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Posts from NCF – Extended list of Neutral creatures. Auto-translated

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#1833
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OFFOSORG
I've played about ten maps on 5.5, and I've only seen large arenas in treasure rooms, yes. Does that change anything? We're currently setting a limit for the program, if I'm not mistaken. And regarding creatures, as someone mentioned above, if I really want a monster with teleportation, its speed should be enough to move from one corner to the diagonally opposite corner. But I don't understand balance, so it's up to you. Just let me know the result; I did offer to run Chaos Pack through NOIADE.

Simply put, if you allow the creation of unbalanced monsters that won't be found in treasure rooms as guardians, then these overpowered creatures in a hero's army will simply tear them apart like a dog with a hot water bottle... and everyone will again say that NCF is a terrible, unbalanced mess!

Therefore, I think it's better to give the author a choice, but with a corresponding message that if it's not intended to be used in 5.5, the speed greater than 10 will automatically be reduced to 10.

Also, it's necessary to calculate the mana of casters adequately, i.e., not perfectly, but at least adequately, because, as everyone knows, there are some harmless creatures of early levels, but with mana and powerful spells, and they multiply in mines and other tasty places like harmless creatures, i.e., like cockroaches!
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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#1834
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psatkha
If it is not planned to use his creation in 5.5, then a speed greater than 10 will automatically be reduced to 10...
It sounds great, but how is this even implemented? Speed is stored in the description file. If NOIADE changes the speed to a reasonably high value, it will remain that way everywhere.
It is necessary to find a compromise solution, and something tells me that it is better to set a speed limit in the program to level 20 (as with initiative), or to 14 (so that a creature on the treasure arena can reach the opponent on the other side, because I think they increased the size of the arena for a reason). Even if we consider the original arena, a speed of 10 is not enough to "teleport" across the field... but again, I don't know anything about the balance, so I'm not the best advisor here :D
psatkha
Also, it is necessary to calculate the mana of casters adequately, i.e., not perfectly, but at least adequately, because, as everyone knows, there are such harmless creatures of early levels, but with mana and strong spells, and they multiply in mines and other tasty places like harmless creatures, i.e., like cockroaches!
Don't push me! Although I don't encounter such creatures often, I immediately check such creatures through NOIADE, and so far, each such case has been leveled up, which means there will be fewer chances to appear in mines)
I don't think it is possible to implement this programmatically... although who knows, they managed to match coefficients for abilities somehow... but this is just a dream))
Heroes 5.5 + NCF (Manual) / My templates / DeSync? / Русификация кампаний
Required ARMG Settings: Monster Strength - Strong (3); Resources - Little (2); Experience - 3.
AI Settings: Difficult - Heroic (3); Lookahead Depth - Normal (1).

My Favorite Heroes:
Haven (H) - Jeddite (Heretic)
Sylvan / Preserve (P) - Vinrael (Druid)
Academy (A) - Minasli (Seer)
Fortress (F) - Ingvar (Engineer)
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#1835
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Okay, if there are arenas of 14x14, then a limit of 12 could be set for that case. For a regular game, this would be excessive, but in practice, few people create creatures with speeds greater than 10. The key is balance, and that's what we're talking about. We're discussing a calculated limit. You can set the speed to 100, but most of that will be redundant and shouldn't be calculated using the formula. For regular arenas of 10x12, as I already mentioned, in 99% of cases, a speed of 10 is equivalent to no limit, because in practice, few people jump from one corner of the arena directly to the opposite corner. Usually, the task is to reach any opponent from a specific location, and a speed of 10 handles this task perfectly. For the most part, this is true for flying creatures, but on the other hand, giving non-flying creatures extremely high speeds of 10+ is strange.
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#1836
If anyone is doing NOIADE on the new NCF paks (Chaos and Legacy) have in mind that creatures' mana pools are modified so the casters will be able to use all their spells (ToTe and MMH55).

For the purpose of fitting both editions I gave a few more points of mana to some of the creatures which will not impact balance in anyway. In the worst case scenario what will happen is that creature will be left with 2 to 4 extra points of mana that cannot be used for cast any spell.
In reply to dredknight
#1837
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Hello, I need some help with creating a game in MMH55 + NCF. My friend and I are trying to play a map (2x2x2), but the checksum doesn't match. I loaded the map, patched it with MapMixer including NCF. I sent him the patched map, and we checked the Saves, Maps, and Data folders (including index.bin and an RMG folder to be deleted) for equal elements, and everything seems fine: no saves, no extra files, or anything else. Everything seems to be identical! We also downloaded and installed the Russian localization pack MMH55_Texts_RU, which is along with Texts_EN in the Data folder. Result: playing the map solo works, all NCF creatures are visible, but we can't manage to play it together. We both start the game with MMH55_Utility_64_NCF.exe with administrative rights. Both loaded only a Chaos pack (as it includes the Legacy one) and chose the correct core (RC10 Beta 4). The version of MMH55 is also the same – we played without NCF just yesterday. The MMH55_Utility_64 works only with basic maps; generating maps in both executables doesn't work (the game crashes). In other words, the patched map doesn't even work with Utility_64 (without NCF), so we have no idea what the problem is. :smile35: How can we solve this problem and play a map with NCF? I really want to enjoy the new creatures with my friend, but it seems like NCF is preventing it. P.S. If needed, I'm Russian, so you can write in Russian as well
#1838
Hello Crazysom,

Thank you for being so descriptive. First and foremost here is a list of steps that will be converted in to a more descriptive guide.

How to play MMH55 + NCF in multiplayer:
1. Install ToTe
2. Patch ToTe to 3.1
3. Install MMH5.5
4. Generate ARMG map
5. Install NCF Utility
6. Install MMH55RC10 Beta 4 core
7. Install Chaos pack
8. Use Mapmixer to add NCF to ARMG
9. Prepare the game for LAN multiplayer
10. Use mmh55_64_NCF.exe for PvP multiplayer or MMH55_Utility_64_NCF.exe for multiplayer with players and AI.

After step 4 you have clean MMH55 installation + ARMG map. This is a moment where you can install MMH55_Texts_RU.pak and make a quick game (just a few turns) on the map just to see if everything works as it should and the game files are synced.

If all works correctly do all other steps.
Have in mind that once step 6 is done ARMG generator is not going to work anymore (it will crash as you reported). ARMG generator does not work in the NCF core. If you want to generate maps you either should keep a clean MMH55 installation elsewhere or use the NCF utility to purge the NCF configuration.

Because MMH55 + NCF + LAN has not been tested so far try with small steps as follows:
1. First use mmh55_64_NCF.exe and play 6-7 turns just with your friend to confirm it is actually playable. For the moment do not activate 8th skills.
2. If the above works try the same with MMH55_Utility_64_NCF (again no AI).
3. if step 2 works try MMH55_Utility_64_NCF with AI.

Let me know how it goes! We did not had the time to test it so any experience is valuable!
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#1839
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Nomads CREATURE_649 The Nomads are an ancient tribe of horsemen who arrived in the east even before the Orcs and Dwarves. Each member of the tribe is skilled in riding and basic melee combat, but what truly makes them formidable are their magnificent warhorses, which rival even the finest Imperial steeds in speed. Nukers CREATURE_648 The warriors serving as bodyguards to the leaders of clans and tribes are called Nukers. Those who have faced Nukers say that Ilat himself protects them – each step of their horses creates gusts of storm wind, knocking opponents off their feet. Khoshuchi CREATURE_650 Khoshuchi are mounted knights who serve as bodyguards for chieftains and their personal guard. Their iron discipline and cohesion have made Khoshuchi warriors the best defensive unit, so they are always where help is needed to repel an attack. DOWNLOAD
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#1841
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I think these guys could be used in scenarios as elite blocking units.
In reply to psatkha
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#1843
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Awesome!
... 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 fktifzobr
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#1845
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IMHO: Wouldn't it be better to make the gem on the red mage's staff yellow instead of blue? (red, orange, etc., or even white) The upgraded Guardians' staff has a very thin handle.

Added 4 minutes later
And by the way, why is the upgrade red? Is it because of the escaped crimson mages of Al-Rubita (House of Chimera)? As far as I understand, these mages are priests of Ilat, and it would be more logical to make them in white, gray, silver, blue, or light blue tones, like the swords of the wind. I really like the color scheme, but does it fit 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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#1846
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Why don't mage upgrades have daggers, like the regular ones? It seems a bit strange to me.
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In reply to SRD
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#1847
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SRD
In my opinion:
Wouldn't it be better to make the gem on the red mage's staff yellow instead of blue? (red, orange, etc., or even white)
The upgraded version of the Guardians has a very thin handle.

Added 4 minutes later
And by the way, why is the upgrade red? Because of the escaped Crimson Mages of Al-Rubita (House of Chimera)?
As I understand it, these mages are priests of Ilat, and it would be more logical to make them in white, gray, silver, blue, or light blue tones, like the swords of the wind.
I really like the color scheme, but does it fit the lore?
Why not blue? In Heroes 5, all magic wands have bluish gems.

The red color fits the lore for all magic masters such as Menelag and Fenrig. Also, particularly epic mages from the multiplayer Messiah wear this color, but they are not priests, but simply very powerful casters.
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