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Posts from Searching for mods (looking for mods for Tribes of the East).

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In reply to Azmadon
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2 years ago
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Ismail
Hello. Does anyone know of any mods that use the Destroyer and Succubus models from Heroes 6? I think I've seen Destroyers before, but I don't remember which mod it was. As for Succubi, I don't think I've encountered them in any mods.
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*I'm also interested in other suggestions for Inferno and Necropolis creatures. (But I'm specifically interested in good models with original skillsets, not just reworks based on the original units from Heroes 5) 🤔

*For Necropolis, I'm interested in various low-tier creatures. Which creatures could replace Tier 2 (zombies) and move up to Tier 4? I'm also interested in a unit that could inhabit Mines, similar to small Beetles and other "small and annoying" creatures.

*For Inferno, I'm looking for replacements for Tier 3 (Cerberuses) and some free space for Neutrals. For example, I'm considering Destroyers as an Elite neutral creature (Tier 7).
regarding Destroyers and Succubi, you should ask Hanny... at least he used to make them, I don't know if he deleted them ((( he did delete his Gnomes, though.

Added 4 minutes later
https://vk.com/club193046411
I checked, he seems to have deleted the Succubi after adding them to his big mod, but the Destroyers are still there, but you have to look for them. They were published in 2020, you can find a screenshot and the publication date in the album
In reply to Azmadon
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2 years ago
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Ismail
Good afternoon. Does anyone know of mods that use the Destroyer and Succubus models from Heroes of Might and Magic 6? I think I've seen Destroyers before, but I don't remember which mod it was. And I haven't personally encountered Succubus models.
---- --- ----
*I am also interested in other suggestions for Inferno and Necropolis creatures. (But I am interested in good models with the original skillset, and not a rework based on the original units from Heroes of Might and Magic 5) 🤔

*For Necropolis, I am interested in various low-level creatures. Who could replace T2 (zombies) and move to T4? I am also interested in a unit that could inhabit the Mines, similar to small Beetles and other "small and annoying" creatures.

*For Inferno, the goal is to replace T3 (Cerberus) and have some free space for Neutrals. For example, I am considering the Destroyer as an Elite neutral creature (T7).
Minotaurs:
https://disk.yandex.ru/d/EvlO1wTuFySysA

Destroyers (they are all slightly different), improved and unimproved:
https://disk.yandex.ru/d/Vi0c6GhvNgX-iQ
https://disk.yandex.ru/d/RWqlRAUvyLHIMA
https://disk.yandex.ru/d/qDtaNUDQ8RhRqg

They are all NCF
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2 years ago
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Hey everyone, could you tell me if there’s a mod that makes it so when you defeat an enemy hero, they get imprisoned in your castle, just like in Heroes 4?
In reply to Немеzида
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2 years ago
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Nemezida
Hey guys, could you tell me if there's a mod that makes defeated enemy heroes get imprisoned in your castle, like in Heroes 4?
I haven't seen any mods like that. But the idea of having enemies in prison is interesting.
2 years ago
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Could you please tell me if EWA has a function that allows you to enable a defensive AI mechanic (i.e., they won't attack but will play more passively, focusing on defense)? I can't find this mod; please help. The function is located in the menu that appears after selecting the starting bonus (gold/resources/artifact).
In reply to GanryS
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2 years ago
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GanryS
Could you please tell me if there is a function in EWA that allows you to enable the defensive AI mechanic (i.e., they won't attack but will play more passively, defending)? I can't find this mod; could you help me? The function is located in the following menu after selecting the starting bonus (gold/resources/artifact).
This is from the EE mod; there is a topic on the forum called something like "Eternal Essence," and I am playing with it.

There was also the same feature in version 5.5.

Added 3 hours 14 minutes later
I got to my laptop; here is that mod: /topic/7746/
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2 years ago
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Hello everyone. Can you tell me if there is a mod that changes the "Resurrection" spell? It's very annoying that the health decreases after each use. I would like this spell to work like it does in HoMM 3. Or maybe someone can tell me how to change it in the game files?
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2 years ago
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well, I hope you know how to open game files

in the folder \GameMechanics\Spell\Combat_Spells\SummoningMagic (lol, in summoning magic) there is a file Resurrect.xdb

I don't remember what the health reduction percentage was, I think it was 10%

here is what is written in the file
Author


   
   
   
   
   
       
   
   
       
   
    5
    MAGIC_SCHOOL_LIGHT
    0
    15
   
       
            20
            5
       
       
            40
            10
       
       
            60
            15
       
       
            240
            30
       
   
    - this should be duration, but it's not
       
            0.1 - here it is - health reduction by 10%
            0
       
       
            0.1 - here it is - health reduction by 10%
            0
       
       
            0.1 - here it is - health reduction by 10%
            0
       
       
            0.1 - here it is - health reduction by 10%
            0
       
   
   
        0
        0
        0
        0
        0
        0
        0
   
    true
    false
    true
    TARGET_FRIEND
    ELEMENT_NONE
    true
   
       
   

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2 years ago
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Looking for a port of the "sadists" from Heroes 6. Has anyone already made one?
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In reply to Azmadon
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1 year ago
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Is there a mod that allows you to rebuild towns like in Heroes of Might and Magic VI?
In reply to Rumpo
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1 year ago
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Is there also a mod for Heroes that would make the heroes behave like in the fourth game (so that they participate in battles and you can hire several heroes into your army)?
In reply to Rumpo
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1 year ago
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Rumpo
Is there also a mod for Heroes that would make the heroes behave like in the fourth game (so that they participate in battles and you can hire several heroes into your army)?
Unlikely. In the fifth part of Heroes, the gameplay mechanics in this regard are identical to the third part.
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1 year ago
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I always dreamed of a map like in Total War, and a separate model for each peasant, but still with turn-based gameplay. And then I found out that Age of Wonders exists... On the topic: using NCF files and combat scripts, you can simulate something in the spirit of what you're talking about, at least with one hero. You can make the hero's model invisible and give him a creature in the amount of 1, which visibly acts as an imitation of that hero, becomes stronger along with the hero by replacing it with another NCF creature, and if it dies, the hero automatically loses. I once brainstormed about such an RPG implementation as a thought experiment, but I haven't encountered it (although it might be on fan-made maps). An obvious drawback here is that such a hero will move twice, first casting magic as the hero himself, and then moving around the battlefield and attacking as a creature. In general, it turns out to be a rather clumsy and time-consuming solution, and it's quite specific (it only makes sense within a separate map or campaign). To make it work properly and without being a kludge, you need to modify the engine (as usual – monkey-jpg).

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