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NCF – Extended list of Neutral creatures.Auto-translated
@Maksim the latest version of NCF is here. Chaos Theory models are inside as well.
The project is currently frozen but if someone desires to add more units, it is very easy to be done. We are also working on making NCF fully compatible with Heroes V at some point.
I'm looking forward to the megamod update. I also wanted to ask if it will be possible to recruit some neutral creatures somewhere, either to create interesting combinations or just for fun?
I'm looking forward to the megamod update. I also wanted to ask if it will be possible to recruit some neutral creatures somewhere, either to create interesting combinations or just for fun?
For many creatures, the buildings for recruitment have already been implemented, but they haven't been integrated into the map editor yet... for testing, they can be added to the map by replacing some object manually, but this is very tedious... there is a lack of people and free time to complete it! Would you like to join in implementing this functionality?!
For many creatures, the structures for hiring them have already been implemented, but they haven't been integrated into the map editor yet... for testing, they can be added to the map by replacing some object manually, but this is very tedious... there's a lack of people and free time to complete it! Is there anyone who wants to join in implementing this functionality?!
I'm a complete novice when it comes to these scripts and editors.
Added 1 minute ago
Well, yes, it looks like the mod hasn't been updated for a year and a half. And EWA has probably been completely abandoned.
What mapmixer do is: 1. Add empty script to the map. (that is required for MMh55 mod to work) 2. Does whatever settings you choose.
So the answer is yes.
To do that you need to : 1. Extract the default maps from data.pak archive. I believe they can be found in data.pak/Maps folder.
2. take the map folder and make it into a *.h5m file as other ordinary maps. 3. Use mapmixer to patch the maps. 4. Usually the last step will be to put the map in Maps folder but as it already exists I am not sure how to continue here. One way is the extract the .h5m archive and use the files to overwrite the same files in data.pak.
OR
Open the .H5M archive and change the map name (for example change it to "Warlords_patched") and after that put it in game folder /MAPS directory.
In game you will both maps - "Warlods" and "Warlords_patched"
Note: If Mapmixer is used on user created maps that include custom scripts it may wipe the scripts (not tested) and ruin the game experience. What I can advise is taking a copy of the scripts before patching and applying them after that.
I have a question regarding the NCF core package. Inside it there are these files:
- Cameras\Interface\HireCreatures - What camera or interface exactly? where in the game? - GameMechanics\Creature\Creatures\Neutrals - dummy creature files - GameMechanics\RefTables\Creatures.xdb - updated list of all creatures - MapObjects\_(AdvMapObjectLink)\Monsters\NCF - scripts\creature_xxx - lua file that defines unit internal ID - scripts\Common.lua - loads scripts\creature_xxx files as the game starts - UI\UIGameRoot.(UIGameRoot).xdb - index.bin - types.xml - defines unit ids
Could you explain what each entry in red do for the game and is it necessary at all? For example I've noticed that types.xml values are not taken into account for many in-game stuff. Same goes for Index.bin but I am not sure 100%.