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

3.9 (28 ratings)
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Do we need Ashan?
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9 years ago
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maybe it would make sense to take a certain faction, change the town, change some creatures, and then use it in RTF?
In reply to Уриэль Септим Х
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9 years ago
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Uriel Septim X
Perhaps it would make sense to take a race, change the city, change some creatures, and use it in RTF?
That's unlikely. The authors have approved the list of factions, and if anything is to be taken from this mod, it should only be units for NCF.
In reply to Oversun
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9 years ago
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Oversun
That's unlikely. The authors have approved the list of factions, and if anything is taken from this mod, it should only be the units for NCF.
Credit where credit is due – some of the cities turned out beautifully (the cities themselves, not just the units).
In reply to SRD
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9 years ago
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The Polish mod has many cool unit models (and ideas for units); it would be great to finish them, refine them, and add them to NCF and RTF. The cities are also cool; the author deserves respect and praise for their work! It's a pity that the mod's development has been discontinued. :smile02: :smile01: :smile47: :smile50: :smile20: :smile43: :smile11:
In reply to Oversun
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9 years ago
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Oversun
That's unlikely. The authors have approved the list of factions, and if anything is taken from this mod, it should only be units for NCF.
Just as an option, in case something goes wrong.
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9 years ago
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I plan to record a video in the future and compare the Lizardmen from RTF and SoS.
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9 years ago
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The mod has been tested, and everything works normally, but for some reason, the demons don't work for me; it says that one file is missing, etc. Also, the death animation for some creatures is glitchy: they simply die like gargoyles, which causes half of their body to disappear, and it looks bad.
In reply to Remix
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9 years ago
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Remix
Review of the Fortress from the RTF mod: https://www.youtube.com/watch?v=QFM-RoCL1zw&list=PLGpNWhdMwySe2vgmP9f3bERouXzITJOSN&index=6
Thank you for your efforts :) While watching, I noticed a few bugs that I wasn't aware of. For example, I thought the speed of the riders was lower, the hero-mechanic isn't really a mechanic (the texts are leftovers from older versions, but in reality, he has a special ability), and the green lights didn't have the ability to attack like fakes.
Other bugs and, of course, the stats of the Faceless in the new version will be fixed.
In reply to fktifzobr@mail.ru
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9 years ago
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fktifzobr@mail.ru
Thank you for your efforts :) While reviewing, I noticed a few bugs that I wasn't aware of. For example, I thought the speed of the riders was lower, and the hero-mechanic isn't really a mechanic (the texts are leftovers from older versions, but in reality, he has a special ability). The green lights didn't have the ability to attack like fakes.
Other bugs and, of course, the stats of the Faceless will be fixed in the new version.
The mod review was done a long time ago, so it's possible that the current version is outdated.
In reply to Remix
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9 years ago
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Remix
The mod review was done a long time ago, so it might not be the most up-to-date version at the moment.
No, this version is still актуальная.
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9 years ago
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Hello, how is the mod development going? Do you need any help with the lore?
P.S. I can also discuss the lineup for the Human faction.
In reply to fktifzobr@mail.ru
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9 years ago
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fktifzobr@mail.ru
Thank you for your efforts :) While reviewing, I noticed a few bugs that I wasn't aware of. For example, I thought the riders were slower, and the hero-mechanic isn't really a mechanic (the texts are leftovers from older versions, but in reality, he has a special "jaliiba"). Also, the green lights didn't have the ability to attack like fakes.
Other bugs and, of course, the stats of the Faceless will be fixed in the new version.
Regarding the Faceless - IMHO, it's silly to reduce their speed (this was discussed on the stream) - teleportation is TELEPORTATION, not flight. Ideally, they should be able to move to any point on the battlefield, regardless of their location. That is, the speed should allow them to move diagonally across the largest arena (during combat). To maintain balance, you could reduce their initiative to 8-9 and reduce other stats.
In reply to Dybinkin
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9 years ago
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Dybinkin
Hello, how is the mod development going? Do you need any help with the lore?
P.S. I can also discuss the lineup for the human faction.
No help is needed with the lore, in principle.
As for the lineups, there will need to be some minor changes to the humans and Necropolis, as they have 5 small and 2 large units, instead of the required 4 and 3. But I don't think we need to change them yet, as I doubt anyone will be working on them in the near future.
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9 years ago
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still, it's better to reduce their speed, because even with the ability to emerge from any shadow, they are unlikely to be able to determine that they will emerge in a safe place and not end up in a meat grinder, and besides, in Heroes of Might and Magic VI, they didn't teleport that far.

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