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Posts from "Necropolis" - changes to creatures of levels 6-7. Auto-translated

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#211
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Well, I was just giving an example – you can only get that kind of extended playtime on fan-made maps with quests.

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#212
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So, I easily defeated Haven with Ossira – the AI is terrible. By the time the Banshees reached me, all that was left of them was a pile of ashes. The Unicorns confidently crushed the Knights, only the Fairies died – I made a mistake. In general, we didn't do anything overpowered – on the contrary, we gave the Necromancer a chance to compete with the other factions on equal footing.
That's exactly how it is. Its overpowered nature is proportional to the opponent's mistakes (in this case, the AI's stupidity). You can either successfully counter the ability or successfully lose to it. I apply a similar approach to many abilities in my mod.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
In reply to Nargott
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#213
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The main thing is for the ent and unicorns to stay in place, covering the archers. Ossir channels divine power. When I played, the banshees didn't even have time to physically scream (before I could open their mouths, I filled them with arrows), which is why I let some nymphs and vampires get through for the first time. However, we still managed to take out almost half of the unicorns – this is simply the AI being an idiot, letting anyone and anything through. Why does it often use dodge in a duel when the opponent doesn't have archers (like Sinistar)?
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#214
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Yes, dodging is an AI bug. There are so many dark spells available, but it uses useless ones.

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#216
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Not quite. There's just one texture left to flip – to mirror it. Just for aesthetic purposes. There was a small issue when I tried to edit it, but I don't think it's anything serious.

I'm thinking we should create a separate thread and move all the messages from page 11 there. And on the main page of the thread, I'll put a link to the mod. After all, the main thread is about a slightly different mod ;)

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In reply to Heroist
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#217
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I agree.

Added 14 minutes later
I fought against mages (all their units were upgraded), and Deidra suggested raising unupgraded Knights – the question is, which units can now be raised using necromancy?
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#218
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Everything is as it used to be – only now, instead of Death, there are Knights, and instead of Dragons, there is Death.

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#219
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Yes, dodging is an AI bug. He has so many dark spells, but he uses useless ones.
It's easy to fix in duels – just remove that spell from the heroes, and that's it.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
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#220
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I was thinking about something, and I've suggested this before, but I remembered the campaign featuring Arantir (the first scenario with him), and there were Death Knights in the hut. Now, there are neutral dragons, but it would be great to put those Nazgûl (sorry, I forgot their name in the mod) in that spot. So, we'd have: Astral on its own, with incorporeality, and in the place of the Death Knights, we'd have a spectral unit with a rider and a deadly strike. There was a dialogue in the hut, and if we play the campaign with these mods, there won't be any inconsistencies, and the Nazgûl would look great.
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#221
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Nazgûl is a different mod. I don't want to mix them.

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In reply to Heroist
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#222
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There, they were in the Necropolis itself, but here they are in a neutral location; it's nicely designed, or are we violating copyright?
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#223
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No need. It's a different mod.

Added 2 minutes later
And a campaign is just a specific case.
Карты для Героев Меча и Магии 5
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Кампания: Империя Единорога

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#225
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Download the first mod in the topic – and you’ll be happy. I don’t see the point in creating a “mixed bag” (c) from the mod.

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