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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 Lone Corsair
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#1923
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Lone Corsair
That's ridiculous. Not only are there many different types of wolves here, of various sizes and specializations (as has already been said), but also... what's the point of such a Faction? It doesn't fit into the Heroes canon at all! The argument that "if there are vampires, then their eternal enemies, werewolves, must also exist" doesn't hold water, because this isn't Twilight :D

Besides, each Faction already has its own concept, and it doesn't make sense to change everything fundamentally.

What does Twilight have to do with it? I don't like that... I don't even know how to call it. If you need a plot, I can provide one, explaining why werewolves exist. The case with spiders is the same; there aren't enough of these types in the Fantasy setting, and I've seen a mod that replaces the Free Peoples with the Lizardmen from Heroes 3. There are also many Lizardmen there, but the mod still gained popularity, 70% out of 100%, because people are somehow attracted to playing as new races.

Added 1 minute ago
fktifzobr@mail.ru
In my opinion, there are too many wolves:D It turns out that the entire city consists of different types of wolves; I don't think people will accept such a Castle (even a large number of dwarves in the northern clans caused outrage among the people). It would be much better if werewolves were added to the Magicians as a fifth-level unit, as offensive infantry. Then, the spellcasters can be moved to the third level, but still give them a small bonus and make them very strong (in my opinion, it's logical; in the city of magicians, magicians should be more accessible than among dwarves and other non-magical races).
Regarding the Undead... Void Spirits are weaker than dragons and other seventh-level monsters, so I'm in favor of Dragon Knights :smile54:
The heroes of the Undead can be anyone; you can create a couple of Fallen Angels, several Necromancers, and Void Spirits.

I don't quite understand; are you suggesting putting Werewolves, Chimeras, and Wolves into the Magicians' Faction?
In reply to Aslan_Red
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#1924
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Aslan_Red
What do the Twilight Faction have to do with it? I don't like them... I don't even know how to call them. If you need a storyline, I can provide one. Why were werewolves added? Because the spider case is the same in Fantasy. There aren't enough of these types. And I saw a mod that replaces the Free Peoples with the Lizardmen from Might and Magic III; there are also many lizardmen there, and yet the mod became popular, 70% out of 100%, because people are somehow attracted to playing as new races.

Added 1 minute ago


I didn't quite understand. Are you suggesting putting werewolves, chimeras, and wolves with the mages?

I already have a rough concept for the storyline. I also have a rough idea of what the Necropolis will look like in the mod! The lizardmen in that mod were original and very different from each other. Here, it's just some kind of dog parade. Some are wolf-werewolves, others have people riding on wolves for no reason (or maybe they're also werewolves), and the third group has become steroid-enhanced cyclops-like creatures... we don't need all this! I advise you to look at the general information about the Factions on the first page of the topic.


Magic Chimeras is a new Faction that will be added to the modification (see general info on the first page!!!!! >:c). A werewolf could work as a unit for this Faction, but I would prefer either not to add them at all or to leave them as neutrals.
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#1925
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It would be much better if werewolves looked good for the Chimera Mages on the fifth level as offensive infantry; then, spellcasters could be moved to the third level, but still given a small bonus and made very strong (in my opinion, this is logical; in a city of mages, mages should be more accessible than for dwarves and other non-magical races).
I disagree with you about moving the mages down. Yes, on the one hand, they should be more accessible than for other races, but on the other hand, they should be stronger than the priests of other races. After all, unlike the priests of Erathia/Malassa/Urghash, etc., these mages practice absolutely any magic. (because, as far as I know, there was practically no forbidden magic in the silver cities, and our wizards of the House of Chimera are precisely from there.)
So, I suggest thinking about who to put on the 3rd level of this faction.
In reply to WizardNazyr
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#1926
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WizardNazyr
I disagree with you about the idea of nerfing the Wizards. Yes, on one hand, they should be more accessible than other races, but on the other hand, they should be stronger than the priests of other races. After all, unlike the priests of Elrath/Malassa/Urghash, etc., these Wizards practice absolutely any kind of magic. (because, as far as I know, there was practically no forbidden magic in the Silver Cities, and our Wizards of the House of Chimera come from there.)
So, I suggest we think about who should be placed on the 3rd level of this Faction.
No, I'm not saying they should be weak; they can be very strong while still having a normal growth rate for high-level Wizards. They will have less damage but more spells and mana, which is perfectly normal for scholar-mages who don't have the support of gods.
A similar creature could be the NCF Troglodyte, which has 96 hit points, 6-10 damage, 10 defense, 7 attack, 7 skills, but its speed and initiative are lacking (4), growth rate is 2, level 3.
Mages usually have a growth rate of 3; the Chimera mages can have the same, 50 hit points, etc.
Мои мини-моды

Мод RTF

Мои NCF существа
In reply to fktifzobr
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#1927
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fktifzobr@mail.ru
No, I'm not saying they should be weak; they can be very strong while still having a normal growth rate for high-level mages. They will have less damage but more spells and mana, which is perfectly normal for scholar mages who don't have divine support.
A similar creature could be the NCF troglodyte, which has 96 hit points, 6-10 damage, 10 defense, 7 attack, and 7 skills, but its speed and initiative are lacking (4), and its growth rate is 2, level 3.
Mages usually have a growth rate of 3; chimera mages can have the same growth rate, with 50 hit points, etc.
Okay, let's say we put the mages on tier 3. However, this raises the question of which creatures to use for the werewolves (since you want to include them), as Rakshasa princesses wouldn't be suitable; instead, we would use panther and jaguar warriors.
In reply to fktifzobr
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#1929
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fktifzobr@mail.ru
Damn, I forgot about that. Then it would be better to come up with a different creature and also increase the mages to a normal level.

Maybe it would be better to do this: leave the mages at their current level, and move the messengers/beholders to the third level.

As a creature for the first level, I suggest something like small golems (you can base it on the model of the dwarven defenders, adding something from regular golems). It would be something like short, stone/iron/gold walking armor.
In reply to Lone Corsair
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#1930
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Lone Corsair
Perhaps it would be better to do this: leave the mages at their current level, and move the messengers/beholders to the third level.

As for a creature for the first level, I suggest something like small golems (you could base it on the model of the dwarven guardians, adding some elements from regular golems). It would be something like short, stone/iron/gold walking armor.
Yes, that's an interesting idea. Although, perhaps it would be better to put such golems on the 2nd level, and the chimera guardians on the 3rd. At the same time, we can give one of the cabir upgrades the ability to repair.
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#1931
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WizardNazyr
Yes, that's an interesting idea. Although, it might be better to put such golems on the 2nd level and the Chimera defenders on the 3rd. At the same time, we can give one of the Cabir upgrades the ability to repair.

I like the idea (although the Spectators on the 1st level still bother me a little) :D
In reply to fktifzobr
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#1933
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fktifzobr@mail.ru
I made a new head model for the lizard archer; now I'll try to create a "universal" ear model so that they can be attached to any lizard, regardless of the head size.

I like it! :D
Is there any news regarding the Cabiri?
In reply to WizardNazyr
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#1935
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WizardNazyr
Hydras, most likely it's them.
I thought that the animation of a bear's paw strike would be suitable for turtles :)

Added 4 minutes later
By the way, I think I'll finally get off my lazy butt and start thinking about the effects of the Magic Eagle :D
Мод на замену всех фракций в Героях 5
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#1936
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I thought that the bear paw attack animation would suit the turtles.
I think it will result in a strange-looking turtle, but if it turns out well, let it be on the bear; it might even be better.
By the way, I think I'll finally get off my lazy butt and start thinking about the effects for the Magic Eagle.
We're looking forward to the birds, and then the Kabiri ;)