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#776
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N3FoZ(ed)

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 you click this button (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 nice 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 attacked. I aim directly, but the dragon attacks diagonally.

Free Cyclops are practically unplayable; it's hard to understand how they attack, and it's very difficult to target them properly. By the time you level them up, they will have killed most of their 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 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 was not a large creature, but, say, 4 small ones, everything would work normally.

Here is an example of a decent "Crush Blow" attack:

Link

And a question about mod 5.5:

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?

Why is the "Tactics" skill now useless?

In general, is it possible to revert just this change?

What mod is it that changes the initiative scales like that? I liked it.
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#778
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1) It's very tedious to fix; you need to create 7 duplicates of the models and assign flags to them. Let's say that this can be done quickly using a map editor, but the most tedious part begins when you need to paint the flags – for heroes like Faelan, Raileigh, and the Red Renegade, the flags need to be painted because they have unique flags. And for someone, the flag will inevitably be linked to a large piece of texture, as is the case with the Dark Elves and Necromancers. In NHF, in addition to flags, there is also equipment, for example, Godric has a unique shield with a relief unicorn – it's a cool thing, but for each such additional detail, you need to find the geometry so that everything works (if you are going to create a mod based on it with all the flags). 2) There is no Tieru, just like there is no Agbet, on the maps there are ordinary heroes, and custom icons, names, and biographies are entered in their properties. 3) This is done with scripts; I don't know how.
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#779
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A hero without a race – no, a hero without a town – definitely. In the map settings, go to Objectives => Primary => PlayerSpecific => [Owner player] => something there, and set WithoutTown to false.
С уважением, }{0TT@6bI4
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#780
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Hello everyone!
Could you please tell me if there is a mod that displays buffs, spells, and stats of the current hero on the side during combat? Something similar to the HD mod for Heroes 3, so you don't have to right-click every time. And another question: is there a mod that removes the flashes when a hero is hit and instead shows something more realistic?
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#781
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MaksSP
Hello everyone!
Could you tell me if there is a mod that, in combat mode, displays buffs, spells, and stats of the current hero somewhere on the side. There is something similar in the HD mod for Heroes 3, so you don't have to right-click every time. And another question, is there a mod that would remove the flashes when a hero attacks and instead show something more realistic.
I can't help with the first one – I don't know much about the interface, but I would like to know more about the second: what flashes are you talking about when a hero attacks? I don't know of any unique flashes for heroes; I know that when someone hits someone, an attack effect is played, which can be blood, black pieces (for undead), dust (for constructs and elementals), dust and splinters (for ballista/cart), dust and leaves (apparently only for the Ent from the beta), and also fire and snow (snow is only used with the hero's Cold Steel or Grave Chill ability). In principle, these could be the flashes you are talking about, but what should be done with them? I don't know
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#782
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Regarding the "flashes" mentioned by Zobrom, they need to be removed from the CreatureVisuals of each creature.
С уважением, }{0TT@6bI4
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#783
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}{0TT@6bI4
Regarding the "flashes" mentioned by Zobrom, they need to be removed in the CreatureVisuals of each creature. For every one.
But you can simply remove everything in the properties of the effect itself.

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#784
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}{0TT@6bI4
Regarding the "flashes" mentioned by Zobrom, they need to be removed in the CreatureVisuals of each creature. For every one.
So, these effects appear when any unit attacks. Does this mean that the files for each creature need to be edited?
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#786
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I still think it would be more efficient to find the effects and remove their content.
To be honest, I don't know how to do this. If you know, please let me know.
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#788
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Here's another question regarding a mod for Heroes 5.5. There are new cursors in the mod, but when I copied the file to the data folder, nothing changed. Does anyone know how to install a mod that changes the appearance of the cursor? Thanks in advance!
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#789
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I removed the impact effect in two ways. First, I edited the effect files, but I didn't like it because I might have forgotten something, and secondly, I also disabled the poison effect, which isn't a good solution because the abilities will lose their visual effect.

The second version involves changing the visual files. This is reliable, but it might conflict with mods that change units.
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#790
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MaksSP
I have another question regarding the Heroes 5.5 mod. It has new cursors, but when I copied the file into the data folder, nothing changed. Does anyone know how to install a mod that changes the cursor's appearance? Thanks in advance!
I can't help with the cursor issue (I don't know where it is). You need to find an old cursor mod (like a horse cursor), disassemble it, and see which files it replaces. You should look for these files in the 5.5 mod.

Added 4 minutes later
Ah, I understand. It's not the cursors, but the information about the unit's effects that appears when you hover the cursor over it.
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#791
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I removed the impact effect in two versions. In the first, I edited the effect files, but I didn't like it. First, I might have forgotten something, and second, I also disabled the poison effect – this isn't a very good solution because abilities will lose their visual effect.

The second version is changing the visual files. This is reliable, but it might conflict with mods that change units.

Thank you, I have my own modpack, and it seems to be conflicting, the game doesn't launch. The first option, NO_DamageEffect_(Effect), where all effects are absent, feels unusual. I think the blood effect should be left, but the impact effect (like a shockwave in anime) should be removed.

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I can't help with the cursor; I don't know where it is. We need to find an old mod for the horse cursor, disassemble it, and see which files it replaces – these files need to be searched for in the 5.5 mod.

Added 4 minutes ago
Ah, I understand, it's not the cursors, but the information about the effects on the unit that appears when you hover over it.

I'm using a regular hardware cursor, but there are some lags. If I use a software cursor with a brown horse, it somehow becomes twice as big, which makes it uncomfortable to play. Maybe just reduce the texture size if whoever made it can.