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Posts from RTF is a global modification that replaces all towns in the game.

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#4743
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fktifzobr@mail.ru
Okay, I'm satisfied. I rarely say that I like a unit, especially one as complex as this one.

Without Necro-Demons, the balance of power will be disrupted – the seventh-level undead will get only one low-level unit, while the undead faction resembling a dark messiah will get an elite knight. To prevent these sub-factions from killing each other, we need to increase their interdependence – the seventh-level undead will all be flying units, and the Necro-Demon faction will be infantry and archers. Therefore, the flies are now in a suspended state. I don't know how to visually connect them to the seventh level; we can simply accept their connection as a convention, or we can replace the unit with a flying magical skull, or something more interesting.
Hello! These are very beautiful units! Tell me, are you making or planning to make something similar, but for the Dungeon faction? 😍
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#4744
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Arza
Hello! The units look very beautiful! Tell me, are you making or planning to make something similar, but for the League? 😍
Hi!) The League will be created someday, but I don't know how much it will deviate from the original concept.

My profile is about decorating creatures with pieces of models; this is suitable for creating knights in armor, so I will abandon the beasts. The Dark Elves will become militarists – they seek death in battle. At lower levels, there will be some kind of magical creations, maybe goblins, or maybe lizardmen, most likely the latter. At levels three and four, for example, I wanted to make an infantryman and an archer based on the models of the Order warriors from the seventh game, but they have a lot of metal on their armor, so I think I haven't decided on the higher levels yet, but this is just an idea for now. For example, I have already started making a cavalry unit for the High Elves, BUT now I think that the Barbarian Elves will be more interesting in terms of history. That is, the Dark Elves arrived on the continent and conquered half of all the lands, and then the Schism occurred into Forest and Dark Elves. This is due to the magical plague – death came to the elves, which means the gods were angered, and the idea of seeking death also disappeared because of this. The elves decided to "return to their roots" – they became forest barbarians.

The only idea that has survived from the beginning to the end is the idea of the Elven god – he is a hunter, the god of chaos and destruction, but he is considered good because he mainly hunts evil creatures (the god of the Dwarves of Chaos does not like him). The god of hunting does not like the Dark Elves and thinks that the Forest Elves are cooler, but he respects the Warlocks for their ability to kill creatures that are not susceptible to magic with magic – that's cool
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#4745
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I decided that I couldn't create an alt-upgrade set based on the unupgraded version, so I made a lighter version of the Greed armor. It turned out very well. Now I need to find the crown and the club. It's a shame that Istvan in Dark Messiah has an awful, low-poly, crooked crown. I'll have to make a new one.
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#4746
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I decided that I couldn't create an alt-upgrade set based on the un-upgraded version, so I made a lighter version of the Greyd armor. It turned out very well. Now I need to find a crown and a club. It's a shame that Istvan in Dark Messiah has an awful, low-poly, crooked crown(((( I'll have to make a new one.

I don't know if this applies to the Necropolis, but it's perfect.
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#4748
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The unit is almost ready; I just need to adjust the projectile. Inquisitors usually have projectiles that fly from above. I wanted to tweak the system and make a "projectile that flies from below" – hands emerging from the ground or bone spikes, but unfortunately, it didn't work. The model of the hands ended up floating in the air after the shot, and they appeared not on the ground but at the point where the projectile hit. This happens with all of them, and I forgot about it. It looks terrible; I guess I'll have to make a simple shot with a necromancer's skull or some other magical projectile and adjust the starting point from scratch. I didn't want to use the monk's shot.

I need to look at some artwork to see what interesting projectiles swamp necromancers can use.

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#4749
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The unit is almost ready; I just need to adjust the projectile. Inquisitors usually have projectiles that fly from above. I wanted to tweak the system and make a "projectile that flies from below" – hands emerging from the ground or bone spikes, but unfortunately, it didn't work. The model of the hands ended up floating in the air after the shot, and they appeared not on the ground but at the point where the projectile landed. This happens with all of them, and I forgot about it... It looks terrible; I guess I'll have to make a simple shot with a necromancer's skull or some other magical projectile and adjust the starting point from scratch. I didn't want to use the monk's shot.

I need to look at some artwork to see what interesting projectiles swamp necromancers can use.

We could recolor the skull that the necromancer hero throws and make it look like a flying drop. When it hits a unit, it could trigger a magic weakening effect.
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#4750
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Ron54
You could recolor the skull that the Necromancer hero throws and make it a flying drop. When it reaches a unit, it could trigger the weakening magic effect.
I don't want to use a magic effect, as it confuses people. I'm still considering the idea of the drop.
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#4751
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fktifzobr@mail.ru
I don't want to use the magic effect, it confuses people; I'm still thinking about the drop.
You're probably right.
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#4752
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Ron54
You're probably right.
I used to play an old RTF game with my sister, and it featured gnoll mages. Their attack was like a lightning spell and a swarm of wasps. After the third shot, she said that the gnolls seemed to have too much mana.
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#4753
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I used to play an old RTF game with my sister. It featured gnoll mages whose attack was like a lightning spell and a swarm of wasps. After the third shot, she said that the gnolls seemed to have too much mana.
Funny story!)
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#4754
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fktifzobr@mail.ru
I don't want to use the magic effect, it confuses people; I'm still thinking about the droplet effect.
Could we use the animation from Stone Spikes, but with a different texture? That is, instead of stones, let bones emerge or something similar. We could also add a cropped effect on top.
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#4755
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Arza
Could we use the animation from Stone Spikes, but with a different texture? That is, instead of stones, let bones emerge or something similar. We could also add a cropped effect on top.
This is a good idea, but I'm afraid I won't be able to do it yet, as I said, the hit effect is tied to a point on the creature, and creatures come in different sizes – it's not a given that the spikes won't start above ground level.

We can try to avoid this by changing the scale – making the effect larger, but then we definitely won't be able to recolor the spikes into bones; their angularity will be noticeable. We can reduce the number of spikes. I decided that leaving 3 large spikes and adding an effect of summoning an earth elemental on top would be very cool, but it would be better to give this to some geomancers.

Added 12 minutes ago
I'm currently considering options; after all, a direct shot is easier to handle – you can port any object and make it a projectile... or maybe just make a glowing ball? Although I'll still think about it; there are skulls and other things; you can even create some kind of blue, green, or purple light from the sky, although this is more suitable for priests.

Added 1 hour 27 minutes ago
Interestingly, the mage hero doesn't have a projectile; he only uses the trail of the projectile, and it's located in the Warlock folder. There's also a projectile there, like the Warlock's, but it's even more garish – blue with a purple "tip."
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#4757
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Well, it seems to be ready, now we need to think about the Knights.

Oh, Namtaru, spider goddess, grant inspiration to Zobru for the Necropolis creatures!

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