Is there a model without the old man's head, but with the "original" orc head?
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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Khanik has it in the group https://vk.com/club193046411
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I also noticed a problem with the animations: after playing some, the club spontaneously jumps in the hand; for example, they hit, the orc returns to its original position... and then the club in the hand jumps up and down!
there's a bug in the animations - originally, instead of a club, there was a shaman's paddle; in the mod, it was trimmed to the state of a club and lowered in the idle animation, but the standard height remained in the others - hence the bug, theoretically, 2 effects with different club heights should have eliminated the height difference, but in practice, the animation changes before the effect, and for a split second, the club flies away
Added after 48 seconds
it is necessary to attach the club not to the club, but to the hand, then everything will be normal
I also noticed a problem with the animations: after playing some, the club spontaneously jumps in the hand; for example, they hit, the orc returns to its original position... and immediately the club in the hand jumps up and down!
regarding:
2 effects with different axe heights were supposed to eliminate the height difference, but in practice, the animation changes before the effect, and for a split second, the axe flies away.
I was thinking that the best way to develop the mod would be to abandon the Ashan setting – no restrictions on races, kingdoms, historical events, and so on.
Then we can also reconsider the concepts of some factions.
To improve their hunting, the northern peoples decided to use more advanced weapons. With the diligence characteristic of dwarves, they improved the mages' arquebuses, equipping the rifles with an elongated barrel and a larger charge of gunpowder. Armed with such weapons, dwarf hunters are capable of piercing any armor, but not at a very long distance.
To make an accurate shot from that angle 😉
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I think it can still be integrated into the original lore. Goblins already have firearms (pistols); we can connect it to that. For example:
To improve their hunting, the northern peoples decided to use more advanced weapons. With the diligence characteristic of dwarves, they improved the mages' pistols, equipping the guns with longer barrels and a larger charge of gunpowder. Armed with such weapons, dwarf hunters can pierce any armor, but not at very long range.
To make an accurate shot from that angle 😉
Sulfur and charcoal are simple, but saltpeter was extracted from MANURE; now it's clear why firearms are only available to goblins – the others are too squeamish! In a world full of mages, only creatures devoid of magic will develop firearms.
Added 27 minutes later
Now about Ashan.
I have a few ideas that don't fit into the concept of Ashan.
For example, a faction of human fanatics who have rejected magic because they were oppressed by mages (this would replace the orcs).
And, of course, abandoning Ashan will allow us to create normal green orcs (and bash the humans, WAAAGH!).
There's no need to think up the lore; it's enough to say that there is a world of spirits, there were 2 gods, but they killed each other, and now the great spirits are in charge. All races come from one proto-race, and Ashan's tears can be replaced with shards of a god.
The rest can be figured out as we add factions.
This lore allows us to create as many races and as many gods as we want, and not just 6 + we don't need to add factions just for the sake of it, like an alliance of elves and dwarves, just to indicate their presence
In principle, a large part of Ashan east of the Raarnian steppes remains unexplored (even on maps). We could finally incorporate it into the lore as a little-known area, full of new races, cults of outcasts, and "religions"... In general, only the western hemisphere of the Ashan planet is "commonly known," while the eastern part remains untouched. It's a wild field for imagination!
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There is a big problem with the Heroes of Might and Magic orcs: they have a perpetual syndrome of fighting against slavery, but at the same time, they live according to the rules of barbarians: the strong rule, the weak serve! Because of this, slavery appears and a crisis occurs! A slave revolt! The government is overthrown! The destruction of the young orcish state built by the hands of slaves! A slide back into a tribal structure! Total degradation!
We can say that our orcs are nihilists and despise their brethren, which is why they moved so far to the East, maybe they have a different god? Not Mother Earth and Father Sky, but some god of blood from the fiery lands, or they are commanded by a disguised Faceless One, and our orcs are building a new kingdom of darkness for him! And give them black dragons!!!!
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Everything was against them, absolutely. Winning and defeating the dark forces now seems impossible.
After reading the letter, an adventurous and daring plan came to his mind – to defeat the dark forces with Muggle weapons. What good are ten good wizards against a sniper rifle or a machine gun? Nothing.
Level 2, 8-10 damage, 20 HP, 10 attack, 2 defense, straight arrow, double shot, ability to use runes, accurate shot. Not as a replacement, but as new creatures.
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