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Posts from NHF – new heroes for Heroes V 3.1. Auto-translated

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#1578
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I have an idea regarding treasure rooms. It probably occurred to you already, but since the mod will be connected to NCF, could we add variations of guards consisting of NCF creatures for variety, or even create separate treasure rooms (perhaps by recoloring existing ones to avoid creating them from scratch)? Here are a few ideas for a special Orc hero: - If an enemy town is within one turn's distance from the hero, he receives a static +2 bonus to speed and +1 to attack for every 2 levels (based on his biography, he is an experienced conqueror who knows how to motivate warriors with the wealth that can be obtained from a captured town). - The hero can activate a special ability that consumes all his mana (requires full mana) and remaining movement points (does not require full movement points). As a result, troops from Orcish towns appear in his army (troops are taken starting from the first slot in order; if there are no free slots or such a unit in the hero's army, nothing happens, and the next slot is checked; all troops are taken from the first slot except for one, to prevent the hero, who may be in a town, from disbanding). (Based on his biography, the hero possesses a very powerful cry that drains all his magical power but forces the town's troops to rush to his aid, arriving by the next turn (in essence, they will already be there on this turn, but the hero won't be able to go anywhere)). - The game remembers how many creatures the hero has defeated, and when visiting an Orcish town, a certain percentage of this number is multiplied by a coefficient that also needs to be determined, and this number becomes the amount of money the hero receives. In addition, this counter of defeated creatures is reset when visiting the town (based on his biography, the hero sells captured, wounded creatures on the slave market). - Another idea involving slaves: when attacking a unit, if they flee, instead of letting them go, the hero and his army "capture" all or a certain percentage of them. In essence, the number of these creatures is remembered, and then when visiting the town, the hero receives money for them, and perhaps even artifacts sometimes.

Added 26 minutes later
These special abilities may not be very useful, but I tried to come up with something somewhat different from what already exists.
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#1579
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Well, I would just give the Orc the ability to double the loot from treasure chests, especially since we have such plans for these buildings. From my point of view, it should be simple, and it's not even necessary to introduce a level-based coefficient: such a special ability is useful at all levels by default, except for the late game.
 

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#1581
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-The hero can activate a special ability that consumes all mana (requires full mana) and remaining movement points (full movement points are not required). As a result, troops from Orcish cities appear in his army (troops are taken starting from the first slot in order; if there are no free slots or such a unit in the hero's army, nothing happens, and the next unit is checked, starting from the first slot; all troops are taken except for one, so that the hero in the city does not disband, if this is possible) (according to the biography, the hero possesses a very powerful cry that drains all his magical power but forces the city's troops to rush to him at full speed, as a result of which they arrive there by the next turn (in essence, they will already be there on this turn, but the hero will not be able to go anywhere)).
Actually, it's not that bad! It's like an enhanced "call for reinforcements."
 

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#1582
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AwesomeDude
I have an idea regarding treasure rooms, although it has probably already occurred to you, but still, since the mod will be connected to NCF, could you add variations of guards consisting of NCF creatures for variety, or even create separate treasure rooms (recolor existing ones somehow, so as not to draw them from scratch)?
A few ideas for a special Orc:
-If the enemy town is within 1 turn of the hero, then a static bonus of +2 to speed and +1 to attack for every 2 levels (according to the biography, he is an experienced conqueror who knows how to motivate warriors with the wealth that can be obtained from the captured town).
-The hero can activate a special ability that takes away all mana (requires full mana) and remaining movement points (does not require full movement points). As a result, troops from Orcish towns appear in his army (troops are taken starting from the first slot in order; if there are no free slots and such a unit is not in the hero's army, then nothing happens to it, and the next one is checked; all troops are taken from the first slot, except for one, so that the hero, who is in the town, does not disband, if this is possible) (according to the biography, the hero has a very powerful cry that takes away all his magical power, but forces the town's troops to rush to him for reinforcements at full speed, as a result of which they will arrive there by the next turn (in fact, they will already be there on this turn, but the hero will not be able to go anywhere)).
-It is remembered how many creatures the hero has, and when visiting an Orcish town, a certain percentage of this number is multiplied by a coefficient, which also needs to be selected, and this number is the amount of money the hero receives; in addition, this counter of killed creatures is reset when visiting the town (according to the biography, the hero sells captured, wounded creatures on the slave market).
-Another idea with slaves: when attacking a unit, if it flees, instead of letting it go, the hero and his army "catch" them all or a certain percentage; in fact, the number of these creatures is remembered somewhere, and then when visiting the town, the hero will receive money for them, and maybe even artifacts.

Added 26 minutes ago
The special abilities may not be very useful, but I tried to come up with something more or less different from what already exists.

The idea of capturing slaves is great! :cool:
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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#1583
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Ment
Actually, it's not that bad! An enhanced "Call Reinforcements" spell would work like this.
That's roughly what I had in mind. Initially, I was thinking of suggesting a shaman. If he activates a special ability, troops arrive from the city depending on the movement points (the same as Call Reinforcements, but using movement points instead of mana). Then, I came up with this idea and decided to stick with it.
psatkha
The idea of capturing slaves is great!
Thank you ;)

Right now, I'm playing a game as Sarah. She starts with the Crystal spell. I quickly found half of the Necromancer's set. Now, I'm strong against all melee units. I manage to trap one unit in a corner with crystals before the enemy reaches them. The AI is slow and doesn't attack them, so the attack goes perfectly! :smile44:

Added after 23 minutes
It's unclear why, but this tactic doesn't always work; sometimes, they attack the crystals.

Added after 8 minutes
I figured it out. This tactic works if the enemy unit doesn't split into several units, which is what happened in the previous four battles.
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#1584
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AwesomeDude
I have an idea regarding treasure chests, although it has probably already occurred to you, but still, since the mod will be connected to NCF, would it be possible to add guard options consisting of NCF creatures for variety, or even create separate treasure chests (recolor existing ones somehow so as not to draw them from scratch)?
"Separate" treasure chests will not appear on the map just like that. They still need to be placed using the editor.

AwesomeDude

-If the enemy city is no more than 1 turn away from the hero, then the bonus is +2 to speed and +1 to attack for every 2 levels (according to the biography, he is an experienced conqueror who knows how to motivate warriors with the wealth that can be obtained from the captured city).
Orcs are about freedom and attack. Proximity to the castle is something defensive.
AwesomeDude

-The hero can activate a special ability that takes away all mana (requires full mana) and the remaining turn points (full is not required), as a result, troops from orc cities appear in his army (troops are taken starting from the first slot in order, if there are no free slots and such a unit in the hero's army, then nothing happens to it, and the next one is checked, all troops are taken from the first slot, except for one, this is so that the hero who is in the city does not disband, if this is possible) (according to the biography, the hero has a very powerful cry that takes away all his magical power, but forces the city troops to rush to him for reinforcements at full speed, as a result of which they will be there by the next turn (in fact, they will be there already on this turn, but the hero will not be able to go anywhere)).
"Reinventing the wheel" for the Summon Troops spell.
AwesomeDude

-It remembers how many creatures the hero has killed, and when visiting an orc city, some percentage of this amount is multiplied by a coefficient that also needs to be selected, and this number is the amount of money the hero receives, in addition, this counter of killed creatures is reset when visiting the city (according to the biography, the hero sells captured, wounded creatures on the slave market).
I think it's simpler: give +1 gold for each killed enemy after the battle.
AwesomeDude

-Another idea with slaves, when attacking a unit of creatures, if they flee, then instead of letting them go, the hero and his army "catch" them all or some percentage, in fact, the number of these creatures is remembered somewhere, and then when visiting the city, the hero will receive money for them, maybe even artifacts sometimes.
We always have the option to attack those who are fleeing.

Ment
I would simply give the orc a doubling of loot from treasure chests, since there are such plans for these structures. From my point of view, it should be simple, and it is not even necessary to introduce a level coefficient: such a spell is useful at all levels a priori, except for the late game.
I wanted to make it 50% + a small amount of gold from each battle.

Added after 39 seconds
psatkha
Dyrman, did you see the question in ICQ?! ;)
No. I don't have the opportunity to log in there yet.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
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#1585
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Kiina annoys with its units on the map; they always engage in combat, which disrupts various bonuses and also makes life difficult for secondary heroes. Perhaps, like other neutral factions, they should be able to retreat?
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#1586
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Good day! Thank you for this modification. Question: can you create similar descriptions for the new heroes? /attachments/38038/ And one more thing: maybe it's just me, but during battles, the creatures of the new heroes, as well as the hero himself, cast spells and move very quickly compared to the old heroes.
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In reply to AwesomeDude
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#1587
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AwesomeDude
Keena is annoying with her units on the map; they always fight, which messes up various bonuses, and they make life miserable for secondary heroes. Maybe make it so that they can run away, just like other neutrals?
Are you joining as Keena? I tested it again. They always join me.

Added after 1 minute
majestic
Greetings! Thank you for this modification.
Question: could you make a similar description for the new heroes?
/attachments/38038/>
And one more thing: maybe it's just me, but in battle, the creatures of the new heroes, as well as the hero themselves, cast and move very quickly compared to the old heroes.
I can, and I even will. But it's not certain that it will be in the next version.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
In reply to Dyrman
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#1588
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Dyrman
Are you recruiting Kii'na? I tested it again. She always joins me.
I'm actually playing against Kii'na right now ;) My main hero has a powerful army, but these small squads don't run away, which messes up all the bonuses I collect to start a siege, for example. And my creatures suffer, but it's fair, they have small armies. So, I would just like these squads to run away if a powerful army that isn't Kii'na's attacks them.
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#1589
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AwesomeDude
I'm actually playing against Kiina right now ;) My main hero has a powerful army, but these small units don't run away, which messes up all the bonuses I collect to start a siege, for example. And my beetles suffer, but it's fair, they have a small army. So, I'd like it if these units would just run away when attacked by a powerful army that isn't Kiina's.
The thing is, for them to run away, they need to be made friendly. And that means you'll be able to join them)))) But this is only for Kiina.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
In reply to Dyrman
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#1590
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Dyrman
The point is to make them leave; you need to make them friendly. And that means you'll be able to recruit them!))) But this is only for Kiina.
I understand. Can you explain Galthran's special ability in more detail? I don't seem to be getting many skeletons, and sometimes I raise more with necromancy in one turn than I get from his special ability over a couple of weeks.
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#1591
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If a human were your opponent, you would have to destroy these units.

Added 1 minute ago
AwesomeDude
I understand. Can you explain Galthran's special ability in more detail? I don't seem to get many skeletons, and sometimes I raise more with necromancy in one go than with his special ability over a couple of weeks.
He raises that many. It's a bit complicated for necromancers. They are strong even without the special ability. We'll see.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
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#1592
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Yes, Necropolis is strong, I agree. By the way, on the map, the animation of the units created by Kiina makes it look like they are standing on the shore. Is this a bug with the graphics, or is it intentional, or is it just unfinished?

Added 2 minutes later
Torintan only has Ghostly Luck in his starting build, and that's it.