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Posts from Heroes V: Seventh Dragon Era

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Should we take heroes from other parts of the series?
4 voters
Single choice Closed 2025-06-29
This poll is closed.
yes
100% 4 votes
no
0% 0 votes
In reply to Sir Syddan
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10 months ago
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Sir Syddan
I also like the alternative creatures system in Heroes 4, but in Heroes 5, it's mechanically better implemented. For example, we have a defensive unit – the Archangel – and an offensive unit – the Seraph. What can be added to alternative creatures? Unfortunately, the number of abilities in the game is limited, so it's unlikely that we can create something truly unique. And honestly, I don't really want to see another titan with wings or a guy with a big sword like in Heroes 2, performing the same role as the Seraph. Therefore, I'm in favor of having one special unit for each faction that would reveal the faction from some unexpected angle.

well, let's start with the fact that alternative creatures will perform different functions.
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10 months ago
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No, it's like this... my favorite faction is the Academy in Heroes 5... the last unit is the Titan... 3 creatures, and the first one is basically useless to anyone; does anyone play with Colossi? If you're building an upgrade, does anyone leave the Colossi and not upgrade them to Titans? I've never played on short maps; maybe you don't have time to upgrade the building and you play with what you have time for; I don't know... but I'm talking about it in general... further, Titans or Thunderbirds... what's the difference between them? Basically, nothing; all this philosophizing about "lightning strike or storm" is just talk... but in terms of appearance, Titans are much more attractive than Thunderbirds... but overall, it's the same unit - one model, the same animations...
Now let's look at Heroes 4; I repeat, I played it a long time ago and don't remember their unit lineup... but it seems that for the mages, you can build either a Titan building or a Dragon Golem building... it's not just that the characteristics and properties are different; the unit itself looks different...
In the example of Angels, whether it's Angels, Archangels, or Seraphs, they are essentially the same unit... but, for example, in Heroes 4, you could choose between an Angel and some kind of Knight... these are completely different creatures... and not just that one is defensive and the other is offensive...
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10 months ago
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essentially, this is the main goal of introducing alternative creatures. This will help to better adapt to specific maps. Let's take, for example, Haven – a faction without high-initiative creatures. Instead of Angels, Archangels, and Seraphims, you could create, say, dragons with high initiative and speed, and different abilities. Of course, this would be two flying creatures at the same level, but dragons would be more effective against archers (if their number, of course, does not exceed the number of Grahams).
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10 months ago
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Okay... I've encountered a small problem with the Haven faction – it will be very difficult to create alternatives for Tier 1, Tier 5, and Tier 6 units, or I'll have to include some mercenaries, which I don't want to do at all because of Tier 3 and Tier 7 (the idea is that Vestals and Light Dragons should be there). As a last resort, I'll have to use models from the same faction.
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10 months ago
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Good day. I just returned to the Forum, and your project has piqued my interest. I have a few questions: 1) On which version/mod are you basing your modification? 2) How much of what you want to achieve do you already know how to implement? (You have some ambitious ideas, but from my experience, I know that some tasks cannot be implemented right now due to various limitations.) 3) How do you prioritize Story/Gameplay? That is, what do you consider more important to implement? Creating these story campaigns and the history of your world, or implementing changes to the game itself (new creatures, classes, heroes, etc.)? --- -- -- *I will be following your thread, and I wish you success in development.
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10 months ago
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Ismail
Good day. I just returned to the Forum, and your project caught my attention.
I have a few questions:
1) What version/mod are you using as the basis for your modification?
2) How much of what you want to implement do you already know how to bring to life? (You have some quite ambitious ideas, but from my experience, I know that some tasks are currently impossible to implement due to various limitations.)
3) How do you prioritize Story/Gameplay? That is, what do you consider more important to implement? Creating these story campaigns and the history of your world, or implementing changes in the game itself (New creatures, Classes, Heroes, etc.)?
--- -- --
*I will be following your thread, good luck with the development.
 
I'm glad you're interested in my project. 1. I am using the original version 3.1 with the following frameworks:
-NCF, which increases the maximum number of creatures in the game to 999
-Max Artifacts, which increases the maximum number of artifacts in the game to 196
-New Hero Class Framework, which increases the maximum number of classes to 74
2. I probably won't answer this question because everything can change quickly.
3. Currently, the gameplay component is a priority; without it, I won't be able to create unique campaigns.
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10 months ago
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Does anyone else get the feeling that Agrail is talking to a mirror?)))
Or maybe it's that legendary meme with Spider-Man pointing at another Spider-Man xD
In reply to Waterfall_13
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10 months ago
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Waterfall_13
I'm not the only one who got the feeling that Agrail is talking to a mirror, right?)))
I was also thinking about that. It turned out to be funny.
It's a pity that there is no way to change the nickname on the forum.
Otherwise, I would have changed my avatar a long time ago to something more relevant to me, let's say.
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10 months ago
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Development is being postponed for some time due to the release of the Olden Era demo.
In reply to Azmadon
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10 months ago
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Ismail
I was also thinking about that. It turned out funny.
It's a pity there isn't an option to change nicknames on the forum.
Otherwise, I would have changed my avatar and nickname long ago to something more relevant to me now.
You can change your nickname yourself using these instructions: /topic/5189/
In reply to }{0TT@6bI4
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10 months ago
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}{0TT@6bI4
You can change your nickname yourself by following these instructions: /topic/5189/
Thank you very much!
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10 months ago
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After much deliberation, I decided to use models from parts 6 and 7, especially for Inferno. Later, I will sort through and use models from other factions as well.
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8 months ago
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I decided not to create new specializations for all heroes because I am trying to create a menu that opens through a special spell for hiring creatures (there is simply not enough space in the city for buildings for alternative creatures), and I am also making some changes to the guild of mages. Of what has been done in the past period: with the help of one patch, heroes can learn 8 skills instead of 6; all new heroes are ready (128, but some of them cannot be called new); some text names have been changed; 10 new GSC templates have been added (Ice land, Gold, Conquest, Conquest-Adv, Victoria, Mini-Victoria, Sandstorm, Unholy, Ground, Underground), information about them will be available later; Adepts have regained Blindness at the basic level, but they have lost Remove Curse, Punishing Strike; Inquisitors have received Remove Curse; Seraphs can cast Wall of Fire at the basic level, their number of hit points has been reduced by 10, defense has been reduced by 3, but they have gained the ability "Drain"; Spawn of the Abyss have gained the ability to slow down all enemy creatures on the battlefield once; Astral Dragons have gained incorporeality, Phantoms - attack with fear; All liches can use the spell "Weakness"; All druids can use "Stone Skin"; Night Queens have gained crippling wound and "Enemy cannot resist", but they have lost the spellbook; All rune priests have gained "Punishing Strike"; The number of shots for javelin throwers, blade masters, and harpooners has been increased by 2; Battle Centaurs have gained retaliatory strike and +3 to the number of shots. The remaining parts have not been touched yet
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8 months ago
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Keep up the good work.
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8 months ago
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The core concept of the mod has changed slightly. Now, the mod will replace all (or almost all) factions in the game instead of adding alternative creatures. Untouched factions will simply have all their units replaced. New heroes, classes, and campaigns will still be included, but not in the way originally planned.

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