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Posts from Mods by fktifzobr.

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#93
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I recommend renaming the buildings from "huts" to "dwellings."

The word "hut" immediately brings to mind a witch's hut, while your structures represent growth and development.

(And since I'm already here, I'd like to ask a question: I really liked a couple of models in the NVS mod. Can I also use them in my mod? It's stated that you are the author of the work.)
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#94
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Waterfall_13
I recommend renaming the structures from "huts" to "dwellings."

The word "hut" immediately brings to mind a witch's hut, while your structures are more like natural growths.

(And since I'm here, I'd like to ask a question: I really liked a couple of models in the NVS mod. Can I use them in my own mod? It's stated that you are the author of the work.)
You can use the models, but it's best to ask narron as well, as he repainted many of them.

Added 3 hours 9 minutes ago
If narron doesn't give permission, then write to me, and I'll port the models you need.
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#95
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fktifzobr@mail.ru


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.

Or maybe this isn't a bug at all? They might have done this because of the appearance of the Fortress and Castle icons, as they didn't want to create an icon with two levels of walls for the Castle.
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#96
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Great Antosha

Or maybe it's not a bug? It could have been done because of the appearance of the Fortress and Castle icons, as they didn't want to create an icon with two levels of Castle walls.
This is indeed a bug; all the icons correspond to the models, but they are assigned to the wrong buildings – the building files simply have the incorrect icons specified.

So, the icon with two levels of walls is the icon with gates and two towers because it represents the gates of the second wall.
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#97
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fktifzobr@mail.ru
This is indeed a bug; all the icons correspond to the models, but they are assigned to the wrong buildings – the building files simply have the incorrect icons listed.

So, the icon with two levels of walls is actually the icon with gates and two towers because it represents the gates of the second wall.
However, the icon only shows one level of wall, not two. And if you imagine that it's just one level that doesn't look as fortified as the first level on the icons of the Stronghold and Castle, then that's what creates the impression... The bug here is only the mismatch between the model and the icon.
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#98
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Great Antosha

The icon only shows one level of the wall, not two. And if you imagine that it's just one, which doesn't look as fortified as the first level on the icons of the Stronghold and Castle, then that's the impression you get... The bug here is only with the inconsistency of the model.
The main inconsistency is in the path strings - why does the fort file contain a path to the castle icon file? And in citadel - fort? And in castle - citadel? There's no answer; it's someone's mistake.
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#99
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fktifzobr@mail.ru
The main inconsistency in the path strings is why the file fort has a path to the castle icon file? And citadel has a path to fort? And castle has a path to citadel? There's no answer; it's someone's mistake.

Because one of the developers didn't understand what was what.)))

The same goes for the internal names; they called "artifact" as "artefact."
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#100
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fktifzobr@mail.ru
This time I'm making zombies; I need to find some new pants, and then I'll be happy.
Awesome undead!
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#101
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fktifzobr@mail.ru
A mercenary dragon is strange; I have a few ideas, but I'm too lazy to implement them right now – it's harder to create creatures than heroes.

Of course, I could create an armored, steroid-enhanced orc or a minotaur with an axe, but that would be a bit strange.
We need a steroid-enhanced minotaur! At least a minotaur from the 6th installment.
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#103
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fktifzobr@mail.ru
no, there will be steroid-enhanced orcs
Could you tell me what the steroid-enhanced orcs will look like? Regarding the minotaur, I can just show you what it might look like, but I don't know how to mod. An approximate appearance of a steroid-enhanced minotaur (in the attachments): A muscular minotaur based on a plains warrior, executioner, or cyclops.
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#104
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Ron54
Could you tell me what steroid-enhanced Orcs will look like? Regarding the Minotaur, I can just show you what it might look like, but I don't know how to mod. An approximate appearance of a steroid-enhanced Minotaur (in the attachments): A muscular Minotaur based on the Steppe Warrior, Executioner, or Cyclops.
Here's how it would look - like a leader, but in high-quality armor, and the "gigachad" Minotaur is no longer relevant because the Minotaur from Heroes 5 was already large - people's height reached their chest, which is roughly like the Minotaur from the Chronicles of Narnia, but all the Heroes 7 ports made the Minotaur gigantic; with Hannick, people are about waist-high to the Minotaur, and with the foreign Units and Combat Overhaul, they are about chest-high, which is already a monster capable of butting heads with the Devil.
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#105
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fktifzobr@mail.ru
That's how it should be – like a leader, but in high-quality armor, and the minotaur-gigachad is no longer relevant because the fifth installment's minotaur was large – human height reached the chest, which is roughly like the minotaur from the Chronicles of Narnia, but all the seventh installment ports made the minotaur enormous. In Hannik's version, humans are about waist-high to the minotaur, and in the foreign Units and Combat Overhaul, they're only up to the waist, making it a monster capable of butting heads with the devil.
Indeed, it would be interesting to see and play with such minotaurs.
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#106
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fktifzobr@mail.ru
That's how it should be – like a leader, but in high-quality armor, and the minotaur-gigachad is no longer relevant because the fifth installment's minotaur was large – the height of people reached their chest, which is roughly like the minotaur from the Chronicles of Narnia, but all the seventh installment ports made the minotaur gigantic. In Hannik's version, people are about waist-high to the minotaur, and in the foreign Units and Combat Overhaul, they are only up to his waist, which is already a monster capable of butting heads with the devil.
Are you talking about these?
https://docviewer.yandex.ru/view/104...Y4MTU4MjE5NSJ9
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