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RTF is a global modification that replaces all towns in the game.Auto-translated
I have a couple of questions: 1. Should I apply the fixes for Sanctuary from [email protected] before translating and attempting to find a balance? 2. Are the building names located in .../Text/Game/TownBuildings?
Added 1 minute ago Also, what racial skill will Sanctuary have? And in general, I'm curious about which skill each faction will have.
I envision the racial skill distribution as follows, and hopefully, you'll like it:
1) Chimera Mages (essentially Chaos faction) - League skill. They use elemental vision to gain an advantage in battle (for description purposes - they learned it from Letos, which doesn't contradict the Chimera cult, etc.).
2) Necromancers - necromancy, it's all clear here. :)
3) Conflux - demon skill. Elementals can create copies of themselves from astral elements, which takes one turn. Level 1 of the skill - air elementals can create copies. Level 2 - water elementals are added. Level 3 - +fire elementals. Level 4 (with amulet) - +earth elementals.
4) Wintrial - dwarf skill. They craft magical statuettes that, when used, provide a bonus for 1 turn. If this is feasible, they would need to be rebalanced slightly; I have an idea about this.
5) Dark Dwarves - academic skill. It's simple here; they create artifacts for their troops. (At the same time, the most unbalanced racial skill in the late game will be slightly weaker due to the smaller number of dwarf knowledge points).
6) Swamp - orc skill. The idea won't need to be changed much; instead of "blood rage," simply call it something like "lizard spirit."
7) Church - there are 2 options here: 1) Leave it as is. 2) Give them the elf skill. The idea: they are, as I understand, mostly fanatics. Idea: "propaganda" of certain enemies of the people, with whom the troops will fight with particular ferocity.
8) Sanctuary - also 2 options: 1) Leave it as is. 2) Give them the human skill. The advantage here is that this skill is more suitable for a calm, self-developing people, the Nagas, judging by the description of their culture.
So, it seems like there won't be much to rework; the main issue is to create/edit existing/download icons from the internet for some racial skills and abilities. I can change the names and descriptions myself. Ideally, create corresponding building models related to racial skills (Artifact Forge, Training Halls, etc.). That's it. I'm not insisting, but if we leave it as vanilla, it doesn't quite fit together (both in terms of logic and balance, although the latter can be fixed). And even if we later adapt vanilla skills to fit the logic, we'll still have to change something: the icons, the descriptions, etc.
Also, I might have made a slight mistake with the second option for the Nagas; training doesn't suit them, and it's linked to the Humans' skill.
If the idea definitely doesn't work, I'll drop it.
Besides, if you need to adjust the vanilla skills later to fit the logic, you'll still have to change something: the same icons, the same descriptions, etc.
The icons and descriptions will definitely be changed! But the racial skills will function the same as always.
My idea is more about revealing the distribution of skills among the factions and their new descriptions. From a balance perspective, to align with the game logic, I suggested changing only the demons' skill. And yes, I looked around, but I couldn't find anything about the level of creatures that open the gates; it seems to be hardcoded into the executable.
Added 1 hour 5 minutes ago
How do I install the fixes for Sanctuary? Do I simply place the .pak files from the zip archives into the data folder? Or should I extract the contents of the .pak files and put them into a .pak file with the mod?