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Posts from UNIT - Creature Balance + Visual Changes

4.8 (5 ratings)
In reply to psatkha
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8 years ago
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psatkha
You can release them separately, or as a pack, since they essentially fix inconsistencies in the standard visuals! :smile13:

Okay, I will definitely upload these fixes for visual bugs when I return from vacation.
7 years ago
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And how do you actually install them?
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7 years ago
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By the way, the following nuance arises: if the price of war machines increases, then the importance of heroes who initially have machines in their arsenal (Vittorio, Daleb, Kaspar, etc.) will also increase significantly, and against these heroes, the rest (non-machine users) will be less of a priority at the start (from an economic point of view).
Perhaps it would be worth taking away the starting machines from these heroes and compensating for this with stats, for example, +1 to Attack, Defense...?

A reasonable solution
At the start, the player will have to choose whether to use resources to build an army or focus on expensive but quite effective war machines.

At least, this will be a justified choice. Yes, machines have become more expensive, but at the same time, their combat effectiveness has increased, and therefore, machines are now useful not only in the early stages of the game but also in cases where the game lasts more than 2 months.
In reply to psatkha
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7 years ago
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psatkha
Please format everything you've done regarding visuals as a separate MOD and post it HERE!

As promised, I have formatted all the fixes in this thread.

Users of "UNIT" do not need to install this fix; it is already included in the mod itself.
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7 years ago
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Good day to all forum members and mod users.

After gathering the necessary information, the final fix pack #2 for version 2.4 has been compiled:
The undead raising table has been adjusted for creatures with modified levels (Monks, Griffons, Hydras, Twilight Witches, Centaurs, Orcish Warriors, and their upgraded versions).
Animations have been added for the artifacts "Runic Harness" and "Marquel's Skull".
Minor cosmetic changes have been made to the "Shadow Mistress" creature.
The characteristics of the "Zealot" creature have been reverted to their original values.
The characteristics and abilities of the "Acid Hydras" creature have been revised (page 27).
The cost of war machines has been revised (page 4).
The starting war machines of all heroes have been removed. Heroes whose specializations are based on war machines (such as Daleb, Kaspar, Vittorio, etc.) have received 1 starting skill as compensation (page 54).

Special thanks and a big thank you to those who worked on improving the mod.
Are you planning to make a video review on YouTube?
In reply to atlant108
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7 years ago
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atlant108
A separate thank you and a deep bow for improving the mod.
Are you planning to make a video review on YouTube?

A review is not the most important goal at the moment, but it will definitely be done – it’s just a matter of time. Most likely, I will make it when I finish with the development.
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7 years ago
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The mod is excellent!
I didn't find any bugs!
I played with it in both official and unofficial scenarios. Everything is good!

Is it compatible with NHF?
What else do you plan to add to this mod?
An overview is not the most important goal at the moment, but it will definitely be done – it's just a matter of time. Most likely, I will do it when I finish with the development.

What developments are you talking about?
In reply to Антон Туров
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7 years ago
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Anton Turov
The mod is excellent!
I didn't find any bugs!
I played with it in both official and unofficial scenarios. Everything is good!

Thank you for the feedback.
Anton Turov
Is it compatible with NHF?

I believe that it is partially compatible. Most likely, all components are compatible except for ()UNIT_HEROES.
Anton Turov
What else do you plan to add to this mod?

Nothing. The development of the "UNIT" modification is complete; the project is closed.
Anton Turov
A review is not currently the most important goal, but it will definitely be done – it’s just a matter of time. I will probably make it when I finish with the developments.

Which developments are you talking about?
Other projects, including "Phoenix Vision"
6 years ago
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I only played as Humans. I liked the mod. The machines really make an impression, and swapping the Monks and Griffons makes sense. But for some reason, the AI machinists don't buy these machines. I checked with a scanner.
In reply to sergey379
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6 years ago
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sergey379
I only played as Humans. I liked the mod. The machines really make an impression, and swapping monks and griffins makes sense. But for some reason, the AI machinists don't buy these very machines. I checked with a scanner.

Glad you enjoyed it.

Regarding buying machines, this is already a feature of the original AI behavior. In this mod, its operation has not been changed, but the availability of starting combat vehicles for hero-machinists has changed.

Added after 31 seconds
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Information about compatibility of ""UNIT"" with ""Phoenix Vision"".

()UNIT_BALANCE - Fully compatible..

()UNIT_VISUAL - Incompatible..
This component must be removed when installing them together.

()UNIT_HEROES - Fully compatible..
When installed together, the "Al-Zakir" (Necropolis) hero receives
a new black-themed appearance.



Note: The "UNIT" mod has not been changed since version 2.4. This change only occurs when installed together.
In reply to Frozensoull
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6 years ago
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Frozensoull
...the "Al-Zakir" hero (Necropolis) gets a new look in a black style.

Did you come up with it yourself, or did you find it somewhere in the lore? :smile24:
In reply to Frozensoull
6 years ago
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Frozensoull
Glad you enjoyed it.

Regarding the purchase of machines, this is already a feature of the original AI's behavior. In this mod, its operation has not been changed, but the availability of starting combat machines for the hero-engineers has been changed.
Maybe it would be worth returning the machines to the engineers?
In reply to psatkha
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6 years ago
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psatkha
Did you come up with it yourself, or did you find it somewhere in the lore? :smile24:

Almost all the new heroes are a product of my overactive imagination:D
Except for Eliora and Arriban, they were based on characters from the Ashan universe.
sergey379
Maybe it would be worth returning the vehicles to the machinists?

The development of "UNIT" has long been completed in version 2.4, and further work on the mod is not planned.

But you can contact me in PM, and I can explain how to give the heroes their starting vehicles.
In reply to Frozensoull
5 years ago
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it would be logical to give the "Aura of Terror" to archdemons, and the "Aura of Courage" to archdevils, since they are the commanders of the army of the underworld. I would also like this mod to add a chance for skills to drop for races, more in line with them. For example, for demons, the "Spell Power" skill should drop more often than "Knowledge," because what kind of chaos spawn has weak chaos magic? They already have a lot of knowledge, and there's also the "Soul Eater" ability, which needs to be replenished, but there are problems with "Spell Power." For dark elves, the chance of "Dark Magic" dropping should be increased. Their patron god is Malassa, the dragon of darkness, and her followers are not very good at her own school of magic. For humans, for whom light magic is natural, it doesn't drop very often, which is illogical, and so on.

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