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Posts from Undead – a Necropolis mod.

4.0 (1 rating)
In reply to HAndOS
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13 years ago
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revived
Yes, and then Linda meets her final demise at the end when she forgets to remove the dagger from the chair. She sits on it and goes to Asche's place.

Not to visit, but to her permanent residence, although it's a pity to finally kill the heroine...
13 years ago
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Actually, no! I read somewhere that everyone in the Asylum is reborn; otherwise, there would be overpopulation on the moon or wherever the Asylum residents live. And that's why, supposedly, she regained her memories from her past life and decided to slaughter everyone because she was reborn as an Orc :D.
In reply to HAndOS
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13 years ago
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reborn
Actually, no! I read somewhere that everyone in the Asylum is reborn; otherwise, there would be overpopulation on the moon or wherever the Asylum dwellers live.
And that's why, supposedly, her memory from a past life returned, and she decided to slaughter everyone because she was reborn as an Orc :D.

Whose memory returned?
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13 years ago
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I liked the mod. I would gladly play through the campaigns and maps for Necropolis. Can anyone recommend something?
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13 years ago
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I like the idea of the mod. I often play Heroes 5 with friends, and I'm really tired of the fact that the undead have become weaker. There are too many changes in the mod, in my opinion. I completely agree about the spectral dragon (it should have incorporeality). Is there a mod that only changes the undead dragon? And is there a mod that removes dark energy altogether or makes it not in numerical form but in percentages? And is there a mod where you can rebuild castles in Heroes 5 for the Stronghold faction? Sorry for the many questions; I just registered recently and don't know where to ask what.
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13 years ago
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What are you whining about? Cheat or no cheat... the person did a good job with everything.)))
P.S.: If Inferno is still being made, please replace the Nightmares, Ifrits, and Abyss Lords with normal ones. Otherwise, it gives the impression that Heroes 5 was made with a focus on 5-year-old children...
P.P.S.: And the undead and all the others in Heroes 3 look scarier, even though it's fantastical... and more realistic.
13 years ago
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The idea is good, but, as mentioned above, without introducing similar mods for other factions, it’s too early to talk about multiplayer. But for solo players, why not? It offers new experiences. Although, Necropolis is inherently a powerful faction, capable of both a fast start and a spectacular endgame.
In reply to Proff.X
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13 years ago
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I've finally returned to working on the heroes. I'll gradually come up with ideas for other factions. By the way, I think similar mods can be used when playing against the AI or if a campaign seems too easy.
If you have any ideas on who and how to buff, please let me know.
13 years ago
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For the Necropolis faction, you could try this setup for the third tier (using NHF models):
1. Bone Mages
2. Mummies
3. Banshee Ghost (easily modified from a Kikimora)
4. Nazgûl (several options to choose from, re-textured Spellcasters, Animists, etc., with the addition of the Vampirism spell)
5. Necromongers (a Necromancer model riding a Nightmare, in a Necropolis style)
6. Black Knights
7. Rotting Lamassu (black Manticores). Add poison and animal venom, and the Fear attack. Place Spectral Dragons in the first tier, renaming them to Bone Dragons (they don't really fit as ghosts), with the Death Gaze ability. Place Astral Dragons in the second tier, renaming them to Spectral Dragons, with the Etherealness and Horrific Presence abilities.

That's how I did it. It required some work in Photoshop and changing some abilities to my liking. The result is pretty good.

For the Humans, using the same base, I did this:

1. Warriors (Spearmen)
2. Archers: Double Shot, Maneuver (instead of crossbowmen from the second tier, named Archers, and crossbowmen are named Crossbowmen. I think this is more correct).
3. Battle Masters (there are several excellent models under different names; I liked Zealots more, or you could use a female model).
4. Garuda (instead of Royal Griffons, give regular Griffons the abilities of Royal Griffons).
5. I replaced the Inquisitors with the ones from the beta. They were removed for no reason; they look better.
6. Celestial Knights (Paladins on white dragons). This will require some work, either by requesting a separate model or, like me, re-texturing the Dark Champion (and consequently the Black Knight) to look like a Paladin and the black dragon to look like a white dragon (correspondingly, the neutral and Dark Elf factions have similar models replaced, and they are available in the mega-pack).
7. Move the White Angel to the first tier, and place the Cherub in the second tier (Resurrection, Blessing, Holy Word).

For the Elves:
1. Forest Spirits (there are some cool models in the form of lights; just change the voiceover, as they sound very unpleasant). Move alternatives 2 and 3 to positions 1 and 2.
2. Elf with a spear (you'll have to work with the model to add a shield, and you'll get a good balance with the Blade Dancers: +attack, -defense against -attack, +defense).
3. Forest Archers in green, with a cloak, and the Retaliation ability.
4. I divided the Druids based on their abilities (Hive Summoning, Stone Spikes vs. Lightning and Thunderstorm).
5. Pegasi. And give the Battle Unicorns the ability to strike once with lightning (like Erls). It's better not to find a new animation. If there isn't one, it stretches out, points its horn forward, and fires. I think this looks even more natural.
6. I removed the bald Ents, moved both alternatives to the left, and placed Ancient Ents (Dendroid Spellcasters) in the third tier.
7. I removed the Dragons completely, replacing them with Young Phoenixes (Firebird), Phoenixes, and Thunderbirds (+regeneration). If it seems that they give too much of an advantage to the pointy-eared faction, you can reduce their defense and attack, or add a +1 bonus to all three alternatives per week.

All these models are functional. You may need to work with the textures in some cases and give them new abilities as desired.

Yes, to avoid duplicates, the replaced models should be moved to the neutral faction.
In reply to wildcat
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13 years ago
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wildcat
1. Bone Mages
2. Mummies
3. Banshee Ghost (easily reworked from a Kikimora)
4. Nazgûl (several options to choose from, retextured Sorceress Vampires, Animists, etc. with the addition of a spell ability - vampirism)
5. Necromongers (a Necromancer model riding a Nightmare in a Necro style)
6. Black Knights
7. Rotting Lamassu (black Manticores)
Well, Nazgûl as number 4 is clearly not the best idea; firstly, it's plagiarism, and secondly, it would be more logical to put them on Necrodrakes and move them to level 7 (since horsemen already exist). Lamassu at level 7 is definitely out of place. Necromongers are plagiarism. Are Skeleton Mages from Diablo? I'd be interested to see the models.
1. Ratniks (pikemen)
2. Archers: double shot, maneuvering (instead of crossbowmen from the second column, named Archers, and crossbowmen are named Crossbowmen. In my opinion, this is more correct)
3. Ratobortsy (there are several excellent models under different names; I liked the Zealots more, or you could use a female model)
4. Garuda (instead of Royal Griffons, give ordinary Griffons the abilities of Royal Griffons)
5. I replaced the Inquisitors with the ones that were in the beta. It was a mistake to remove them; they look better.
6. Celestial Knights (paladins on white dragons). Some work will be required here, either by asking someone to create a separate model, or, like me, retexturing the Dark Champion (and accordingly the Black Knight) into a paladin and the black dragon into a white one (correspondingly, the neutral and dark elf models are replaced with similar models; they are available in the mega-pack)
7. Move the White Angel to the first column, and the Cherubim to the second (resurrection, blessing, holy word).
Ratniks - models? Do models of normal pikemen exist, or just beer-bellied slobs? Ratobortsy - models? The white dragon is a very interesting model in itself, without a rider.
1. Forest Spirits (there are some cool models in the form of lights; just change the voice acting, because they sound really unpleasant). Alternatives 2 and 3 are moved to positions 1 and 2.
2. Elf with a spear (some work will be required on the model, in terms of adding a shield, and it will become a good balance with the blade dancers: +attack, -defense against -attack, +defense)
3. Forest Archers in green, with a cloak, retaliatory shot)
4. I divided the Druids by abilities (hive summon, stone spikes against lightning and thunderstorm)
5. Pegasi. And give the battle unicorns the ability to hit once with lightning (like Erls). It's better not to pick an animation. If there isn't one, it stretches out, points its horn forward, and shoots. In my opinion, this looks even more natural.
6. I removed the bald Ents, moved both alternatives to the left, and put the Ancient Ents (dendroid sorcerers) in the third column
7. I removed the dragons completely, replacing them with young Phoenixes (firebird), Phoenixes, and Thunderbirds (+regeneration). If it seems that they give too much of an advantage to the elven faction, you can reduce their defense and attack, or make a +1 increase in all stats per week for all three alternatives.
Elf with a spear - interesting. Regarding the unicorns, it's better to add an animation for the cast, linking it to the normal attack.

In general, for all the proposed compositions, a photo gallery (screenshots) is needed. I am interested specifically in the models, since I am developing a Wargame Edition mod, where all the units in terms of abilities and stats are already very well distributed into 3 alternatives (and not 2), but new models are only available for Ifrits, gold and azure dragons, and dark riders.
13 years ago
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As I mentioned before, it’s best not to add an animation for the unicorns when they fire. The attack animation looks incorrect. White dragons are retextured black dragons with a paladin as the rider.
The models mentioned were taken from NHF. That’s where you can find the skeleton mages and other models. These are models that are available to everyone. If you tell me how to add screenshots here, I’ll upload them.
In reply to wildcat
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13 years ago
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wildcat

Actually, the models mentioned were taken from NHF.
NCF ;) ....
In reply to wildcat
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13 years ago
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wildcat
As I mentioned before, there is no need to create an animation for unicorns when they attack. The attack animation looks incorrect. White dragons are retextured black dragons with a paladin as the rider.
These models were taken from NHF. There are also skeleton mages and other models there. These are the ones that are available to everyone. If you tell me how to add screenshots here, I will upload them.
I am interested in the screenshots. There are many models in NCF, both good and bad. I think you have selected only the best models, and there are also some improvements.

Regarding screenshots:
On the message editing screen, at the bottom (in the "Additional Options" panel), there is a "Manage Attachments" button. Upload the necessary images there. Then, at the top right (above the message field), there is a drop-down list "Attachments". Select the necessary images from the uploaded ones, and they will be inserted into the text. You cannot see the images directly in the editor (only the code), so to view them, click "Preview Message" at the bottom below the message field.
As I mentioned before, there is no need to create an animation for unicorns when they attack.
Then, you should not create a casting animation for them either. Firstly, converting a melee unit into a ranged unit looks unappealing if there are no justifications (including visuals). And from the point of view of animation, the "no animation" option looks very buggy: a sharp transition to an unnatural, static pose and back.

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