Skip to content

Posts from Plague Ent

No ratings yet — be the first to rate!
In reply to Death Knight
User Avatar
Auto-translated
Death Knight
fktifzobr@mail.ru I have an idea, what if Necromancers had 3 upgrades for dead elves?

Why not, BUT we need good concepts... :rolleyes:

Sincerely, Psatkha
In reply to psatkha
User Avatar
Auto-translated
Here it is (and his friends, the Ents from the beta version). A .sav file converted to .zip (it contains a mod) and the date.
Attachments 1
1 file attached • Total size: 5.1 MB
User Avatar
Auto-translated
I decided to replace the 1st, 2nd, and 3rd level units of the Necropolis faction with skeletons of various types, and here's the result: .
Attachments 1
1 file attached • Total size: 1.2 MB
User Avatar
Auto-translated
If anyone is interested in my mod, please let me know whether I should keep the black knight in the Necropolis so that it can be resurrected, or should I remove it and make it a neutral creature, as many players do when they want to play as neutral factions.
In reply to fktifzobr@mail.ru
User Avatar
Auto-translated
fktifzobr@mail.ru

Maybe you could try making it out of Tier 3 Necromancer items.

Just make sure the elf's head is wearing a helmet, and the weapon should be elven! :rolleyes:
С уважением, Psatkha (Псатха)

---------------------------------------------

Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
In reply to fktifzobr@mail.ru
User Avatar
Auto-translated
fktifzobr@mail.ru
http://s39.radikal.ru/i085/1108/29/5a62301b65ea.jpg
I was thinking of doing something like this.

Added 2 minutes later
but making it more heroic.

Cool idea! :cool:
С уважением, Psatkha (Псатха)

---------------------------------------------

Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
User Avatar
Auto-translated

Now there's also a helmet:cool:
Attachments 1
1 file attached • Total size: 323.7 KB
In reply to fktifzobr@mail.ru
User Avatar
Auto-translated
fktifzobr@mail.ru
replaced the shoulder pads and shield




They look intimidating:eek:



Умен не тот, кто не делает ошибок. Таких людей нет и быть не может. Умен тот, кто делает ошибки не очень существенные и кто умеет легко и быстро исправлять их.© В.И.Ленин
User Avatar
Auto-translated
Hello everyone. Can you tell me how to restore the Dark Energy to its original state? And regarding this, it's just awesome. Everything is super well thought out.
And lastly, please tell me where I can find new creatures that can also be recruited through transformations. Thank you in advance.
In reply to ggroy
User Avatar
Auto-translated
ggroy
Hello everyone. Can you tell me how to restore the Dark Energy to its original state? (make it work as it used to). And regarding this, it's just awesome. Everything is brilliantly designed.
And lastly, please tell me where I can find new creatures that can also be recruited through transformations. Thank you in advance.
You need to open the file /GameMechanics/RPGStats/DefaultStats.xdb in a text editor and find the following lines:

CREATURE_PEASANT
CREATURE_SKELETON

There are many such lines, and above them is the calculation for Dark Energy:


10
10
5
10
50
10
200
1
150
150

Some parameters have been changed in the mod, and you just need to replace them with these values

Statistics