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In reply to LK9T9akaSEKTOR
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3 years ago
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LK9T9akaSEKTOR
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?
In reply to Waterfall_13
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3 years ago
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Waterfall_13
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?

To prevent it from being removed from the game and to ensure it's not completely broken in terms of balance.
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3 years ago
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in the visual mods section, there was a Knight who, based solely on the model, looked like he was changing into a Death Knight.
In reply to fktifzobr@mail.ru
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3 years ago
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fktifzobr@mail.ru
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 also saw a mod once that integrates Knights into the upgrade roster and moves Dragons to the neutral creatures. How bad is it?
In reply to LK9T9akaSEKTOR
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3 years ago
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LK9T9akaSEKTOR
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?
This is probably about the Dark Champions of Necropolis. The mod is good, but the unupgraded knight starts flying on a horse.

There was also a mod that moves undead to Tier 7. I played with it for a very long time; it's a bit buggy (the red griffin instantly exits its dive attack), but it's good.

Both mods are in the "Heroes of Might and Magic 5 - Modding" thread.
In reply to fktifzobr@mail.ru
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3 years ago
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fktifzobr@mail.ru
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.
In reply to LK9T9akaSEKTOR
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3 years ago
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LK9T9akaSEKTOR

It seems we're talking about the same mod.
....... Well, yes, when you asked me "how bad is the mod?", I didn't understand which specific one you were referring to, so I wrote about the two that I know.
In reply to fktifzobr@mail.ru
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3 years ago
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fktifzobr@mail.ru
....... 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.

So, it seems that the one with the undead shift is the one to check out. Thank you for the information.
In reply to Gileraen
3 years ago
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I would like to see a mod where the Unicorns of the Elves are replaced with Pegasuses, and the dancing creatures are replaced with white tigers with a smaller model. The abilities could be created separately. I would be glad to see such a mod.
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3 years ago
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Okay, dancing creatures are fine, but why unicorns????? Somehow, elves without them aren't even elves...
In reply to Pavlinho
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3 years ago
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In Heroes 5.5 (not the tactical edition), there are new treasure chambers where the army grows over time, just like the reward. I would be glad if this mod was extracted and published.
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3 years ago
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1. It would be great to implement a full-fledged female model for Ornella in the "Alliance" scenario (a scenario from the HOF expansion). Of course, if you install the All_campaigns mod in the TOE expansion, Ornella's model will change to a female one, but her animation in the video clips looks strange. 2. Small mods to add Sandro with the "Resurrector" specialization and Crag Hack with the "Warlord" specialization to single-player maps, without replacing the standard heroes, icons, and biographies from Heroes 6.
In reply to Pavlinho
3 years ago
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Pavlinho
Well, dancing creatures are fine, but why unicorns????? Somehow, elves without them aren't even elves...
I'm just tired of unicorns.
3 years ago
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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:

Screenshot 1

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.

Screenshot 2

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:

Link

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?

 

 

 

 

In reply to N3FoZ(ed)
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3 years ago
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N3FoZ(ed)

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:

Screenshot 1

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.

Screenshot 2

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:

Link

The game has a clear logic for "targeting" - the attack hits the maximum possible number of targets, regardless of whether they are friendly or enemy (for attacks that can hit friendly units).
If there were 4 small targets instead of 1 large one, there would at least be a choice of which target to hit - that is, which specific small cell the area attack should pass through.
In the case of attacking large creatures, there is no such choice.

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