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Posts from Heroes 5 – by Azmadon (Izmail).

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2 years ago
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For some reason, you have terrible textures.
Everything together looks awful, like a carnival or a Burning Man festival. It's all jumbled together! Awful.

P.s. Well, yes, models and animations aren't the most important thing; the main thing is that they will be painted differently.
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2 years ago
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}{0TT@6bI4
You somehow have terrible soapiness.
Everything together looks awful, like a carnival or a Burning Man festival. It's all jumbled together! Awful.

P.s. Well, yes, the models and animations aren't the most important thing; the main thing is that they will be painted differently.

1) Soapiness - yes. This is my auxiliary laptop (I use it when I'm not at home); I don't know why, but the graphics in the game crash and do so with any settings. On my computer and another laptop, everything is fine. I don't know how to fix it (although it's not critical).

2) A carnival? Perhaps.
First, you need to understand that the "Mercenaries," the green swordsmen, are generally a Neutral Perk unit (but since this is the Goblin ID, in all cutscenes, the Mercenary is substituted).
Second, the coloring. This is not the final look and color of the units themselves, because they were not originally in the same Faction, so it is logical that they visually differ.
Third, I think I already mentioned that even when using models from third-party developers, I don't consider them the final result. Therefore, this is more of a "Concept" and a temporary fix for an indefinite period. Until I can make the necessary models myself and "dress" them properly.

*My specialty is that the digital part always comes BEFORE the visual part. In other words, it doesn't matter what I come up with and want if it cannot be implemented due to incompatibility or unavailability of skills/mechanics and other factors.

Added 8 minutes later
I would also like to note that the post with a screenshot from the cutscene is more of a joke. My modification does not consider the option of playing through the original Campaign; ideally, I would remove it altogether.

*If necessary and with the right skills, it will be possible to create a Campaign and/or several story-driven single-player maps for the mod. In which something can be told about the new Faction and the latest events of the game.
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2 years ago
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Tier 4 of the Haven faction has finally been replaced. Everything, including the description, is ready. All that remains is to recolor all three Ballista units to make them visually distinguishable (especially during deployment) and to create more intuitive icons. 🤔
+Changes have been made to the building tree; now, for the Tier 4 building, a Barracks is required. That is, Blacksmith -> Swordsmen -> Ballista

*Iris has long had a different special ability - "Improvisation" (similar to Rolf's ability: receives a small amount of gold for victories on the map and negotiates more successfully with neutrals)
starting skills are now Ghostly Luck -> Lucky Charm

*This is in relation to the fact that the humans do not have a special ability for this Tier 4 unit.
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In reply to Azmadon
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2 years ago
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Ismail

Replaced with T4 from the League.
Attachment 73177
No special visual improvements are required; there have already been successful "field" tests and good feedback on their use.
T6 is currently planned to be replaced with the Great Minotaur from Might and Magic VI, so the Dragon is a "temporary fix."
Oh, what did you do to the Dark Elves! Awesome!
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2 years ago
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Question: Has anyone figured out in more detail how its ability works? And what does choosing who to use it on affect?

I just need a more accessible and understandable explanation of its principle of operation for the new description, and preferably without a 10-page "Wikipedia" entry.
---- --- ---
*This special ability will belong to one of the new heroes for the "Factory" faction, with a slightly modified name and description. It's like a "Strategic Genius" or something similar. The animation (special effects) can also be adjusted in the future.
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2 years ago
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From NHF_E:
Author
At the beginning of the battle, the hero uses a special ability to distort the order of creatures on the ATB scale for the first turn. The strength of the distortion depends on the hero's level [the starting initiative bonus for each of his creatures on the ATB scale increases by 0.5 * the hero's level].
Is this it?
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2 years ago
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Ment
From NHF_E: Is this it?
Both yes and no. The fact that it speeds up his own units is true. But the exact way it works is the question.
So in "RGM stats", aside from the parameter "ATB bonus per level", there is also a "stop factor".


Furthermore, the animation of the ability resembles chain lightning and jumps between units (and apparently even machines and heroes). The turn order also changes differently depending on who is selected as the target.
For example, at high levels (when the effect is clearly visible):
If applied to your own creature, it will literally grant it a turn, with some chance its neighbors will act next, the enemies' turns will be pushed far to the end, and the hero will act dead last.
If applied to an enemy, the enemies will be pushed further back, some of your creatures will act first, and the hero will act almost immediately after that.

So it turns out the main idea is clear, but how exactly it all works in more detail is not clear.
Again, both the Animations and the non-identical result from case to case under equal conditions raise questions.
--- -- --
*There is no guarantee that "RGM" provides all the settings for this ability; possibly, as with other specials, part of the effects may remain in the "EXE".
*I understand that one can more or less figure it out through multiple tests and actual gameplay with the character. However, I immediately asked on the Forum, because there may be people here who are more familiar with this hero and his ability.
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2 years ago
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If everything is so unpredictable, it's possible that in the same NHF, this hero was given a specific specialization through a script, which seems quite reasonable... But I can't say for sure, I don't remember what the story was with Timhan.
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2 years ago
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As far as I remember, the special ability doesn't work during a city siege. I can't vouch for NHF, but I encountered a similar bug in another mod where I played with it.
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2 years ago
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Attachment 73312

More detailed testing revealed the following:
1) Yes, it is essentially an “ATB Surge,” without any other effects.
2) It depends on the number of your units and the enemy's units because the strength of the effect depends on the hero’s level, while the scale of its use depends on the number of units participating in the battle.
Mechanically, its ability simply indicates a new turn order through animation, jumping from ally to enemy (or vice versa); in both cases, the number of applications depends on the number of these allies and enemies.
For example! If you only have one unit, and the enemy has two, applying it to your unit will accelerate that same unit; the animation will “touch” your unit and the enemy unit that will go first.
If you have two units and the enemy has two, it will jump evenly onto each, collectively indicating the turn order of your two and the enemy's two units. (so far, in both cases, we are affecting all our troops, with priority given to the one we used the ability on, and then the ability semi-randomly selects other allies, but usually the next one standing nearby)
However! In the next case, we have 3+ units against 2 enemy units; in this case, the ability will "jump" only twice (limited by the number of enemies). Therefore, we will most likely affect only 2.
That is, for example, if we have 3 stacks and the enemy has a full 7, we will affect all ours, but if it’s the opposite, we will only affect 3 out of 7.

The "stop factor," I think, works as brakes so that as the ability jumps, it affects slightly less strongly. This is what accounts for the "arrangement" of the turn order. But I think there will still be time to test further. The main thing is that I understood the core part of its action, and now it is more possible to “explain” it.
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In reply to fktifzobr@mail.ru
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2 years ago
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fktifzobr@mail.ru
In my opinion, the special ability doesn't work during a city siege. I can't vouch for NHF, but in another mod where I played with it, there was such a bug.
Thank you for the note, I will check it. Because, yes, sometimes certain mechanics "bug out" with each other.
*For example, the "crippling wound" effect is almost incompatible with most other attack effects. And, for example, poison + crippling wound causes the game to crash.

A similar issue has emerged with the "Reinforcements" ability and "Strike from the Heavens." The game seems to simply crash at the stage of "how do I process this."
And, by the way, it turns out that "Strike from the Heavens" is a bug that has been present since the original game, which was simply impossible to detect under normal circumstances!

Added 6 minutes later
I checked the sieges. No, everything works. The only thing is that the catapult still goes first, immediately after the hero (it seems to have a similar mechanic to Krag and Timoha, i.e., it goes out of turn). And the units that are "poured in" can move up to the towers.
*By the way, if you encounter this special ability and Krag's "Breaker" ability, Timoha will do his thing first (attack or pour in stacks), and then Krag will get his turn and perform his "attack" out of turn.
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2 years ago
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Good evening. I remember asking a similar question earlier this year, but I can't find where I asked it. So, I'll ask again in my thread.
How exactly, and more specifically, in what format should I save the "Icons," using "Paint.net" as an example? Because, judging by the screenshot, I'm clearly doing something wrong... 🤔
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2 years ago
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I noticed that there is no white background displayed on the map. But it's still "blue"... Why is that?
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2 years ago
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I'd also like to share an interesting experience. And at the same time, I'll ask a question to the experts, if there are any.

As some of you may remember, I created a "Mercenaries" perk-based neutral creature based on the ID of a "Goblin".
However, as it turned out, since then, the "Garbage Heap" has stopped affecting the Growth rate! From this, a logical conclusion can be drawn that buildings that buff Growth are linked, like a number of Perks, to the base ID of the creature, and not to the Tier in the city.

From this, it follows that if you systematically change the ID of a creature by moving it to another Tier or even faction, you can systematically change the link of a building that affects its Growth. For example, you can redesign the skeleton growth buildings in the Necropolis into a building that increases the growth of Liches! And so on. The priority here will be buildings for creatures that do not have their own "special" ability (because its Promotion will also change). An interesting feature of the Goblin Outpost is that it is the only Growth building that can be customized in RPG mode.
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2 years ago
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*The question is, are there any other ways to influence the placement of these Buildings?
Otherwise, it turns out that the "Garbage Heap" is sent to the landfill... (it no longer does anything) 😅

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