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Posts from Undead – a Necropolis mod.

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In reply to wildcat
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13 years ago
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CLASS :smile54: Phoenixes existed in the Elven faction in the 4th installment, and considering that, according to the storyline, the Imperials worshipped the air dragon Silat before worshipping Elrath, the appearance of celestial knights riding dragons is justified. Is there a mod that replaces the Dark Elf Lizard Riders with manticores? In my opinion, this would be logical – they, like the Dark Elves, are poisonous and clearly not benevolent, but they are still alive, so they don't really fit with the Necropolis, and by the way, they were in the Dungeon faction in the third game. And the Dark Elves have too few flying units – they fall behind significantly during assaults.
13 years ago
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It seems that phoenixes and their alternatives were originally planned by the developers for the Elves. But then they were replaced with dragons. There is no mod that changes the mounts. And it seems that such an idea has not been considered by anyone. To be honest, flying dragons are unnecessary in the Dungeon faction. In my opinion, it would be better to replace them with cyclops. And give trolls to the Orcs instead of cyclops. Trolls would fit better into the Orc army.
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13 years ago
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Is there a mod that replaces the Dark Elf Lizard Riders with Manticores?
A Manticore for level 4? That's quite something. Considering their status, Hydras would be a more fitting replacement for Manticores. But personally, I think the Manticores as they are implemented in Heroes 5 are better off not being seen anywhere (their appearance is unappealing).
Honestly, flying dragons are unnecessary in dungeons. I think it would be better to replace them with Cyclops.
Removing dragons from the Dungeon is a rather unpopular idea.
And give Orcs Trolls instead of Cyclops. Trolls would fit better into the Orc army.
Actually, the Cyclops in Heroes 5 is drawn to look like a Troll, if you compare it to the Trolls from Lord of the Rings. At least, they have a lot in common.

Regarding the knights on dragons, it's clear that they made a mistake with the level (6)?
It seems that Phoenixes and their alternatives were originally planned by the developers for the Elves. But then they were replaced with dragons.
In my opinion, multi-colored dragons are perceived better than multi-colored Phoenixes. On the other hand, in the original game, all High Elf dragons are green clones. But a version with an emerald/gold/azure dragon would look better.

As for Phoenix alternatives, it's unlikely that the developers planned them, since at that time there were no alternatives at all. As far as I remember, the developers also didn't provide models for firebirds, which suggests that Phoenixes were never planned as a castle unit. But nevertheless, based on previous games in the series, Phoenixes instead of dragons are a viable option.

As for the new Orcish units, unfortunately, the model is ugly.
Ogre mages - it would be better to have ogres as mages. And in general, the parallel between overgrown Orcs and Ogres is really interesting.
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13 years ago
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the developers also didn't provide models for the firebirds.
But the game does have textures, which hints at certain plans... As for what didn't make it into the game in the end, that's a different story.
In reply to Ment
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13 years ago
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Ment
But the game does have textures, which hints at certain plans... As for what didn't make it into the final game, that's a different story.
Hmm, I didn't know about the textures – I thought it was a fan-made recoloring.
In reply to SRD
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13 years ago
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Well, since we're on the topic, I'd like you to evaluate my idea: 1. Elves 1. Fairies - both upgrades have a symbiotic relationship, but since Dryads cast spells, let them be weaker than Nymphs. 2. Dancers - all have agility; the one with "death" has combat skills, and the one with "wind" prevents the enemy from retaliating (it's still weaker than, for example, a Mig). 3. Elven Archers (not an upgrade) - remove the second shot, but increase health to 16 (the same as the upgraded version). 4. Give Elder Druids the Lightning spell, and as an option, swap Druids and Unicorns, naturally also playing with growth, parameters, and cost (after all, a powerful mage or a horse with a horn:smile52: - I think the former is more impressive). 5. Everything is fine, except perhaps giving Light Unicorns an aura (but then the Light one would clearly be better than the Combat one - all the same + Child of Light, but we can play with the probability of deflection, i.e., the Combat one has a higher probability than the other two - for example, 15% for the unupgraded and Light ones, and 30% for the Combat one, or you can improvise). 6. Give them immunity to Mind Magic. 7. Remove the acid breath from the Green Dragon, but let all three have immunity to Earth magic (you can give the upgraded versions +20 health). 2. Dark Elves Up to level 3, everything is fine, but there's a gap from level 4 to level 6: - Level 6 - Manticore - Level 5 - Witch - Level 4 - Hydra or Rider And yes, about the dragons - since we worship the Dragon of Darkness, Malassa, her offspring should have immunity to Dark Magic, and replace the Summoning spell in the Magic Guild with Dark Magic for the same reason. 3. Necromancer Lich - let all three have Curse and Cloud on shot, all upgraded ones have Weakness, Archliches have + Plague, and Higher ones have + Raise Dead. Level 6 - Dark Champions, and for level 7 - well, think about it, Necromancers are about death, and death is associated with a scythe, i.e., Reaper. 4. Inferno - Remove Demons - Lower Cerberuses, Succubi, and Steeds by one level - Put Ifrits on the empty level 5 5. Barbarian Starting from level 3 and ending with level 5, lower the creatures by one level, thereby raising Centaurs from level 2 to level 5. 6. Dwarves CHEAT - you can take three of the strongest units (levels 5-7) and bombard with Armageddon - this hasn't happened in any of the previous games. Suggestion: replace the Fire Immunity of all level 5 units and Jarls with 50% Fire Resistance. And replace Light Magic with Summoning Magic in the guild, because what's the point of leveling up an entire school, taking up a valuable slot in skills, and not being able to learn spells other than Celestial Shield - they'll give it to you if you level up to Absolute Protection.
In reply to SRD
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13 years ago
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SRD
Well, since we're on the topic, I'd like you to evaluate my idea:
1. Elves
1) Fairies - both upgrades have a synergy, but since Dryads cast spells, let them be weaker than Nymphs;
Bad - it blurs the differences between tiers.
2) Dancers - all have agility, while ...with death has combat skills, and ...with wind makes the enemy not retaliate (it's still weaker than a Migar, for example);
What does "weaker than Migars" mean? Considering the growth, the Wind Dancers are one of the strongest units at their level, and adding no retaliation makes them even stronger. Migars/Furies will be out of a job.
3) Elven Archers (not an upgrade) - remove the second shot, but increase health to 16 (the latter also applies to the upgraded version);
You can't remove the double shot from the base unit - they'll become outcasts. Increasing the Archer's HP to 16 won't help either, as the upgraded version is simply much stronger. However, replacing the double shot with a single, more powerful shot under the same conditions could be justified.
4) Give Elder Druids Lightning Bolt, and as an option, swap Druids and Unicorns, naturally also considering the growth, parameters, and cost (after all, a powerful mage or a horse with a horn:smile52: - I think the former is more impressive);
Unicorns are magical creatures that have already been downgraded from level 6 (Heroes 3) to level 5. Giving Druids Lightning Bolt is bad because it blurs the differences between tiers and completely eliminates the use of the first tier.
5) Everything is fine, except maybe giving Auras to Light Unicorns (but then the Light Unicorn is clearly better than the Combat Unicorn - it has everything the Combat Unicorn has, plus Child of Light, but we can play with the probability of the effect, i.e., the Combat Unicorn has a higher chance than the other two - for example, 15% for the unupgraded and Light Unicorns, and 30% for the Combat Unicorn, or you can improvise);
An aura of deflection can only exist in one version; you can't have both versions.
- on the fourth level, either a Hydra or a Rider.
Maybe the Hydra should also be lowered to level 1? This monster belongs on level 6, if not 7.
And yes, about the dragons - since we worship the Dragon of Darkness, Malassa, let's give her offspring immunity to Dark magic and replace the Summoning magic in the Magic Guild with Dark magic for the same reason.
Replacing Summoning with Dark magic is indeed very logical. But there is no immunity to Dark magic in the game - you can only give a set of immunities to specific spells (weakness, slow, blindness, mind control, berserk, confusion).
3. Undead
Lich - let all three have Curse and Cloud of Poison when shooting, let all upgraded versions have Weakness, and let the Archlich have Plague, and the Higher Lich have Raise Dead.
Bad - it blurs the differences between tiers.
4. Inferno
- remove the Demons,
- lower Cerberuses, Succubi, and Horses by one level,
- put Ifrits on the empty fifth level.
The problem is that there are very few decent models for Ifrits. In any case, they borrow models from Djinns, so it will be a terrible copy-paste with ugly or identical models.
5. Barbarians
Starting from the third and ending with the fifth level, lower the creatures by one level, thereby raising Centaurs from the second to the fifth level.
This is a very strange advancement for a unit that, even at level 2, is an achievement compared to previous parts of the series. Placing Half-Horses above Bears or Griffons is quite unusual.
And replace Light magic with Summoning magic in the guild, because why bother leveling up an entire school, taking up a valuable slot in skills, and not being able to learn spells other than Heavenly Shield - they'll give it to you if you level up to Absolute Protection.
Summoning for Gnomes doesn't make sense, unlike Light (a melee faction, buffs are more useful). If Absolute Protection is really needed, it's easier to replace the Summoning requirement with a Light requirement. But in my opinion, this is the most powerful spell, and it's worth sacrificing an unnecessary magic school with inconvenient spell learning for it.
In reply to SRD
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13 years ago
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1. I agree with the levels for the Elves: 1, 2, 4, and 5. I'm convinced. Archers in the basic version didn't have two shots in their third level. But what's the point of those two shots if one of their main units has only 10 hit points at its third level and dies in droves from simple spells and weak attacks? And what about their dragons, and by the way, the Ent – a tree – hence the idea of immunity to mind magic. 2. For the Dark Elves, I think it would be good to leave levels 1-4 and 7 as they are, and place Witches and Manticores at levels 5 and 6, respectively. At the same time, the Hydra should be neutral, and its design is actually better in Heroes 4. 3. I would still like to make some changes to the Liches: remove the cloud from the regular Lich, but in any case (even if it's not removed), give it some kind of spell, like plague, curse, or weakness. And what about Death with the scythe at level 7, and moving Bone Dragons to the neutral category? I'm not asking about Champions – there's already a mod for that, but why did they change the Ghosts? Now, the one with the scythe is at some third level – it seems like nonsense to me; they could have simply replaced level 6. 4. I saw a mod where Ifrits exist, but they are replaced (they removed the Cave Lurkers). 5. Orcs: I just don't understand why the Warlord and Shaman, who are weaker in design compared to the Centaur, are at higher levels than the Centaur. I would like to see the Centaur at least at level 3 or 4. 6. And what about the idea with the Dwarves (I'm talking about the immunity to fire element at levels 5 and 6, which is justified by the scenario, but ultimately leads to cheating)? Thank you for your answer.
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13 years ago
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But what’s the point of these two shots if one of the main units, at its third level, has only 10 health points and dies in droves from the simplest spells and weak attacks?
The benefit is much greater than from single shots. The fact that damage is much more important than survivability for archers is a well-known fact.
Archers in Might and Magic III did not have two shots in the basic version.
And that’s why they looked bad in the basic version. It will be the same here.
5. Orcs: I just don’t understand why the War Monger and Shaman, who are weaker (compared to the Centaur in terms of design), are higher levels than the horse-man. I would like to see him at least at the third or fourth level.
I would say that the Orc (a mountain of muscles and a living killing machine, 2.2 meters tall) and the Centaur are comparable, and the Shamans are Sorceresses and belong to the elite troops, so they are stronger than ordinary ones.

As for the rest, there are no particular complaints about what I haven’t written.
13 years ago
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We recently considered the idea of goblins riding werewolves (the base could be taken from bears or wolves). I think it would be worth replacing centaurs with them. I really only saw the combination of orcs and centaurs in this game. And if you remember the legends, where centaurs are mentioned, orcs are not even heard of, and vice versa. Instead of shooting, goblin riders could have a charge-and-retreat attack + cowardice. This would match their nature. And to compensate for the lack of archers, the first upgrade for level 1 goblins could make them archers. The animation could be taken from goblins on the towers of the city, throwing stones or something; they throw something there. In fact, the model of a thrower exists in NCF. It turns out to be approximately the same as with the Necropolis. The first alternate is a melee fighter, the second is an archer. Well, I have a third, a mage-archer. Goblins already have a mage (shaman). In my opinion, it will turn out to be quite logical.

Added 6 minutes later
Nargott


Ogre mages - it's better to have ogres who are mages. And in general, the parallel between overgrown orcs and ogres is really interesting.

Well, I renamed the assassins to: ogres, ogre leaders, and ogre mages. That's why it sounds like that. Currently, they have all been replaced with models of large, green, ugly creatures. The leaders are in horned helmets with axes, and the ordinary ogres are... well, like ogres.
In reply to wildcat
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13 years ago
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wildcat
We recently considered the idea of goblins riding werewolves (the base could be taken from bears or wolves). I think it would be worth replacing centaurs with them. I really only saw the combination of orcs and centaurs in this game. And if you remember the legends, where centaurs are mentioned, orcs are not even heard of, and vice versa. Instead of shooting, goblin riders could have a charge-and-retreat attack + cowardice. This would correspond to their nature. And to compensate for the lack of archers, the first upgrade for level 1 goblins could be made into archers. The animation could be taken from goblins on the city towers, throwing stones or something, they throw something there. In fact, the model of the thrower exists in NCF. It turns out to be approximately the same as with the Necromancer. The first alt is a melee fighter, the second is an archer. Well, I have a third, a mage-archer. Goblins already have a mage (shaman). In my opinion, it would be quite logical.
I think that wolf riders should replace goblins. This is not Heroes 3, where the Barbarians had archers at level 3 (and also at level 6), as well as a quickly assembled combination of Rukh + Fiend. Without centaur archers, the orc will become weak; this is not the Necromancer with his cheating Raise Dead, a super stack of skeleton archers (necromancy) + ghostly level 1 units. Goblins shooting with something unclear is not the best idea. The combination of centaurs and orcs was, at least, in the 4th part (where the orcs were pig-faced).

In general, in my opinion, not every change leads to an improvement; you need to weigh all the "pros" and "cons".
In reply to Ment
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13 years ago
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Ment
But the game does have textures, which hints at certain plans... What didn't make it into the game in the end is another matter.

The textures were for FireBird and Phoenix; the only thing is that FireBird didn't have an icon, but I fixed that ;)

Added 7 minutes later
wildcat
Here are some of the creatures that were mentioned. I think they deserve to be more than just neutral creatures.

By the way, I've already reworked the cherubs a long time ago ;)

13 years ago
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Of course, I've seen this model before. Well, it's still a matter of personal taste. And I had to add the fire around the sword later to make it consistent with the other alternate versions.

But in general, it was this model of yours that first gave me the idea that new neutral creature models could also be used in factions. That's why I started collecting similar creatures and, in some cases, modifying them. And the unnecessary alternate versions were sent to the neutral creatures instead. So, no creature was lost. After all, there's no guarantee that an interesting creature will spawn when needed. But this way, it definitely will.
In reply to wildcat
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13 years ago
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wildcat
Of course, I've seen this model. Well, it's a sword that's not for everyone. And the fire around the sword had to be added later to match the other alternate skins.

Actually, this model of yours was the first thing that made me think about having new neutral creature models not only in the neutral faction but also in the other factions. That's why I started collecting similar creatures and, in some cases, modifying them. And the unnecessary alternate skins were sent to the neutral faction instead. So, no creature was lost. Because there's no guarantee that an interesting creature will spawn when you need it. But this way, it definitely will.

This sword is from the alpha and beta versions of the game. ;)

By the way, the posters feature exactly this sword, but the fire is a matter of taste. ;)

Best regards, Psatkha
In reply to psatkha
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13 years ago
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psatkha
This sword is from the alpha and beta versions of the game ;)

By the way, the posters feature exactly this sword, but the fire is a matter of taste ;)

Sincerely, Psatkha
Fiery swords are a standard in-game item for angels; in the WGE mod, I even used it as a perk, with 50% damage reduction. Therefore, without a fiery sword, I perceive an angel as an outsider.


Regarding the castle unit line of humans, presented above.

As for the model itself, this cherub is good as a neutral unit, but it doesn't suit the castle units due to its colors – unless the entire line is recolored. Although the new ink (from the same beta?) seems to match in color, but not the other units.

Also, the red archer clearly doesn't match the first tier and doesn't fit the line.

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