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Posts from RTF is a global modification that replaces all towns in the game.Auto-translated
With these stats, everything is much more balanced. Speed 2, low defense – they won’t be able to escape. Average initiative, so they won’t shoot often. With a double shot – it’s better not to… The damage will probably be too high. And you can’t fire twice from a rifle without reloading! And it’s not a double-barreled rifle. In general, it’s an interesting set of characteristics. Regarding the abilities, my opinion is: accurate shot, enhanced arrow, no penalty. I didn’t understand the rune ideas: it’s a dwarven unit, and it will definitely be used under the command of a dwarf…
the thing is, a post in the modding thread about replacing towns – many won't use it because it means losing the standard creatures.
But a dwarf with a rifle in NCF would be very useful, and he needs a reference to a town so he can use runes, rather than just being a neutral unit.
Maybe I missed something in the history, but a few posts ago I provided a quote from what could be used in his description, that the dwarf decided to use the weapons of muggles because he isn't very strong against powerful chaos sorcerers, etc.
the thing is, a post in the city replacement mod topic – many won't use it because it means losing the standard creatures.
This is a debatable point – the fact is that NCF creatures will only participate in the game if they are in a special package (e.g., a megapack), and even then, only as neutrals. The coolest thing about NCF is the alternative upgrades from a Fortress to a Hill, they can really affect the game, while other neutrals are just dummies for gaining experience.
Replacing a city gives you the opportunity to play as a new faction with new units, or to remove a faction you don't like from the game. For me, replacing a faction gives me the opportunity to develop ideas that cannot be developed in NCF, to create heroes, to come up with a city development principle, and to play with my own creatures properly, rather than with pre-set armies.
I created a map for the Stronghold faction, and also came up with a reason why the Stronghold and Haven factions don't interact – between them are the ruins of the Shantiir capital, from which a magical vortex emanates, killing everyone (almost everyone).
I've come up with a few ideas on how firearms should develop.
Cannons appeared before rifles because a large, round stone has a 100% chance of killing, but in a fantasy setting, a simple cannon is easily countered by magic, and it's also inconvenient for dwarves to shoot in caves. Therefore, the pinnacle of firearms should be a handheld cannon, similar to a gremlin-style one (surprisingly), and its predecessor should be a shotgun (dwarves-gangsters approve and sponsor!).
A weapon with a single, small bullet can only become widespread on the surface (for hunting). This raises the question: will anyone even consider firearms as a ranged weapon? Probably, heavy crossbows will be used at long distances.
Of course, a gnome enthusiast might develop long-range rifles, but it will likely be a rare case, like the rapid-fire crossbow "Bianca" from Dragon Age.
I think that firearms, like rifles, will have a longer range than crossbows for the Dwarves (if firing bullets) 🤔.
Perhaps, the poor qualities (or at least, not much better than a crossbow) can be linked to the underdeveloped technology of gunpowder production, which... which... doesn't provide much power?
I'm just thinking that firearms didn't develop in Ashan in the same way as on Earth because some important factors are hindering it (what factors?), otherwise it's unclear why they aren't used. Probably, these important factors prevent firearms from replacing crossbows, and therefore the focus is only on convenience and the lack of need for training – just like with Gremlins! The same applies to the Dwarven hunters...
I hope I didn't write too incoherently.
Just weaken the magic of this version of the dwarves, their connection to Arcomage, and everything related to it (I don't know why, maybe they have fewer midi-chlorians, haha), and they'll use cannons and rifles just fine. Another option is, by the way, technomancy. Gunpowder isn't the only possibility for the propelling force of a projectile from a barrel; fire mages wouldn't have trouble using something like micro-explosions that they generate themselves. It's even quite possible that this path will be much more obvious for them and quite competitive with combat magic. Because throwing a fireball far should be relatively difficult for a mage; not everyone can do it, but exploding something in their hands so that it propels a projectile forward – even a weaker mage can handle that. In the world I worked on a long time ago for a forum, specifically for dwarves, I actually used both of these ideas to make them technologically advanced.
I think that firearms, like rifles, would have a longer range than crossbows for the dwarves (if firing bullets)... 🤔 Perhaps, the poor qualities (or at least, not much better than a crossbow) can be attributed to the underdeveloped technology of gunpowder production, which... which... doesn't provide much power?...
I'm just thinking that firearms didn't develop in Ashan in the same way as on Earth because some significant factors are hindering it (what factors?), otherwise, it's unclear why they aren't used. These significant factors probably prevent firearms from replacing crossbows, so the focus is only on convenience and the lack of need for training – just like with the gremlins! The same applies to dwarven hunters...
I hope I didn't write too incoherently.
The main factor hindering the development of firearms is, of course, magic – a magical bow has a longer range (and, most importantly, it's easier to make – mages and priests are everywhere), and the overpowered Imperial crossbows that pierce entire rows of enemies also make life difficult for firearms (by the way, Emperor Ronan seems to have been stocking up on crossbows from the dwarves, so it's their main weapon, or at least the Northern Wind clan uses them).
It turns out that a crossbow with a bow made of cheat-fantasy-magic-steel is a very powerful and long-range weapon.
That is, the market for ranged weapons is saturated, and it's only possible to develop firearms as a close-combat weapon.
Again, we need to look at how the only firearm in all of Ashan works: the gremlin's blunderbuss shoots like a regular bow, with no buffs for close-range shots, but again, judging by the sound, the shot isn't gunpowder-based at all; it's something like lyrium explosives from Dragon Age, only based on dragon blood powder, or sand infused with magical power.
Now, about the dwarven fighting style – it's not designed for battles in open fields. Dwarves fight in caves, where it's difficult to aim, and the enemy might be around the next corner. That is, the weapon must be instantly ready for close-range shooting and close combat... javelin throwers? Nival has outdone themselves again! Now, even an archer looks worse than a damn shovel thrower.
In short, a shotgun-club is ideal for fighting in narrow tunnels with turns.
In open spaces, infantry, mages, and monsters will fight, and ranged weapons will only be important for defense, but again, the question arises: why make a long-range rifle if you can make a long-range cannon on a tower, surround it with an anti-magic shield, and take down enemies in droves? If you really need to arm every dwarf with a rifle, it's better to give them a hand cannon; thankfully, dwarves are strong and can handle the recoil.
But with long-range firearms, there's a problem – they need to have a long and narrow barrel, which is inconvenient for dungeons. It's much better to take a crossbow made of cheat-fantasy-magic-steel and take down enemies at any distance
But I wasn't talking about giving long-range firearms to the Dwarves, but rather about how such weapons wouldn't become widespread! Because a magically enchanted rifle made of cheat-imba-steel would be too overpowered. So, I'm asking: what story-related obstacles prevented the development of firearms on the surface?
Just weaken the magic, the connection to Arcat, and everything related to it in this version of the dwarves (I don't know why, maybe they have fewer midichlorians, haha) and they'll happily use cannons and rifles. Another option is, by the way, technomancy. Gunpowder isn't the only way to provide the propulsive force for a projectile; fire mages could easily use something like micro-explosions that they generate themselves. It's even quite possible that this path would be much more obvious and competitive with combat magic. Because throwing a fireball a long distance should be relatively difficult for a mage; not everyone can do it, but detonating something in their hands so that the resulting pulse sends something forward – even a weaker mage could handle that. In the world I was working on a long time ago for a forum, I actually used both of these ideas to make the dwarves technologically advanced.
by the way, yes! I completely forgot about magic! There are cannons that shoot fireballs with a power source in the form of a fire crystal.
and here's what I came up with regarding mages and non-mages:
Difference #1 - these dwarves dug themselves underground at the very beginning of the War of the Ancients, and only emerged after the first eclipse, pale and red-eyed.
Difference #2 - the dwarves tried to restore the system of governance as in the Shanti Empire: priests rule, and the rest live happily under their rule (they failed). This created a magical elite that abuses its power and immense strength.
Then, among the peasantry, alchemists appeared, producing medicines, and then gunpowder and the first gunpowder-based weapons appeared. Moreover, all of this happens underground, meaning there's no hunting; firearms became the weapon of bandits, and they were made by blacksmiths of less-than-stellar skill
But I wasn't talking about giving long-range firearms to the dwarves, but about how such weapons wouldn't appear on the surface! Because an enchanted, magically-enhanced rifle made of cheat-imba-steel would be too overpowered. So, I'm asking: what plot-related obstacles prevented the development of firearms on the surface?
Another argument against using gunpowder, and no miracle substance from dragon blood either, but instead using "pure" fire magic. Besides dwarves, few people are proficient in fire magic. This mainly includes mages from the Academy (but they have enough ordinary magic without such devices), and that's about it; others only dabble in fire magic a little. Guns that operate on fire magic simply wouldn't work for them.Author
and here's what I came up with regarding mages and non-mages:
Difference #1 - these dwarves dug themselves underground at the very beginning of the War of the Ancients, and only emerged after the first eclipse, pale and red-eyed.
Difference #2 - the dwarves tried to restore the system of governance as in the Shanti Empire: priests rule, and the rest live happily under their rule (but they failed). Thus, a magical elite emerged, abusing its power and immense strength.
Then, among the peasantry, alchemists appeared, producing medicines, and then gunpowder and the first gunpowder-based weapons appeared. Moreover, all of this happens underground, meaning there's no hunting; firearms became the weapon of bandits, and they were made by blacksmiths of less-than-stellar skill.
But I wasn't talking about giving long-range firearms to the Dwarves, but about how such weapons wouldn't become widespread! Because an enchanted, mage-priest-blessed rifle made of cheat-imba-steel would be too overpowered. So, I'm asking: what plot-related obstacles prevented the development of firearms on the surface?
For almost 700 years, the main force on the surface was the new empire built on the remnants of the technology and knowledge of the Shantiir empire. Mages handled long-range combat, and legions of magically enhanced soldiers in imba-steel armor fought in close combat. All development was carried out in magical realms, and no one wanted to mess around with gunpowder.
In the mod, there will be: 1) The remnants of the empire in alliance with desert nomads - the former are more focused on magic, while the latter were too busy fighting and didn't develop. 2) Demons - nihilists. 3) Elves - they sailed away on ships from Tarlad when things got tough; naturally, they are the main experts in bows and wooden magic. 4) Orcs - not interested in progress. 5) Vikings - also too busy fighting at sea; they may know about gunpowder, but they can't technically forge a decent firearm yet. 6) Mages and monsters - they love magic and dislike alchemy because potions are for losers. 7) Necromancers - they can't find corpses with firearms. 8) The Dwarves themselves, who were forced to develop science because of selfish mages.
Added 17 minutes later The Dwarf race will consist of:
1) Dwarf/Scout/Guard - these are Dwarves on the models of javelin throwers; they can repair golems. Scouts run faster and sabotage equipment. 2) Archers/Arquebusiers/Grenadiers - guys with firearms. 3) Mountain Guards/... - these are Dwarf warriors on the models of mountain defenders; they are armored. 4) Golems/Siege Golems/Fire Golems - you've seen them! These things will break down walls or walk around with a fire shield. 5) Acolytes/Thunder Priests/Pyromancers - mages on the models of rune priests. 6) Stone Giant/Thunder Giant/Lava Giant - giants on the models of thanes; these are Dwarf mages who have received the blessing of the elements - great heroes. 7) Beasts (maybe trained trolls) will be on the model of beasts