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

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In reply to Акула97
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9 years ago
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Shark97
This is in the Undead/Necropolis mod topic

Added after 38 seconds
It's clearer there.
Thank you.
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9 years ago
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Hello everyone. I'm back, but not for sure, lol.

Added after 21 hours and 28 minutes
Is there anything else needed for the Conflux? Is it ready? I remember trying to make stone elementals, but I couldn't get the hand animation right, so I gave up. If needed, I can try making turtles on bears.
In reply to Wizard Necromancer
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9 years ago
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Wizard Necromancer
Hello everyone. I'm back, but not for sure, lol.

Added after 21 hours and 28 minutes
Do we need anything else for the Conflux? Is it ready? I remember trying to make stone elementals, but the hand animation didn't work, so I gave up. If needed, I can try making turtles on bears.
I think they wanted to put Kabirs into the Conflux.
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9 years ago
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Decided to enjoy the new version, but then I encountered a bug ._.
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In reply to fktifzobr@mail.ru
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9 years ago
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fktifzobr@mail.ru
It seems like the Cabiri were supposed to be included in the Conflux.
Ah, right, but on which faction were we going to implement them?

Added 1 hour 9 minutes ago
I also noticed something else. In my mod, the updated crater texture for resources has disappeared. Where did it go? :D

Added 38 minutes ago
Does the Sanctuary replace the Dwarves, right?
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9 years ago
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Dark Elves
I have no problems with the creatures or the city's appearance, but the building names are like those in the Academy, and the heroes are riding elephants.
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9 years ago
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What did you do to the Simurgh? :D
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9 years ago
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You forgot to add the Simurgh to MapObjects/Inferno; please add it and update the file, as it doesn't look very good as is :D

Added 2 hours and 7 minutes ago
And also, you forgot to include the names and descriptions of the buildings where eagles are recruited :D
9 years ago
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Besides, I see that the resource icons have a different design.
In reply to Wizard Necromancer
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9 years ago
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Wizard Necromancer
Ah, yes, but who were we going to use them on?
Unfortunately, we still haven't decided. :smile18:
Wizard Necromancer
I also noticed something else. In my mod, the updated crater texture has disappeared from the resources. Where did it go? :D
I put a link to your file; we didn't add the new texture to the mod.
Wizard Necromancer
Sanctuary replaces the Dwarves, right?
Actually, it's all very complicated... It will be more like with the Elementals and Dark Dwarves. The Nagas will have the skills and buildings of the Dwarves, but on the map, they will be instead of the Elves, and the Humans will have the skills and buildings of the Elves, but on the map, they will be instead of the Dwarves.

Thorenlawar
Also, I see that the resource icons are designed differently.
Because our mod will have different resources; this is written in the topic header!

Wizard Necromancer
Is anything else needed for Conflux? Is it ready?
We also wanted to add a city for the Mages from Might and Magic VII.
In reply to WizardNazyr
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9 years ago
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WizardNazyr
They also wanted a city of mages from Might and Magic VII.
Okay, I'll try.

Added after 12 minutes
But still, it would be good to update and add the Simurgh; the bug is very annoying.
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9 years ago
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Perhaps we could create ranged units for the Christians. They would wave their hands, and then unleash a demonic effect. More ideas: 1. Swap the Cabiri and Air Elementals. Air Elementals are too weak, while a strong ranged attacker at level 2 would be a good addition. 2. Storm Elementals - ranged attacker, + lightning (1 unit). They are not good as melee units, but at least they would be useful at the beginning. 3. Mist Elementals, + protection from arrows, + general evasion (1 unit). 4. Earth Elementals and Onyx Elementals, + stone skin (2 units). 5. Increase the damage of Dark Adepts, decrease the damage of Fire Adepts + chain shot (if they have immunity, this ability should be present). Added after 30 minutes Cabiri. After long experiments, the mages of the Silver Cities managed to create a hybrid of a human and a salamander. These creatures are capable of attacking their enemies with fireballs. Cabiri are weak in melee combat, but their constant barrage of fire makes them worthy opponents. Attack 3 Defense 1 Damage 1-3 Health 6 Speed 4 Initiative 8 Living creature, fire sign (although elementals do not learn fire magic), ranged attacker. Cabiri Veterans. Hardened in battles with the undead, these Cabiri can fight equally well in melee combat. Cabiri have developed lightning-fast reflexes in battles, which allows them to respond to enemy shots. Attack 4 Defense 2 Damage 1-3 Health 7 Speed 4 Initiative 9 Living creature, ranged attacker, retaliatory shot, no penalty in melee combat. You can give them a dagger in the second hand. Cabiri Warriors. After much effort, the mages created Cabiri with scorching fire. These Cabiri are trained in special schools, which makes them invincible ranged attackers. Attack 6 Defense 2 Damage 2-4 Health 6 Speed 5 Initiative 8 Living creature, ranged attacker, fire sign, armor piercing (like elves)
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9 years ago
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I have already recalculated the stats for Elves using a new method.
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9 years ago
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That's true; at the beginning, Elementals are strong, but then someone comes along with a similar army and defeats them.
In reply to Wizard Necromancer
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9 years ago
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Wizard Necromancer
You forgot to add the Simurgh to MapObjects/Inferno, add it and update it, otherwise it doesn't look very good :D

Added 2 hours 7 minutes ago
And also. You forgot to insert the names and descriptions of the buildings where eagles are recruited :D
this is separate

Added 4 minutes ago
WizardNazyr
I've already calculated the new stats for the elves.
but you have your own calculator there, right?

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