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Posts from Dark champions of Necropolis. Auto-translated

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#152
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Pff. I decided to delete that file and create a new one. And now – it doesn’t work. I haven’t changed anything except downloading Maya. I’m doing everything correctly. Except that the model name is different each time.
I tried your guide and CrazyPill’s guide – the result is the same. Now I’ll try reinstalling the editor folder – I’ll see what happens. But the first time, it definitely worked!

So, is it normal that in the files inside the editor folder, almost every time when specifying a file path, it uses %?
For example: "s%/ss%%/sss%s%/" and so on? Could this be the problem?

Whatever
In reply to Heroist
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#153
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Heroist
Pff. I decided to delete that file and create a new one. And now – it doesn't work. I haven't changed anything except downloading Maya. I'm doing everything correctly. Except that the model name is different each time.
I tried your guide and CrazyPill's guide – the result is the same. Now I'll try reinstalling the editor folder – I'll see what happens. But the first time, it definitely worked!

So, is it normal that in the files inside the editor folder, almost every time when specifying a file path, it uses %?
For example: "s%/ss%%/sss%s%/" and so on? Could this be the problem?



Tomorrow I will try to finish the manual on setting up Alias Maya 6.0 to work properly with the game...
In reply to psatkha
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#154
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psatkha

No, there really was a working model. I just thought that the name should be the same, so I redid it.

Whatever
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#155
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Hello everyone. Champions in the Necropolis are great, but if you're going to raise this new unit with necromancy (like a Nazgûl), the question is: how did the necromancer create two bodies from one dragon – the dragon itself and the rider on it? Besides, the Necropolis dragons aren't that impressive in the original game. My suggestion (unfortunately, I can't do it myself): - Level 6: Death Knights - Level 7: Banshees (the Necropolis is about death, and death, as we know, has a scythe – in my opinion, this is a clear symbol of the faction) By the way, dragons (according to the description of bone dragons) don't live in the lands of necromancers, so why not move them to the neutral faction (but leave the possibility of raising them with necromancy) – i.e., swap the dragons and champions, remembering the levels (see above). Then, we can adjust the Banshees – strengthen them (because they will then become level 7). By the way, the action of the Temple of the Underworld now makes more sense – instead of turning everyone into dragons. And another idea – since dragons fly, to maintain balance, we can make the undead teleport – they turn into a black cloud and disappear, then reappear (along with the cloud animation) at the destination. I tested it – it's GREAT, but a 25% chance is too much – this ability needs to be removed. Also, the regular upgrade option says that the Sorcerer has 9 mana, but the spellbook doesn't open, i.e., either the mana and Sorcerer ability should be removed, or he should be given a spell, otherwise, what's the point of the mana and ability?
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#156
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SRD
Hello everyone. Champions in the Necropolis are great, but if you're going to raise this new unit with necromancy (like a Nazgûl), the question is: how did the necromancer create two bodies from one dragon – the dragon itself and the rider on it? Besides, necromantic dragons in the original game aren't very impressive. My suggestion (unfortunately, I can't do it myself):
- Level 6: Death Knights
- Level 7: Banshees (Necropolis is about death, and death, as we know, is associated with a scythe – in my opinion, this is a clear symbol of the faction)
By the way, dragons (according to the description of bone dragons) don't live in the lands of necromancers, so why not make them neutral (but still allow them to be raised with necromancy)? That is, we swap the dragons and champions, remembering the levels (see above). And then we can adjust the Banshees – strengthen them (because they will then be one level higher – level 7). By the way, the action of the Temple of the Underworld now makes more sense – instead of turning everyone into dragons.
And another idea – since dragons fly, to maintain balance, we can make the undead teleport – they turn into a black cloud and disappear, then reappear (along with the cloud animation) at the destination.

I tested it – it's GREAT, but a 25% chance is too much – this ability needs to be removed. Also, the regular upgrade option says that the Sorcerer has 9 mana, but the spellbook doesn't open, i.e., either the mana and the Sorcerer ability should be removed, or he should be given a spell, otherwise, what's the point of the mana and the ability?

Cool!

By the way, if you slightly adjust the Deadly Strike ability, it will be fine... :smile44:
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#157
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SRD
Tested it – it’s GREAT, but a 25% chance is a serious cheat – this ability needs to be removed. Also, the regular upgrade option states that the Warlock has 9 mana, but the spellbook doesn’t open, meaning either the mana and Warlock ability need to be removed, or the spell should be given to him, otherwise, what’s the point of the mana and ability?
What kind of cheat is this? It’s a medium-strength ability, and if it’s removed, Ranged units are useless to anyone, just like swordsmen without swords.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
In reply to Nargott
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#158
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Nargott
What kind of cheat is this? It's an ability of moderate strength, and without it, Rangers are completely useless, just like swordsmen without swords.

And archers – without bows and arrows ;)

By the way, can 25% be adjusted?!
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#159
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psatkha
And the archers are without bows and arrows ;)
By the way, can 25% be adjusted?!
No. And reducing the chance won't lead to anything good either, because it's their defining (characteristic) ability. If it triggers rarely, the unit loses its appeal.

There is a defense against this ability - split up the units, don't expose your strongest troops to the attack. Large units of RS with this ability are not a threat, as such damage will not differ much from a normal successful attack. The danger comes from small units of RS and single units - they can be shot down, killed with one hit, or bombarded with area-of-effect Chaos spells.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
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#160
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Even for a non-neutral faction, it's still a CHEAT, CHEAT, and another CHEAT, and if you upgrade the Soldier's Luck skill... :smile38: Also, could someone please address the Banshees at level 7 and Champions at level 6 (by the way, the Champions could have this ability removed altogether and replaced with a Fear attack, or given the ability to deal double damage with a certain probability, as in the third game – if I'm not mistaken, the Dark Champions could do that). And in general, Necromancers instill fear and horror in the hearts of the Ashan people (they have all sorts of Banshee screams, terrors, and mournful wails), so why give the Fear attack to other factions and not to them – where's the logic? Even the good-natured Gnomes have bears that scare with their roars, and the Demon has a Nightmare – that makes sense.) And giving the 25% ability to undead dragons that have gone neutral – and now that they're neutral, you can give them intangibility and deadly strike, but if you leave the option to raise them with Necromancy, they should cost a lot of dark energy.
#166
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I really liked your mod ideas (there are a couple more), but I tried installing them and they don't work on v3.1. The undead units are still there, only the building name and description have changed, plus the bone dragons now look like undead. Can you advise me?
Thank you :)