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Thank you for your response, I will try.
New here? I'm Roha — want a quick tour?
Good afternoon, I've looked through it several times and didn't understand where to download the files to try them out and where to put them?
Overall, the mod is excellent, but it has some flaws:
1. Heroes from the campaigns are not available in Multiplayer.
2. The appearance of the Dwarven buildings is mixed up: bears are on the arena and vice versa.
3. The Ifrit and the Overlord are mixed up.
4. Djinns are not creatures of the Academy.
But I was pleasantly surprised that NCF creatures are included, but for some reason, they only appear on the map and don't drop.
I'll repeat once again that the current version of the mod is adapted and balanced only for duels for now. Everything else is at your own risk.
1. That's strange, I haven't played maps in a long time. Either this was already fixed, or each new map requires individual settings for the available campaign heroes.
2. It seems to be related to the rearrangement of the Bears and Vikings.
3. That's how it should be, as far as I know, they are only "mixed up" internally (or there may be conflicts with other mods). This was done so that the Overlords summon Ifrits instead of Balrogs.
4. That's how it was intended: Ifrits are demonic, and Marids are neutral in terms of alignment; that's their feature. In the next version, all 3 Djinns will be neutral (with access from the Academy).
WGE uses the 5.5 engine, which fundamentally supports not only 24 hero classes but also NCF. However, NCF spawns on the map were not implemented because, at the moment, NCF is not adapted for WGE (it does not support the class ideology adopted in WGE, + NCF creatures are not balanced, especially with the new mechanics).
3. I thought it was a bug because in Inferno, ifrits were recruited, and in the Academy, abyssal demons were recruited; it needs to be changed.
4. Then their morale drops; it's better to give ifrits courage (they want to fight and kill), and somehow fix the morale of the jinn at zero. Would these changes work?
If you are using the NCF mod at the same time, this is possible. You need to resolve the conflict between the two files containing the list of unit IDs (I don't remember the exact file names) for the ifrits and balors, taking the values from WGE.
ID is irrelevant here; I extracted the NCF core. The issue lies in how recruitment is defined within the dwellings.
Okay, I'll try to adapt the game for maps now.
It would also be good to rework the dwellings on the map, for example, you could base them on the refugee camp, so that only the hero can recruit troops there, and a random enhanced or non-enhanced creature would appear, while caravans would only travel between cities, and then there would be four types of troops available to recruit at outposts.
Everything is correct, but I would rework the hero classes; for example, instead of an engineer, there should be a Rune Mage who more often has skills like:
1. Mechanics (rune machines)
2. Summoning magic (rune shield)
3. Leadership (rune harmony)
and other skills that have a connection with runes.
Then the heroes would be:
Warriors
1 Ibba
2 Ingvar
3 Karli
Rune Mages
1 Brand
2 Inga
3 Erling
Hermits
1 Sveya
2 Helmar
Erling could also be made a Hermit because he enhances rune, fire, and ice mages, and Tolgar can be assigned to Rune Mages.