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Posts from Mod requests (orders).
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I'll take a look. I'm currently on a business trip in St. Petersburg. I'll check it out when I get back to Ryazan... I'll be back today.
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Hello. Where should I even begin... Could you please advise on how, if possible, to create a mod that turns a single-target spell into an area-of-effect spell? For example, vampirism affecting an area of 3x3 cells. I've been struggling with this question for about a month now :smile35:
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Hello. Where should I start... Could you please advise on how to create a mod that turns a single-target spell into an area-of-effect spell, if possible? For example, vampirism affecting an area of 3x3 cells. I've been struggling with this for about a month now.
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Please create a mod for RTMG that generates NCF dwellings on the map.
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Could you please create a mod for RTMG that generates NCF dwellings on the map?
http://www.mediafire.com/download/cztbj3dzt9tff1b/TSoD-DwellingsPack.rar
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I'm afraid that such things can only be initially предусмотрены by the game mechanics. Otherwise, it's pointless to even try.
However, there's an option for single-player games – combat scripts. Try creating a spell whose activation triggers a script. And in the script, apply vampirism sequentially to each cell in a 3x3 area. I'm not sure if such scripts are possible, but it's worth a try! This will only work in single-player mode.
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Dear modders. Is there anyone who can remake the Red Knight model to match the style of Heroes 6? I would be very, very grateful!


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Dear modders. Is there anyone who can remake the Red Knight from Haven, such as Lorenzo and Andreas, into a model from Heroes 6? I would be very, very grateful!


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Ment, theoretically, should work with scripts, as some spell parameters are in the configuration files, and some are in the scripts. An error will occur if the game has a hardcoded rule that the spell "compu" should be interpreted as 1 cell, and not 3x3 (I'm referring to the fact that if the computer uses the spell, it will cause a crash).
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Ment, it should work with scripts, as some spell parameters are in the configs, and some are in the scripts. An error will occur if the game has a hardcoded rule that the spell "compu" should be interpreted as 1 cell, and not 3x3 (I'm referring to the fact that if the computer uses the spell, it will crash).
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Hello everyone, dear forum members! I was interested in the mod for the Unicorn Empire army, created by RedHeavenHero, as well as the additional heroes from the campaign of the same name.
Is it possible to create a mod so that these heroes are in the regular game (version 3.0) and so that the red units are replaced with green ones? A mod that would not be based on the NCF core.
The mod that I downloaded, which is supposed to replace the upgrade (of the white units) with green ones, did not work for me; that is, the upgrade completely disappeared, and it was possible to recruit the alternate upgrade.
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Hello everyone. Is it possible to modify the "Portal to Town" spell so that it teleports to any town, just like in Heroes of Might and Magic III? Also, could the "Astral Gate" spell consume fewer action points and allow for longer teleportation distances? And where can I change the mechanics of the "Sacrifice Pit"?
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is there any English-language mod that modifies the portal? I don't know how to modify the Astral Gate; the principle of the sacrificial pit is hardcoded into the executable file.
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Hello. Could you create a mod that generates fog of war on the battlefield every turn?
This way, only the lands around the castle and the heroes' vision range for one turn would be visible.
I thought that such a mod could add some variety, and it would also make using scouts more relevant, and generally diversify the gameplay (many strategies already use this, where the enemy is not visible where there are no friendly troops).
Of course, such a mod would make it impossible to use caravans, but in the original Heroes 5, they didn't have them anyway.
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