Connection ErrorBad RequestSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
Error Details:
Share Link
Posts from RTF is a global modification that replaces all towns in the game.
Poll results will be visible after you vote or when the poll closes.
Акула97
Auto-translated
While playing, I had many impressions. There are some glitches, but it might be due to my old computer and previously installed mods.
1. I liked the new icons for spells, especially the slow spell.
2. I'm looking forward to the cabins; I think they will fix the weakness of the elementals.
3. Why do water elementals have a growth rate of 11, while air elementals have 10?
4. I liked the earth elementals; they hit hard! :smile19:
5. I was surprised that Simurghs cost 4100.
6. Can you make it so that they stop glowing after death?
WizardNazyr
Auto-translated
1. I liked the new icons for spells, especially the slow spell.
This is good, of course, but I think these schools of magic won't last long.
3. Why do water elementals have a growth rate of 11, while air elementals have 10?
Because the calculator decided that's how it should be. In Dungeon, the same thing: beasts have a growth rate of 5, while minotaurs have 6.
In a literal sense. SRD once suggested dividing the schools of magic based on opposites and adding a school of primordial magic. The only thing that bothers me here is that there are only 3 light spells in Light and Darkness (and there are 11 spells in total). Most of the lords have been moved to sorcery.
Nargott
Auto-translated
It's a rather questionable decision to combine the elements in pairs just to add a vague initial element. It looks like an attempt to cram 7 people into 4 suits, at any cost.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
Literally. SRD once suggested dividing the schools of magic based on opposites and adding a school of primordial magic. The only thing that bothers me here is that there are only 3 light spells in Light and Darkness (and a total of 11 spells). Most of the lords have been moved to enchantment.
Interesting, I've already given up on this option :D I was also thinking about dividing it in such a way that chaos magic becomes fire magic, and suppressing chaos becomes water magic - water magic spells are obtained through perks, as well as the earth-air pair, but here there is a problem with orcs - their inclination towards earth and air makes the following option more logical: chaos=fireVSsuppression of chaos=earth and accordingly summoning=waterVSsuppression of summoning=air Explicit spells that do not belong to specific elements - elementals, teleport, magic arrow - can be crammed into enchantment again by linking them to certain perks (enchantment, as a form of wielding primordial magic) Of course, this also looks rather unkempt, but in this way, all the elements are highlighted, and the lack of spells (at least 70 spells are needed for 7 schools) can be balanced with passive perks (various suppressions, elemental lords, penalties similar to storm wind and fog cloud, etc.) - that is, there is a reason to develop magic, but the number of spells per school is smaller (about 7-8) - this will be helped by transferring some of the abilities of units to the schools of magic (I tried, but I couldn't:( ) - that is, to transfer the storm of the thunderlord to air magic, and laying on of hands to water magic (calling it healing)
... 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...
Interesting, I’ve already given up on this option :D I was also thinking about organizing it in such a way that Chaos magic becomes Fire magic, and Suppression of Chaos becomes Water magic – Water magic spells are obtained through perks, as well as the Earth-Air pair, but here there is a problem with Orcs – their inclination towards Earth and Air makes the following option more logical: Chaos=FireVSSuppression of Chaos=Earth and accordingly Summoning=WaterVSSuppression of Summoning=Air Explicit spells that do not belong to specific elements – elementals, teleport, magic arrow – can be crammed into Wizard magic again by linking them to certain perks (Wizard magic, as a form of mastery of primordial magic) Of course, this also looks rather unsightly, but in this way, all the elements are highlighted, and the lack of spells (at least 70 spells are needed for 7 schools) can be balanced with passive perks (various suppressions, elemental lords, penalties similar to Storm Wind and Fog Cloud, etc.) – that is, there is a reason to develop magic, but the number of spells per school is smaller (approximately 7-8) – this can be helped by transferring some of the abilities of units to schools of magic (I tried, but I couldn’t:( ) – that is, transfer the Thunderstorm of the Thunderlord to Air magic, and Lay on Hands to Water magic (calling it Healing)
I like the idea. There are also banishment and various prayers. Creatures really have a lot of abilities. And is it possible to copy spells? That is, take the area damage ability of Thorns and give it the effect of the Priests’ spell?
Added 1 minute ago By the way, can we make snakes on the model of Water Elementals?
Added 2 minutes ago And Dark Dwarves don’t have a library. Is it possible to return it?
Have you heard of Winx? It's something from there, I don't know exactly what, but I know they are somehow connected.
Added 14 minutes ago WizardNazyr
Literally. SRD once suggested dividing the schools of magic by opposites and adding a school of primordial magic. The only thing that confuses me here is that there are only 3 light spells in Light and Darkness (and a total of 11 spells). Most of the lords have been moved to sorcery.
I agree about primordial magic, but can we only replace spells? Or can we add them? I'm not sure, but I think we can also add, because the Orcs in Heroes 5.5 have more abilities and skills than other races (only the Warrior class). Remember, I once suggested an idea with summoning in each school of magic, based on copying spells. We can do something similar here, taking something from parts 6 and 7 (in terms of ideas for spells) and trying to stuff them into primordial magic. We can immediately move the magic arrow there, and put the fire arrow (or ice arrow, or even both) in chaos magic instead. We can move the teleport from light magic to primordial magic. We can also try to make something like magic armor (defense and/or magic resistance increases, equal to the spellcaster's knowledge). We can make a phoenix summon, like in the sixth part, take the texture from there, and put it on a paoka or someone else. Another question, can we make it so that creatures temporarily gain certain abilities with the help of spells? Like from runes? If so, then we can make many more spells, based on the properties of runes