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

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#1608
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http://rghost.ru/60404444 Here's a screenshot. Interestingly, if Laslo were selected, his icon would be much higher quality. If Jyr is selected, as shown in the screenshot, the quality is poor. The same applies to the hero panel; if needed, I can also provide a screenshot from there. To make it clearer, try zooming in; the quality of Laslo's icon degrades more than Jyr's, as if Laslo's resolution is 1.5-2 times lower.

Added 2 minutes later
psatkha
A high-quality screenshot - let's see it! :smile29:

Added 1 minute later


All this distortion is due to the limitations of the video card drivers! :cool:
The possibility of it being related to the video card drivers has been ruled out.

Added 2 minutes later
http://rghost.ru/60404612 Screenshot from the hero panel.

Added 6 minutes later
I opened it on a Mac in VirtualBox, and it's the same with his icon.
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#1609
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AwesomeDude
http://rghost.ru/60404444 Here's a screenshot. Interestingly, if Laslo were selected, his icon would become much higher quality. But when Jyr is selected, as shown in the screenshot, the quality is poor. The same applies to the hero panel; if needed, I can also provide a screenshot from there. To make it clearer, try zooming in; the quality of Laslo's icon degrades more than Jyr's, as if Laslo's resolution is 1.5-2 times lower.

Added 2 minutes later

The possibility of it being related to the video card drivers has been ruled out.

Added 2 minutes later
http://rghost.ru/60404612 screenshot from the hero panel.

No, it hasn't been ruled out! :smile44:

Many modern video cards with their "optimized" drivers for 3D textures often distort textures of 64*64 pixels and below. If your video card is one of these, you can replace the path with the corresponding 128*128 pixel texture, as the respected RedHeavenHero already suggested! :smile30:
С уважением, Psatkha (Псатха)

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#1610
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psatkha
It's certainly possible! :smile44:

Many modern video cards with their "optimized" drivers for 3D textures often distort textures of 64x64 pixels and smaller. If your video card is one of these, you can replace the path with the corresponding 128x128 pixel texture, as the esteemed RedHeavenHero already suggested! :smile30:
But it doesn't distort all the other textures, does it? If they were the same, it should.
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#1611
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AwesomeDude
But it doesn't distort all the other textures, does it? If they are the same, it should.

Check it on the following heroes:

Academy - Timhan, Academy - Iona, Academy - Ksuda, Academy - Kubera, Academy - Riva, and Academy - Sarah

Dwarves - Fiotra, and so on.

By the way, you can do it here - MapObjects\Haven\Mardigo.(AdvMapHeroShared).xdb




like this:




This way, your video card driver will scale the standard 128*128 pixel texture to 64*64 pixels on its own!
С уважением, Psatkha (Псатха)

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#1612
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I tried all of the heroes listed above, and the quality is consistently good in all places. Laslo was tested on an old computer with an Asus 9800, and the same problem occurred there (in the hero menu on the map and in the tavern, when another hero is selected instead of Laslo, the Laslo's face model has very poor quality). I repeated the same test on a Mac in a virtual box, and the problem was still present, but it was less noticeable because I didn't change the default small resolution. The video cards in the three devices I tested were different, but the problem remained the same. Now I will try to do what was described above.
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#1613
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Psatkha
Many modern video cards with their “optimized” drivers for 3D textures often distort textures of size 64*64 pixels and smaller.
It enlarges them so that they fit better on high-resolution screens without being too small, but enlarging any raster image leads to a loss of quality.



So it’s better if it compresses 128 to 78 than expands 64 to 78.
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#1614
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AwesomeDude
I tried all of the heroes listed above; the quality is equally good in all cases. Laslo was tested on a restored old computer with an ancient Asus 9800 graphics card, and the same problem occurred there (in the hero menu on the map and in the tavern when another hero is selected instead of Laslo, the face model of Laslo has very poor quality). I repeated the test on a Mac in VirtualBox, and the same problem appeared, but it was less noticeable because I didn't change the default small resolution. The video cards in the three devices I tested were different, but the problem remains the same. Now I will try to do what was described above.

In general, version 72 will only have 128 pixels!

Keep digging! ;)

Added after 57 seconds
RedHeavenHero
It increases them so that they fit better on high-resolution screens without being too small, but increasing any raster image leads to a loss of quality.


So, it’s better to compress 128 to 78 than to expand 64 to 78.

Yes, indeed! :smile44:
С уважением, Psatkha (Псатха)

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#1615
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I did everything as described above; the hero's menu seems to be better now, but not in the tavern. Could someone try this: start with Laslo, attack neutral creatures, escape, open the tavern, click on another hero who is not Laslo, and see if Laslo's icon becomes low quality at that moment?

Added 33 minutes later
Dyrman

Ideally, there should be heroes for each race, with all possible starting skills (not abilities).
I would combine two specializations here:
For each mastered school, the hero gains a level-up.
I support this, but I would also like to add that for each mastered school of magic, at least 2 unlearned spells from that school should be granted.

Added 55 minutes later
By the way, what about this specialization for the Shadow League: creatures that die in battle under the hero's command are considered sacrifices to Malassa, and as a result, the growth rate of beasts and minotaurs increases. Use an exponential formula, as is done with the sacrificial pit, and it will be balanced.

Added 4 minutes later
It would also be good to have a dwarf with excellent dungeon scouting.
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#1616
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AwesomeDude
It would be nice to add a dwarf with excellent scouting abilities in the dungeon.

Yeah! :smile01:
С уважением, Psatkha (Псатха)

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#1617
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Olhar's special ability isn't working; it's on the School map. By the way, maybe we should give him a few more movement points, but only within the Dungeon?
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#1618
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AwesomeDude
Olhar's special ability isn't working; it's on the School map. By the way, maybe we should add a few more movement points for him specifically in the Dungeon?
It works for me, just not on the School map.
Could you be more specific about the conditions?

Added 4 minutes later
AwesomeDude
By the way, what about this special ability for the Shadow League: creatures that die in battle under the hero's command are considered sacrifices to Malassa, and in return, the growth rate of beasts and minotaurs increases. We could use an exponential formula, like with the sacrificial pit, and it would be balanced.
A sacrificial hero)
I gave him an army and killed him; no need to level him up.
AwesomeDude
We could also add a dwarf with excellent scouting abilities in the Dungeon.
He would be useless. We need to come up with something better. A logistics skill would be useful for dwarves.

Added 1 minute later
AwesomeDude

I agree, but I'd also like to add that for the Adept School of Magic, they could give you 2 additional spells from that school that haven't been learned yet.
That would be too much.
And what, for example, should be given in leadership?
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#1619
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Dyrman
It works for me, just not in the school.
Could you be more specific about the conditions?
In the school, my hero has level 5 and 0 defense in the Dungeon, and I attack a neutral unit. My creatures have 3 defense = 2 native + 1 from the native terrain, which means there is no bonus from the special ability.
Dyrman
That would be too much.
And what, for example, should be given for leadership?
Then, here's what I would like: for each expert skill, the hero gets a level up, and in addition to the level up for the expert school of magic, he gets 1 random spell from it. I think that would be good.

I came up with a special ability for the Dwarves: the hero gets 4 active abilities (elemental runes). You can create an elemental for rare resources: water elemental for a gem, fire elemental for sulfur, earth elemental for mercury, and air elemental for crystal. You can create no more than the hero's level/2+1 elementals of each type per week. If the hero's army has elementals of all types, he gets +5 to magic, and starts with Advanced Summoning and Summon Elementals.

By the way, how is it that you can't escape from Hugul on the battlefield, even though the scripts don't work there?

Added after 1 hour
Also, is it possible to make a copy of a rune and change its name and characteristics without using any scripts?
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#1620
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If you start as Olhar in the Dungeon, the bug is present. I will fix it. Hugul: Before the battle, I destroy the tavern in the cities of the opposing sides (without a tavern, they cannot escape), and after the battle, I build it again. You can't mess around with runes. I think I'll come up with something for the Dwarves. I liked the idea of dividing the elemental's element by resource.
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Карты для HeroesV:
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#1621
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Dyrman

Hugul: Before a battle, I destroy the tavern in the cities of the opposing factions (without a tavern, they can't escape), and after the battle, I rebuild it. ))))))
Great implementation!))

And wouldn't it be possible to give a Dungeon city, for example, another elemental altar in a similar way, to enhance the Elemental Sense skill, and then take it away after the battle?

By the way, it would be good to remove Ashih's Blessing from the skill tree, as it's unlikely anyone uses it.
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#1622
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There is only one altar in the town.
I'm not changing the skills in this version.
Моды для HeroesV:
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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...