Skip to content

Posts from Mod requests (orders).

4.8 (4 ratings)
10 years ago
Auto-translated
I apologize to comrade **NikitaM** for my distrust; the mod is indeed excellent. Combined with the new mod from comrade **RedHavenHero**, it turns the game into pure enjoyment.
By the way, do Knights not need prayer for their special ability? Is that how it was intended?
In reply to serovoy
User Avatar
10 years ago
Auto-translated
serovoy
I apologize to comrade NikitaM for my distrust; the mod is indeed excellent; combined with the new mod from comrade RedHavenHero, it turns the game into pure enjoyment.
By the way, do Knights not need prayer for their special ability? Is that how it was intended?
Everything has been fixed; the updated mod can be downloaded at the old link.
Also, I was thinking about whether it would be worth decoupling the Orcs' "Inspire" ability from the "Stunning Blow" perk?
10 years ago
Auto-translated
Heh, I've already tweaked your mod to my liking. :D
And it should be unlinked; otherwise, it's unfair – all classes only need 11 levels to reach Supreme Unit, but Barbarians need 15. That's not very fair.
In reply to serovoy
User Avatar
10 years ago
Auto-translated
serovoy
Heh, I've already modified your mod in my own way. :D
And it should be detached, otherwise it's unfair - all classes need 11 levels to reach Supreme Unit, but Barbarians need 15. It's not very fair.
Fixed.
I'm curious what you did with my mod.
I'll move it to the mod collection.
10 years ago
Auto-translated
I was guided by three criteria when modifying the mod: classicism, accessibility, and logic (with priority given to them in that order). As a result... what came out, came out:
For the Knights, Compassion and Fight to the Death have been replaced with Overseer and Veteran Commander (read: all racial + Angel).
For the Demons, Flame Arrows and Cursed Ground have been replaced with Hellfire and Mark of the Damned (read: the same as yours).
For the Necromancers, Lord of the Dead and Dark Regeneration have been replaced with Eternal Slavery and Spiritual Bond (read: all racial + Banishment).
For the Rangers, Elven Luck and Secrets of Light have been replaced with Rain of Arrows and Magic Arrow (read: all racial + Native Lands; yes, it turned out to be absurd, but I couldn't offend Ilfya and Ossir).
For the Wizards, Secret Advantage and Earthquake have been replaced with Magic Mirror and Artifact Absorption (read: Mentorship + the two racial skills mentioned above).
For the Rune Mages, Exhaustion and Shield have been replaced with Refreshed Runes and Completed Runes (read: the same as yours).
For the Barbarians, Sulfur Rain and Devil Strike have been replaced with Resistance to Magic and Reinforcements (read: the same as yours; I also removed the debuff).
For the Dark Mages, Lucky Spell and Secret Advantage have been replaced with Dark Ritual and Arcane Wave (read: all racial + all basic Chaos skills).
I also added a small feature that allows Necromancers to raise undead according to their level and tier (basic undead for basic, advanced and alternate for advanced); I don't even know why I did it, maybe it should have been split into two separate mods.
User Avatar
10 years ago
Auto-translated
Hello, is it possible to create a mod for an Alternative Undead faction, where the Academy Castle is redesigned into a dark alternative? The heroes would be Death Knights.
Creature upgrades:
1. Ghoul - Warg - Vampire
2. Skeleton - Corpse - Death Whisper (Spiders, I noticed that there are no spiders in the game, although Giant Spiders exist in Fantasy)
3. Gargoyle - Amethyst Gargoyle - Lapis Lazuli Gargoyle
4. Witch - Sorceress - Banshee
5. Initiate - Necromancer - Dark Magister
6. Butcher - Ogre - Fat Ogre
7. Bone Dragon - Ice Dragon - Ice Serpent.

Is it possible to bring this mod to life?
User Avatar
10 years ago
Auto-translated
Yes, anything is possible. Right now, our team is developing a mod called "City Replacement." They have different compositions, but if you read about what they have planned and implemented, you might be inspired by these ideas and perhaps suggest something of your own.
In reply to Ment
User Avatar
10 years ago
Auto-translated
Ment
Anything is possible. Right now, our team is developing a mod called "City Replacement." They have different compositions, but if you read about what they have planned and implemented, you might be inspired by these ideas and perhaps suggest something of your own.

If possible, please share a link to the topic about "City Replacement"; I would be very grateful.
User Avatar
10 years ago
Auto-translated
Hello everyone, I had an idea for a mod for Inferno. The mod swaps Succubi and Demons, with corresponding changes to the units' stats. Furthermore, Demons become four-tile creatures, and Temptresses gain an explosive shot (a shot with an animation of an explosive ball that deals damage in a 3x3 radius to all units except allied troops). I can't implement this myself (I tried messing around with the data archive, but I didn't understand anything).
10 years ago
Auto-translated
Could you be more specific about what the exact problem is?
In reply to serovoy
User Avatar
10 years ago
Auto-translated
serovoy
Could you be more specific about what the exact problem is?
You can swap the positions of the succubi and demons, and you can also make the demons larger, and they will all still fit on the battlefield, but I can't seem to attach the explosive shot to the temptresses. Also, there's a problem with Jezebeth and her NHF version; specifically, she buffs 4th-level creatures, which are demons, but according to her biography, she buffs succubi. Of course, the biography and specialization description can be edited, but in NHF, she buffs demons, even though it says she buffs succubi. :smile35:
10 years ago
Auto-translated
The parameter PatternAttack is responsible for area-of-effect damage (you can see an example with the blade dancers; it's very simple). Next, you just need to add the animation for the fireball, and the fifth-level version of the Magog will be ready.
It's more complicated with specialization. Changing the description is easy, but the creatures are hardcoded, if I'm not mistaken.
In reply to serovoy
User Avatar
10 years ago
Auto-translated
serovoy
The parameter PatternAttack is responsible for area-of-effect damage (you can see an example with the blade dancers; it's very simple). Next, you just need to add the animation of the fireball, and the fifth-level version of the mages will be ready.
It's more complicated with specialization. Changing the description is easy, but the creatures are hardcoded, if I'm not mistaken.
I've made the mass attack, but I don't know how to add the fireball animation.
Maybe you can help?
Attachments 1
1 file attached • Total size: 12.2 KB

Statistics

Welcome our newest member: recijeb