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Posts from Mods by fktifzobr.

5.0 (3 ratings)
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5 years ago
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Fixed the icons for the Fortress in the human town; you can download it in the post with the mod.
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5 years ago
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fktifzobr@mail.ru
Fixed the icons for the Fortress in the human town; you can download it in the message with the mod.
What exactly did you fix?!
In reply to psatkha
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5 years ago
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psatkha
What exactly did you fix?


The icons for the Fortress have incorrect numbers.
This is because the incorrect paths are specified in the buildings themselves - the Fortress uses the Castle icon, the Stronghold uses the Fortress icon, and the Castle uses the Stronghold icon.

By the way, this bug wasn't present in version 1.0; I remember being very surprised when I returned to the game in 2012.
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4 years ago
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I experimented with Chaos magic and created a simple mod – all the power indicators for Chaos spells for the basic/advanced/expert skill levels were increased by 2/3/4 times. There is also a power level for the extra-expert skill, so it should work with NHF.
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4 files attached • Total size: 2.5 MB
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4 years ago
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a new take on an old idea!

once, I suggested the idea of a mercenary camp where you could buy a small army at once. back then, I wanted to populate the camp with mages, archers, and warriors at the same time, but it turned out to be inefficient because there were problems with replenishing losses (you had to wait for your favorite units), and as a result, the mod failed even at the testing stage.

now, only Black Guards are sold in the mercenary camp, so you can replenish your squad every week (if you have enough money).

the unit replaces the non-working Yeti, so you can play without NCF, but if you play with NHF (at least with the old versions), the guards will replace the pirates, and there's nothing you can do about it.

the guard itself is taken from this mod

Zahar0z
when creating this mod, resources from the games M&MH7, M&MH6, and Dark Messiah of Might&Magic were used.
the authors of these resources are members of the development team of the aforementioned games; unfortunately, I cannot name the exact names.
in no way am I trying to claim someone else's work, and I sincerely hope
that using these resources in this way will not offend any of their creators.
rather, on the contrary, this can be seen as a form of recognition;
fans of the series really like the characters you created, and they want to see them in another game in the series.

resources from the games M&MH7, M&MH6, and Dark Messiah were ported for HoM&M5 by me - Zahar0z
the visual effects in the mod were made by Frozensoul

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4 years ago
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A new mod for the refugee camp is available! Now with a mandatory NCF requirement.

Two versions of the mod are available:

NCF_Barbarians_Military_post - the refugee camp will turn into an outpost that you need to fight for. The advantage of this version is that the barbarians will accumulate and be delivered to the city in caravans, but there is one huge drawback - merciless randomness may place only one barbarian of level 2 in your outpost, or it may populate it with all of them at once (but if you are a map builder, you can simply specify in the object properties who will be recruited there).

NCF_Barbarians_Refugee_Camp - the refugee camp remains a refugee camp; it cannot be captured, and barbarians appear randomly. To make it easier to assemble an army of barbarians, I have increased their growth rate by 3 times for this version.

As I already wrote, the NCF core is required.
Alternatively, you can install it on a mod that already includes the NCF core:
Zahar's_M&MGamesPort_UnitsV1
and 2 more mods that I am not sure about (because I have not tested them)
Heroes of Might and Magic 5 Armageddon's Blade
MCCS - new Multiplayer content

The mod uses:
models from GRIM AGE OSP by Furok
models from the Khazad ai menu mod

_________________________
A continuation of the mod is planned, namely a unit boss for the Grove faction, most likely such a mod will only work with Zahar's_M&MGamesPort_UnitsV1

4 years ago

Hey fktifzobr!

  Due to popular request we would like to convert your Alternative Town Building Icon mod for MMH55 and add it to MMH55 discord submod channel.
  I wanted to ask if you are ok with that?

 

In reply to fktifzobr@mail.ru
4 years ago
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fktifzobr@mail.ru
Of course! do it

Hello. I sent you an email regarding this mod; please read it and reply. :)

In reply to fktifzobr@mail.ru
4 years ago
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fktifzobr@mail.ru
A mod for new icons of city buildings, with different icons for resource warehouses. If I'm not mistaken, this version should be compatible with the MMH5.5 mod.

You are correct. Thank you very much. Sorry, and you too . I forgot to mention that another small fix is needed for Phoenix Vision. He swapped the models for the assassins (1st form of the League of Shadows). The same needs to be done with the icons. Just swap them (so the icon for the upgraded assassin becomes the first building, and the icon for the non-upgraded assassin becomes the upgraded building). If it's not too much trouble, of course. We need both versions anyway – the one you've already fixed for MMH5.5 and the one for those using Phoenix Vision. We would be very happy! It seems that no other bugs have been noticed. Again, sorry for forgetting to mention this. All that's left is to swap the assassin icons in the building tree , but this needs to be done based on the MMH5.5 version.

upd. Never mind. We'll try to swap them ourselves, but not in your mod. As a result, your mod should work correctly after this. Thank you again :)

4 years ago
Thank you for the fix version fktifzobr! :)
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3 years ago
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free dwellings - the name speaks for itself; I replaced the ID of all dwellings of levels 2 and 3 with the ID of level 1, so now all units can be recruited for free.
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2 files attached • Total size: 872.8 KB

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