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Posts from МОД: Клинок Армагеддона / Armageddon's Blade Auto-translation in progress

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#234
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Druid is ready!
What is the difference between him and the Ranger?
The Druid has higher stats, and the chances of dropping a charm and summoning are higher.
Forest Mage =)

There are also Goshawks with a 1% drop chance, but I haven't photoshopped them yet.
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#235
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Well, we're moving on to the beloved third installment, and today we have a new class: the Alchemist. This will be the 14th class =)
Here are some examples of Alchemists from Heroes 3:

It's a shame that we can't create specialists for Djinns, Rakshasas, Gargoyles, and Mercury =)

Good chances of getting primary skills in attack and defense.
Prone to Logistics and Education. They will often get Attack, Defense, and Mechanics. Yes, these are the "warrior" heroes of the silver cities =)
Magic is just for show, designed for buffs under light and debuffs under darkness. And also Knowledge for crafting minions. Let's see what comes of it:


The latest version is available here: https://drive.google.com/file/d/1yUaHSN2sNOZOiG2alHFdoWHlBrVtVORH/view?usp=sharing

Feedback is welcome =)
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#236
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It's very easy to create specialists in mercury!
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#237
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}{0TT@6bI4
It's very easy to create specialists in mercury!

If I understand you correctly, this will be done with a script and will break all the maps that are scripted? =)
I haven't decided to do that yet xD
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#238
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Yes, it’s done with a script, but this particular specialization script will break maps in a very, very bad way.
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#239
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You might say that a runic priest already exists in the game...
But not quite. In Armageddon's Blade, the runic priest mostly transitioned into a warrior class... as a result, to avoid having to redo everything. The original runemage was renamed Defender, a gnome warrior hero. And the new class that I added, runemage2, is now a true gnome mage =)
Even with a slightly greater focus on magic compared to the vanilla version. (yes, yes, we'll need to fix the issue of 3 fire-immune units, just like everyone else, we'll think about it).
So, what does he have? Chaos and charm, a good chance for obliteration and defense, as well as 8% light and leadership for the center perk.
A gnome flamethrower xD
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#240
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I came across a strange mod that changes the interface to resemble the style of Heroes of Might and Magic III. Perhaps the author of the thread would be interested in taking a look. The mod is posted on VKontakte, and it's impossible to determine who the author is.
https://m.vk.com/wall-55167960_1223
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#241
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Was the Orator summoned? The master of spells has arrived. Meet – **Chieftain** =)


Slightly lower attack, slightly higher defense (+/-5%)
Higher chances for spells and magic. Lower chances for logistics and machines.
Access to the center perk is through spells, not machines.


Added 1 minute ago
zahar0z
I came across a strange mod that changes the interface to a style reminiscent of Heroes of Might and Magic III. Perhaps the author of this thread will find it interesting. The mod is posted on VKontakte, and it's impossible to identify the author.
https://m.vk.com/wall-55167960_1223

I took a look; it's an interesting creative endeavor by the author, but the vanilla adventure map menu is still better =)
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#242
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}{0TT@6bI4
It's very easy to create specialists for mercury!
However, there's another point here, and it's clearly important. If you're creating a scripted hero, that's fine, but how do you create a hero who, when the player starts ANY (not a specific one, but a completely random map), provides a resource once a day?
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#243
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vasik

Here, a different point is being made, and it's clearly important.

If you're making a scripted mod, that's fine, but how do you create a specialist who, with the right setup, allows the player to start ANY (not a specific one, but a completely random map), and that hero generates a resource once a day?
This is elementary. You put your Lua script in the pack and run it through advmap-startup.lua.

That's how all current mods of this type work, as far as I know. And I don't think I'm suggesting anything new!
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#244
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However, it's also worth remembering that initially, scripts on maps don't work at all (unless a valid file is specified in the Script field). In fact, for such purposes in mods that use global scripts, various map patchers are used. Otherwise, yes, everything said above is correct.
Нет войне.
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#245
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You can borrow the map patcher from the corresponding global mods... 🤔
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#246
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Added 22 hours 38 minutes ago
Well, the major work on the classes is finally finished =)
At the moment, considering that the .Exe file hasn't been expanded by anyone before in the cities section (which, in my opinion, is possible, along with artifacts, creatures, and classes), I don't know exactly where and how I will integrate the Elementalist and Elemental Warrior classes.

Nevertheless... maybe I'll be able to make at least neutral heroes... I don't know yet. I'll have to think about it.

Here are the Elementalist and Elemental Warrior. One focuses on spellcasting, especially chaos magic, while the other follows the paths of defense and attack, leading to the central perk "Wrath of the Elemental Lords," which converts half of the defense into attack and adds initiative to creatures.



Added 19 hours 1 minute ago
Today, new ones have been added, old ones have been edited, and they have all been brought into a single system:
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#247
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Awesome! It would be great to find models for them as well.
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#248
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}{0TT@6bI4
Cool! It would be great to also get models for them.

I don't have that kind of experience, but theoretically, I think that if you follow the following algorithm, you can fill many artworks with individual appearances. I'm even laying the groundwork for this in the icons and names, as I might try to implement my theory in the future if possible:

Let's say "Sword of Justice" looks like an archangel's blade:
1) Get the creature model.
2) Load it into a 3D editor.
3) Cut off only the sword.
4) Without changing the geometry or UV mapping, export it from the 3D editor.
5) Load it back into the map editor.
6) Apply the archangel's texture (since the UV mapping hasn't changed, the sword should get its own coloring).

Done.
That's roughly how I imagine this process.
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