Skip to content

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

3.9 (28 ratings)
Open
Do we need Ashan?
73 voters
Single choice
Sign in to participate in this poll.
Poll results will be visible after you vote or when the poll closes.
User Avatar
#2396
Auto-translated
The point isn't about what's easier, but about how it will be perceived.
It would have been simpler to not change the existing factions at all.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
User Avatar
#2397
Auto-translated
I suggest another option:
1) The "Osiny Roy" (wasp swarm) will inflict burning or dehydration (undead and constructs are immune).
2) "Stena Mechov" (wall of swords) will transform into a wall of something else, perhaps a thorny bush.
3) I want to turn the "Kristall" (crystal) into a poisonous bomb.
4) The "Razrushayushiy Luch" (devastating beam) will be related to acid (I haven't come up with the name and effect yet, but the icon is already there).
5) The slow effect will have the effect of stopping cold, but without snowflakes, just ice on the ground.
Attachments 3
3 files attached • Total size: 165.3 KB
Мои мини-моды

Мод RTF

Мои NCF существа
User Avatar
#2399
Auto-translated
although it would be better to assign the effects of slowing and weakening to the earth element, and the effects of dispelling and divine power to the water element.
Yeah, weakening doesn't seem strong enough to be a first-level spell, in my opinion.
 

К А
Стикеры GBF в Telegram
User Avatar
#2400
Auto-translated
2. Can it be applied to a wall of thorns? 4. Can the punishing strike be recolored to green?
In reply to fktifzobr
User Avatar
#2401
Auto-translated
[email protected]
although it would be better to put slowing and scattering effects into the earth element, and dispel magic and divine power into the water element.
I agree with this, and YES, what's below is also very correct.
Nargott
The point isn't that it's easier, but how it will be perceived.
It would have been easier to just not change the existing schools.


Added 1 minute ago
I would even say this:
- The point isn't that it's easier, but that it's better (more correct/logical/interesting).
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
User Avatar
#2402
Auto-translated
I've created a layout, taking into account the consistency of the lords and other details, which I'll explain below. AIR (wrath, blessing, lightning) 1. Blessing, Wasps 2. Lightning, Haste 3. Might, Exorcism 4. Chain Lightning, Phantom 5. Resurrection, Vengeance * Hive, Teleport EARTH (defense, pain, life) 1. Fist, Dodge 2. Hide, Ray 3. Thorns, Plague 4. Meteor, Swords 5. Shock, Shield * Earthquake, Reanimation WATER (mind, curses, ice) 1. Curse, Grief 2. Weakness, Slow 3. Ice Block, Confusion 4. Ring, Anti-Magic 5. Subdue, Frost * Regeneration, Wave FIRE (fire, "earth" = bombs, "spells" = summon) 1. Arrow, Crystal 2. Fireball, Mines 3. Fire Wall, Elementals 4. Berserk, Blind 5. Armageddon, Phoenix * Vampirism, Word And now, the details: 1) Child of Light and Eternal Light only work with 1 school – in this case, with air, so more buffs have been added here, namely: all buffs that have opposites (blessing, might, haste). 2) Some spells will require enhancement to justify the new level (e.g., Thorns, Ring). 3) The dependence on SP for Swords and Earthquake needs to be removed; then the perk "Lord of the Earth" (rename) will actually work 100% for fire (Crystal, Mines). 4) In a special level *, which should not be in the guild, resurrecting and situational spells are placed, as it is not very pleasant for a necromancer to receive regeneration, holy word in the guild, etc. It is proposed to distribute these spells through perks. Only the following need to be adjusted in terms of name and visuals: Ray, Dodge (earth), Crystal (fire). Everything else fits well into its schools. Swapping Phantom and Anti-Magic is acceptable. Now, about the 2 main drawbacks of dividing into elements: 1) Fragmentation of spells, lack of integrity – in the scheme I presented, this drawback is minimized (air is very aggressive, manipulating damage and initiative, fire focuses on direct damage and does without casts, earth manipulates defense, water focuses on reducing damage). 2) You will have to work very closely with the perks in the wheel, especially with the visuals, to restore integrity at the perk level
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to fktifzobr
User Avatar
#2403
Auto-translated
[email protected]

1) The wasp swarm will deal either fire or dehydration damage (undead and constructs are immune).

Then the summon hive spell should also be reworked.
[email protected]
2) The wall of swords will turn into a wall of something else, maybe a thorn wall.

I actually suggested turning the wall of swords into a thorn barrier – I already gave it to the druids in my mod's spellbook.
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
In reply to Nargott
User Avatar
#2404
Auto-translated
Nargott
I've created a layout, taking into account the consistency of the lords and other details, which I'll explain below. AIR (anger, blessing, lightning) 1 Blessing, Wasps 2 Lightning, Haste 3 Might, Exorcism 4 Chain Lightning, Phantom 5 Resurrection, Vengeance * Hive, Teleport EARTH (defense, pain, life) 1 Fist, Dodge 2 Hide, Ray 3 Thorns, Plague 4 Meteor, Swords 5 Shock, Shield * Earthquake, Reanimation WATER (mind, curses, ice) 1 Curse, Grief 2 Weakness, Slow 3 Ice Block, Confusion 4 Ring, Anti-Magic 5 Subdue, Frost * Regeneration, Wave FIRE (fire, "earth" = bombs, "charms" = summon) 1 Arrow, Crystal 2 Fireball, Mines 3 Fire Wall, Elementals 4 Berserk, Blind 5 Armageddon, Phoenix * Vampirism, Word And now, the details: 1) Child of Light and Eternal Light only work with 1 school - in this case, with air, so more buffs have been added here, namely: all buffs that have opposites (blessing, might, haste) 2) some spells will require enhancement to justify the new level (e.g., thorns, ring) 3) the dependence on SP for swords and earthquake needs to be removed; then the perk "lord of the earth" (rename) will actually work 100% for fire (crystal, mines) 4) in a special level *, which should not be in the guild, resurrecting and situational spells are placed, because it is not very pleasant for some necromancer to receive regeneration, holy word in the guild, etc. It is proposed to distribute these spells through perks. Only the following need to be adjusted in terms of name and visuals: ray, dodge (earth), crystal (fire). The rest fits well into their schools. Swapping phantom and anti-magic is acceptable. Now about the 2 main drawbacks of dividing into elements: 1) fragmentation of spells, lack of integrity - in the scheme I presented, this disadvantage is minimized (air is very aggressive, manipulating damage and initiative, fire focuses on direct damage and does without casts, earth manipulates defense, water focuses on reducing damage) 2) you will have to work very closely with the perks in the wheel, especially with the visuals, to restore integrity at the perk level.
Thank you, this layout is the best, I'll do it this way
Мои мини-моды

Мод RTF

Мои NCF существа
In reply to Nargott
User Avatar
#2405
Auto-translated
Nargott

FIRE (fire, "earth" = bombs, "spells" = summon)
1 Arrow, Crystal
2 Fireball, Mines
3 Fire Wall, Elementals
4 Berserk, Blindness
5 Armageddon, Phoenix
* Vampirism, Word
And what specific WORD is this – a holy one or an unholy one? Or did both end up here at once – I only saw it in fire, meaning there is one word but not the other?
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
User Avatar
#2406
Auto-translated
That's what I meant by "holy." I call the wave of death "unholy," just like in Heroes 3, because it's more convenient to abbreviate that way.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
User Avatar
#2407
Auto-translated
Nargott
Exactly, it's sacred. I call the unholy one a "wave (of death)," like in Heroes 3, just because it's more convenient to abbreviate.
Aaaah... Okay, I understand now.
By the way, here's the thorn barrier (just the icon for now - I can send it if needed).
Attachments 1
1 file attached • Total size: 387.5 KB
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
In reply to SRD
User Avatar
#2408
Auto-translated
I need to think about what to take to redesign the castle itself – maybe the grove of the Elven city could be suitable as a donor:rolleyes:
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
In reply to SRD
User Avatar
#2409
Auto-translated
SRD
I need to think about what to use to redesign the castle itself – maybe the moat of the elven city could work as a donor:rolleyes:
Here, 3 groups of swords are placed in a row, so there should be 3 small bushes, and the moat won't work.

Added 35 minutes later

I could make one of these ugly creatures into a wall of swords.
Мои мини-моды

Мод RTF

Мои NCF существа
User Avatar
#2410
Auto-translated
In fantasy, there are monster-flowers; they pretend to be flowers, but when a victim gets close, they attack.