Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
Error Details:
Share Link
RTF is a global modification that replaces all towns in the game.Auto-translated
next up is the fourth level... it looks like I'll have to rework the buildings in the city soon, at the very least, a mercenary guild and a residential district are needed!
the idea is this: there is a trading city, or several cities, on the border between the kingdom of dwarves and the sea; they are involved in transporting dwarven goods to the far south, as well as delivering spices north by sea. the merchants' ships are packed with cannons and firearms - the faction is under the complete control of the dwarves, because they are the only ones who produce gunpowder.
the heavy mercenaries will be called Condottieri, Freebooters, and something else, possibly Buccaneers or Corsairs, but the latter is too pirate-like, and these are primarily mercenaries, but overall, it doesn't matter; I want to tie the names either to the names of the captains or to the names of the cities, for example, Captain Condaris Dothier - the founder of the trading alliance, etc.
I made it :) It turned out really cool, and I really like it. The coolest feature is the emblem – it's a crimson swan, and it brings good luck! I want to try giving this unit a bonus to luck; I saw something like that somewhere in the Heroes 5 Armageddon's Blade forum, I think it involves giving it a city specialization as an ability.
I didn't quite understand. Waterfall_13 provided luck based on the city's specialization not through abilities, but through the hero's skills. Now, the Buccaneers will have a different ability - Courage.
Regarding the unit names, they are named after the captains. Dwarves, and other employers, don't like to remember the names of groups of mercenaries; many squads with similar names can roam the world, or a squad can change its name after an epic victory. However, the commander's name is important information, and some commanders understand this and name their brigades after themselves.
The signature in a mercenary's contract usually consists of three letters of the first name and the full last name.
Conrad Dotier is the first captain hired to transport dwarven goods south by sea. Since then, all ship guards have been called Condottieri.
Flint Booster is a legendary adventurer who managed to rob the Temple of the Lizardfolk, personally killed a dragon, and stole a black book from the hidden city of necromancers. A fan club of this man created the Buccaneers' adventurers' guild, and they chose the scarlet swan, Flint's favorite pet, as their emblem. Like Flint, the Buccaneers organize risky expeditions into uncharted lands.
Korsa Rakhtog is a female leader of sea raiders who became a mercenary. She was illiterate and could only write her first name plus the first letter of her last name (this is how she signed contracts so as not to appear too wild). The corsairs became known because they handled coastal defense better than anyone else, which attracted the attention of dwarven merchants. Then, the corsairs received an offer they couldn't refuse: the protection of the dwarven kingdom and discounts on weapons and armor if the corsairs settled in the north
you'll need to focus on the buildings; you can place several berserker buildings around the arena, creating a kind of plaza with human buildings. Alternatively, you can move the houses behind the fortress wall, near the shipyard (those above level 150 aren't allowed in the city).
The arena can be repurposed into other buildings; you can add a cage-dome and populate it with animals, or pile up stones and place a golem in the center – as a place where they are revived and assembled. There are many options, but you can also add a cage to the Thane's house.
Everything looks great, the mercenaries look cool. But you should mention where you got the resources for creating them. And I'm not just talking about my model ports, but also about the Grim Age artwork.
Everything is great, the mercenaries look cool. But you should mention where you got the resources for their creation. And I'm not just talking about my model ports, but about the Grim Age artwork.
Everything is listed in the topic header; the artwork has been there for a while – the firearms were from his mod, and you only made it into the list yesterday.
I'm reworking the golems – the golem with a pilot raises questions: how is the pilot protected from dark magic and poisons? What if the pilot dies? What about repairs? Because of this, I decided to get rid of the pilot and came up with a principle for how the golem works.
Initially, golems were used by the Empire – they were assault mechanisms supporting the legionaries. Golems were powered by mana crystals, and controlled by powerful mages. After the fall of the Empire, the golem factories were closed and abandoned.
Modern golems use engines invented by the dwarves – this is a sphere filled with liquid magic from a magical well. A runic spell, "Song of Life," is inscribed on the sphere, and the spell "Code of Stone" is inscribed on the golem – the code is a behavior program. The most complex golems may have a program for refueling and autonomous combat.
The improved golem is made of magical stone, which allows it to draw mana from enemy heroes, heal when attacking spellcasters, and possibly reduce the mana cost of spells. At the same time, the golem itself is immune to magic – this golem is made using the technologies of the Mage Empire; they were previously used as bodyguards for high-ranking mages.
An alternative upgrade will be the standard Shantiir golem – it's excellent; I don't know how to make it better. In terms of lore, it will be a combat golem from the Legion of Fire of the Empire. They were produced in large quantities, and a very large number of golems were not put into operation, but now they are being repaired and sold to dwarven trading barons
I'm reworking the golems – the golem with a pilot raises questions: how is the pilot protected from dark magic and poisons? What if the pilot dies? What about repairs? Because of this, I decided to get rid of the pilot and came up with a principle for how the golem works.
Initially, golems were used by the empire – they were assault mechanisms supporting the legionaries. Golems were powered by mana crystals, and controlled by powerful mages. After the fall of the empire, the golem factories were closed and abandoned.
Modern golems use engines invented by the dwarves – this is a sphere filled with liquid magic from a magical well. A runic spell, "Song of Life," is inscribed on the sphere, and the spell "Code of Stone" is inscribed on the golem – the code is a behavior program. The most complex golems may have a program for refueling and autonomous combat.
The improved golem is made of magical stone, which allows it to draw mana from enemy heroes, heal when attacking spellcasters, and possibly reduce the mana cost of spells. At the same time, the golem itself is immune to magic – this golem is made using the technologies of the empire of mages; they were previously used as bodyguards for high-ranking mages.
An alternative upgrade will be the standard Shanti golem – it's excellent; I don't know how to make it better. In terms of lore, it will be a combat golem from the Legion of Fire from the empire; they were produced in large quantities, and a very large number of golems were not put into operation, but now they are being repaired and sold to dwarven trading barons.
golems are ready, the last golem is a standard Shantirian one.
All golems have the "Giant Killer" ability – this is because they can't look down properly)))) it's inconvenient to fight when you can't see the enemy, but you can fight normally against a large target.
The "Magebane" golem steals mana like a demon (without transferring mana to the hero), and it does this twice per game, plus other abilities that I wrote about above.
The Shantirian golem is immune to fire and, when attacking a target, sets a fire under it like an Arcomage dragon, plus it can use the Rakshasa ability "onslaught" – like an overload.
I made the thanes :) The forum is currently glitching, and the development discussion took place in the VK group; I'll probably continue to post most of the information there.
I made the first level for the Cultists. For those who don't know, I decided to replace the Vikings with sea cultists – this way, there will be more unit options.
I made the first level for the Dungeon faction; for those who don't know, I decided to replace the Vikings with sea cultists – this provides more unit options.
Those are some really cool monsters! Will you add them to NCF?!