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8 years ago
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Could you share what mod you released?
8 years ago
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Guys, is there a mod that allows duels to be held in a town?
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8 years ago
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Hello. Could you please tell me where I can change the number and type of units in the starting army of certain heroes?
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8 years ago
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Found some screenshots online showing units with a kind of solar reflection. Maybe someone knows how to achieve this?
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7 years ago
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Hello everyone! I have a question: how can I replace creatures in a town? For example, I want to replace the monks in a Haven town with free mages from the NCF (Northern Clans Fortress). Is this possible?
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7 years ago
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Madsen
Hello everyone! I have a question – how do I replace creatures in a town? For example, I want to replace the monks in a Haven town with free mages from NCF. Is this possible?
Replacing a creature is done by replacing two lines in the characteristics file – character visual and map object (I can't write it more precisely without a computer).
Copy these lines from the mage's characteristics and paste them into the monk's characteristics, then find the map object and the monk in the data.pak file and copy the bottom line, like CHARACTER PRIEST, and paste it into the corresponding mage file.

Or you can rewrite the path to the mage file from CharacterVizual/free city to CharacterVizual/haven.
And rename the files inside the folder so that the game recognizes them as monks; do the same with the map objects. The last point of the first method also needs to be done.
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7 years ago
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fktifzobr@mail.ru
The creature replacement is done by replacing two lines in the characteristics file - character visual and map object (I can't write more precisely without a computer)
Copy these lines from the wizard's characteristics and paste them into the wizard's characteristics, then find the map object and monk in the data.pak file and copy the bottom line, like CHARACTER PRIEST, and paste it into the corresponding wizard file

Or you can rewrite the path to the wizard's file from CharacterVizual/free city to CharacterVizual/haven
And rename the files inside the folder so that the game recognizes them as monk files, do the same with the map objects, the last point of the first method also needs to be done
Thank you very much for the answer, but I couldn't find CharacterVisual. I'm still a "newbie" in this, so please understand and forgive me, as they say.
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7 years ago
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Madsen
Thank you very much for your response, but I couldn't find CharacterVisual. I'm still a "newbie" in this area, so please understand and forgive me, as they say.
they are in GameMechanics
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7 years ago
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fktifzobr@mail.ru
they are in GameMechanics
I only found CreatureVisual there. In general, if I haven't found it yet, please explain everything to me in detail, step by step. Thank you in advance.
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7 years ago
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Go to \GameMechanics\CreatureVisual\Creatures, rename Free cities to Haven, open the folder, and rename the files wizard.xdb to Priest.xdb, Hurt_locker.xdb to Cleric.xdb, create a folder called Renegates, move the dark wizard.xdb file into it, and rename it to Zealot.xdb.
Now, in the GameMechanics folder, you can delete the Creature folder; it is no longer needed.
In the MapObjects folder, change the name of Free cities to Haven, delete the _(AdvMapObjectLink) folder, and rename wizard.(AdvMapMonsterShared).xdb to Priest.(AdvMapMonsterShared).xdb, Hurt_locker.(AdvMapMonsterShared).xdb to Cleric.(AdvMapMonsterShared).xdb. Open these files and change CREATURE_634 to CREATURE_PRIES, and CREATURE_632 to CREATURE_CLERIC.
Create a folder called Renegates and move the dark wizard.(AdvMapMonsterShared).xdb file into it, rename it to Zealot.(AdvMapMonsterShared).xdb, and change CREATURE_633 to CREATURE_ZEALOT.
You can delete the scripts folder.
Optional.
In \Cameras\Interface\HireCreatures, rename one of the files to Cleric.xdb and delete the rest
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7 years ago
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fktifzobr@mail.ru
Go to \GameMechanics\CreatureVisual\Creatures, rename Free cities to Haven, open the folder, rename the files wizard.xdb to Priest.xdb, Hurt_locker.xdb to Cleric.xdb, create a folder Renegates, move the file dark wizard.xdb there, and rename it to Zealot.xdb
now you can delete the Creature folder in the GameMechanics folder; it is no longer needed
in the MapObjects folder, change the name Free cities to Haven, delete the _(AdvMapObjectLink) folder, rename wizard.(AdvMapMonsterShared).xdb to Priest.(AdvMapMonsterShared).xdb, Hurt_locker.(AdvMapMonsterShared).xdb to Cleric.(AdvMapMonsterShared).xdb, open these files and change CREATURE_634 to CREATURE_PRIES, CREATURE_632 to CREATURE_CLERIC
create a folder Renegates and move the file dark wizard.(AdvMapMonsterShared).xdb there, rename it to Zealot.(AdvMapMonsterShared).xdb, change CREATURE_633 to CREATURE_ZEALOT
you can delete the scripts folder
optional
in \Cameras\Interface\HireCreatures, rename one of the files to Cleric.xdb and delete the rest
Thank you very much, you helped me out! And by the way, you have great creatures. Are there any options for levels 6 and 7 for the Free Cities?

Added 16 minutes ago
Sorry, this is a different topic.
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7 years ago
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Madsen
Thank you so much, you really helped me out! And by the way, you have great creatures. Are there any options for levels 6 and 7 for the Free Cities?

Added 16 minutes later
Sorry, this is a different topic.
They are still being developed; the RTF version will include mages and dragons, and the NCF version will include wandering knights (or perhaps mercenaries) and the same dragons.
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7 years ago
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How can I change the name of an unknown town from "Undefined"? It really bothers me.
In reply to Андраил
7 years ago
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Good afternoon! Could you please advise a newbie in animation modding: is it possible to add a resurrection animation to skeletons without too much hassle (like the Phoenix ability – after a creature dies, it is resurrected in its original quantity, and this effect lasts for one battle)? If someone could do this without spending too much time, I would be very grateful!
In reply to Mostovik
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7 years ago
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Mostovik
Good afternoon!
Could you please advise a newbie in animation modding: is it possible to add a resurrection animation to skeletons without too much hassle (like the Phoenix ability - after a creature dies, it is resurrected in its original quantity, works once per battle). If someone could do this without spending too much time, I would be very grateful!

Do you want it for all skeletons?! :smile34:

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