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

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1 year ago
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A huge same thank you for this contribution to the development of the Fortress! Every dwarf has certainly raised a mug of ale to you and your health, Mr. Zobr!
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*now there is an excellent T4 and that's great. Balancing it will be a piece of cake.
*I would only swap some Grades around, considering the palette. But I'll do that on my end; it's not difficult.

Added after 19 minutes
Regarding the problem with T7. Here is a simple suggestion. If this is available to you, give it a Teleportation animation. "At the start of the move it enters TP and at the end of the move it exits" (this is a suggestion for the animation implementation).
For fairness, you could make it non-flying so it cannot pass through walls or obstacles—this would be balanced by the fact that it can only "move" to where it can see.
And conceptually, this is also quite realistic; such a Behemoth would find it easier to use teleportation for movement than to walk on its own. (Did you imagine it under an energy rune? How long would it take to "stomp" there?)
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*I hope this will be useful. Personally, looking at the screenshots brought back a bit of nostalgia for old Lineage 2; I played as a female Dwarf there.
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1 year ago
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Good afternoon! Mr. Zobr, while exploring your latest Golems, I realized that you simply "refined" your previous Golems from the 7th installment. The file paths and the files themselves are mostly identical. This simply leads to the fact that their simultaneous use causes a "bug" in the visuals of one of them.
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*I am contacting you again to clarify this detail. I think I can repack everything myself, but it will take time.
*But it might be useful for you. In the sense that when releasing such mini-mods, some of your fans might use both new and old versions at different times. Is there a way to give new key file names when creating a new concept based on an old one, so that they don't conflict when installed together?
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1 year ago
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Ismail
Good afternoon! Mr. Zobr, while digging through your latest Golems, I realized that you simply "refined" your previous Golems from Heroes 7. The file paths and the files themselves are mostly identical. This simply leads to the fact that using them simultaneously causes visual glitches in one of them.
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*I'm reaching out again to clarify this detail. I think I can repack everything myself, but it will take time.
*But it might be useful for you. In the sense that when you release such mini-mods, some of your fans might use both the new and old versions at different times. Is there a way to give new names to the key files when creating a new concept based on an old one, so that they don't conflict when installed together?
lol, something really happened with the first golems, there's a bug with the geometry here, it's strange that it happened with two of them at once, we'll check

Added 10 minutes ago
bug 1 - the golem's arm, I loaded an arm instead of a drill, which is why the drill turns into an arm

bug 2 - the new golems use the same geometry as the old ones, which is why the old golems break
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1 year ago
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fktifzobr@mail.ru
There are 2 mods here - one replaces dragons, the other replaces bone golems.

For the current replacement of dwarves, you can use the one from Tier 4, and Tier 7 is for the future, or play with it using the vanilla dwarves.

Tier 7 disappointed me; I got used to the fact that it would slide in place while walking, but I play with accelerated animation - usually this is not noticeable, but now it doesn't even match the sound of its steps.

I hope I get used to it, otherwise I'll use the smaller one.

Good ones =)
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1 year ago
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fktifzobr@mail.ru

Bug 1 - golem's hand, I loaded a hand instead of a drill, which causes the drill to turn into a hand.

Bug 2 - the new golems of the Zahara faction use the same geometry as the old ones, which causes the old golems to break.
Ismail, do you think you can fix these bugs yourself, or not?

I'm happy with the current state of the mod, but to be honest, I'm willing to help if needed. However, I'm also a bit lazy and I'm working on the next unit, so if there's a way to avoid unnecessary actions, I'd be glad to do so.
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1 year ago
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The giant golem now moves normally! Thanks to Zakhar. The problem was that the models from the seventh game moved by shifting the Global bone, and the unit's size was increased by a bone that was placed after it. Now the order of the bones is correct, and the movement scales as it should. Also, this is the first unit I know of where the root bone is not Global, but Root.
version with descriptions by Valery 111
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1 year ago
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due to the golem being moved to Tier 7, I am reworking Tier 1; it used to have mechanics... now it's just gnomes - militia. The first unit is gnomes - wanderers, the second is military militia - caravan guards, and the alternative upgrade should be, conditionally, a partisan unit, but all its "partisan" qualities will be limited to high speed.
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1 year ago
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The first one remained with the old characteristics, and the second and third were changed. The names are now vanilla because they are normal dwarven names; I was thinking of using Scandinavian words (Drengi, Hǫld, Farðrengi), but it sounds a bit strange without other names like that, so I'll call the T3 units Huskarls and Hærsi, and the riders Jarls and Thane – then we can think about it... although, to complete the picture, I'll have to rename the rangers and priests as well. Next, I want to work on the rider. At least, I won't have to change the blue one much – just the hammer and helmet, and repaint the others... or maybe it's better to do the archers? I need to seriously repaint the red one, but at least I only need to make minimal changes to the unupgraded and blue ones; I'll think about it. Version with different heads
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1 year ago
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fktifzobr@mail.ru
The first one retained its old characteristics, while the second and third were modified.
The names are now vanilla because they are normal dwarven names; I was thinking of using Scandinavian words (Drengi, Hǫld, Farðrengi), but it sounds a bit strange without other names like that. So, I'll call the T3 units Huskarls and Hersirs, and the riders Jarls and Thanes – then we can think about it... although, to complete the picture, I'll have to rename the rangers and priests as well.

Next, I want to work on the rider. At least, I won't have to change the blue one much – just the hammer and helmet need to be adjusted, and the others need to be repainted... or should I do the archers instead? The red one needs to be seriously repainted, but at least the unupgraded and blue ones need minimal changes. I'll think about it.

If you add them to Vanilla(+\-) as a neutral faction, they would be like Vikings or Northerners. :)
I haven't checked their size in the game yet, but if they are roughly the same size as the Swordsmen, then they would also work for Humans.
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1 year ago
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Ismail

I haven't checked their size in the game yet, but if they are roughly the same as the Swordsmen, then overall, they will also work for the Humans.
No, they are short; I agree that the proportions are not quite dwarfish, but we are working with what we have.
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1 year ago
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second day working on the dwarf – need to change the shoulder pads, and maybe the bracers too... let's see.

the hat is stereotypical, like the one worn by archers, but I don't want to focus too much on the archer theme, otherwise it will start with archers and end up with winged hussars on bears, that's not our way, we are focusing on the dwarf theme.
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1 year ago
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fktifzobr@mail.ru

and in the end, it will all come down to winged hussars on bears, but that's not our path; we are focusing on the gnome theme.

Ushanka hats, riding bears, and with a barrel of the best ale... smile14 (11/10 gnome theme biggrin )

Added after 2 minutes
By the way, what about a Hero riding a Battle-Bear, and the units without them (to use the bear resource more rationally)?
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1 year ago
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Ismail

Ushanka hats, riding a bear, and with a barrel of the best ale... smile14 (11/10 dwarf theme biggrin)

Added 2 minutes later
By the way, what about a Hero riding an armored bear, and the units without them (to use the bear resource more rationally)?
Well, no, I have a lot of dwarf models, and I will continue to use them.

A hero on a mammoth will be made.
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1 year ago
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well... now I'll refine and rework the archers.
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