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

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In reply to }{0TT@6bI4
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5 years ago
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}{0TT@6bI4
However... the red gnome is more likely to have a hand-held mortar!
Overall, it turned out great.

P.s. By the way, these are hunters. And it's better for hunters not to stand out too much – they'll scare away the game or at least quickly attract attention...
Only the first one can be called a hunter; the rest are professional soldiers! Mortar crews serve in the Dungeons, and the blue archers guard the mountain paths.
In general, all upgrades can be divided into those for the cities-forges and the trading guild.
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5 years ago
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I was browsing the Heroes wiki and found a couple of interesting things in the cheap anime-style game, Elemental Guardians. Finally, there's a brief description of the technology behind creating beastmen – mixing creatures using dragon blood, and the first type of beastman with an unclear origin has appeared. Now, we can add completely new beastmen to the RTF and write that chimera magic isn't involved here. Another cool thing is the Sphinx. Now, it's a Shantiarian construct that deals with storing knowledge, and in the academies, Sphinxes are used for teaching in universities. Moreover, the Sphinx doesn't look like a golem; it's more like a gargoyle. Another great thing is the unupgraded Faceless One. It has no wings! And the eyes that should be on the wings are just floating in the air, and the masks don't even have eye slits! It's a horrifying mess! I love it! By the way, in MMX, there was a description of how Orcs were created: mages immersed corpses in vats of demonic blood and then simply resurrected them. During the first experiment, a blood-eyed Cyclops incinerated all the mages except for one, who hid. The ready army of Orcs went to war only 5 years after the work began, and in the very first battle, the mage who created the Orcs died
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5 years ago
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Legionnaire update! There was a major bug in the mod – the geometry names corresponded to the names from the original game, which caused issues with peasants and militia units.

+ I changed the emblems on the legionnaires' shields, added a new camera angle, and also changed the "Sign of Fire" ability to "Withering Aura," and the "Electric Breath" ability to "Storm Strike."
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5 years ago
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the dwarven archers turned out to be the smallest among all the level 5 dwarves; I'll have to come up with something.
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5 years ago
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Remove the beards and make them archer-halflings :D
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5 years ago
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in reality, the solution is simple – replace the other dwarves! at least we have a model of a dwarf infantry unit with the same scaling, and after that, we'll have to get creative.

Added 42 minutes later
in fact, dwarves have berserkers, so we can put a dwarf berserker on the third level, but we'll have to get creative with the mages, because if there's an elemental dwarf giant on the sixth level, then the mage could also have magical mutations.
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5 years ago
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the archer’s head size needs to be reduced.
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In reply to fktifzobr@mail.ru
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5 years ago
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I think you should just forget about it and not worry. The original game also had problems with scale and proportions. Here, judging by the screenshots, everything is more or less okay. And the musketeer and the dwarf with an axe look more or less like representatives of the same race. Let's just say one is more muscular, as befits a warrior wielding an axe.

Added 3 minutes later
Did you take the models from Might & Magic VII, ported by Hannick, as a basis? He has some kind of fetish for extremes. Either he makes everyone too small, or he makes them giants. Don't you think it might be better to just port the necessary models yourself, following my guide? It's not more difficult (and much easier) than what you're doing. Then you can attach the model elements directly as a model, rather than as an effect. This is faster, more convenient, and the result will be better, plus you won't have to spend a lot of time adjusting.
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5 years ago
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Didn't think about it, maybe it would be better to just port the necessary models myself, following my guide?
Yes, I thought about it, but I decided to wait. I'm happy with everything now, and when I face an urgent need to port some model, I'll sit down and figure it out, install the programs, buy Windows 7...
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5 years ago
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I will outline the concepts for the Factions and the world for the mod's header.

Let's start with the world.

It's the same Ashan, but a different part of it – the east of Ashan.

The time period is around 1500 AD... that is, 500 years after the arrival of the Dark Messiah. In our story, he is not important; he will still be defeated by the standard team of heroes, and Kha-Beleth will kill Raelag, which is clear. Now, the demons have different leaders and countries; old demon lords have been reborn, and new ones have risen. (By the way, in Heroes 6, there are 6 demon lords, while in Heroes 5, it is said that there are 8 original lords, meaning 2 could have disappeared; they must have been responsible for the nightmares and devils. Perhaps Kha-Beleth was one of them.)

Between the east and the west, there are wastelands, and in the heart of the wastelands, there is a large magical vortex and the ruins of the Shantiir capital.

In the south of the continent, there is a desert, where a Shantiir city once stood, which was destroyed by a pillar of light during the War of the Ancients.

In these lands, from the end of the War of the Ancients until the arrival of the plague that only killed mages, the Great Empire, built by human and elven mages, dominated. The Factions of the mod formed with the arrival of this plague.

I will write separately about the peoples living in these lands
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5 years ago
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The Dwarf faction The land of the dwarves is called Narheim, and its capital is Thor-Gillid. The dwarves sealed the entrance to their kingdom at the beginning of the War of the Ancients, when their king was killed by the Faceless Ones, and only emerged to the surface after the first eclipse. Power in the land is held by the priests of the 6 Houses of Magic, whose authority is supported by the privileged classes of berserker warriors, rune smiths, and alchemists. The classes without privileges serve the Black Lords – these are bandit leaders who collect tribute for the priests. If a Black Lord begins to rob the priests, the mages of the House of Darkness will find a replacement for him. The army of the underground dwarves wears red colors; their armor and weapons are made in the finest forges. After the borders were opened, dwarf merchants and travelers appeared, and they built their cities on mountain peaks; their distinguishing color became blue. Ideas: The dwarves make golem heads in the shape of skulls in memory of the warriors who died in the civil war. The bloodiest battle was for the Shantiir forge, where these golems were made
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5 years ago
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The Shards of the Empire faction

Their lands are located in the desert; it is the only region that the magical plague bypassed.

The population is divided into desert dwellers and Imperials. Legionnaires can also be singled out – people whose bodies are inhabited by elemental spirits. There used to be four legions, but after the plague, only a few cohorts of fire and air remained.

Power in the faction is shared by Imperial generals, aristocrats, and mages. Each group controls one of the great floating cities (Citadel of Charva, City of Pradir, and Tower of Sihil).

Ideas:
The desert dwellers may not be humans but rather beastfolk that appeared in the age of myths, such as manticores and griffins, or simply a people with strange customs... it is important that they are different from the mages because they are the first people the orcs will encounter, and for the story to unfold, the desert dwellers and orcs must become friends.
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5 years ago
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possibly Kha-Belekh was one of them
It seems I remember reading somewhere in the lore that Kha-Belekh wasn't actually one of the lords, which is why his rise to power caused such shock and surprise, as he managed to bring all of Shi'o under his control.
In reply to Ment
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5 years ago
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Ment
It seems I remember reading somewhere in the lore that Kha-Belekh wasn't one of the lords, which caused general shock and surprise, as everyone wondered how he rose to such prominence and managed to bring all of Shi'o under his control.
Perhaps Kha-Belekh subdued Shi'o precisely because he wasn't as simple as everyone thought. If there were indeed 8 lords and Kha-Belekh fought Sar-Ilám under a different name, then the questionable phrases from Heroes of Might and Magic V and Dark Messiah of Might and Magic become canon. In general, mysteries are more interesting than answers.

But this is not important; Kha-Belekh won't be included in the mod.
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5 years ago
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and now, the most ambiguous Faction

the Nords or Vikings

The capital of the Faction will be the city of Shalassatanal

These are northern peoples who sail the eastern sea. The cult of Shalassa has always been strong in the lands of the Nords - this determined their fate.

Around 700, the Nagas from the eastern islands fell into heresy and decided to drown the godless empire, but they were quickly driven to the bottom by the Ice Legion. After some time, purges began in the north; the warlike Nords defended their traditions, and they paid the price - the emperor punished the north for disobedience by brutally suppressing the rebellion.

During the plague, all the mages of the north died, and then the Nagas emerged from the sea and declared that the sea goddess had punished the godless. The north revived the worship of Shalassa and began to wage war against all maritime powers (primarily against the demons who had occupied the eastern islands).

The Nords are ruled by Jarls, and Naga-Medusas act as advisors to the Jarls - these are the only creatures that freely use magic in the north.

Ideas
there is a mention that werebeasts are created with the help of dragon blood crystals; perhaps the Nords have some kind of ritual to transform into a monstrous werebeast, for example, a warrior must kill a wolf with his bare hands and bring its corpse to a shaman who will organize the transformation into an Ulfhedinn - a wolf warrior.

it so happened that the first Necropolis was destroyed by the Nords, and modern Necromancers are Nords; you can add undead to the Faction - drowned men, or Draugr, or both.

mages are the main enemies of this people, and perhaps they will have mana-draining monsters in their service
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