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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 TheStimerGames
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#2668
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TheStimerGames
Here's a question that arises: shouldn't we make the Cabiri 4x4 units and revert the Earth elementals back to 1x1?
I think it's a bit silly, because even in Heroes 7, it's stated that Cabiri are lesser fire spirits.
A 4x4 first-level unit is unlikely, but we could increase the size of other units, or extract the 4x4 earth elementals from the Polish mod.
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#2669
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fktifzobr@mail.ru
A 4x4 cell first-level creature is unlikely, but you can adapt it to a larger size for other units, or extract 4x4 earth elementals from the Polish mod.
WizardNecromancer started creating elementals from the 6th level.
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#2672
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there are also other units, but if we add them to the Fortress, it might be better to replace the Gnoll Mages as well, perhaps with some Medusas or Green Cows.
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#2673
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fktifzobr@mail.ru
there are other units as well, but if we add them to the Fortress, it might be better to replace the gnoll mages as well, for example, with some other units instead of medusas or green cows.
Cool snakes. But I'm quite happy with the current roster, and we'd lose an interesting feature – the absence of flying units.
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#2674
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WizardNazyr
Cool snakes. But I'm quite happy with the current roster, and losing the interesting feature of having no flying units would be a shame.
Completely without flying units would also be bad – how would you take a town? It immediately makes you want to go through machines and teleport – I think one flying unit is needed.
... 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
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#2675
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SRD
It's also not good to have absolutely no flying units – how do you take a city? You immediately want to go through the machines and teleport – I think you need at least one flying unit.
And what's the point of sending just one flying unit behind the walls? To be slaughtered? + Shamans have the "earthquake" spell.
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#2676
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WizardNazyr
What's the point of sending a single flying unit behind the walls? To be slaughtered? + Shamans have the "earthquake" spell.
This is already a matter of battle tactics, and everyone has their own. A complete absence of flying units will create problems, including during battles in arenas without fortifications - obstacles, etc. Earthquake only partially solves the problem. Of course, it's up to you, but balance is a fragile thing; in my opinion, it would be desirable for each city to have at least one flying unit and one ranged attacker.
... 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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#2677
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we have a flying unit available at level 6 (by the way, the new version will feature models from the Polish mod).
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#2678
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WizardNazyr
...I am quite happy with the current roster, and losing the flying units would also eliminate an interesting feature.
fktifzobr@mail.ru
we have a flying unit at level six (by the way, the new version will feature models from the Polish mod)
So, is there one or not? :D - You've confused me.
... 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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#2680
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fktifzobr@mail.ru
Coatls and Dragon Riders
Ah, yes, I completely forgot: D
In reply to SRD
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#2681
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SRD
This is already a matter of combat tactics, and everyone has their own – a complete absence of flying units will create problems, including during battles in arenas without fortifications, obstacles, etc. Earthquake only partially solves the problem. Of course, it's your decision, but balance is a fragile thing; in my opinion, it would be desirable for each city to have at least one flying unit and one ranged attacker.
As compensation, the Lizardmen have powerful ranged attackers that are enhanced by Voodoo, and I think their Blood Fury is good. So, a map with obstacles is a plus for them, but their siege capabilities are not the best.

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In reality, the core of the Lizardmen consists of Shamans, Raiders, and Archers.
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#2682
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Hey, how did you change the native lands of the factions?

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