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Posts from Searching for mods (looking for mods for Tribes of the East).Auto-translated
Didn't you, knowing that there are such skilled people with the source code, bother to ask them about the possibility of properly implementing a new faction? ))) Or is it just that the new faction isn't really needed by anyone? )))
Work on the exe is underway, but there are more pressing issues than a new race (for example, bugs that cause crashes). In addition, adding a new race, even with the source code available, is not a trivial task, considering that people don't have unlimited time
There are many ideas for new races; you could either simply use RTF as a basis (of course, no one asks Zobra ), or use extensive design documents for some new races, for example, there is a very good set of lore + heroes with specializations + creatures and everything else needed for a swamp faction.
Okay, there's a lot of information – I need to process it. Can you tell me what the difference is between version 3.0 and 3.1? Honestly, I'm not sure; I think I've only used version 3.1. Next (I'm answering everyone at once, guys, I won't personalize it), what exactly is the work on the EXE about? What kind of crashes are we talking about? Does this relate to some global mods? I understand that people don't have a lot of time, but modding, as one person said, is an unrewarding task. It takes time and effort, but there's usually no return or gratitude – so, essentially, it's at your own risk.
Regarding the Factions – this is very important and interesting. Remember Heroes 5; it was simple, and then they suddenly added dwarves and orcs. How many people did this make return to the game, how many new emotions and impressions, and how much interest did it generate?
And most importantly, if we can figure out how to add them, the process, so to speak, the recipe, then it only needs to be done once, and then you can just follow the pattern and do it again.
P.S. I understand that besides the recipe, there are models, animations, buildings, textures, balance, abilities, and skills, etc. But that's already Creation, and it can be done not by one person, but by a team.
Crashes can occur for various reasons, for example, the AI doesn't know how to place mines, and because of this, units with fire traps crash the game (apparently, the heroes have a spell that's prohibited). Crashes also occur with traps and invisible units.
Now, the most annoying crashes are caused by excessively large objects that overload the memory, causing the game to crash. The penultimate version of the Lizardmen in RTF crashed due to the enormous model of the forest. Mods that add new recruitment backgrounds personally crash on my low-end PC in the middle of the game (and the game also takes a long time to load these backgrounds).
There are probably other reasons, but I don't know them all.
Crashes can occur for various reasons, for example, the AI doesn't know how to place mines, and because of this, units with fire traps crash (apparently, the heroes have a spell that's prohibited). Crashes also occur with traps and invisible units.
And now, the most annoying crashes – too many heavy objects overload the memory, and the game crashes. The penultimate version of the Lizardmen in RTF crashed due to the enormous model of the forest. A mod for new recruitment backgrounds personally crashes on my potato PC in the middle of the game (and the game also takes a long time to load these backgrounds).
There are probably other reasons, but I don't know them all.
Ah, so these are third-party mods, not vanilla?
Added 4 minutes later Hmm, although now I remember (I admit, I haven't played Heroes in a long time, although I really like the game) that on very large maps, the vanilla game crashed for me, but I don't remember why or what caused it anymore...
Well, I contacted the author - Magnomanus... if I remember correctly, he even wrote something... but he didn't provide the source code for 3.0...
I had an idea to do disassembly (it's done without problems for 3.1 (Ubi, Nival, and Buka), for example, using IDA), but without the source code for 3.0, and possibly with his comments, it would be a Sisyphean task... and then, based on the two listings, a combined cross-analysis of code matching would be done!
Therefore, this idea about new additional factions needs to be brought to Magnomanus collectively through the respected Dredknight, so that it would be really great to increase the number of factions!
Ah))) Yes, I'd like to see Conflux and Grove in Heroes 5!
Ah, yes... I'd love to have the Conflux and Swamp in Heroes 5.
Elementals – yeah, that's cool... I really liked the Swamp in Heroes 3, but Hydras are already in the "Dark Elves"... and Wyverns are in the "Orcs". ))))
Added 31 minutes ago I'd like to have such a faction (and who knows, maybe it will be implemented someday))) - in an "Egyptian" style, based on ancient Egyptian myths, with the following creatures: 1 - Amemets, kind of "scoundrels" like the assassins from the "Dark Elves" in Heroes 5. Essentially, they are people in bandages/masks, a fast unit, mobile, and they randomly place traps along the path, which, for example, slow down enemies who enter them. After each battle, they take a certain amount of gold from THEIR hero, proportional to the number of creatures in the hero's army. 2 - Name unknown, but the idea is a woman with the body of a cobra. I found a great picture online, and I would like to have such a unit. It's a ranged unit that shoots poison, which can hit an area. 3 - Mummy dogs, or rather, jackals. The idea is a dog wrapped in bandages, a mummy, fast, can travel far, has low health and defense, and possibly has an ability like "cause fear" or something similar. 4 - Adept of Sobek, essentially a crocodile warrior. A crocodile with a human body. This is a balanced warrior in terms of attack and defense, with decent health for its level, and average speed/acceleration. I haven't come up with any special abilities yet. 5 - Messenger of Horus, a winged, flying unit. Not very durable or tough, but a fast flyer. Special abilities are yet to be determined. 6 - Sphinx, very slow, very durable unit, powerful. An ability like "Sphinx's Riddle," which works like this: when the ability is used, an enemy unit is selected, and there is a 50% chance of success. If the riddle is not solved (the answer is incorrect), the Sphinx jumps at the enemy (like demons jump), dealing special damage and moving close to the enemy. The attack is unanswered. If the ability fails, the riddle is solved, the Sphinx remains in place, and may even receive a penalty to its speed. 7 - Priest of Anubis, why a priest and not a warrior? I don't know, I just like the sound of it. The idea of the unit is the jackal-headed man we've seen in movies and pictures. Average in terms of "combat and health," with abilities... Well, in Heroes, we have dragons, ranged units, and melee fighters at level 7. I would like Anubis to be a mage. Magic abilities could include "Mirage" (one option, can be changed, but the idea is the same). When the ability is used, an enemy and a cell on the battlefield are selected, and the enemy is forced to move to that cell and attack it (a mirage, a trick of the eye). "Sandstorm" - an ability that affects an area, and enemies and allies in that area receive penalties to movement, speed, etc., as if "sand is getting in their eyes." And also "Summon Mummies," which can summon regular mummies or jackals.
A special hero ability... I don't have many ideas here. Maybe it could be similar to the runes of the dwarves, but instead of runes, they would be ancient papyrus scrolls that give some kind of bonuses.
Lol, for me, it's the opposite. There's no cohesive vision; the faction is a jumble of unrealized ideas.
For example, there was the idea of Crusaders gaining buffs from faith. The only option was Orcs, but they're an evil faction, so that led to evil Crusaders in horned helmets, which became Vikings, then Vikings with sea monsters and Nagas, then Cthulhu, then Cthulhu cultists with grim Knights in horned helmets, then more Knights, but in helmets and hoods, plus a revival of old ideas – these are grim mounted Knights (based on the unrealized Vampire Knights) and Knights with swords (an unrealized idea of Chaos Knights).
In the end, it turned into a cultist faction.
The same thing happened with the Dwarves – they started out as dark, then became light, and there were also humans involved (an unrealized idea of Knights from the city of Leafmore, where Dwarves, humans, and Orcs live together). In the end, I hit a snag with the lack of models – the Dwarves got weapons and helmets from the Renaissance era.
It all comes down to the available models, but I think that's a plus. I like "dressing up" units and trying out different weapon options. But if I could create models, I wouldn't know what to do; there are too many options, and that somehow scares me
yes, I forgot to mention that the hero should, of course, be riding a chariot, and the "faction castle" should be in an Egyptian style, for example, an oasis against the backdrop of a pyramid, with corresponding buildings nearby...
yes, I forgot to mention that the hero should, of course, be riding a chariot, and the "faction castle" should be in an Egyptian style, for example, an oasis against the backdrop of a pyramid, with corresponding buildings nearby...
Egyptian mythology is interesting, but there are many overlaps with the Academy. Perhaps it would be worth adding Celts, Mongols, and Nanai! Let's release our own game, Heroes of Might and Civilization VIII.
I always thought of the Sylvan faction as Celts, but there's a lot mixed in there.
But personally, I think you can't just focus on a specific culture; you have to start with the world and make the faction look harmonious.
Egypt is close to the Academy; many types of beastmen are named after Egyptian gods, and in the documentation, there were Taurts (human-hippos) and human-jackals, although not in the style of Anubis.
In Elemental Guardians, it's already gone a bit overboard – Anubis appeared, and there are human-eagles with and without wings.
And the Sphinx is a construct from the Shantiarian civilization; mages sometimes use them, but not on a large scale.
Added 7 minutes later
But here again, you need to separate what is living Egypt and what is Necropolis.
In Heroes 6, the Necropolis tries to appear as something Sumerian – there's a Namtaru and a Lamassu, but in reality, it's just a strange Egypt – they live in pyramids, have their own version of the Sphinx, and all the vampires and liches are wrapped in bandages under armor like mummies.
Egyptian mythology is interesting, but there are many overlaps with the Academy. Perhaps it would be worth adding Celts, Mongols, and Nanais! Let's release our own game, Heroes of Might and Civilization VIII.
For me, the Academy is more Persian than Egyptian. What kind of genies are there in Egypt? )))
Added 1 minute ago fktifzobr@mail.ru
I've always considered the Sylvan faction to be Celts, but there's a lot mixed in.
But personally, I think that simply focusing on a specific culture is not a good idea; you need to start from the world, so that the faction looks harmonious.
And this is just "to each their own." Personally, I really like my version, and it seems harmonious to me.
Added 1 minute ago And regarding the overlaps, well, half of the factions have dragons
well, it's debatable... if we consider it within the context of Heroes 5, Egypt could fit well into the world. However, in Heroes 6 and 7, the mages received the Eye of Horus as a symbol and incorporated Egyptian motifs into their artifacts. I would divide the Academy into Indian, Arabian, and Egyptian factions based on the styles they use. Naturally, the Djinn and Arab sorcerers would belong to the Haven faction, the Indian style would be used by the Chimera mages, and the Egyptian style would be used by the Necropolis. But this would be more suitable for a map or an RPG game.
Well, it's like that... if you look at it within the context of Heroes 5, Egypt could have fit well into the world, but in the sixth and seventh games, the mages got the Eye of Horus as a symbol and the Cabiri in Egyptian trinkets. I would split the Academy into Indian, Arabic, and Egyptian factions based on the styles used. Naturally, the djinns and Arab sorcerers would be with the Haven faction, the Indian style would be with the Chimera mages, and the Egyptian style would be with the Necropolis, but this would be suitable for some kind of map or RPG game.
Ah, but I'm only talking about Heroes 5 and nothing else. I don't even remember what the factions and creatures are in game 6. It's clear that Egypt might not fit there because there's a lot of mixing and matching with the factions...
Added 1 minute ago And here's the section specifically about modding Heroes 5, not other games.
Well, that’s how Egyptian factions could exist independently of the Academy, but we need to think about it. The simplest solution is that the faction arrived from another continent, and they adopted the Egyptian style from the Shantiir ruins, and learned how to make mummies there as well.
Well, essentially, the Egyptian factions could exist independently of the Academy, but we need to think about it. The simplest solution is that the faction arrived from another continent, and they adopted the Egyptian style from the ruins of Shantir, and learned how to make mummies there as well.
What bothers you so much about the "lore" of the faction? ))) It's just a game. As for Egypt, I'm just using that word to make it clear what style I mean, but we can call them something else, not "Egypt," but "a conditional pot," meaning that there's an ancient state/race of half-humans/half-beasts in the southern lands of Ashan (or whatever it's called, I don't know the "world" of Heroes very well), masters of sand, heat, etc. The main thing is that the units are beautiful, interesting, have unusual abilities, and the gameplay is balanced, of course.