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Posts from NCF – Extended list of Neutral creatures.

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#1361
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Storm Elemental - Flyer. No retaliation. Casts Lightning 2x. Elemental. 40 HP. Fire Elemental - Liquid Flame. Shield. Ranged attacker. Elemental. 35 HP. Water Elemental - Casts Slowing Chill 1x, Ice Block 3x, Ring 2x, ranged attacker (weak), elemental. 45 HP. Dark Elemental - Flyer. Strike and Return. No retaliation. Immune to slow. 40 HP. Light Elemental - Blind (attack), flyer, immune to blind, child of light. 45 HP. They are level 4. How can I evaluate them? I gave them 500. Added 2 minutes later
And the Fire, Water, and Air elementals are immune to their own element.
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#1362
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Generally, Mind Elementals don't exist in Ashan, as far as I know, and it would be interesting to make it possible to recruit NCF creatures in external neutral structures (structures similar to the Conflux and the Refugee Camp). I don't use NCF because the units added by this project only slightly diversify the gameplay, and the main part of the game can be played without them, as neither you nor your opponent have these units, which means there are no new synergistic combinations between creatures, interesting tactics for their use, and it's difficult to really get a feel for these units – will they appear or not? How will they behave in the hands of the AI? Will it implement all the interesting abilities? – it's unknown, but if you create structures in which these units can be recruited, that's a different story. At the same time, you don't have to create a separate dwelling for each unit, but rather do as with the aforementioned Conflux and Refugee Camp. All that remains is to slightly adjust the list of objects generated in the map script so that the new dwellings appear on the generated map. Units can be divided into groups – units of each group will be recruited in a separate structure (an example from the game: group – "elementals"; structure "Conflux") and in this way for each group. One of the groups with its own structure could, for example, be mercenaries from the free cities, with the structure "Free Cities Outpost," or you could divide this group separately into its dark version (Black Guard and similar "not-so-good" mercenaries) and its light version (Wind Riders, Priests of Ilat, and similar).
P.S.: When adding light and dark elementals to the game, they will need to be placed in the Conflux.
I would play an NCF like that (it would be a hassle to create structures for all existing units, so I suggest doing this only for units from the lore – in principle, you can create a separate version of NCF in which there are no invented units, but only those that exist in the lore)
... 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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#1363
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dwarves
only super creatures can possess such magical power!
:D
It's not necessary to make it a full-fledged flight. And it doesn't have to be limited to teleportation either. It could be tunneling, jumping, hovering, and many other things...
For an item, not related to Ashan, I once envisioned riders on four-legged lizards that are good at climbing... But the latter is unlikely to be beautifully implemented with animations within the constraints of the fifth game.
 

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#1366
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Hmm. In the map editor, can you change the objects that are placed or not placed during generation?
Here's the final set of elements in my version. I made it with the Temple.
Attachments 1
1 file attached • Total size: 708.6 KB
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#1367
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It's unclear whether it was worth creating them, and whether it's worth recoloring the dark elementals in black and purple, as in the original.

Added 15 minutes later
I just remembered. In some rather old messages, the latest creature being developed, NCF: a bat, was mentioned. And what was its fate?
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"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
In reply to AstralLein
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#1368
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AstralLein
Hmm. Can you change the objects that are placed or not placed during generation in the map editor?
Here's the final set of elements in my version. I made it with the Naga Temple.
\GameMechanics\RefTables\RMGPresetTable.xdb
in the patched game, it is located in the a2p1-data.pak file.
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#1369
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Thank you!

Added 1 hour 20 minutes ago
Hmm, fktifzobr@mail.ru. I took a look at this document in the editor. Everything is divided into categories by city. Each category has its own objects. What goes into which category? Best regards, AstralLein.

Added 1 minute ago
And one more thing. In your mod, the icons in the markets for the resources from Heroes of Might and Magic VII haven't been replaced. It's a small detail, but it's noticeable.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
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#1370
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AstralLein
Thank you!

Added 1 hour 20 minutes ago
Hmm, fktifzobr@mail.ru. I took a look at this document in the editor. Everything is divided into categories by city. Each category has its own objects. What goes into which one? Best regards, AstralLein.

Added 1 minute ago
And also, in your mod, the icons in the markets for the resources from Heroes 7 haven't been replaced. It's a small detail, but it's noticeable.
To be honest, I haven't worked with this file yet; it seems everything is divided because not all buildings are suitable for all factions. I don't know how to add objects to it. The resource mod isn't mine; I don't do that kind of thing.
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#1371
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AstralLein

The final set of elementals in my version. I made it with the Temple.
IMHO, the water elementals were already quite good, but something should be done with the fire elementals. The worms with tubes look strange.
In reply to Oversun
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#1373
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Oversun
In my opinion, water elementals were already quite good, but something needs to be done with the fire elementals. The worms with tubes look strange.
I agree - in general, the fire elemental is the only elemental that really needs to be reworked - what is that worm with some kind of cannons-flamethrowers coming out of its hands? The light elemental can be easily made based on a fairy (in Heroes 6, it's approximately like that), and the darkness elemental could be used on a faceless one, but only if, in addition to tearing off the wings, you also tear off the belt (you'll have to cover the seams somehow). The air elemental here turned out mediocre, but it wasn't great in the original either - in the city of elementals (from the mod for the city of elementals), the upgraded air elemental (the one in gray tones) turned out better.
... 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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#1374
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I was tearing apart the belt for the dark elf, but I need something to replace it. And I don't know what. I have no experience!

Added 13 minutes later
Fire-based ones are rubbish. It seems I need to make one from scratch. It would be good to have one for Heroes of Might and Magic VI.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
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#1375
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AstralLein
I was removing the belt from the dark elf, but I need something to replace it with. But I don't know what. I have no experience!

Added 13 minutes later
Fire-based ones are bad. It seems I need to create something from scratch. It would be good if it was for Heroes VI.
It would be better to extract the torso, arms, and belt from a Polish mod.
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