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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 VinoGael
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#3519
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VinoGael
https://dropmefiles.com/cyeuP here's the link to download it.
UPD: https://ibb.co/YBWMQW1 https://ibb.co/4s5qbr9 https://ibb.co/wdM72DZ there are a couple of minor glitches like these, I'm not implying anything, but... I'd be glad if you could fix them ^◡^
Understood, with the Ifrits, it's simple – they have a neutral town listed as their home town; I can write a guide on how to transfer creatures from NCF to towns; that's how I started. I'll also do the heroes, and I'll sort out the texts, but tomorrow.
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In reply to fktifzobr
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#3520
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By the way, do you know where the hero specializations are located? I wanted to change Vlad's specialization to one of the heroes from the NHF mod.
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#3521
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VinoGael
By the way, do you know where the hero specializations are located? I wanted to change Vlad's specialization to one of the heroes from the NHF mod.
There's a problem with this – all the new NHF heroes don't have specializations, and new features are created using scripts.
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#3522
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fktifzobr@mail.ru
There's an issue with this – all new heroes in NHF come without specializations, and new features are created using scripts.

So, is it completely impossible?
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#3523
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Take the script from the NHF hero and specify its execution in advmap-startup.lua or another Lua script that runs when the game starts.
С уважением, }{0TT@6bI4
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#3524
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https://yadi.sk/d/sqD4OwLoBlK4mw

I've uploaded the icons, fixed the Ifrit faction, rewritten the description for the Gargoyle dwelling, and added an individual model for one of the elementals.
If you need to rewrite other text files, you can find them in the \Text\Game folder; everything is organized into separate folders – cities, heroes, creatures, etc.

P.S. I felt scared for the first time in a long time – I couldn't immediately figure out this mod... instead of reworking the creatures' stats, the paths to the creatures' stats have been reworked, which has turned everything into a mess; I just don't understand...

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#3525
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Great news! Hannik contacted me and suggested increasing the NEPHILIM's stats; now he's incredibly powerful. I'm still having some trouble with the golems, and I want to upgrade the nephilim and implement the changes in the Necropolis.
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#3526
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Nephilim look really cool! Personally, I like these "death warriors," faceless, in a black cloak. I assume they will get a couple of colored details, blue/pink, like the undead?
С уважением, }{0TT@6bI4
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#3527
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}{0TT@6bI4
Nephilim look really cool! I personally like these "warriors of death," faceless, in a black cloak. Upgrades, I assume, will get a couple of colored details, blue/pink, like the undead?
The first one will be black with green elements, and the second one will be white with purple, unless a better idea comes up.

Added 1 minute ago
The colored elements can be placed on the swords or parchment.

Added 1 hour ago
We can play with the head model; leave the hood gray, give the unupgraded version a half-decayed head, and give the alternative upgraded version a full-fledged necromancer head with glowing eyes.
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#3528
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fktifzobr@mail.ru

https://yadi.sk/d/sqD4OwLoBlK4mw

I uploaded the icons, fixed the Ifrit faction, rewrote the description for the Gargoyle dwelling, and added an individual model for one of the elementals.
If you need to rewrite other text files, you can find them in the \Text\Game folder; everything is organized into separate folders – cities, heroes, creatures, etc.

P.S. I felt scared for the first time in a long time – I couldn't immediately figure out this mod... instead of reworking the creatures' stats, the paths to the creatures' stats have been reworked, which turned everything into a mess; I just don't understand...

Thank you for your help; I'm a beginner when it comes to modding, so there are some errors. Everything I found on this topic was Sashager's video on replacing a unit and its stats.
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#3529
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VinoGael
Thank you for your help; I'm a beginner when it comes to modding, so there are some mistakes. Everything I found on this topic was Sashager's video on replacing a unit and its stats.
The only mistake I found was with the Ifrit faction – you added upgrades and characteristics, but you didn't define the faction itself. There was also a complete mess in the mod initially; I cleared up this nightmare a long time ago to be able to properly modify elementals, and then I switched to RTF and deleted it because it was no longer needed... or it became the basis for RTF; I don't remember anymore.
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#3530
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fktifzobr@mail.ru
The only mistake I found was with the Ifrit faction – you added upgrades and characteristics, but you didn't define the faction itself, and there was a complete mess in the mod initially. I cleaned up this nightmare a long time ago to be able to properly modify the elementals, and then I switched to RTF and deleted it because it was no longer needed.
Maybe someday it will be possible to release the source files, and then, through hard work and effort (and with the help of others, of course), I will add them as a separate faction – and, as you can see, I have nerfed many of them, especially the water elementals. I think it would be better to give them something similar to what the Dungeon faction has, namely, irresistible magic. I think this would be more logical, but again, it's not that simple; these are just my modest fantasies. I would also improve the graphics.
#3532
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By the way, troglodytes could be used as an underground faction; they would be perfect for this role. And as a racial ability, you could simply rework the demon gates, as if additional troops were breaking through tunnels on the battlefield.
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#3533
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Sandro99
By the way, troglodytes could be made into an underground faction; they would be perfect for this role. And as a racial ability, you could simply rework the demon gates, as if additional troops are breaking through tunnels on the battlefield.
Troglodytes will be included, but I don't want to mess around with racial abilities and territories because it could lead to a lot of bugs, as it did with the old mod.

The underground city will have different monsters, like in Heroes 3, and they will be controlled by representatives of different races: dark elves, humans, maybe some kind of horned lich.
The ability will be the same – irresistible magic.
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