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Posts from Various mods by zahar0z Auto-translated

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#212
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So, for all except the 970, the averaged results were obtained without any issues, but with the 970, the two methods from the respected comrades Nargott and StetNoel somehow yielded different assessments: According to Nargott: Strength = 4124, was 20000 Experience = 187, was 1500 Gold = 2308 = 2310, was 6000 According to StetNoel: Strength = 1647, was 20000 Experience = 74, was 1500 Gold = 2014 = 2015, was 6000 Averaging the results, we get: Strength = 2885, was 20000 Experience = 130, was 1500 Gold = 2161 = 2160, was 6000 And the most amusing thing is that, according to both methods, this creature is recommended to be downgraded from level 8 to level 6! :smile11:
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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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#213
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Okay, there seems to be an issue with the Kraken boss.
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#214
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zahar0z
I understand. There's something wrong with the Kraken boss.

It needs to be buffed to level 8 or with abilities... by the way, does it have a casting animation?!

Is an attack and damage range of 1 really intentional?!
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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#215
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psatkha

Attack and damage range = 1 – is that really how it’s supposed to be?!
Sorry. I sent you my test files. Because it’s inconvenient to test animations at a high level.

It should be like in the screenshots: 80 attack, 60 defense, 200-250 damage, 8k HP.
psatkha
By the way, does it have a cast animation?!
zahar0z
The other animations also don’t work well with the new Kraken (they get stuck in the surroundings) and will have to be redone. There will only be basic animations: walking, attacking, taking damage, and death.
It’s really necessary; for the cast, you can use the attack animation.
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#216
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zahar0z
Sorry. I just sent you my test files because it's inconvenient to test animations at a large scale.

It should be like in the screenshots: 80 attack, 60 defense, 200-250 damage, 8k HP.

It's really needed; you can take attack for the cast.

Now it looks more like an 8th-level creature! :smile25:

Regarding Nargott:
Strength = 42500 (was 20000)
Experience = 1931 (was 1500)
Gold = 23821 = 23820 (was 6000)

Regarding StetNoel:
Strength = 17053 (was 20000)
Experience = 775 (was 1500)
Gold = 20759 = 20760 (was 6000)

The average is:
Strength = 29776 (was 20000)
Experience = 1353 (was 1500)
Gold = 22290 (was 6000)
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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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#218
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psatkha
Well, now it's more like level 8! :smile25:

Regarding Nargott:
Strength = 42500, was 20000
Experience = 1931, was 1500
Gold = 23821 = 23820, was 6000

Regarding StetNoel:
Strength = 17053, was 20000
Experience = 775, was 1500
Gold = 20759 = 20760, was 6000

Averaging, we get:
Strength = 29776, was 20000
Experience = 1353, was 1500
Gold = 22290, was 6000

thank you, it will be useful

Added 1 minute ago
AstralLein
Did you remember to change the hero's damage to units at level 8? Because in the original, there's a significant percentage for the boss.

What? What percentage? Where? How is this changed? Which one? Why?

Are there any percentages specifically for the unused 8th level in the game?

If there are any problems with this, the Kraken will become the 7th.
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#219
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These lines in DefaultStats control the hero's damage to creatures of the corresponding level. The second-to-last line needs to be changed to 0.01 or even less, so that the hero's damage is weak against level 8 creatures.
Нет войне.
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#220
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I mean the second to last one, the one with 0.15?
What do these values mean? Is it a percentage of something, or what?
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#221
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the second to last line
Isn't it "pre"?
I looked at this file with corrections from noiade, and it was amusing that Shantirian titans were placed on level eight.
But in general, I wouldn't use these growth modification changes. The utility is a utility, but manual, careful balancing based on comparison with existing units is better...
Experience and gold can also be evaluated, as psatkha does, by taking the average between the two programs. Otherwise, it's unclear how to evaluate it.
what are these values? a percentage of something or what?
Hero damage (without modifiers) = [this number]*[maximum health of one creature in the squad of that level]
 

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#222
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Ment, and what do you think, by how much should this value be reduced for an 8th-level creature?
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#223
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0.02 for a level 30 hero, let's say. Then, if you buff yourself with the "Unrelenting Force" ability of a Knight (the maximum possible damage from a hero's auto-attack in the game), it will be 0.06 * 8000 = 480 damage. Not overpowered, but it can be used, and it's not completely useless. In a standard case, at level 30, it's 160 damage, and the "attack with the hero" tactic is not applicable at all. I think it's okay.
Maybe a little more, or a little less, it's not a big deal.
And at level 1, you can make it very small, like 0.002.
 

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#224
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yes, I didn't quite phrase it clearly, of course, I meant the one from 0.15.
and 0.01 (0.015 at most) seems better to me; after all, Axel and Krag are in the game.
Нет войне.
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#225
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I think 0.01 (0.015 at most) is better; after all, Axel and Krag are in the game.
Ah, yes, that's a valid point. With my numbers, Krag deals 450-900 damage per attack, depending on luck (with buffs), so he can definitely take down enemies on his own. Axel doesn't seem as scary...
 

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#226
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Yesterday evening, I finished the animations for the kraken boss.
(They twitch a bit at the seams between each other, but overall they look good, plus it creates a general impression that the kraken is a bit cramped in 4 squares)

I picked sounds for all the creatures. These are sounds from the 5th game, mixed with sounds from suitable creatures. For example, krakens use sounds from different versions of hydras,
and a little from manticores, golems from different versions of golems and earth elementals, etc. I am satisfied with the selected sounds.

All that remains is to fix the textures and fine-tune the balance, taking into account your advice and suggestions.
I decided to make the textures without gloss (in many fragments of the game, visual bugs with shadows related to it look very bad).
Instead, I decided to use maps from the 7th game to pre-render the textures in Substance Painter.


I think the "winner" is obvious.

(By the way, I downloaded the new version of Painter, which can easily save the render from the preview as a single image,
so now it's done quickly.
Although I still have to adjust the brightness and contrast in Photoshop)
A new, pre-rendered texture will be made for each model.

Then, only the characteristics need to be adjusted, the files need to be repackaged, and the mod will be uploaded.

I won't be ready by Wednesday, but it will most likely be ready by Thursday.

Added 12 minutes ago
A big question. Who is the author of the NCF core?
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