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.
In reply to Nargott
User Avatar
#2442
Auto-translated
Nargott
What value does dividing magic according to the "lore" of parts 6 and 7 bring to the gameplay of Heroes 5? There aren't that many spells to begin with, and it's impossible to do this without terrible workarounds.
And what value does dividing it into water, fire, air, and earth bring? - also a bunch of workarounds and shuffled magic, and at the same time, nothing is made more interesting than it was (for example, these same immunities, etc.) - the division into schools in Heroes 5 is quite specific - not by elemental affiliation (as in Heroes 3), and not by racial affiliation (as in Heroes 4), but by action - damage, summoning, buff, debuff, and if you're going to divide it into elements, then why were darkness, light, and primordial excluded (the latter can still be excluded by losing it in the other six schools, but that's just my opinion)

Added 6 minutes later
I agree with the small number of casts; then, instead of 4 schools of 12, there will have to be 7 schools of 9.
... 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
#2443
Auto-translated
"SRD"
and if we're going to divide them into elements, why were darkness, light, and primordial excluded (the latter can still be excluded by incorporating it into the other six schools, but that's just my opinion)
Because these aren't elements in the generally accepted sense. And not even in the sense of Heroes 5, where only 4 classic elements are mentioned (artifacts, perks).

Fire/earth/air/water is also a return to the traditions of Heroes 3. That is, it is more universal and suitable even for those who are not interested in parts 6 and 7.
"SRD"
I agree with the small number of casts, so we'll have to have not 4 schools of 12, but 7 of 9
You probably meant 7 of 6.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
User Avatar
#2444
Auto-translated
Nargott
Looks like you meant 7 by 6.
Oh yeah, my bad :D I made a typo.
... 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
#2445
Auto-translated
SRD
I had another crazy idea about magic - according to the lore, we have 7 schools, but in the game, there are only 4, and it doesn't seem very good to just take water, earth, fire, and air, but we also have suppression. So, what if we, for example, do this: let chaos magic be fire magic (and put all the fire magic spells there), and chaos suppression becomes water magic, and we put water magic there (using a "level up the skill and get a spell as a bonus" system - similar to the "Rune Shield" skill). That is, opposite schools will exclude each other. In addition, enchantment can be renamed to primordial magic, and teleportation, raising the dead, summoning elementals, magic fist, etc., can be put there (and, accordingly, elemental balance and similar skills) - if the idea is interesting, then it makes sense to develop it further. There is a small issue with the academics - if, for example, it is logical for an elf not to have fire magic and to have water magic, then a mage should have access to everything (and darkness can also be taken away from them, but elemental magic is inherent to them).

Added 14 minutes ago
that is, such transformations (can also be done differently):
chaos = fire
chaos suppression = earth
summoning = air
summoning suppression = water
enchantment = primordial

considering orcs (they need air and earth), then like this:
chaos = fire
chaos suppression = earth
summoning = air
summoning suppression = water
no, I think this is not a very good idea, but it is possible to replace their air and earth suppression with earth and air magic (approximately as you said) because they have shamans who hit with lightning, and that would be quite logical.
I thought about the spells.
Is it possible to copy the "summon devil" spell, but so that it summons someone like in the seventh part, for example, summon a Golden Dragon (over time, elves will be replaced, but the dragon texture will remain, it can be used), and insert it as another spell?
I also thought, maybe it makes sense to give shamans an "stun strike," they do hit with lightning after all
User Avatar
#2446
Auto-translated
Maybe it’s not a stunning blow, but the Sylvan faction needs to be strengthened with a decent ability.
User Avatar
#2448
Auto-translated
Can I use Haste, or Lightning Bolt?
In reply to fktifzobr
User Avatar
#2449
Auto-translated
[email protected]
I would give it an additional cast.
You could remove the "Marksman" ability and give it the "Lightning Strike" ability.
User Avatar
#2450
Auto-translated
Then the calculations need to be adjusted. I remember the riders from EWA.
In reply to Акула97
User Avatar
#2451
Auto-translated
Shark97
Then the calculations need to be adjusted. I remember the Riders from EWA.
Well, I don't think the calculations will need to be changed significantly; they will be more or less suitable for level 4 creatures.
User Avatar
#2452
Auto-translated
the riders had an increase of seven, while the shamans had an increase of eight.
User Avatar
#2455
Auto-translated
Beautiful.
User Avatar
#2456
Auto-translated
Guys, I already asked, but no one answered. I'm still curious, is it possible to transfer textures from Heroes 7 to Heroes 5?