but I think Heroes stands out favorably among other strategy games due to its gameplay. Besides it, I also like "Heroes of Annihilation," but only for its visuals – if an army consists of a thousand units, the computer renders a thousand units. Or Overlord, but that's not quite a strategy game, so I won't discuss it now.
As for those who are going to rebalance the game, do you seriously think you can balance the game better than the developers who created it from start to finish, and who couldn't figure out how to adjust the stats properly, while some random guy from a small town did? I had ideas about mods for creatures, new Factions, etc., but changing creatures means significantly changing the balance, and I don't want to break the game that much. I don't condemn those who are working on mods for new Factions or for rebalancing; it's good that people are doing something. But at the same time, I think it's not very appropriate to criticize Heroes (especially on a Heroes forum) after playing other strategy games. You could have expressed your opinion more gently.
In reply to SRD
User Avatar
7 years ago
Auto-translated
SRD
The main thing I dislike about Heroes is the presence of the so-called "final battle," which is often the only instance of interaction between players, as the entire game leading up to the final battle is just a tedious grind through neutral creatures (which you can do in single-player without worrying about playing online), and the entire game after the final battle simply doesn't exist.
To turn Heroes into a decent strategy game, it's necessary to increase the importance of territory control, encourage players to have multiple armies, and significantly reduce the number of neutral armies so that players don't focus on boring, monotonous battles with mobs, but instead fight against other players.
This would require either creating maps manually or modifying the map generator – maps should have a minimum number of neutral units, the number of cities on maps should be significantly increased, and the city development schemes should be edited.
Also, something needs to be done about the heroes themselves – losing your main hero often means defeat, so at the very least, the "Shackles of War" artifact should be banned, or the losing hero should be sent to the tavern of the winning player so that they can be hired immediately.
Victory over a player should mean depriving them of all their troops and cities, not winning the "final battle," and losing the "final battle" should not deprive you of your overall chances of winning.

I believe that Heroes was originally designed with the intention of having one final battle and preparing for it...

However, the situation is different when there are many players. Nevertheless, I agree that there should be "zones of increased value" that significantly enhance the player who controls them, and players will eagerly fight and try to defend them. And regarding the loss of a hero... if the Shackles are banned, the player can escape and save them, after all. But if they miscalculate and lose them (although, there's always the chance of a magical Sunday and a new week, which is already a problem), then that's the player's mistake ;)
In reply to AstralLein
User Avatar
7 years ago
Auto-translated
Will you be posting creatures for ncf?
User Avatar
7 years ago
Auto-translated
I'm working on a campaign that will feature Dark Elves from this great mod; here’s some info about it – /topic/at/1149648/
In reply to AstralLein
User Avatar
7 years ago
Auto-translated
AstralLein
Still, I agree, there should be "zones of increased utility" that significantly enhance the player who owns them, and for which players will eagerly fight and try to defend.
*sniff-sniff* Smells like Dis in here) But in general, yes, I agree, there should be its own "Mining Valley".
In reply to fktifzobr@mail.ru
User Avatar
6 years ago
Auto-translated
fktifzobr@mail.ru
Now the Gnolls have new legs; thanks, Oversun! I shortened them a bit (apparently, I can do that now) because they didn't fit well.

Could you please make a mod for these guys and upload it?

Added after 1 minute
It’s really needed.

Statistics

Welcome our newest member: recijeb