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Posts from AltNCF - Alternative NCF

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6 years ago
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An idea arose to create a mod for an Extended List of Neutral Creatures, which would completely, or almost completely, replace all creatures, subjecting them to a single system and relative balance, creating improvement chains, probabilities of forming neutral armies, and the possibility of dwellings appearing during random map generation...
Does anyone need to obtain permission to use H5_GAME_NCF.exe as a separate mod?
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6 years ago
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Phoenix 2100
The idea arose to create a mod for the Extended Neutral Creatures List, which completely, or almost completely, replaces all creatures, subjecting them to a single system and relative balance, creating chains of improvements, probabilities of forming neutral armies, and the possibility of dwellings appearing when generating random maps...
Does anyone need to obtain permission to use H5_GAME_NCF.exe as a separate mod?

NCF is an open-source project – as they say, welcome... by the way, wouldn't it be better to fix what already exists instead of creating a separate project?! Especially since we already have a utility for semi-automatic balancing of creature parameters NOIADE (Calculator for balancing creature parameters of the NCF project) [Current version - 0.0.0.48], based on the formula from the respected comrade Nargott - and as everyone knows, he is a GURU when it comes to balance!

Manual "Semi-automatic balancing of creatures from the NCF project using the NOIADE utility"
In reply to psatkha
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6 years ago
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Well, I'll take a basic NCF file and add my own creatures to it. It's easier to create something new from scratch and rethink it than to delve into what already exists. As I understand it, it's a mishmash of mods from many players – everyone contributes as they see fit. If I do everything myself, I think it will be more cohesive.
In reply to Феникс 2100-й
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6 years ago
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Phoenix 2100
Well, I'll take a basic NCF and incorporate my creatures into it. It's easier to create something new from scratch, to rethink it, than to delve into what already exists. As I understand it, it's a mishmash of mods from many players – everyone contributes as they see fit. If I do everything myself, I think it will be more coherent.

Well, essentially, that's what will happen if I run the mechanics through NOIADE – everything is described in detail in the manual!

By the way, the basic NCF is a bunch of placeholders in the form of the "peasant" creature!
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6 years ago
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That's a good idea, as long as there's balance and a proper order for the assigned IDs, rather than the mess that's currently trending.
In reply to Gerter
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6 years ago
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Gerter
That's a good idea, if there's balance and a proper order for the assigned IDs, instead of the mess that's currently trending.

Come on, what's stopping you from contributing, especially since you have the necessary tools!
In reply to psatkha
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6 years ago
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The idea of rebalancing and reorganizing the neutral creatures into a new, unified list is good and correct. However, in my opinion, many creatures from the current neutral creature sets should be cut using Occam's razor. No offense, but I don’t think there is any need for several dozen creatures that are unremarkable either gameplay-wise or visually. This is one of those cases where more does not mean better. I believe that when dealing with such things, you should ask yourself: "What interesting and new features does this creature have?" "Does it look interesting visually? Does it have gameplay value?" "Is it really needed in the game? Is it superfluous?" Too much monotonous content is also bad. Players simply get tired of 20 hastily recolored minotaurs, and few will want to delve into the nuances and remember what the difference between them is. Otherwise, good luck with your build; it will be interesting to see what you come up with. If you need them, the models of creatures that I ported from Heroes 6 and 7 are at your service. Just please, if you decide to use them, read how I asked to use resources from my mod and do as I ask. That is, copy the archive with the "clean" resources to your mod without changing or renaming anything, and then make changes on top of that. If something comes up, feel free to contact me, and I will try to help. In general, there are never enough good, interesting, and balanced creatures. So that a creature isn't just added for the sake of adding it but is actually appropriate. Therefore, it’s interesting to see what ideas you will come up with. Maybe some cool gameplay idea will emerge.

Added after 10 minutes
In general, for such a thing, it would be nice to somehow update the neutral creature list. Many players don't see any value in them because they are simply neutrals. It would be great to give players the opportunity to regularly control these new creatures without replacing the original creatures from the castles. I have already described the method using alternative buildings for hiring in cities; it works quite well. /topic/at/1009839/ However, it is unclear how the AI will behave with this method. It is possible that it will become extremely unintelligent. I will try to create a working demo and test it in the future. By the way, if anyone knows scripting and wants to help, I would be very happy.
In reply to zahar0z
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6 years ago
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zahar0z
The idea of rebalancing and reorganizing the neutral creatures into a new, unified list is good and correct.

However, in my opinion, many creatures from the current neutral creature sets need to be cut using Occam's razor. No offense, but I don't think there's any need for several dozen creatures that are unremarkable either gameplay-wise or visually. This is one of those cases where more doesn't necessarily mean better.

I think when dealing with such things, you should ask yourself: "What interesting and new features does this creature have?" "Does it look interesting visually? Does it have gameplay value?" "Is it really needed in the game? Is it redundant?" Too much monotonous content is also bad. Players simply get tired of 20 hastily recolored minotaurs, and few will want to delve into the nuances and remember what the difference between them is.

Anyway, good luck with your build; it will be interesting to see what you come up with.

If you need them, the models of creatures that I ported from Heroes 6 and 7 are at your service. Just please, if you use them, read how I asked to use resources from my mod and do as I ask. That is, copy the archive with the "clean" resources to your mod without changing or renaming anything, and then make changes on top of that.
If something comes up, feel free to contact me; I'll try to help.

In general, there are always not enough good, interesting, and balanced creatures. So that a creature isn't just added for the sake of adding it but is actually appropriate. So, it will be interesting to see what ideas you have. Maybe some cool gameplay idea will emerge.

Added after 10 minutes
In general, for such a thing, it would be nice to somehow update the neutral creature list. Many players don't see any value in them because they are simply neutrals. It would be great to give players the opportunity to regularly control these new creatures without replacing the original creatures from the castles.

I already described the method using alternative buildings for hiring in cities; it works quite well.
/topic/at/1009839/
However, it's unclear how the AI will behave with this method. It's possible that it will act very stupidly.
I'll try to put together a working demo in the future and test it.

By the way, if anyone knows scripts and wants to help, I will be very happy.
These thoughts about monotony also came to my mind. That's why I decided to make a mod – I will create 822 creatures from scratch. Or rather, not exactly from scratch but like this:
I will imagine that no NCF existed and start creating my own as a balanced system. Of course, there aren't that many abilities in the game, but I will try to maximize their potential. The use of neutral creatures by players is planned through dwellings that will appear along with mills and gargoyles via the Global Strategic View (GSV) and are available in the editor.
I started working today, and managed to sketch out approximate concepts for the first 160 creatures. There isn't as much free time as I would like – work, etc., so the mod won't be released in a week or two; you'll have to wait.
In reply to zahar0z
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6 years ago
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zahar0z
Sure, keep me updated. And good luck again.
And yes, I wanted to ask: what tool is used to extract models from Heroes 6? And is it possible to export animations from there, like from Heroes 7?
In reply to Феникс 2100-й
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6 years ago
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Animations are not allowed; information about the tools can be found in the import guide, in the section with additional information.
This can be done with Noesis and its plugins, or (even better) with the 3D object converter program.
In reply to zahar0z
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6 years ago
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Where can I download the manual? As I understand it, this was compiled by fans, specifically for Heroes?
In reply to Феникс 2100-й
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6 years ago
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I wrote this specifically for you over two weeks.
/topic/14904/

Added after 4 minutes
If you want to “Download” it and view it offline, just save the page as a file on your computer.
In reply to zahar0z
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6 years ago
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zahar0z
I wrote this specifically for you over two weeks.
/topic/14904/

Added after 4 minutes
If you want to "Download" it and view it offline, just save the page as a file on your computer.
It’s great that someone finally got around to creating a Manual, and in such a way that even a beginner can understand it. Now, I guess the forum will be overflowing with mods.

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