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Posts from "Necropolis" - changes to creatures of levels 6-7.
All I found in that list was her ID: 65.
It would have been possible to continue searching based on the number 65, but there were too many matches.
And it seems that all that's left to do is rename this ability...
1. With these parameters, three deaths per week is indeed a lot; consider increasing the bonus for Knights instead.
2. "Horrible Neighborhood" is a terrible ability – get rid of this cheat; everyone will just run away, and with a 50% chance, it's just awful. Replace it with a fear attack (like the Nightmares have).
3. "Sorrow Strike" is not suitable for Messengers – I don't support this.
4. Unholy Liches don't need it; they're already powerful enough.
5. Is the Avatar of Arantir now going to be like a Messenger? (Please comment).
6. You can replace the Yeti with an Astral Dragon, giving it incorporeality.
7. Let Nazgûl replace the Knight in the neutral creatures list, preserving the deadly strike where it belongs.
Don't forget about the other factions – how are they supposed to fight Necromancers if you overdo the buff for deaths? And maybe Unholy should be banned – I'm not sure, and Nargott is also talking about this – I support it. (Unless a Ranger with an enchanted ballista and Elder Druids can beat it :smile54: )
1. With these parameters, three deaths per week is indeed too many; consider increasing the Knight growth rate. 2. Horrible adjacency – scrap this cheat; everyone will just run away, and with a 50% chance, it's absurd. Replace it with a fear attack (like the Nightmares have). 3. "Sorrow Strike" is not suitable for Messengers; I don't support this. 4. Unholy creatures don't need it; they're already powerful enough. 5. So, the Avatar of Arantir will now be like a Messenger? (Please comment.) 6. You could replace the Yeti with an Astral Dragon, giving it incorporeality. 7. Let the Nazgûl replace the Knight in the neutral faction, preserving the Deadly Strike ability where it belongs.
Don't forget about the other factions – how are they supposed to fight the Necromancer if you overdo the Death faction's enhancements? And maybe Unholy should be banned – I'm not sure, and Nargott is also talking about this; I support it. (Unless a Ranger with an enchanted ballista and Elder Druids can beat it :smile54: )
1. Unreal. 2. Fear attack is for the upgraded unit. It's not a cheat; everything is fine. 3. I've already removed it. 4. I didn't even include it. 5. Yes, it's a Messenger. It looks great, and the "Touch" ability has been added ;) Why a stupid dragon? 6. Both dragons already exist in the neutral faction at level 8. 7. I haven't made the Nazgûl yet. It's starting to feel like the wrong kind of mod. Deadly Strike is already present on the Phantom Dragons. 8. I agree; I didn't add it. Knights are roughly equal to Paladins. One Death unit is slightly weaker than Cyclops and a bit slower than Elven Dragons, and the other is as durable as an Angel, but its damage isn't constant; instead, it has an enhanced ability. Everything is fine. psatkha
You could just rename the ability and avoid all this hassle!
Where is the file containing its text located? I couldn't find it yesterday. I'd like to rename it specifically. It can't possibly not exist if it's there ;)
1. Will the dragon tomb remain? 6. Will the old dragon abilities remain? 7. And it's not even necessary.
1. Well, I just expressed my opinion on the idea of replacing its mechanics, by adding +1 to knights instead of dragons. As for removing it, the test will tell. I think this building will be overpowered and will have to be removed, but the price can be increased even more; time will tell. ;) 6. I think I left it. Oh, no, I removed the curse and sorrow attack. I can bring it back, but then it will be like a mini-boss; I increased the stats. ;)
So, does anyone know how to change the name of the adjacency ability in the editor? I extracted all the data; there's only the name and description in a separate folder from the data folder called "texts," and I don't really know how to embed it in the mod. When opening the mod, only the files from the "data" folder with the changes are displayed. And there's not even a hint of this ability in it. What a mess.
Yes, I would like to find the visual ability files themselves so that I can change the links from .txt to the ones I will embed in the same folder. Simply embedding the modified texts is pointless because they are from a different folder, and there's no reason to include them in the mod if I can't recreate the correct path. And even if I could recreate the path, it wouldn't be visible because I don't even know where the visual ability files are hidden (along with finding them).
Let's say the text is stored in texts.pak\Text\name.txt. To embed it in the mod, recreate this path as: mod.h5m\Text\name.txt. The fact that the texts are in a separate package doesn't matter.
Okay, I think I've put the pieces together correctly. If I haven't made any mistakes, everything should work as intended. Later, if needed, we can create a separate thread for the mod, but for now, this is the raw version.
Also, if you read the thread, you might suddenly notice that two mods have been created and uploaded in it. The mod that you can see just above is only two days old.
Added after a small test of the mod IMHO - I think I overdid it with the Necropolis. Attack and defense need to be nerfed by -10.
Oh, if only we could move all the posts from the SRD message to page 11, into a separate thread...
Because, in reality, it turns out that we are creating our own mod in place of someone else's excellent mod, which is completely unrelated to it...;
Added after 2 hours and 9 minutes In general, I tested it myself, fixed some minor bugs. The new version is above.