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Posts from MOD: Armageddon's Blade Auto-translated

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In reply to fktifzobr
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#667
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I had a similar idea, but instead of mind control/blindness/berserk, I thought about creating extra-expert spells of darkness/light, for example, a destructive beam that reduces armor by -50, eternal plague, or weakness that reduces attack by -50.

Added 4 minutes ago
I wanted to give these spells to a Lich, who would be on Tier 7.
Could you provide more details about the spells? How did you achieve these effects and/or modify the unit's magic? (Or is this still a theoretical project?)

Added 7 minutes ago
Waterfall_13
You'll need to assign 5 different IDs to the creatures; essentially, each upgrade is a different creature. Creating a new skin for each level would be too much; if there were a huge team, it could be done, but as it is, at most, you could modify one model and add an effect (I even know of a cool one with bats). And you could display the levels on the creature's icon using Roman numerals.
I don't know how it would work because I've never given creatures mind control, vampirism, or blindness.
And all the stats and prices are also made up out of thin air.

How do you like this flight of fancy? 😄
Regarding spells for creatures, everything works fine, and in some cases, it's even very interesting! For example, with summoning magic.
1) Creatures have their own spells and a defined spell mastery, so there are no problems for the game – everything works.
2) In some cases, the game doesn't take this into account, and this creates new features. For example, in summoning magic, when I replaced the spells of Archmages and gave them Summon Elementals. And what do you think? Each squad of Archmages could summon their own stack of Elementals, and they didn't conflict with the Hero's Elementals. That is, in this regard, the game considered them all as a separate "Hero," and there was a separate counter for each.
Therefore, in the case of spells that have a limit of one simultaneous target (and mind control should be included here), adding them to creatures can have very "interesting" consequences!

Added 7 minutes ago
Your idea is very interesting; at first, it reminded me of Disciples, and I also remember that in Heroes 3, there were Squires (it was a mod).
But if you want to integrate it into the gameplay and balance, the Disciples variant would look better – namely, something like a "City Guard" or even a Capital Guard – hello, Capitol!
This would strengthen the defense and protect against a rush from a Necromancer/pawn, especially if the unit has a simple but massive spell, like Unholy/Holy Word. Armageddon (with built-in fire immunity). It's very scary at the start, but later it's not dangerous, and in the late game, because the creature is only one, it's not even noticeable!
*An alternative could be adding an area-of-effect ranged attack that covers all enemy units and machines, possibly in conjunction with good initiative. The AoE is feasible; I did it with Destroyers (a replacement for Temptresses). And the damage and other stats/abilities are up to the balance.
Another advantage of this method is that the Guard will receive good bonuses from a strong hero in the city and, conversely, will be weak against a strong enemy hero if your hero is weak or absent.
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#668
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Ismail

Could you provide more details about the Spells? How did you achieve such effects and/or modify the Unit's Magic? (Or is this still a theoretical project?)
I don't know how to change magic; I change the spells. In my latest unit from ncf, the Night Executioner has these overpowered destructive beams and weakness spells; the modified spell files are located in his mod, in the GameMechanics/Spells folder.

The one-eyed Chaos Dwarf mage from ncf also has such spells; these were fireballs and walls, I think.

I saw this in an old NHF; there was a hero with expert Chaos magic, and all the spells in that school were modified for him. One of my acquaintances tried to create a similar hero with light magic, but it turned out that with the fourth skill level, the hero also learns a fourth perk that doesn't appear on the skill panel, so we don't make such heroes anymore.
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In reply to fktifzobr
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#669
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I don't know how to change spells; I change magic. In my latest unit, the Night Executioner, it has these overpowered destructive rays and weakness spells, and the modified magic files are located in its mod in the GameMechanics/Spells folder.

The one-eyed Chaos Dwarf mage from ncf also has these spells; it seems to be fireballs and walls.

I saw this in an old NHF; there was a hero with expert Chaos magic, and all the spells in that school were modified for him. One of my acquaintances tried to make a similar hero with light magic, but it turned out that with the fourth skill level, the hero also learns a fourth perk that doesn't appear on the skill panel, so we don't make such heroes anymore.

So, did you change the entire spell? Its stats? Did it change for everyone in the game? Also for heroes?
Or did you duplicate the spell and then modify it and assign it to the creature?
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#670
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Waterfall_13

So you modified the entire spell? Its stats? Did it change for everyone in the game? For heroes too?
Or did you somehow duplicate the spell and then modify it and bind it to the creature?
I changed the entire spell, but it didn't affect heroes
what does the spell look like? like this
Weakness<?xml version="1.0" encoding="UTF-8"?>
<Spell ObjectRecordID="114">
    <NameFileRef href="/Text/Game/Spells/Combat/Weakness/Name.txt"/>
    <LongDescriptionFileRef href="/Text/Game/Spells/Combat/Weakness/Long_Description.txt"/>
    <Texture href="/Textures/SpellBook______2618/Spells/Spell_Weakness.xdb#xpointer(/Texture)"/>
    <EffectTexture href="/UI/Common/Icons/Spell_Buff_Icons/Weakness.(Texture).xdb#xpointer(/Texture)"/>
    <SpellBookPredictions>
        <Item href="/Text/Game/Spells/Combat/Weakness/SpellBookPrediction.txt"/>
    </SpellBookPredictions>
    <CombatLogTexts/>
    <Level>3</Level>
    <MagicSchool>MAGIC_SCHOOL_DARK</MagicSchool>
    <RequiredHeroLevel>0</RequiredHeroLevel>
    <IsAimed>true</IsAimed>
    <TrainedCost>5</TrainedCost>
    <damage>
        <Item>
            <Base>3</Base>
            <PerPower>0</PerPower>
        </Item>
        <Item>
            <Base>6</Base>
            <PerPower>0</PerPower>
        </Item>
        <Item>
            <Base>9</Base>
            <PerPower>0</PerPower>
        </Item>
        <Item>
            <Base>12</Base>
            <PerPower>0</PerPower>
        </Item>
    </damage>
    <duration>
        <Item>
            <Base>0</Base>
            <PerPower>1</PerPower>
        </Item>
        <Item>
            <Base>0</Base>
            <PerPower>1</PerPower>
        </Item>
        <Item>
            <Base>0</Base>
            <PerPower>1</PerPower>
        </Item>
        <Item>
            <Base>0</Base>
            <PerPower>1</PerPower>
        </Item>
    </duration>
    <sSpellCost>
        <Wood>0</Wood>
        <Ore>0</Ore>
        <Mercury>0</Mercury>
        <Crystal>0</Crystal>
        <Sulfur>0</Sulfur>
        <Gem>0</Gem>
        <Gold>0</Gold>
    </sSpellCost>
    <IsAreaAttack>false</IsAreaAttack>
    <CanSelectDead>false</CanSelectDead>
    <Target>TARGET_HOSTILE</Target>
    <Element>ELEMENT_NONE</Element>
    <visuals>
        <Item href="Weakness.(SpellVisual).xdb#xpointer(/SpellVisual)"/>
    </visuals>
</Spell>


and now the question — what's special about my spell? here's what
[spoiler=Weakness with an add-on]<?xml version="1.0" encoding="UTF-8"?>
<Spell ObjectRecordID="114">
    <NameFileRef href="/Text/Game/Spells/Combat/Weakness/Name.txt"/>
    <LongDescriptionFileRef href="/Text/Game/Spells/Combat/Weakness/Long_Description.txt"/>
    <Texture href="/Textures/SpellBook______2618/Spells/Spell_Weakness.xdb#xpointer(/Texture)"/>
    <EffectTexture href="/UI/Common/Icons/Spell_Buff_Icons/Weakness.(Texture).xdb#xpointer(/Texture)"/>
    <SpellBookPredictions>
        <Item href="/Text/Game/Spells/Combat/Weakness/SpellBookPrediction.txt"/>
    </SpellBookPredictions>
    <CombatLogTexts/>
    <Level>3</Level>
    <MagicSchool>MAGIC_SCHOOL_DARK</MagicSchool>
    <RequiredHeroLevel>0</RequiredHeroLevel>
    <IsAimed>true</IsAimed>
    <TrainedCost>5</TrainedCost>
    <damage>
        <Item>
            <Base>3</Base>
            <PerPower>0</PerPower>
        </Item>
        <Item>
            <Base>6</Base>
            <PerPower>0</PerPower>
        </Item>
        <Item>
            <Base>9</Base>
            <PerPower>0</PerPower>
        </Item>
        <Item>
            <Base>12</Base>
            <PerPower>0</PerPower>
        </Item>
        <Item>
            <Base>50</Base>
            <PerPower>0</PerPower>
        </Item>
    </damage>
    <duration>
        <Item>
            <Base>0</Base>
            <PerPower>1</PerPower>
        </Item>
        <Item>
            <Base>0</Base>
            <PerPower>1</PerPower>
        </Item>
        <Item>
            <Base>0</Base>
            <PerPower>1</PerPower>
        </Item>
        <Item>
            <Base>0</Base>
            <PerPower>1</PerPower>
        </Item>
        <Item>
            <Base>0</Base>
            <PerPower>1</PerPower>
        </Item>
    </duration>
    <sSpellCost>
        <Wood>0</Wood>
        <Ore>0</Ore>
        <Mercury>0</Mercury>
        <Crystal>0</Crystal>
        <Sulfur>0</Sulfur>
        <Gem>0</Gem>
        <Gold>0</Gold>
    </sSpellCost>
    <IsAreaAttack>false</IsAreaAttack>
    <CanSelectDead>false</CanSelectDead>
    <Target>TARGET_HOSTILE</Target>
    <Element>ELEMENT_NONE</Element>
    <visuals>
        <Item href="Weakness.(SpellVisual).xdb#xpointer(/SpellVisual)"/>
    </visuals>
</Spell>
[/spoiler]

in the original spell there are 4 items with numbers — these are the attack values deducted by the magic at mastery levels NONE, BASIC, ADVANCED, EXPERT, I added a fifth item that deducts 50 attack points, this is MASTERY_EXTRA_EXPERT, a hero will never reach extra expert because it's granted by the Pendant of Mastery, but creatures can be given such a spell
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In reply to fktifzobr
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#671
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[email protected]
I changed the entire spell, but it didn't affect the heroes
what does the spell look like? like this
Weakness<?xml version="1.0" encoding="UTF-8"?>
<Spell ObjectRecordID="114">
    <NameFileRef href="/Text/Game/Spells/Combat/Weakness/Name.txt"/>
    <LongDescriptionFileRef href="/Text/Game/Spells/Combat/Weakness/Long_Description.txt"/>
    <Texture href="/Textures/SpellBook______2618/Spells/Spell_Weakness.xdb#xpointer(/Texture)"/>
    <EffectTexture href="/UI/Common/Icons/Spell_Buff_Icons/Weakness.(Texture).xdb#xpointer(/Texture)"/>
    <SpellBookPredictions>
        <Item href="/Text/Game/Spells/Combat/Weakness/SpellBookPrediction.txt"/>
    </SpellBookPredictions>
    <CombatLogTexts/>
    <Level>3</Level>
    <MagicSchool>MAGIC_SCHOOL_DARK</MagicSchool>
    <RequiredHeroLevel>0</RequiredHeroLevel>
    <IsAimed>true</IsAimed>
    <TrainedCost>5</TrainedCost>
    <damage>
        <Item>
            <Base>3</Base>
            <PerPower>0</PerPower>
        </Item>
        <Item>
            <Base>6</Base>
            <PerPower>0</PerPower>
        </Item>
        <Item>
            <Base>9</Base>
            <PerPower>0</PerPower>
        </Item>
        <Item>
            <Base>12</Base>
            <PerPower>0</PerPower>
        </Item>
    </damage>
    <duration>
        <Item>
            <Base>0</Base>
            <PerPower>1</PerPower>
        </Item>
        <Item>
            <Base>0</Base>
            <PerPower>1</PerPower>
        </Item>
        <Item>
            <Base>0</Base>
            <PerPower>1</PerPower>
        </Item>
        <Item>
            <Base>0</Base>
            <PerPower>1</PerPower>
        </Item>
    </duration>
    <sSpellCost>
        <Wood>0</Wood>
        <Ore>0</Ore>
        <Mercury>0</Mercury>
        <Crystal>0</Crystal>
        <Sulfur>0</Sulfur>
        <Gem>0</Gem>
        <Gold>0</Gold>
    </sSpellCost>
    <IsAreaAttack>false</IsAreaAttack>
    <CanSelectDead>false</CanSelectDead>
    <Target>TARGET_HOSTILE</Target>
    <Element>ELEMENT_NONE</Element>
    <visuals>
        <Item href="Weakness.(SpellVisual).xdb#xpointer(/SpellVisual)"/>
    </visuals>
</Spell>


and now the question - what's special about my spell? here's what
Weakness with an addition<?xml version="1.0" encoding="UTF-8"?>
<Spell ObjectRecordID="114">
    <NameFileRef href="/Text/Game/Spells/Combat/Weakness/Name.txt"/>
    <LongDescriptionFileRef href="/Text/Game/Spells/Combat/Weakness/Long_Description.txt"/>
    <Texture href="/Textures/SpellBook______2618/Spells/Spell_Weakness.xdb#xpointer(/Texture)"/>
    <EffectTexture href="/UI/Common/Icons/Spell_Buff_Icons/Weakness.(Texture).xdb#xpointer(/Texture)"/>
    <SpellBookPredictions>
        <Item href="/Text/Game/Spells/Combat/Weakness/SpellBookPrediction.txt"/>
    </SpellBookPredictions>
    <CombatLogTexts/>
    <Level>3</Level>
    <MagicSchool>MAGIC_SCHOOL_DARK</MagicSchool>
    <RequiredHeroLevel>0</RequiredHeroLevel>
    <IsAimed>true</IsAimed>
    <TrainedCost>5</TrainedCost>
    <damage>
        <Item>
            <Base>3</Base>
            <PerPower>0</PerPower>
        </Item>
        <Item>
            <Base>6</Base>
            <PerPower>0</PerPower>
        </Item>
        <Item>
            <Base>9</Base>
            <PerPower>0</PerPower>
        </Item>
        <Item>
            <Base>12</Base>
            <PerPower>0</PerPower>
        </Item>
        <Item>
            <Base>50</Base>
            <PerPower>0</PerPower>
        </Item>
    </damage>
    <duration>
        <Item>
            <Base>0</Base>
            <PerPower>1</PerPower>
        </Item>
        <Item>
            <Base>0</Base>
            <PerPower>1</PerPower>
        </Item>
        <Item>
            <Base>0</Base>
            <PerPower>1</PerPower>
        </Item>
        <Item>
            <Base>0</Base>
            <PerPower>1</PerPower>
        </Item>
        <Item>
            <Base>0</Base>
            <PerPower>1</PerPower>
        </Item>
    </duration>
    <sSpellCost>
        <Wood>0</Wood>
        <Ore>0</Ore>
        <Mercury>0</Mercury>
        <Crystal>0</Crystal>
        <Sulfur>0</Sulfur>
        <Gem>0</Gem>
        <Gold>0</Gold>
    </sSpellCost>
    <IsAreaAttack>false</IsAreaAttack>
    <CanSelectDead>false</CanSelectDead>
    <Target>TARGET_HOSTILE</Target>
    <Element>ELEMENT_NONE</Element>
    <visuals>
        <Item href="Weakness.(SpellVisual).xdb#xpointer(/SpellVisual)"/>
    </visuals>
</Spell>


in the original spell there are 4 items with numbers - these are the amounts of attack deducted by the magic at mastery levels NONE, BASIC, ADVANCED, EXPERT, I added a fifth item for deducting 50 attack points, that's MASTERY_EXTRA_EXPERT, a hero will never reach extra expert, because the Pendant of Mastery gives it, but you can give such a spell to creatures

Ohhh I didn't know there was a 5th tier of magic, amazing news, thanks for the info.
I mean, I generally understand spells pretty well, but I didn't know about this =)
I always thought the pendant buffs the skills themselves, so I didn't think something like that could apply to magic.

Interesting room for experiments.
Maybe there's some other interesting info or little tricks that nobody's really talked about but you know about? )
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#672
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Waterfall_13

Wow, I didn't know there was a 5th tier of magic, that's amazing news, thanks for the information.
I generally understand spells pretty well, but I didn't know about this. =)
I always thought the amulet buffed skills, so I didn't think this was applicable to magic.

Interesting possibilities for experimentation.
Maybe there's some other interesting information or tricks that not many people know about, but you do?
Well, to be honest, I don't know what I know. For me, "extra expert" is commonplace; I learned about it in the old NHF, and it's included by default in the NOIADE character calculator...
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#673
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Well, to be honest, I don't know what I know. What's an "expert" to me is just commonplace. I learned about it in the old NHF, and it's included by default in the NOIADE character calculator...

And I've been doing modding since March 2020 and I'm hearing about this for the first time 😅
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#674
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Well, to be honest, I don't know what I know. What's an "extra expert" to me is just commonplace. I learned about it in the old NHF, and it's included by default in the NOIADE character calculator...
I certainly know about the existence of the Extra level, but I'd like to clarify a few things.
1) Does the Mastery Amulet only work on the Hero's primary skill (i.e., in most cases, their faction skill), and does it not apply to other skills in a normal situation, thus having no effect? (I'm just clarifying the practical usefulness of the Artifact.)
2) So, you simply edited the necessary Spells for the Extra level and added the Creature to the Spellbook with the Extra level. Does that mean it's quite simple?
3) Some Creatures also have Mastery abilities. Since they are added to the Spellbook, can you change the effectiveness of some of these abilities in a similar way? (Have you tried that?)
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#675
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Ismail
I certainly know about the existence of an extra level, but I would like to clarify a few things.
1) Does the Mastery Amulet only work for the Hero's primary skill (i.e., in most cases, their faction skill), and does it not apply to other skills in a normal situation, thus having no effect? (I'm just clarifying the practical usefulness of the artifact.)
2) So, you simply edited the necessary spells for the extra level and added the creature to the spellbook with the extra level. Does this mean it's quite simple?
3) Some creatures also have abilities with Mastery. Since they are added to the spellbook, can you change the effectiveness of some of these abilities in a similar way? (Have you tried this?)
1) An extra skill for the game is simply another level of mastery, but it only works for racial abilities.
2) I explained everything above; you just write "extra" in the mastery characteristics, and add a parameter to the spell file.
3) I don't know about abilities; it seems like there's only one level of mastery there... maybe you can make the damage of a Titan's Lightning spell vary depending on the mastery level
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#677
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interesting... but what if a stone suddenly falls on his head?
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#679
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Waterfall_13
Zhong-Li (Grandpa) relinquished his Archon powers and isekai'd into the world of Ashan. If this Mage also provides AoE "Skin" and/or "Evasion," and with the Sarah set, there's enough mana for Armageddon, then it will be functionally 1 to 1. 😅 (don't judge too harshly, with this floating stone, it just came to mind).
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