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Posts from RTF is a global modification that replaces all towns in the game. Auto-translated

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In reply to WizardNazyr
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#1065
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WizardNazyr
And also, whose values are you looking at? And how do you calculate the upgrades first and then the downgrades? Or vice versa?
I look at who has the higher growth rate:D
downgrade - creatures that are calculated normally
upgrade - creatures that the calculator suggests upgrading to the next level, but we take the growth rate as if they were not upgraded
we calculate the price of the upgraded creatures like this - we take the price that needs to be paid for the weekly growth of creatures with a castle and adjust it so that it fits within 28000.
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#1066
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By the way, I found another bug. When selecting the duel mode, instead of the portraits of the heroes (Dark Elves), the portraits of the demon heroes are displayed.
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#1067
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The model of the old mage from the Silver Cities is not currently used anywhere, so it would be a good fit.
For the mages from the Academy, I think we can make Void Mages, Liches, and Necromancers. Also, I don't think mages would look very good with the Elementals.
upgrade - creatures that the calculator suggests upgrading to the next level, but we take the increase as if they were not upgraded.
Question: Do you set the "upgrade" parameter to "true"? Or not?
We calculate the price of upgraded units as follows: we take the price that needs to be paid for the weekly increase in creatures from the Castle and adjust it so that it fits within 28000.
Does this refer to the cost of ALL upgraded units?.

Added 1 minute ago
By the way, I came across another bug. When selecting duel mode, instead of the portraits of the heroes (Dark Elves), the portraits of the demon heroes are shown.
This is not a bug. We just need to either draw the portraits in a higher resolution or leave the standard small ones.
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#1068
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WizardNazyr

Question: Do you set the "improvement" parameter to "true"? Or not?

Do you mean the cost of ALL improved units?
1) I don't touch the parameter.
2) Absolutely all of them that are recruited from a built castle and buildings that increase the recruitment rate.
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#1069
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WizardNazyr
For the mages from the Academy, I think we could make Void Mages, Liches, and Necromancers. Besides, I don't think mages would look very good with the Elementals.

Let the Elementals have Djinns instead. By the way, who will be created based on the Lich model? (if you are going to remove the magical Elementals)
In reply to fktifzobr
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#1071
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I'll finish it tomorrow; I made a Hellish Troglodyte, and I need to add something to it.


By the way, the Troglodyte looks great, but the lizard's paws don't quite match the texture of the hooves. Can this be fixed? It's obvious that they were just stuck on. Maybe it would be better to remove the hooves altogether and attach lizard paws instead of sticking the fingers on top of the hooves? =/
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#1073
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I’ll rebalance the elementals soon and take a look.
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#1074
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Lone Corsair
The Troglodyte looks great, but the lizard's paws don't quite match the texture of the hooves. Can this be fixed? It's obvious that they were just stuck on. Maybe it would be better to remove the hooves and attach the lizard's paws instead of attaching the fingers on top of the hooves? =/
This might also not look good, and I don't know how to change or create models:(
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#1075
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Here is the first version of the Troglodytes; I might refine it later. If something is missing or there is an error, please let me know.


Should the Troglodytes be placed in the Data folder? :)
And how will this affect a saved game played as the Dungeon faction?
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#1076
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If it's a .pak file, put it in the data folder; if it's a .h5u file, put it in the UserMods folder.
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#1077
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Lone Corsair
Should Troglodytes be placed in the Data folder? :)
And how will this affect a saved game playing as the Dark Elves?
Most likely, the Dark Elves will turn into Troglodytes, but the models of the creatures on the adventure map will not change.
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#1078
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Here is the first version of the troglodytes; I might refine it later. If you notice anything missing or any errors, please let me know.


I found a couple of bugs. The troglodytes' fingers are slightly detached from the ground and always seem to be in the air (if you look closely); they should be lowered a bit.
The old bug with the silhouettes remains. When hovering the cursor over a unit during battle, you can see the golden wings of the demons.

I also suspect that something strange happens to the troglodyte's head after death (due to the stone helmet), but I'm not sure. I need to take a closer look.

I took a closer look and realized that after the troglodyte dies...a cobblestone sticks out of its mouth...something like that. I didn't find anything else unusual.
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#1079
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Lone Corsair
Found a couple of bugs. The fingers of the Troglodytes are slightly detached from the ground and are always in the air (if you look closely), they should be lowered a bit.
There's still the old bug with the silhouettes. When hovering the cursor over a unit during battle, you can see golden wings on the Imps.

There's also a suspicion that something strange happens to the Troglodyte's head after death (due to the stone helmet), but I'm not sure. I need to take a closer look.
Usually, no one pays attention to minor details, but I'll lower the fingers.
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