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

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In reply to Рон54
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Ron54
Why immediately "Slave"? It's more like "Indentured," although with that physique... Orcs respect strong muscles. So, both fat and skinny Orcs could be slaves.
I picked up the word "slave" in Battle Brothers; there, weak Barbarian units in poor armor were called slaves.

I specifically avoided the word "slave" because, at least for me, it evokes associations with Black people on cotton plantations, but this is hardcore slavery – industrial slavery. My slaves don't produce anything; they simply become dependent on stronger Orcs, now they chop wood, cook food, and perform minor tasks... and maybe even watch over slaves of other races.

Of course, there might be a couple of cities in the Orcish Horde with plantations, and there slaves work like real slaves, but these are exceptions to the rule.

I think that the Orcish slavery system has a certain religious undertone; in my idea, retraining is a kind of ritual that endows warriors with strength. So, it turns out that any slave can become not just a free warrior, but even a shaman or a giant – quite a career ladder.

Then the question arises: do all Orcs start as slaves? No, many wild Orcs start at T2 – with the rank of Hunter. In any case, Orcish hunter tribes encounter and take prisoners; these prisoners become slaves, and after earning trust, they become hunters again, but sometimes these slaves are simply sold to a mountain city, where they receive an upgrade (armor) and are assigned to a combat unit, and then again, a transition to archers is possible... if the city experiences a food shortage due to overpopulation, some groups of Orcs will leave it and become new hunter tribes, and everything will repeat
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I picked up the word "невольник" in Battle Brothers; there, weak Barbarian units in poor armor were called "невольники."

I specifically avoided the word "раб" because, at least for me, that word evokes associations with Black people on cotton plantations, but this is hardcore slavery – industrial slavery. My "невольники" don't produce anything; they simply fell into dependence on stronger Orcs. Now they chop wood, cook food, and perform minor tasks... and maybe even watch over slaves of other races.

Of course, there might be a couple of cities in the Orcish faction with plantations, where "невольники" work like real slaves, but these are exceptions to the rule.

I think the Orcish slavery system has a certain religious undertone. In my idea, retraining is a kind of ritual that endows warriors with strength. So, it turns out that any "невольник" can become not just a free warrior, but even a shaman or a giant – quite a career climb.

Then the question arises: do all Orcs start as slaves? No, many wild Orcs start at T2 – as hunters. In any case, Orcish hunter tribes encounter and take prisoners. These prisoners become "невольники," and after earning trust, they become hunters again. But sometimes, these "невольники" are simply sold to a mountain city, where they receive an upgrade (armor) and are assigned to a combat unit. And then, again, it is possible to transition to archers... if a city experiences a food shortage due to overpopulation, some groups of Orcs will leave it and become new hunter tribes, and the whole process will repeat.
Yes, everything is well-reasoned and well-conceived!
In reply to Рон54
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Ron54
then I suggest you use a stone atronach and Zahar's golems - both neutral and factional.

The stone one didn't fit conceptually + I won't be able to make Grades for it. Unless perhaps later it can be added as a Boss for Utopia.
Golems are already included - I have them set at T4.

*thanks for the help, as they say, but I had already found those myself.. biggrin

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I spotted the word "bondservant" in Battle Brothers; there, weak Barbarian units in poor armor were called bondservants

I specifically avoided the word "slave" because, at least for me, that word evokes associations with Black people on cotton plantations, and that is hardcore slavery - industrial. My bondservants don't produce anything; they simply became dependent on stronger orcs, now they chop wood, prepare food, and perform minor errands... or maybe even look after slaves from other races

Of course, there might be a couple of cities in the horde with plantations where bondservants toil like real slaves, but those are exceptions to the rule

I think the system of orcish slavery has a certain religious tone; in my design, retraining consists of rituals that grant warriors strength. Thus, it turns out that any bondservant can become not just a free warrior, but even a shaman or a giant - quite a climb up the career ladder

Then the question arises - do all orcs start as slaves? No, many wild orcs start at T2 - with the rank of hunter. One way or another, tribes of hunter-orcs clash and take prisoners; these prisoners become bondservants, and having earned trust, they become hunters again. But sometimes these bondservants are simply sold to a mountain city, where they receive an upgrade (armor) and are assigned to a combat squad, and then a transition back to shooters is possible... if there is a food shortage in the city due to overpopulation, some groups of orcs will leave it and become new hunter tribes, and everything repeats

You could use "Helots" - that's from Greece. They seem to fit conceptually.
I.e., Helots in Sparta, for example, were essentially the working class.
«Кто хочет, тот ищет возможности, кто не хочет — ищет причины»
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Ismail

You could use "Ilots" - it's from Greece. It seems to fit the concept.
That is, the Ilots in Sparta were essentially the working class.
But that word is already too unusual.

And it's strange to use Greek names in a faction that has nothing to do with Greece.

Added after 3 hours and 35 minutes
Well, if the Berserker could throw his gauntlet, I would be a little happier. Ranged attacks don't suit him.
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I spent a long time thinking about which unit to base my Orc archer on... I decided to make him based on the Human Archer, which feels like some kind of joke after the Orc Peasant, so the base became the Thrower, although it turned out to be a very difficult model, as it has complex shoulders made of two bones, and without a connecting shoulder pad, it doesn't look good.
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Hooray! We've gathered 5 Orcs, now there are two paths:

- create Dragons and Wyverns on Tier 7 and Tier 4
- create upgrades for the Orcs

I'm leaning towards the second option because I have some ideas.
Wanderers? I think a Ranger, Hunter, or Ambush unit would be more suitable.
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This is purely an aesthetic mod – now, the Barbarian heroes have different paths to their models, meaning the mod affects the heroes themselves and will be incompatible with other mods that change Barbarian heroes. However, you can easily extract the model from the mod and insert it into your own.
In my opinion, your mod for replacing the Barbarian hero doesn't work. I checked the contents and tested it in the game.
*Or is it just the resources, and do you need to manually link everything to make it work? (In the files for Heroes 1-9, the first links still point to the Barbarian heroes and animations, and only the last ones point to the new ones – the Cultists) 🤔
«Кто хочет, тот ищет возможности, кто не хочет — ищет причины»
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I think your mod for replacing the Barbarian hero doesn't work. I checked the contents and in the game.
*Or is it just the resources, and do you need to manually link everything to make it work? (In the files for Heroes 1-9, the first links still point to the Barbarian heroes and animations, and only the last ones point to the new ones - the Cultists) 🤔
I used to play with it, and it worked.

But basically, it's not important now because the mod is already packed into a larger mod.

The first links to animations and the model are useless; they only work if no Character is specified for the map, but it's always specified because it contains a list of models for different player colors. Until recently, I even thought this was a remnant.
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finally, something decent came out; in principle, it can be left as is, but I'll think about which shade to use... or maybe just brighten the unedited version... but the color is so nice, I don't want to change anything.
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finally, something decent came out. In principle, it can be left as is, but I'll think about which shade to use... or maybe just brighten the unedited version... but the color is so nice, I don't want to change anything.
They look just right for the first level. They are a bit too bulky for Orcs.
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finally, something decent came out; in principle, it can be left as is, but I'll think about which shade to use... or maybe just brighten the original... but the color is so nice, I don't want to change anything.
Great! By the way, has a mirror effect been added to the metal?
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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I used to play with it, and it worked.

But basically, it doesn't matter now because the mod is already packed into a larger mod.

The first links to animations and the model are useless; they only work if a Character isn't defined for the map, but it always is because it contains a list of models for different player colors. Until recently, I even thought this was a remnant.

Yes, I figured out why it wasn't working.
A large part of the mod was implemented through the map, and there were changes to the Horde heroes (at the point when I was removing them from the pool). Even though I later restored everything to how it was, the link to them remained, and it was considered a higher priority.

After I moved all the changes that were made through the Map to the Data file yesterday (in other words, I rewrote all of this properly), everything started working!
👍


*I especially want to thank you because, by analyzing your mini-mods and developments, I was able to better understand the structure of the Data file and properly rewrite my previous developments, while also fixing old shortcomings (like the Dragon Bones falling out of the Undead).
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«Кто хочет, тот ищет возможности, кто не хочет — ищет причины»
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psatkha
Awesome! By the way, has the mirror effect been added to the metal or not?!
Added. Lately, I've been forgetting to add shine, but it's conceptually needed here - the armor is forged by dwarves, so shine is necessary.

Added 10 minutes later
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*I especially want to thank you, because by analyzing your mini-mods and developments, I was able to better understand the structure of the data and, accordingly, rewrite my previous developments for normal use, while also fixing old shortcomings (such as the Dragon bones falling out of the Undead).
You've embarrassed me redface. I'm glad you were able to figure it out. Honestly, I was sure that the mod replaced the links in the model itself, and not in the hero... I was wrong.
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