Skip to content

Posts from Various mods by zahar0z Auto-translated

5.0 (1 rating)
In reply to zahar0z
User Avatar
#242
Auto-translated
zahar0z
I would like to hear feedback regarding the golems. This is essentially the last change in the entire mod.

Let's see those mechanical guts!
С уважением, Psatkha (Псатха)

---------------------------------------------

Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
In reply to psatkha
User Avatar
#243
Auto-translated
I can’t upload it right now.
By the way, the stats you generated with your utility came in handy, thanks. I’m using them with some changes in the mod.

Added after 17 hours 25 minutes
psatkha
Let’s see the mechanical guts!

https://yadi.sk/d/GEiHFiIvy7QTmg

Here are the files with three golems. If you manage to complete it, I’ll be grateful for your balance tweaks.

Added after 8 minutes
Another question. Does anyone know where the text name for the “Breath of Liquid Flame” ability is located? I want to change it to “Strike of Liquid Flame.”
Since this ability is now for two creatures, and the golem isn’t breathing anything.

P.S. I checked, this problem only exists in the English version. In the Russian version, the ability is simply called “Liquid Flame.”
Группа в вк посвящённая моим модам

Страничка моего последнего мода на ModDB

Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.
In reply to zahar0z
User Avatar
#244
Auto-translated
zahar0z
I have another question. Does anyone know where the text name for the ability "Breath of Liquid Flame" is located? I want to change it to "Strike of Liquid Flame."
Because this ability is now available to two creatures, and the golem doesn't breathe anything anymore.

P.S. I checked, and this problem only exists in the English version. In the Russian version, the ability is simply called "Liquid Flame."

texts.pak\Text\Game\Creatures\Creature_abilities\Liquid_flame

I recently discovered a funny bug with this ability. If you take a stack of creatures and use them to attack the dragon Arkat, the dragon will not retaliate against the creature that attacked it, but against an enemy creature if it is standing in an adjacent position.
Модификации для Heroes V 3.1:

[Модификация]Phoenix Vision - Комплексное модифицирование визуального аспекта игры.
[Модификация]UNIT-Баланс существ + визуальные изменения.
[Модификация]NewTransformUndead-Таблица поднятия нежити.

[Модификация]VisualFix-Устрание визуальных багов.

Карты для Heroes V 3.1:

[Карта][1x1]The Last Stand - Дуэльная карта финальных битв


Группа VK:
https://vk.com/club176978884
In reply to zahar0z
User Avatar
#245
Auto-translated
zahar0z
Here are the files with three golems.

Here is their NoIAde version!
Attachments 1
1 file attached • Total size: 2.7 KB
С уважением, Psatkha (Псатха)

---------------------------------------------

Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
In reply to Frozensoull
User Avatar
#246
Auto-translated
Frozensoull
texts.pak\Text\Game\Creatures\Creature_abilities\Liquid_flame

By the way, I recently discovered a funny bug with this ability. If you take a stack of creatures under your control or seduce them and attack the Arcat dragon with them, the dragon will not retaliate against the creature that attacked it, but against an enemy creature if it is standing in an adjacent position.

Thanks for the tip.

It's a strange ability overall; it only works if there is a parent attack. I had to give my golems a meaningless parent attack that targets a cell one space away.
Группа в вк посвящённая моим модам

Страничка моего последнего мода на ModDB

Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.
User Avatar
#247
Auto-translated
How about giving the boss abilities that protect against Dungeon debuffs? Armor (reduces armor), Ice Calm (berserk), Endless Power (weakness) – after all, the boss should have some kind of resistance, and in Heroes VI, there's even an ability called Defiance for this purpose.
User Avatar
#248
Auto-translated
And what is the maximum amount by which defense/attack can be reduced? Maybe it's not even necessary... It would be nice to protect against Berserk, though.
 

К А
Стикеры GBF в Telegram
In reply to Ment
User Avatar
#249
Auto-translated
Ment
How much can you reduce defense/attack at most? Maybe it's not even necessary... It would be good to protect against Berserk, though.
You can't reduce defense by much... and attack depends on the Darkness skill level and the random range.
In reply to footman
User Avatar
#250
Auto-translated
footman
What about giving the boss abilities that protect against debuffs from the Dungeon faction? Armor (armor reduction), Ice Calm (berserk), Unending Strength (weakness). After all, the boss should have some protection, and in Heroes 6, there's an ability called Defiance for this purpose.
Yes, I already mentioned this, and I've already submitted it.

Added 1 minute ago
Only against weakening and mind control. So, it should still be possible to reduce armor and slow down. Perhaps it's worth adding something about armor as well.
Группа в вк посвящённая моим модам

Страничка моего последнего мода на ModDB

Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.
User Avatar
#251
Auto-translated
immune to mind control and crystal scales are traditional boss abilities in Heroes 5.

Added after 58 seconds
The first protects against charm/berserk/seduction/confusion.

The second protects against the ability of the Lord of the Abyss, which one-shots the boss if it doesn't have crystal scales.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
User Avatar
#252
Auto-translated
You can reduce the defense to zero, so you can add armor. Although, it would be better to give a shield wall ability, so that the defense could be reduced, but it wouldn't be critical, because in the case of armor and 75% magic resistance, defeating the boss will be extremely slow and tedious. As for immunities, only immunity to mind control is useful for soloing the boss; berserk will work against a casting enemy in this case:), and blindness will be almost useless, and immunity to mind control doesn't protect against spells (there's a separate ability for that). Yes, there's also dispel, but again, in a situation where there's only one boss, it's not that difficult to remove the effect and attack (especially when he has 9 initiative, lol).
Нет войне.
In reply to Gerter
User Avatar
#253
Auto-translated
The mod with new neutral creatures is ready.
All information is in the topic header.
Группа в вк посвящённая моим модам

Страничка моего последнего мода на ModDB

Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.
User Avatar
#254
Auto-translated
Firstly, thank you very much for the work you've done. Secondly, after reading the new postscript in the topic header, I want to say that, well, everything is correct; ordinary life and ordinary matters (as well as health and sleep) should be the top priority. But, if in the future you decide to do something else (apparently, according to the scheme you described, that is, by creating your own resources), I think many people will be happy!
 

К А
Стикеры GBF в Telegram
In reply to zahar0z
User Avatar
#256
Auto-translated
I have an idea to replace some building on the map, like a structure that improves stats and gives luck or something similar, with a new type of creature bank. The game has an unused nagas bank, so we can use its script name for the new bank. The question is, which building would be best to replace with the bank? It should be a not-too-important building that appears periodically on the map but not too often.
Группа в вк посвящённая моим модам

Страничка моего последнего мода на ModDB

Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.