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Posts from NHF – new heroes for Heroes V 3.1.

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In reply to Гусь
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9 years ago
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Goose
If you pay attention to small details, then Kifrah should have horns.

They will! This version is still from 2007 or 2008, when we hadn't yet found a way to import models in the game's engine format!

Added 23 minutes later
SRD
It seems like that's all; the most neglected are the Elves, as they weren't in Heroes 6. The Dungeon creatures were in Heroes 6 and Heroes 7, but in 7, not all the heroes are new – some have been carried over from 6, and some even from 5. This is generally logical – elves live for hundreds of years and can bridge the events of Heroes 6, 7, and 5 with their long lives. This won't work with humans, so new heroes were created throughout all three parts, and this is the result.

Well, for the Elves, we can revive Arniehl, Vaniel, and also come up with new ones! :smile13:
In reply to psatkha
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9 years ago
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psatkha

...and the fifth guy from TE is Jorgen!
Yeah, Jorgen was ultimately added to the Dungeon!!! - even though he's somewhat generic, he played a significant role, primarily as an advisor to the Griffin court - I asked about this earlier - we seemed to agree that we'd add him to Haven, but in principle, due to the shortage of heroes in TE and the overabundance (in terms of quantity) of heroes in Haven, it's probably better to put Jorgen in the Dungeon.
SRD

Vaishan - I can create him based on Railag, but IMO he needs a hood.
So, now we have at least two heroes who need a hood - Vaishan and Jorgen.
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9 years ago
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I'm going to ask a silly question. I see new heroes and their texture files here. What do I need to do to make them appear in the game, and where should I put these files?
In reply to bronyam
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9 years ago
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bronyam
I'll ask a silly question. I see new Heroes of Might and Magic heroes here and files with their textures. What do I need to do to make them appear in the game, and where should I put these files?

Nowhere - this is for version 86! :smile08:
In reply to psatkha
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9 years ago
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Sorgal (the scales of the lizard's armor are slightly different in shade from the scales of the hero-lizard's cloak - I might rework the lizard later).
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In reply to SRD
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9 years ago
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SRD
Sorgal (the scales of the lizard armor don't quite match the shade of the lizard hero's scaled cloak - I might rework the lizard later).

Excellent!
In reply to psatkha
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9 years ago
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The first two lines are Lethos's special ability,
the next two lines are Sinister's special ability,
the following two lines are Railag's "terrifying" special ability,
and the last two lines are Shadia's special ability.

My question is: where is the "Master of Initiative" special ability (Railag's special ability from the "Hammers of Fate" expansion)?
In reply to psatkha
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9 years ago
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psatkha
The curved outline should be thinner – it should smoothly transition into the outline along the perimeter! The manual is here: HERE, explaining how to do it quickly and easily! :smile30:
Of course, you know better, but as a non-specialist, I found the outline to be satisfactory. The issue is the varying sharpness of the portraits, which gives the impression that they were taken from Yandex Images. Overall, it's okay.
In reply to Oversun
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9 years ago
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Oversun
Of course, you know better, but as a non-specialist, the outline didn't appeal to me. The issue is with the varying sharpness of the portraits; it gives the impression that they were just grabbed from Yandex Images. But overall, it's okay.

It's okay, but everything needs to be in a single style, like Nival! :smile47:
In reply to SRD
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9 years ago
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SRD

This is what I wanted to ask: please explain – where is the special ability “master of initiative” (the special ability of Ra’ilag from the “Hammers of Fate” expansion)?
I don’t remember about this specific ability, but:
1) There seem to be special ability lines that don’t correspond to factions;
2) There are special abilities that are only embedded in the executable file.
In reply to Dyrman
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9 years ago
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Dyrman
I don't remember about this specialist, but:
1) It seems that there are specialist skills that don't correspond to factions;
2) There are specialists that are only embedded in the executable file.
It's a pity if everything is embedded in the executable file - I have an idea to equalize all specialists - it's all a matter of numbers - for example, if the Mercenary's specialization is made like this*, then where is the imbalance, because you might not even find undead on the map, and if you do, you are unlikely to find squads-legions in multiplayer
* 10%+(1*hero_level)% of the initial squad size (in this case, the advantage of the Mercenary will primarily be that it will be possible to break through without a fight to mines/locations/artifacts, but even then not always, but only if you're lucky and an undead squad appears (the probability is somewhere around 12.5%)).
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9 years ago
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And another guy from the Fortress faction in Heroes of Might and Magic VII - Slin!

And another late-game hero from the Fortress faction - Ergal, racially he's not a Dark Elf, but for some reason he's listed in this faction, even though his bio suggests that he's an enemy of this faction!

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