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

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Do we need Ashan?
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#2411
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Here are some.
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In reply to fktifzobr
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#2412
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[email protected]
Here, you place 3 groups of swords in a row, so there should be 3 small bushes, and a moat won't work

Added 35 minutes later

You could make one of these ugly creatures a wall of swords.
They look kind of ridiculous:D. You need some kind of plant, even from the decorations, and some kind of effect on top (the moat has some kind of glow, if I'm not mistaken).
... 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...
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#2414
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What are you working on right now?
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#2415
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Are you going to build a Sanctuary now?
#2417
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By the way, the Lizardmen are quite well-balanced if you adjust their growth rate. Currently, when hiring, I simply remove some of the creatures, as the cost is adequate for the current growth rate, so it will need to be adjusted accordingly. Here are the numbers (15+3, 10, 8, 5, 4, 2, 1). The battles were tough; sometimes I won, sometimes I didn't. If someone doesn't want to change the skills and stats, they can simply reduce the growth rate.
In reply to Allaney
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#2418
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Allaney
By the way, the Lizardmen are quite balanced if you adjust their growth rate. Right now, when I hire them, I simply remove some of the creatures, as the cost is adequate for the current growth rate, so it will need to be adjusted accordingly. Here are the numbers (15+3, 10, 8, 5, 4, 2, 1). The battles were tough; sometimes I won, sometimes I didn't. If someone doesn't want to change the skills and stats, they can simply reduce the growth rate.
Right now, I think we need to weaken the Faceless Ones and possibly recalculate the stats of the Djinns, and the Lizardmen need to have their Gnoll growth rate reduced (all Gnolls), and we need to address the siege arena.
Мои мини-моды

Мод RTF

Мои NCF существа
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#2419
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Yes, there’s a problem with the Djinns: I played as Humans, and the Djinns reach the second turn, but they keep moving constantly. Secondly, they are immune to mind control; they constantly blind and still kill half of my units (there are 100 of them in two units). In this mission, I crushed armies of thousands using mind control, but the Djinns remained unaffected.

Added 1 minute ago
And another question: will we be able to give the Turtles the “paw attack”?
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#2420
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It’s just too powerful of an ability.
In reply to Акула97
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#2421
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Shark97
It's just too powerful of an ability.
There's nothing overpowered about this ability (in my opinion, the only ability that shouldn't be given to anyone except neutral creatures is Deadly Strike).
... 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...
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#2422
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Simply combining it with the energy rune gives almost a 100% chance of stunning.
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#2423
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And so what – it will stun, not kill.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
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#2424
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Deals significant damage.
I played one mission with huge armies. I gathered an army of 150 priests, 500 archers, 400 warriors (they were often defeated), and 200 bears (divided into two squads) + a light mage hero with a
ballista dealing 2000 damage. Once, I encountered an army of 200 titans. I used both bear squads to cast the Energy Rune and stun the titans, because with seven cells before the attack and the Soldier's Luck skill, it's an 88% chance of stunning, plus Haste, so the titans simply didn't attack at all.
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#2425
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If these weren't titans, but a creature without mind immunity, and you had susceptibility or obedience, the same could be achieved much more easily. So, I don't see an overpowered element here either. An effective strategy in a battle against neutral creatures that foolishly grouped into a small number of stacks? Okay.
 

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