Skip to content

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

4.8 (4 ratings)
In reply to Waterfall_13
User Avatar
#410
Auto-translated
Waterfall_13

- Let them be gated; they are just as much Inferno creatures as any other. But we shouldn't forget that they are level 6, so skilled gating will be required.


It took me a lot of time and effort to disassemble the original mod and reassemble it to suit my needs. I wouldn't want to disassemble my changes again and reassemble them into a new mod.

If you want to play with Ifrits as they are in my version, I recommend downloading my mod and playing with it =)

If you only need the "model" of the Ifrit, you can download the BLACK-HAT mod and put it in UserMods.
But there, the Ifrits have their own characteristics and abilities, which differ from mine + he did something with the Djinns; I didn't bother, as this mod didn't work for me, probably due to the large number of my own changes. I just glanced at their stats in GameMechanics.
Also, in that mod, Ifrits can summon other Ifrits (a redesigned icon for the Archdevils' ability); essentially, the ability of an enhanced Tier 7 creature is given to a Tier 6 creature. Considering that the number is calculated based on the number of creatures using the ability, it should be twice as strong as summoning cave dwellers in the vanilla game.

I don't know the mod's design in detail, but won't a size of 1 unit harm the balance? Or will some other creature take the place of a large one in the Inferno? And isn't summoning Ifrits with Ifrits too imbalanced?

Of course, the choice is yours. You are the author, and no one can force you to do anything. It's just that the Ifrits look very remarkable.

And for the game, I'm afraid the mod includes too many changes. Personally, I try to stick to a relatively standard balance. + I'm not a fan of Heroes 3.

No, I would like not just the Ifrit skin on the Lords, but specifically Ifrits with their own balance. And so, the previous author returned the spellbook to the Djinns, as it was before.
In reply to Друманин Дрин
User Avatar
#411
Auto-translated
Drumanin Drin

I don't know the mod's concept in detail, of course. But won't a size of 1 unit harm the balance? Or will some other creature take the place of a large one in Inferno? And isn't summoning Ifrits with Ifrits too imbalanced?

I think it's imbalanced. But it seems you didn't understand; this feature isn't in my mod, but in the BLACK-HAT mod.

Added 3 minutes later
Drumanin Drin

No, I would like not just an Ifrit skin for the lords, but specifically Ifrits with their own balance. And besides, the previous author returned the spellbook to the Djinns, as it was before.

Well, if you want your own balance for the Ifrits, I recommend trying my mod =)
There, Rampart's Tier 5 and Tier 6 units have also been branched.
The Castle has received third upgrades for its Tier 2 unit.

There will also be third upgrades for the vampires.
I would also like to branch out the Castle's Tier 6 units into mounted and foot units (a reference to Heroes 2).

I would like to add more creatures to the Orcs in the future.
In short, there are many plans for creatures =)

To be clear, I don't "replace" the creatures that are in the vanilla game. I add new ones to the existing ones.
Ссылка на мой мод Heroes 5 Armageddons Blade

Ссылка на мои уроки по модостроению в Героях 5

Ссылка на мой Artstation
In reply to Waterfall_13
User Avatar
#412
Auto-translated
Waterfall_13

I think it's imbalanced. But it seems you misunderstood; this feature isn't in my mod, but in the BLACK-HAT mod.

Added 3 minutes later

Well, if you want your own balance for the Ifrits, I recommend trying my mod =)
There, Rampart also has branched Tier 5 and Tier 6 units.
The Castle has third upgrades for its Tier 2 unit.

There will also be third upgrades for the Vampires in the future.
I would also like to branch out the Castle's Tier 6 units into mounted and foot units (a reference to Heroes 2).

I would like to add more monsters to the Horde in the future.
In short, I have many plans for the creatures =)

To clarify, I'm not "replacing" the creatures that are already in the vanilla game. I'm adding new ones to the existing ones.


Ah, I just thought the Ifrits were almost completely reworked, and the size was your idea.

And how can you "add" units if the space in the castle is "limited"?

It would be interesting to see more monsters. I miss their devastating but slow power from Heroes 4. Oh, how I'd love to see Cyclops that attack in an area...
In reply to Друманин Дрин
User Avatar
#413
Auto-translated
Drumanin Drin


Aaa. I just thought that Ifrits were almost completely reworked, and the size was your idea.

And how can you "add" units if the space in the castle is "limited"?

1) The size in the arena is my idea =)
2) It's a hassle, but it's possible (if you read the manual from Dredknight)



Ссылка на мой мод Heroes 5 Armageddons Blade

Ссылка на мои уроки по модостроению в Героях 5

Ссылка на мой Artstation
User Avatar
#414
Auto-translated
We are adding the 3rd level of improvement for Tier 4 dwellings in the Necropolis town, called "Vampire Palace," where you can hire Archvampires and Ancient Vampires.

Ссылка на мой мод Heroes 5 Armageddons Blade

Ссылка на мои уроки по модостроению в Героях 5

Ссылка на мой Artstation
User Avatar
#415
Auto-translated
It's a holiday today! =)

I managed to "hopefully" fix an unpleasant bug that might discourage players from the start (the game launches in 1024x768, the interface buttons start at 1200 pixels, and in the standard Nival launch, the buttons are not visible; the problem can be easily solved by pressing alt+enter and stretching the screen, but people still get confused).

I found the config, found the lines in it that control the starting resolution, and tested it.
 
It seems that the problem of the buttons not being visible on the first launch will be fixed.
 
I set it to 1366x768, which should definitely work for laptops, and the buttons will also be visible on a computer.
The changes will be available in the next patch, which will be released after the 16.04 patch.


Added 1 hour 33 minutes ago
Final result regarding the archdevils



Added 11 hours 4 minutes ago
The current version v21.04.2021 has been uploaded to Google Drive; I strongly recommend that those who are actively playing update to it - https://drive.google.com/file/d/1F8PNKqN1l64fjQO_oIyiRQUoL235y61E/view?usp=sharing
Ссылка на мой мод Heroes 5 Armageddons Blade

Ссылка на мои уроки по модостроению в Героях 5

Ссылка на мой Artstation
User Avatar
#416
Auto-translated
Do you have icons in the menu with Position=>HorAlign=>ERA_HIGH_END? If you set their coordinates to, for example, -100, they will always be -100 from the edge.
С уважением, }{0TT@6bI4
_________________
Группа картостроителей
Там ответы на вопросы, руководства, гайды и прочее
Discord-сервер "Герои 5: S.T.A.L.K.E.R"
Сервер по модификации "Герои 5: S.T.A.L.K.E.R"
_________________
In reply to }{0TT@6bI4
User Avatar
#417
Auto-translated
}{0TT@6bI4
You have icons in the menu with Position=>HorAlign=>ERA_HIGH_END?! Then, if you set their coordinates to minus 100, for example, they will always be minus 100 from the edge.

To be honest, I don't remember what I did and how xD
I worked on the menu for about ten days, figuring it out as I went along, and I still remembered what I was doing... the result is what it is, and now, after N months, I don't remember how I did it =)
Ссылка на мой мод Heroes 5 Armageddons Blade

Ссылка на мои уроки по модостроению в Героях 5

Ссылка на мой Artstation
User Avatar
#418
Auto-translated
Yeah, I get it. smile34
С уважением, }{0TT@6bI4
_________________
Группа картостроителей
Там ответы на вопросы, руководства, гайды и прочее
Discord-сервер "Герои 5: S.T.A.L.K.E.R"
Сервер по модификации "Герои 5: S.T.A.L.K.E.R"
_________________
In reply to }{0TT@6bI4
User Avatar
#419
Auto-translated
Waterfool, did you ever consider using models from Heroes 7 and other Heroes games in your mod? For example, could the port of those chubby golems from Heroes 7 be used to create an alternative upgrade path for the Academy's golems?
Группа в вк посвящённая моим модам

Страничка моего последнего мода на ModDB

Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.
In reply to zahar0z
User Avatar
#420
Auto-translated
zahar0z
Waterfall, have you considered using models from Heroes 7 and other Heroes games in your mod?
For example, could an alternative development branch for the Academy's golems be created using the bulky golems from Heroes 7, which I ported?

To be honest, I don't like the style of Heroes 7.
Ссылка на мой мод Heroes 5 Armageddons Blade

Ссылка на мои уроки по модостроению в Героях 5

Ссылка на мой Artstation
In reply to Waterfall_13
User Avatar
#421
Auto-translated
Waterfall_13

To be honest, I don't like the style of Heroes 7.

What about Heroes 6 or Dark Messiah?
Группа в вк посвящённая моим модам

Страничка моего последнего мода на ModDB

Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.
In reply to zahar0z
User Avatar
#422
Auto-translated
zahar0z

What about the sixth installment or Dark Messiah?

Regarding the sixth installment, it's similar; it's different and doesn't resemble the fifth. I've seen various ports, and they look out of place, which immediately catches the eye. In such a situation, I think it's better to have recolored models than something that clashes with the style. I can't say anything about Dark Messiah because I don't know what it is specifically; is it an RPG? I think I once saw a speedrun of that game on StopGame.
Ссылка на мой мод Heroes 5 Armageddons Blade

Ссылка на мои уроки по модостроению в Героях 5

Ссылка на мой Artstation
In reply to Waterfall_13
User Avatar
#423
Auto-translated
Well, yes, Messiah is a kind of RPG. It's an action game with RPG elements, set in the world of Ashan. As for the foreignness, I'm not sure. In my opinion, the styles of Heroes 5 and other Ashan games sometimes blend quite well. Of course, there's a difference in detail. But this is more of a problem with Heroes 5. No matter how great it is in terms of style, the angularity of the armor is undeniable. Now, you can do better and still maintain the overall image and style.
Группа в вк посвящённая моим модам

Страничка моего последнего мода на ModDB

Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.
In reply to zahar0z
User Avatar
#424
Auto-translated
zahar0z
Yeah, Messiah is like an RPG. An action game with RPG elements, set in the world of Ashan.
As for the foreignness, I'm not sure. In my opinion, the styles of Heroes 5 and other games set in Ashan sometimes blend quite well.
Of course, there's a difference in detail. But that's more of a problem with Heroes 5. No matter how great it is in terms of style, the angularity of the armor is undeniable. Nowadays, you can do better and still maintain the overall look and feel.

The angularity is due to the limitations of the GPUs available in 2004-2005. At that time, the GF5200 was the de facto standard for most computers, and the game had to run on such a video card... My brother had a top-of-the-line GF6600 PCI-Ex at the time, and the performance compared to my GF5200 (and later GF5600) was like night and day. And when he bought two GF7600s in SLI, it was just amazing at 1280x1024, while I could barely manage 1024x768!
С уважением, Psatkha (Псатха)

---------------------------------------------

Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1