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ColouredText - список заклинаний и их уровень в описании существ-колдунов

Link to the image on VK: https://vk.com/esto100nec?z=photo-63497191_457239462%2Fwall-63497191_39
I will be creating my own collection of mods and, in general, I will be improving the game in my free time.
In this regard, you begin to understand the skill upgrade system in the seventh installment, where you have everything the same, but without randomness. Because that's fair; the player would still achieve the desired outcome in 80% of cases, but in 20% of cases, they would complain that the numbers didn't add up. But here, you achieve it in 100% of cases, and everything is fine. If only there was a normal balance in the skills...
Or the system from the third game, without skills. Where you have a real chance to mess up your build because there might be a choice between two skills that you didn't expect to have. There were also balance issues there, but in their case, it would be very easy to solve them (not in an optimal way, but at least somehow), since there are no dependencies, only the strength of the skill and the probability of it appearing.
These are just some thoughts out loud.
Perhaps, the ideal solution for the fifth game would be to do something like this:
Increase the number of skill slots to 8.
Remove skill slots altogether.
Attach racial skills to the corresponding levels of racial skills.
Compile new skills or additional effects for existing ones from the remaining skills, adding your own imagination (say, for the last, expert level, as an additional bonus).
It is also probably necessary to slightly increase the required experience for upgrading, since in such a system, 8 skill slots will still be filled faster than 6 old skill slots with skills.
Then we come to a scheme a-la the third game, since a scheme a-la the seventh game is clearly not possible.

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Неудачное планирование ведёт к неудаче ...
NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
Increase the number of skill slots to 8.
@Esto100nec1, please tell me, does the program you use to create the installer recognize the folder where the game is installed?
The installer in the screenshot doesn't have this function. It's just a regular installer. It only remembers the last path where the program was installed from this installer. But you can choose the game folder yourself, and it will install what needs to be installed where it needs to be installed, depending on the checkboxes selected in the installer.
EWA, right?
Well, having programming skills, you can write a script, or look for an existing one, add it, and the installer will be able to find the game folder for installation.
Could you please tell me if the Possesionmarker parameter is related to the TownExterior parameter?
Is the faction icon, which indicates the affiliation of a building to a specific faction, linked to a particular model? For example, in a town, the icon seems to be linked to the town hall, because if you remove the town hall model, the icon disappears.
Hello! Could you please tell me if it’s possible to increase the size of hero/creature models through the game files? Something like Arcat compared to a regular Lava Dragon. Or is it necessary to edit the model itself in modeling programs for that?
you can only change the model; there's no way to do it through the files.
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There is a way, through the editor.
And how?
Added after 8 minutes Another problem has appeared with the mod for NCF creatures (i.e., I only have a database with new IDs for creatures and an executable to launch the game with the readability of this database) - elves, for some unknown reason, have started choosing non-existent creatures as their sworn enemies. I haven't planned anything in this topic yet, so I haven't changed anything. Does anyone know what causes this? And how can I fix it?