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

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Do we need Ashan?
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In reply to fktifzobr@mail.ru
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Will the magic schools remain new, or will you revert to the old ones?
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Will the magic schools remain new, or will you revert to the old ones?
I think I was going to revert to the old ones, but I don't remember anymore.

Added 19 minutes later
I was planning to bring back the old ones and even came up with a way to redistribute them among the castles, but I didn't do it. Now that demonology is going to be scrapped, I will definitely bring back the old magic schools.
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I decided to completely rework the mod. The problem is that there's currently a mess in the mod (which I created myself), it's difficult to navigate the files, and I abandoned this mod because I couldn't find the cause of the bugs. The new file system will prevent such problems in the future. I also want to avoid bugs with scripts (in one of the maps, the Dwarf faction gave out Elemental city units because I changed their abilities). Therefore, the factions will simply replace the standard ones, without radically changing the mechanics. Because of this, some of the faction concepts will be changed. Now, the Dark Dwarves are not just evil Dwarves from the east, but a race with its own distinct culture. I've already finished many of the monsters, and now I just need to put together a faction from new and old creatures.
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Will only the composition of the Dungeon faction be changed, or will all currently available factions be affected?
In reply to Promiatey
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Promiatey
Will only the Dark Gnomes be changed, or will all the currently available factions be affected?
Not all of them; the Elementals will remain unchanged (except for the removal of the gate-opening mechanic), and I want to merge the Lizardmen with the Nagas, using the concept of the Ashan Naga-Chaos faction as a basis, who want to flood Ashan.
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In reply to fktifzobr@mail.ru
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And will the old creatures be preserved? The ones in the .ncf file.
In reply to maksim-2004
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maksim-2004
Will the old creatures remain? The ones that are in the NCF file.
The mod is being made for the vanilla Heroes, so it's impossible to keep both the old and new creatures, but if it turns out to be possible to make the mod compatible with NCF, then there won't be any problems.
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In reply to fktifzobr@mail.ru
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Whoa, whoa, whoa. The golem reskins look amazing.

Added 6 minutes later
The yellow one, however, has a rather muddy body without a sense of form, and the symbols don't look that great. It's unclear whether these are drawn symbols, carved into the stone, or carved and glowing with magic. If they're drawn with paint, they should be partially faded or covered with the passage of time; if they're carved, they should have cracks around the edges; if they're glowing, they need a glow effect. It's a shame that it wasn't brought to a top-notch state, considering what an awesome idea it is, with its color scheme, shape, and the placement of the symbols.

In short, considering how well you do reskins, I highly recommend learning Substance Painter. There, you can easily create all sorts of effects that I mentioned above. And simply, a texture processed in Substance will look less "flat" because Substance will render light onto it.
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.
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Sometimes I play with mods. I'm curious, what racial skills will each faction have now? What will the elementals get?
And what new faction is planned, considering the merger of the lizardmen and nagas?
In reply to AwesomeDude
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AwesomeDude
Sometimes I play with mods. I wonder, what racial abilities will each faction have now? What will the Elementals get?
And what new faction is planned, considering the merger of the Lizardmen and Nagas?
The Elementals will get mini-artifacts back; now, the Elementals are just the Academy faction following a different path of development (Irabeth used an army of elementals to attack Irollan; after that, some mages began looking for a way to create a similar army + Zehir is a big fan of Elementals).

The Dark Elves will get the ability to open portals; summoned creatures are phantoms from the spirit world. According to the new idea, the Dark Elves have not been in contact with the surface for many centuries, so they are not good at ranged combat and cavalry, but they have several Shantiir forges where they can forge golems.

The Free Cities will lose the Black Guard; their alternative upgrade will be Imperial troops. Some lords simply don't like Freya and Duncan because of their alliance with the Orcs, so they prefer to recruit mercenaries instead of loyal Imperial troops. Specialization: retraining.

The Necropolis is moving from Erathia to the Duchy of Wolf. Arantir has certainly settled well in Nar-Ankar, but under him, the undead have become militarily weak – they simply overwhelm enemies with bodies in the name of Askh. Meanwhile, Valeria, the daughter of the ruler of Holyfire (Arantir rescued her from prison in the campaign), rules the Duchy of Wolf. The old Duke was gathering troops to restore Holyfire, but he didn't have time – the army turned into demons and slaughtered everyone. The Knights of Death brought order to the Duchy, placing Valeria in charge. Then, 3 organizations were formed to manage everything:
The Black Guard with the Knights of Death at the head (many knights were paladins; they are very dependent on necromancer-scientists, who supply them with elixirs that replace blood).
The Church of Askh, consisting of invited Blind Brothers (they care for the living; they don't like that all the higher ranks are undead, but they especially dislike the necromancer-scientists).
The Order of Scientists, consisting of necromancers who fled from Arantir (they have a very disdainful attitude towards the living; they often get punished by the necromancer-paladins and Blind Brothers for their antics, but they are tolerated because the necromancers ensure the mines are constantly working and brew vampirism potions).

The Empty City will be occupied by the Wood Elves and the Dwarves of Grimheim – this is an allied army fighting against the Dark Elves; their armies are stationed above Igg-Shail. Specialization: runes.

The place of the Dark Elves was planned to be given to the Chimera Mages, but, strangely enough, the Dark Elves will take that place.
This was bound to happen – a crazy elf declared himself the Dark Messiah and united all the old Chaos factions. The Dark Elves will take the place of the Mages, with demons and orcs as infantry.

The Chimera Mages will take the place of the Wood Elf faction; their sworn enemy is coming.

Added 4 minutes ago
zahar0z
Wow, wow, wow. The golem reskins look awesome.

Added 6 minutes ago
The yellow one, however, has a rather muddy texture without a sense of form, and the symbols don't look very good. It's unclear whether these are drawn symbols, carved into the stone, or carved and glowing with magic. If they are drawn with paint, they should be faded or covered with time; if they are carved, they should be cracked at the edges; if they are glowing, they should have a glow. It's a pity that it wasn't brought to a top-notch state, considering what a great idea it is, the color scheme, the shape, and the position of the symbols.

In short, considering how well you do reskins, I strongly advise you to learn Substance Painter. There you can easily create all sorts of effects that I mentioned above. And simply, a texture processed in Substance will look less "flat" because Substance will render light on it.
Well, yes, I made the iron golem hastily; I'll try to install Substance Painter
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Here's how to achieve that effect with this golem, which has yellow inscriptions: you need to use Substance Painter to push the inscriptions inward. Then, create a metallic mirror effect on them and make the mirror yellow (or orange) to achieve the final effect of golden inscriptions!
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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Since some factions from the list on the first page of this thread will be replaced, for example, Haven will be replaced with Free Cities, why not create an editable list of factions and general information about each faction?
In reply to WizardNazyr
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WizardNazyr
God: Absent
Empire/Kingdom: ???
Capital: ???
Symbol: Triskelion
Main colors: blue, yellow
Ruler: Zephyr
Main magic: Air and Earth
Class: Elementalist
Racial skill: Portal Opening
Army:
1. Cabiri/Cabiri Masters/Battle Cabiri (melee) *
2. Air Elementals/Storm Elementals/Gas Elementals (ranged, melee, flyer)
3. Water Elementals/Ice Elementals/Mist Elementals (ranged, caster)
4. Fire Elementals/Energy Elementals/Flame Elementals (melee)
5. Earth Elementals/Lava Elementals/Onyx Elementals (melee, ranged)
6. Djinns/Djinni Mediums/Void Djinns (ranged, caster, flyer)
7. Sorcerous Eagles/Simurghs/Simargls (ranged, flyer)
* Will replace fire elementals in future versions.


Is there a mod that adds elementalists without dark dwarves, and with the hero models that are in rtf 0.1.4?

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