Which mod provided the most stable integration of Death Knights into the Necropolis faction?
In what way? To prevent crashes or to allow them to use an ability that cuts down a large number of units?
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Which mod provided the most stable integration of Death Knights into the Necropolis faction?
In what way? To prevent it from being removed from the game or to adjust it so that its ability doesn't deplete the entire stack?
In the topic about visual mods, there was a Knight who, purely based on the model, was changed to a Death Knight.
Okay, I'll check it out. I remember seeing a mod that integrates knights into the upgrade roster and moves dragons to the neutral units. How good is it?
These are probably the Dark Champions of Necropolis. The mod is good, but the unupgraded Knight starts flying on a horse.
There was also a mod that moved the undead to Tier 7. I played with it for a very long time; it's a bit buggy (the red griffin instantly exits the dive attack), but it's good.
We're probably talking about the same mod.
It seems we're talking about the same mod.
....... Well, yes, when I answered your question "how bad is the mod?", I didn't understand which specific one you were referring to, so I wrote about the 2 that I know.
Well, dancing creatures are fine, but why unicorns????? Somehow, elves without them aren't even elves...
1) It would be nice if, when hovering the cursor over the "Wait" button, the ATB scale would show when the unit will take its turn if that button is pressed (sometimes it's unclear whether the creature will overtake a specific unit or not, and constantly using a calculator isn't ideal).
2) It would also be good to improve the targeting of area-of-effect attacks for units that attack large units. Let's look at examples with Emerald Dragons and Free Cyclops.
Example with the dragon:
I want to attack the griffin, but I don't want to hit my own dancer, and I know for sure that the dancer doesn't need to be hit. I aim directly, but the dragon attacks diagonally.
Free Cyclops - this unit is practically unplayable; it's hard to understand how it attacks, and it's very difficult to target properly. By the time you level it up, it will have killed most of its own army with counterattacks.
I want to attack the gargoyle through the magic eagles. I aim directly, but the Cyclops decides to punish its own orcish fighters and shamans. Of course, this is not what I want. At worst, I would hit diagonally, hitting only the eagles and not damaging my own units, but the game doesn't allow me to do that.
If, in both examples, there was not a large creature, but, say, 4 small ones, everything would work normally.
Here's an example of a decent "Crush Blow" attack:
And a question about the 5.5 mod:
3) Is it possible to keep the standard battlefield size of 12x10? It's unclear why it was changed to 14x12.
What's the point now, for example, of Furies if they can't attack immediately? How can you rush now by immediately engaging? What's the point of the "Tactics" skill now?
In general, is it possible to revert just this change?
2) It would also be nice to improve the targeting of area-of-effect attacks for units that attack multiple targets. Let's look at examples with Emerald Dragons and Free Cyclops.
Example with a dragon:
I want to attack the griffin, but I don't want to hit my own dancer, and I know for sure that the dancer doesn't need to be hit. I aim directly, but the dragon attacks diagonally.
Free Cyclops is an almost unplayable unit; it's hard to understand how it attacks, and it's very difficult to target properly. By the time you level it up, it will have killed most of its own army due to counterattacks.
I want to attack the gargoyle through the magic eagles. I aim directly, but the Cyclops decides to punish its own orcish fighters and shamans. Of course, this is not what I want. At worst, I would attack diagonally, hitting only the eagles and not damaging my own units, but the game doesn't allow me to do that.
If, in both examples, there were 4 small targets instead of 1 large one, everything would work normally.
Here is an example of a well-implemented "Crush Blow" attack: