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Posts from Harmony - Troop Symmetry

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#245
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I came across a bug (and it's not the first time): when a mechanical creature dies and its "corpse" is resurrected by gremlins repairing it, the creature itself cannot be seen – it is displayed on the action bar, can perform various actions (attack, etc.), but it is impossible to attack it or cast spells on it, just as it is impossible to move onto the cell it occupies, which appears to be empty (attacking was only possible with area-of-effect attacks – a spell or an army attack). I noticed this before with golems, and recently I made a mod that turns titans into constructs, and I saw this bug again, but this time on a titan – what is the cause, and can this be fixed?
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#246
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the second column in the hiring window for creatures is entirely brown, except for the dragon, hence the desire to make the emerald dragon golden or the first six creatures green... Here are green elves:D
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#247
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Ent looks really good!:smile02:
In reply to WizardNazyr
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#248
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this is for fktifzobr@mail.ru

here's a mod that replaces spells in the Mage Guild for the Dwarves and the Dungeon faction.
For the Dwarves, it now includes Summoning and Chaos, while for the Dungeon, it includes Darkness and Chaos - perhaps by looking at this mod, you'll understand how to do it (we need to remove Armageddon from the Haven and replace the chance of Chain Lightning appearing with Swarm and Holy Word with Phoenix - then we get both Light magic, Chaos magic, and Summoning magic in the Haven city:
- on the fourth level of the Mage Guild, the second spell will not be Meteor Shower or Chain Lightning, but Meteor Shower or Swarm,
- on the fifth level of the Mage Guild, the first spell will not be Resurrection or Holy Word, but Resurrection or Phoenix

also, here's the RTA you were asking about

PS: I don't know how to attach files to a private message (unless it's with a link, but I don't know where all this is located online - I couldn't find it:p)

PPS: Unfortunately, I don't know the authors, I hope they won't be angry...
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#249
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SRD
this is for fktifzobr@mail.ru

this mod replaces spells in the Guild of Mages for Dwarves and Dungeon.
Dwarves now have Summoning and Chaos, and the Dungeon has Darkness and Chaos - perhaps by looking at this mod, you'll understand how to do it (we need to remove Armageddon from the Elves and replace the chance of Chain Lightning appearing with Hive and replace Holy Word with Phoenix - then we get Light magic, Chaos magic, and Summoning magic in the Elven city:
- at the fourth level of the Guild of Mages, the second spell will not be Meteor Shower or Chain Lightning, but Meteor Shower or Hive,
- at the fifth level of the Guild of Mages, the first spell will not be Resurrection or Holy Word, but Resurrection or Phoenix

there's also the RTA you asked about

PS: I don't know how to attach files to a private message (except with a link, but I don't know where all this is located on the internet - I couldn't find it:p)

PPS: Unfortunately, I don't know the authors, I hope they won't be angry...
It's very easy to change the schools of magic in cities, but I don't know how to add spells from different schools
Мои мини-моды

Мод RTF

Мои NCF существа
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#250
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Generally speaking, according to their philosophy, elves are neither servants of darkness nor preachers of light – they prefer harmony and balance between the two, a balance of all that exists. Hence the idea of giving them opposing schools such as Summoning and Chaos, but in reality, Light Elves without light are simply not Light Elves...
And by the way, here's another point: if the Empire worships a dragon of light, then what, pray tell, is the point of having dark magic in their guild...? :confused:
We need to come up with a more logical arrangement. Let's set aside the argument that "it's more useful for them in the game" and think about how we can distribute these schools.
1. I think it would be more appropriate to give humans Light and Creation (Summoning)...
2. Mages don't worship gods or pray to any spirits; they control them and use elemental magic, so they should have Summoning and Chaos.
3. Summoning and Darkness are a good fit for Necromancers (thankfully, this is perfectly clear).
4. Demons are a race of chaos, and quite villainous at that, so Chaos and Darkness would suit them.
Now, here's where it gets tricky:
5. Dwarves require fire spells from the Chaos school, but the second school is more problematic – they seem to have been given Light for some reason, but they need Summoning for their strategic use.
6. It's not entirely clear what to do with the Light Elves. They've always been associated with Summoning, but they haven't been given it here. Also, elemental magic suits them, so Chaos could be an option, although they are generally good and light suits them (personally, I'm leaning towards Light-Summoning, but that would be the same as for humans, and I'd like to avoid repetition).
7. The Dark Elves have been left without magic related to their god. They need Darkness, and they are experts in chaos, so Darkness and Chaos would be suitable, but that combination has already been used by the Demons, and the Light-Darkness combination is out of the question.

In general, with four factions and two schools each, there are six possible combinations, and there will inevitably be one repetition, so we can't avoid that...

This is my view; please share your thoughts.
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#251
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I think it would be a good idea to have 7 schools of magic, like in Heroes 6 and 7. Initial Light Darkness Earth Water Fire Air Then there would be more variety, and the schools of magic would almost certainly not be repeated.
In reply to WizardNazyr
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#252
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WizardNazyr
I think it would be good to have 7 schools of magic, like in Heroes 6 and 7.
Original
Light
Darkness
Earth
Water
Fire
Air
Then there would be variety, and the schools of magic would almost certainly not be repeated.

Well, I already suggested this, and after a heated discussion, the idea was successfully thrown out – there are many problems: where will we get so many magic skills, and there aren't that many spells to distribute them among seven skills from four – although it would be interesting, you could also use racial skills and make them available not for one faction, but for several (for example, rework irresistible magic into fire magic and make it available to dwarves, demons, warlocks, mages, and humans)

But this is tedious, and the question is also how multiplayer will react to this, as well as single-player maps and campaigns with scripted events, etc. – I don't think it's worth going to extremes, unless, like in Heroes 3, we make 4 schools: Water, Fire, Earth, Air, but specifically light and darkness, as schools of magic, and not something amorphous, are very characteristic of the Ashan universe...

And so, what was I talking about...
:D
How will we distribute the schools?

darkness-chaos:-----------inferno---------dungeon-----
light-summoning:----------humans---------sylvan--
chaos-summoning:--------academy---------------------
darkness-summoning---------necropolis--------------------
chaos-light:--------fortress-----------------

for dwarves, replace summoning on the path to Supreme Unit with machinery, and the problem is solved
In reply to SRD
#253
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SRD
Well, I already suggested this, and after a heated discussion, the idea was successfully discarded – there are many problems: where will we get so many skills for magic, and there aren't that many spells to distribute them among seven skills from four – although it would be interesting, we could also use racial skills and make them available not for one Faction, but for several (for example, rework Unstoppable Magic into Fire Magic and make it available to Dwarves, Demons, Warlocks, Mages, and Humans).

But this is tedious, and the question is also how this will affect not Multiplayer, but single-player maps and campaigns with scripted events, etc. – I don't think it's worth going to extremes, unless we do something similar to Heroes 3 and create 4 schools: Water, Fire, Earth, Air. But specifically, Light and Darkness, as schools of magic, and not something amorphous, are very characteristic of the Ashan universe...

And so, what was I talking about...
:D
How will we distribute the schools?

Darkness-Chaos:-----------Inferno---------Dungeon-----
Light-Summoning:----------Humans---------Sylvan--
Chaos-Summoning:--------Academy---------------------
Darkness-Summoning---------Necropolis--------------------
Chaos-Light:--------Fortress-----------------

For Dwarves, replace Summoning on the path to Supreme Unit with Machinery, and the problem is solved.
Oh my god, what does this even mean? Inferno, Chaos, and Undead, Summoning? What nonsense is this?
In reply to mopiko42321
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#254
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mopiko42321
Oh my god, what does this even mean? Inferno is chaos, and Necromancer is summoning? What kind of nonsense is that?

Ehhh.....

:smile52:

Well, demons are chaos – this is a race created by Urgash, the primordial dragon of chaos.

Necromancers worship Ashera, the dragon of creation and order, who is the opposite of her brother Urgash, and chaos is unacceptable to them; they are among the main demon hunters (let's remember at least the campaign of Arantir), which already shows their inclination towards the magic of creation (summoning). In addition, the Raise Dead spell belongs specifically to this school of magic. This race is dark, and light cannot be forced into their guild in any way. That is, based on the schools of magic of darkness and summoning, and based on the method of exclusion (considering light and chaos), we arrive at the necessity of giving them (Necromancers) darkness and summoning and not giving them light and chaos.

Added 6 minutes later
By the way, in the original game, Necropolis and Inferno have exactly these schools of magic
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#255
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There's too much summoning; instead, mages could easily be given ANY other type of magic.
In reply to SRD
#256
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SRD
Emmmm.....

:smile52:

Well, actually, demons are chaos – it's a race created by Urgash, the primordial dragon of chaos.

Necromancers worship Ashera, the dragon of creation and order, who is the opposite of her brother Urgash, and chaos is unacceptable to them. They are among the main demon hunters (let's remember the campaign of Arantir), which already shows their inclination towards the magic of creation (summoning). In addition, the spell "Raise Dead" belongs specifically to this school of magic. This race is dark, and light definitely cannot be associated with their guild. That is, based on the schools of magic of darkness and summoning, and based on the method of exclusion (considering light and chaos), we arrive at the necessity of giving them (necromancers) darkness and summoning, and not light and chaos.

Added 6 minutes later
By the way, in the original game, Necropolis and Inferno have exactly these schools of magic.
Okay, let's say it's like that, Roma...
Then humans have summoning, but why all of a sudden?
And why are dwarves light? Dwarves should have summoning rather than light...
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#257
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mopiko42321
Okay, Roma...
Then why Summoning for Humans?
And why not Light for Dwarves, but rather Summoning...

Well, Chaos doesn't suit Humans (if someone thinks it does, they should justify it), and Darkness in a city where they worship a dragon of light also looks a bit out of place (if I'm not mistaken, in later parts of Heroes, Darkness is not available to them at all, especially in Heroes 7, if nothing has changed there). So, Light and Summoning (and even Summoning has various celestial shields) - Summoning clearly suits them better than Darkness (Elrath wouldn't approve of studying Darkness:D, they are all fanatics of the Church of Light).

Added 5 minutes later
Ah yes, and Dwarves: Chaos-Summoning is already with the Mages, and Chaos-Light is not used by anyone, which is why it suits Dwarves, besides, it's Light for them in the original game.

Added 8 minutes later
WizardNazyr
Too much Summoning, you can easily give Mages ANY other magic instead.

From the proposed options:
Darkness-Chaos:-----------Inferno---------Dungeon-----
Light-Summoning:----------Humans---------Sylvan--
Chaos-Summoning:--------Academy---------------------
Darkness-Summoning---------Necropolis--------------------
Chaos-Light:--------Fortress----------------

we see:
- Summoning 4 times
- Chaos 4 times
- Darkness 3 times
- Light 3 times
so Summoning is not more frequent than Chaos
In reply to SRD
#258
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SRD
Chaos wouldn't suit humans (if anyone thinks it does, they should justify it), and darkness doesn't really fit in a city where they worship a dragon of light (if I'm not mistaken, this was addressed in later installments of Heroes, where darkness is not available to them at all, especially in Heroes 7, unless something has changed). So, light and summoning (and even summoning includes various celestial shields) – summoning clearly suits them more than darkness (Elrath wouldn't approve of studying darkness:D, they are all fanatical followers of the church of light).

Added 5 minutes later
Oh yes, and dwarves: chaos-summoning is already used by mages, and chaos-light isn't used by anyone, which is why it suits dwarves, besides, it's also chaos-light in the original game.

Added 8 minutes later


From the proposed options:
darkness-chaos:-----------Inferno---------Dungeon-----
light-summoning:----------Humans---------Sylvan--
chaos-summoning:--------Academy---------------------
darkness-summoning---------Necropolis--------------------
chaos-light:--------Fortress----------------

we see:
- summoning 4 times
- chaos 4 times
- darkness 3 times
- light 3 times
so summoning is not more frequent than chaos
Chaos wouldn't suit humans, but darkness would

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