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Posts from Samurai Persistence

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In reply to Rumpo
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3 years ago
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Rumpo
I wanted to ask, do I need to extract the creature models from Heroes 7 and the texture of the Griffin creature from Heroes 6?

A user with the nickname, I think, Hannik, has already helped me with transferring the creature models. But to update the mod completely, I would like more transferred creatures, or wait until I can implement my ideas for another campaign.

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3 years ago
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Also about the Sanctuary? (I hope so!)
3 years ago
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In the first mission, the orange hero (Uther), who is the first one, for some reason doesn't attack my town but runs along the road towards the green Fortress.

What could be the problem?

In reply to grean_road
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3 years ago
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grean_road

In the first mission, the orange hero, who is the first one (Uther), for some reason doesn't attack my town but runs along the road towards the green garrison.

What could be the problem?


This is normal. He almost always does this. If all the subsequent heroes remain stationary, place your hero inside the town, not at the gate. Then they will attack. But this doesn't work with Uther.
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3 years ago
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Good day, I'm having a problem with the first mission. After defeating Yolsir, the hero levels up, but after that, the game seems to freeze. The background music and the environment continue to move, but the character himself can't move. Please help, I've tried everything I can think of.
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3 years ago
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Does the console display any errors? Are any third-party mods installed, or are you playing on a custom build?
In reply to Grigoriy
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3 years ago
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Grigoriy
Does the console display any errors? Are any third-party mods installed, or are you playing on some kind of custom build?
After resolving the main issues with switching characters and changing the faction from Sylvan to Sanctuary, I reinstalled the game three times, even starting a new campaign on a clean, patched game (version 3.1). This problem still persists.
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3 years ago
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In that case, I suggest trying to create a new game profile and launching the campaign from it. It's not clear what problem you're encountering.
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3 years ago
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Sa-a... Daimyo or Shogun Grigory:

1). Maybe create a separate version of the Campaigns with the old Myrmidons? I personally liked their sabers and yatagans, and their magnificent shoulder pads.

2). I suggest creating a second, fan-made version of the Campaigns for Sanctuary, specifically with the Naga, Oleg Gryphon, Cyrus, and Zakira against Sandro and his Order of Void.

3). In this mod, they forgot to swap the gold cost of dwellings of levels 4 and 5. In the Forest Alliance, Stonehenge was level 4, and Unicorn Glade was level 5, and accordingly, Stonehenge cost 1500/4000, and Unicorn Glade 2000/6000, but in Sanctuary, it should be the other way around!

3.1). And what about changing the 5 wood required for Reef Barrier, Mermaid Lagoon, 10 for Underwater Arena, 5 for Altar of Shalassa, and Statues or Pagodas to require ore instead? For the Blessed Pond, change 15 wood to 5 wood and 10 ore, add wood to the Coral Shrine, and replace all ore with wood at the Pearl Shrine? Or, in the level 5 Sanctuary, could there also be wood, even though many of the buildings are underwater and therefore not visible on the screen?

4). Also, in this mod, they forgot to rename the creature weeks to match the new castle replacement.

5). Why does the Statue of the Master Duelist require a Kappa dwelling? It would be much more logical if the Pagoda was a requirement for the Underwater Arena Kensai...

Regarding points 3, 4, and 5, maybe you want me, not you, to make a fix mod?
In reply to Great Antosha
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3 years ago
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Great Antosha
Sa-a... Daimyo or Shogun Grigory:

1). Maybe create a separate version of the campaign with the old Myrmidons? I personally liked their sabers and yatagans, and their magnificent shoulder pads.

2). I suggest creating a second, fan-made version of the campaign for Sanctuary, specifically with Nag, Oleg Gryphon, Cyrus, and Zakira against Sandro and his Order of Void.

3). In this mod, they forgot to swap the gold cost of dwellings of levels 4 and 5. In the Forest Union, Stonehenge was level 4, and Unicorn Glade was level 5, and accordingly, Stonehenge cost 1500/4000, and Unicorn Glade 2000/6000, but in Sanctuary, it should be the other way around!

3.1). And what about changing the 5 wood requirement for Reef Barrier, Mermaid Lagoon, 10 for Underwater Arena, 5 for Altar of Shalassa, and Statues or Pagodas to ore? For the Blessed Pond, change 15 wood to 5 wood and 10 ore, add wood to the Coral Sanctuary, and replace all the ore in the Pearl Sanctuary with wood? Or, in the fifth-tier Sanctuary, could there be wood even though many of the buildings are underwater and therefore not visible on the screen?

4). Also, in this mod, they forgot to rename the creature weeks to match the new castle replacement.

5). Why does the Statue of the Master Duelist require a Kappa dwelling? It would be much more logical if the Pagoda was a requirement for the Underwater Arena for the Kenshi...

Regarding points 3, 4, and 5, maybe you want a fix-mod to be made by me, and not by you?

Since I'm not a modder, it was already an achievement for me to redo the textures for the non-upgraded and upgraded mermaids :D

And I didn't forbid anyone from making their own fix-mods in the archive with the campaign. In fact, the base of the mod isn't mine, and I didn't make many changes to it due to my lack of skill. So, you can redo not only points 3, 4, and 5, but also 1.

Regarding the second point, I have thoughts about a completely different Gryphon offspring. However, for now, it doesn't fit into a single storyline, and I need to finally play through the sixth part properly, and not just skim through it, in order to fully understand the character's personality. Unfortunately, I don't have enough time and energy for all of this right now.

P.S. Following Zakhar's advice, there is a suggestion to completely swap the first three tiers, where level 1, Kappas, will be followed by sharklings, and then water elementals.

In reply to Grigoriy
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3 years ago
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Grigoriy

 

Since I'm not a modder, it was already an achievement for me to rework the textures for the basic and upgraded versions of the Mermaids.

And I didn't forbid anyone from creating their own fixes for the mod in the archive with the Campaigns. Actually, the core of the mod isn't mine; I didn't delve too deeply into it due to my lack of skill. So, you can rework not only points 3, 4, and 5, but also point 1.

Regarding the second point, I have ideas for a completely different Griffin offspring. However, it doesn't quite fit into the overall storyline yet, and I also need to finally play through the sixth installment properly, not just skim through it, to fully understand the character's personality. Unfortunately, I don't have enough time and energy for all of this right now.

P.S. Following Zakhar's advice, there's a suggestion to completely rearrange the first three tiers, where the 1st level, Kappa, would be followed by the Sharklings as the second, and the Water Spirits as the third.

Sa-a... Thank you for the response after a week! But editing text files is simple, and the information from HoMM 6 is available in the manual and online. Even so, are you absolutely not going to make this fix-mod yourself instead of me?

The thing is, in Heroes V, they wanted to create a Campaign featuring the Nagas, and Oleg Griffin and Cyrus united against the Order of the Void, using Zakira for this purpose. And with this mod, you can now create a fan version of this Campaign! But to understand the character's personality, you can simply watch this gameplay video: https://www.youtube.com/watch?v=2iLESZJKMJY.

In Heroes VI, the Shark Guards are stronger than the Kappa only in terms of health, but in terms of defense and other parameters, the Kappa are already better, so you can leave it as is. Perhaps the Stream Spirits should be on level 5, and the Priestesses on level 3? And for the "four waves," I think Whirlwind is more similar to Kensei than Storm, which only attacks twice, even though the three attacks from the waves can be combined in strength into a second attack, and the Berserker's desire to crush is more similar to Storm? And shouldn't the Kirin be able to fly? In Heroes VI, they followed air currents above the ground...
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3 years ago
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I wanted to replay the campaign, but when unpacking the archive, errors occur, and the files are unpacked as 0 KB.
In reply to Great Antosha
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3 years ago
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Great Antosha

Yeah... Thanks for the reply after a week! But editing text files is simple, and the information from HoMM 6 is available in the manual and online. Even so, are you really not going to make this fix mod yourself instead of me?

The thing is, in Heroes V, they wanted to create a campaign featuring the Nagas, and Oleg Gryphon and Cyrus united against the Order of the Void, using Zakira for this purpose. And with this mod, you can now create a fan version of this campaign! But to understand the character, you can just watch this gameplay video: https://www.youtube.com/watch?v=2iLESZJKMJY.

In Heroes VI, the Shark Guards are stronger than the Kappas only in terms of health, but in terms of defense and other parameters, they are already better than the Kappas, so you can leave it as is. Maybe the Stream Spirits should be on level 5, and the Priestesses on level 3? And for the "four waves" of Kensei, I think Whirlwind is more similar than Storm, which only attacks twice, although the three attacks from the waves can be combined in strength into a second attack, and the Furious ones' desire to crush is more like Storm? And shouldn't the Kirin be able to fly? In Heroes VI, they followed air currents above the ground...

1) For me, there is nothing critically important in the points you described, but since you decide to change some moments yourself, I can, with your permission, add your changes to the mod that I uploaded.

2) I'm hearing about this campaign for the first time. If I'm still alive and well in ten years, then we can think about something like that.

3) Keep in mind that the race is already imbalanced compared to other races in the fifth part, so all such changes must be introduced carefully. Simply trying to "make it like in the sixth" is not reasonable. The way creatures look in the fifth part, which is conditional in the sixth, is a debatable issue. But, relative to the original size of the Kappas, for example (I already have a model transferred from the seventh, it is really small for the fifth), they clearly belong to the first tier, relative to the Sharks. I think we should either take away the water immunity from the Nagas, or add an aura of vulnerability to air from the elemental Gargoyles to all of them. And the Kirin need to have their speed reduced; they can now run around the battlefield from one end to the other even without any bonuses.



Added after 40 seconds

GodRick
I wanted to replay the campaign, but when unpacking the archive, errors occur and the files are unpacked as 0kb.

Everything unpacks normally for me. Try using 7zip, which I used to pack the archive.

In reply to Grigoriy
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3 years ago
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Grigoriy

 

1) In the moments you described, I don't see anything critically important, but since you've decided to change some things yourself, with your permission, I can add your changes to the mod I've uploaded.

2) I'm hearing about this Campaign for the first time. If I'm still alive and well in ten years, then we can think about something like that.

3) Keep in mind that this race is already imbalanced compared to other races in the fifth installment, so all such changes need to be implemented carefully. Simply trying to "make it like in the sixth game" is not reasonable. Whether the way creatures look in the fifth game, which is somewhat different in the sixth, is a matter of debate. But, compared to the original size of the Kappa, for example (I already have a model transferred from the seventh game, and it's actually too small for the fifth game), they clearly belong to the first tier, compared to the Sharks. I think we should either remove the water immunity from the Kappa or add an aura of vulnerability to air to all of them, from the elemental Gargoyles. And the Kirin need to have their speed reduced; they can now run across the battlefield from one end to the other even without any bonuses.



Added 40 seconds ago

 

Everything unpacks normally for me. Try using 7zip, which I used to pack the archive.

1). In the mod? I wanted to create a separate version of the fix-mod for the original mod and a separate version for yours with the "Samurai Tenacity" Campaign. So, should I not publish the archive for the second one, but just send it to you? And have you changed your mind about me making the fix-mod, and not you?

3). I'm saying that the Kappa had less health, and here they can be smaller in size, but they had more armored defense and a faster initiative. Ideally, they should have a new ability in the form of just 50% Water Resistance, but if that's not possible, then at least leave them with Water Immunity. But I only see one reason not to do that, which is not related to balance - Inferno doesn't have any creatures that are immune to Fire... And it's not just Air Vulnerability - it's an AURA of vulnerability, which would only be suitable for Water Spirits, Kappa, and Kirin, around which water splashes. And for the Ice Mizu-Kami, an Aura of vulnerability to Fire.

Are you sure about using that sub-mod in your mod, which restores the costs to what they were in the Forest Union? It might not be enough for the Kensei and Frenzied Kensei to cost 1400...
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3 years ago
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That works, if you don't mind, as it will be more convenient for me. And yes, I am absolutely certain about using the fixed cost for Sanctuary creatures.

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