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4.8 (4 ratings)
In reply to Рон54
2 years ago
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Good evening!

I really liked the balance changes in RTA 2.12.2, and I would like to adapt the mod for regular battles.

I don't have any experience in modding, but I'm willing to pay for the work.

 

(https://vk.com/pleasestepby)

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2 years ago
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Which balance changes do you need to keep? For example, to keep only the unit changes, you need to delete everything except the GameMecanics/Creatures folder. But if there were visual changes to the units based on the new abilities, you will have to check a couple more folders.
In reply to fktifzobr@mail.ru
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2 years ago
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fktifzobr@mail.ru
Which balance adjustments do you need to preserve? For example, to keep only the unit adjustments, you need to delete everything except the GameMecanics/Creatures folder.
But if there were visual changes to the units based on the new abilities, you will have to check a couple more folders.
Hello, could you provide more details about replacing abilities and the visual appearance?
In reply to Рон54
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2 years ago
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Ron54
Hello, could you please provide more details about changing abilities and appearance?
Well, as I wrote, the unit characteristics are located in GameMecanics/Creatures... there, in the folders for each faction, are files containing the characteristics, one file per unit. Honestly, I don't see the point in listing the contents of these files line by line. First, there are numerical characteristics - attack, defense, health... it ends with danger and experience, then the price, and at the very bottom are the abilities (there are no shooting, spellcasting, or flying abilities; you need to specify these in the first numerical block by giving units spells and projectiles, and there is a separate line for flying).

By visuals, I meant animations. Units can have casting, shooting, and ability animations. For example, a druid has all these animations, but a gremlin does not have a casting animation, and when casting, it will stand in a T-pose. There was also a funny bug in the WGE mod - a gremlin with a stunning ability would play the repair animation every time it stunned. You also need to keep an eye on that.
In reply to fktifzobr@mail.ru
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2 years ago
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fktifzobr@mail.ru
Well, as I wrote, the unit stats are located in GameMecanics/Creatures... there, the characteristic files are sorted by faction folders, one file per unit. Frankly, I don't see the point in listing the contents of these files line by line. First, there are the numerical characteristics - attack, defense, health... it ends with danger and experience, then the price, and at the very bottom are the abilities (there are no ranged attacks, spells, or flight; you need to specify these in the first numerical block by giving units spells and projectiles, and there is a separate line for flight).

By "visuals," I meant animations. Units can have casting, shooting, and ability animations. For example, a druid has all these animations, but a gremlin doesn't have a casting animation, and when casting a spell, it will stand in a T-pose. There was also a funny bug in the WGE mod - a gremlin with a stunning ability would play the repair animation every time it stunned an enemy; you also need to keep an eye on that.
Could you specify any of the gremlin's existing animations in the casting animation line so that it wouldn't be a T-pose, but something else?
In reply to Pavlinho
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2 years ago
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Pavlinho
Can't you specify any existing Gremlin animation in the casting animation sequence, so that it wouldn't be a T-pose, but something else?
Yes, you can.
In reply to fktifzobr@mail.ru
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2 years ago
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fktifzobr@mail.ru
Well, as I wrote, the unit stats are located in GameMecanics/Creatures... there, the characteristic files are sorted by faction folders, one file per unit. Honestly, I don't see the point in listing the contents of these files line by line; first come the numerical characteristics - attack, defense, health... it ends with danger and experience, then the price, and at the very bottom are the abilities (there are no ranged attacks, spells, or flight; you need to specify these in the first numerical block by assigning casts and projectiles to units, and there is a separate line for flight).

By visuals, I meant animations. Units can have cast, attack, and ability animations. For example, a druid has all these animations, but a gremlin does not have a cast animation, and when casting, it will stand in a T-pose. There was also a funny bug in the WGE mod - a gremlin with a stun ability would play the repair animation every time it stunned; you also need to keep an eye on that.
Thank you.
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2 years ago
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Hello everyone! Please explain which AI mods can be used together. I found **megaAI, Classic AI, and Eternal Essence** on the forum. Can I put all of them in the game folder at once, or might there be conflicts between them? Which ones would you recommend installing?
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2 years ago
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As far as I remember, none of these mods support mutual compatibility. You'll have to choose one. I would recommend megaAI because Eternal Essence is based on 3.0 and doesn't support 3.1 features. As for ClassicAI, it's a matter of personal preference.

By the way, there's also an AI mod by RedHeavenHero on the forum, which is also quite good! The AI has learned to cast spells in battles.
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2 years ago
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Hello, does anyone know of a mod that replaces some creatures with NCF creatures?
2 years ago
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It's strange that such an unusual mod as ReanimationMod wasn't added to the site. I found information about it on an abandoned VK page. You can download it from the only place, the link is on the Heroes Community website. It provides several optional features. I'll provide a part of the translation from the PDF manual (it has pictures). ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Start a new map and check the messages (if any). After the script is fully loaded, you can manage the mod from your heroes' spellbooks using "Reanimation Management." City Conversion This script allows you to convert cities to your race. (Personally, Darmuth – I'll note right away that it's not cheap). It converts each building in the city, as well as the creatures inhabiting it. The conversion level of the Hall of Trials depends on the level of the Mage Guild, and vice versa. Race-specific buildings will be converted to the first level and to higher levels if a player of that race has previously built them at higher levels. Dwelling Conversion You can reconfigure external dwellings to your race. Control Zone The script generates territories for cities and links the buildings managed in that territory to the city. To permanently link a building to a city, the player who owns the city must capture the building; after that, the only way to control the building is to capture the city. City Gates Transports the hero to the selected city. By default, this requires "City Gate Spheres" from the city. Each city generates and stores (by default, a maximum of 2 spheres per city) separately from other cities. If you spend them all, you'll have to wait for the next reinforcement to use this feature. Also, each player can only open city gates once a week (by default). Added after 32 minutes I checked, the mod works perfectly, and it's implemented conveniently. I don't know English very well, but I easily figured out all the options that appear when you click on the spell. You can switch between cities and heroes right from there. By the way, why does your site work so strangely: it automatically logs you out of your account every approximately 10 minutes? Fix it if you haven't already. Making a custom build is better; it turns out to be much more interesting than in EWA, even in terms of visuals, as some updated interface mods are much clearer and more beautiful.
In reply to Дармут
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2 years ago
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Darmuth
It's strange that such an unusual mod as ReanimationMod wasn't added to the site. I found information about it on an abandoned VK page. You can download it from the only place, a link on the Heroes Community website.

It provides several optional features. I'll provide a part of the translation from the PDF manual (it has pictures).
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Start a new map and check the messages (if any).
After the script is fully loaded, you can manage the mod from your heroes' spellbooks using "Reanimation Management."

City Conversion
This script allows you to convert cities to your race. (Personally, Darmuth – I'll note right away that it's not cheap).
It converts each building in the city, as well as the creatures inhabiting it.
The conversion level of the Hall of Trials depends on the level of the Guild of Mages, and vice versa.
Race-specific buildings will be converted to the first level and to higher levels if a player of that race has previously built them at higher levels.

Dwelling Conversion
You can re-equip external dwellings for your race.

Control Zone
The script generates territories for cities and links the buildings managed in that territory to the city. To permanently link a building to a city, the player who owns the city
must capture the building; after that, the only way to control the building is to capture the city.

City Gates
Transports the hero to the selected city. By default, this requires "City Gate Spheres" from the city.
Each city generates and stores (by default, a maximum of 2 spheres per city) separately from other cities. If you spend them all, you'll have to wait
for the next reinforcement to use this feature. Also, each player can only open city gates once a week (by default).

Added 32 minutes ago
I checked, the mod works perfectly, and it's implemented conveniently. I don't know English very well, but I easily figured out all the options that appear when you click on the spell. You can switch between cities and heroes right from there.

By the way, why does your site work so strangely: it automatically logs you out of your account every approximately 10 minutes? Fix it if you haven't already given up on it.

Making a custom build is better; it turns out to be much more interesting than in EWA, even in terms of visuals, as some updated interface mods are much clearer and more beautiful.
The mod appeared here a long time ago, in a thread like "what mods are you playing" or "mod search," but there wasn't much buzz around it
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2 years ago
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Rezys
Hello everyone! I need a mod that swaps the 6th and 7th tiers, specifically: 1) For the Academy: replace Rakshasas (and their upgrades) with Colossi (and their upgrades), while preserving their abilities. 2) For the Orcs: swap Wyverns with Cyclops (also with their upgrades). 3) For the Necropolis, replace the neutral and 6th-tier units with Death Knights (including their upgrades) and Wraiths (or simply "Deaths with scythes"). I've seen this as a mod before, but the Death Knights only had one upgrade (or rather, one skin for the upgrade). 4) For the Necropolis, swap the 1st and 2nd tiers: Skeletons and Zombies (with improvements). If anyone can create this mod or help me figure it out, perhaps over Skype or something similar, or at least through correspondence, please let me know. I guarantee a material reward to your 16-digit account in advance. Let's give each other a gift for the New Year! Thank you in advance! 😉
I can take on this task, and it will be such a simple mod that I won't charge any money for it.
In reply to wolfcat
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2 years ago
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wolfcat
In NCF, there's creature number 761, a werewolf, and the model is based on the female version of a rakshasa, so the werewolf looks like… Can someone make a brutal, masculine werewolf model, like in the old days?! And a super werewolf model – the Beast of Gévaudan, photo below??

The Beast of Gévaudan could be made based on a horned demon. A muscular, bulky, and lean beast with a cute face. I felt sorry for the Beast of Gévaudan.
In reply to wolfcat
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2 years ago
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wolfcat
Could someone create a Fairy Dragon (probably based on the Emerald Dragon) and an Azure Dragon? Or are they already available somewhere? And should they be made for NCF? Also, in the Inferno visual mod, when building the Capitol and Castle, should the magic barrier or the pentagram on the barrier be removed? Or should the Citadel of the Master be replaced with the Castle of Biara?! See previous requests.
What are these cave lords and the devil with wings?
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