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Posts from MCCS - new Multiplayer content

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#17
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Let me explain with an example. There's Hafad, for instance, who kills a percentage of enemy units. In most cases, it's simply enough to eliminate the basic units at the beginning of the battle and summon others instead, already with the desired number. Here, the inconvenience is visual, as you'll have to manually rearrange the attack order, because the summoned units will shift back on the scale. And in rare cases, you might have to recast some spells on the summoned units, for example, if the hero had a full set of dwarven items, etc. This is all straightforward and doesn't create any major problems, but the Academy is problematic, which is why I highlighted it. Mini-artifacts disappear from summoned creatures (even if the summoned creature has the same name as the one removed), so the method above cannot be used. The only idea of how to make it work is to attack units with a summoned creature, which can be done almost imperceptibly, but it will be quite problematic to accurately calculate the required number of attacking units, especially considering the mini-artifacts on health.
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#18
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I think Hafada isn't necessary in that case. Or, we could try to rethink similar abilities to make them easier to implement. For example, instead of killing a percentage of units, we could reduce the health of all units by a percentage (I'm not sure if this idea would work, but it demonstrates my line of thinking). Or, we could actually make summoned units attack the enemy army, but without calculating percentages of units to kill, and instead use different rules.
 

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In reply to Ment
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#19
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Ment
I think that Hafaada might not be necessary in this case.
Alternatively, we could try to rethink similar abilities to make them easier to implement. For example, instead of killing a percentage of units, we could reduce the health of all units by a percentage (I'm not sure if this specific idea would work, but it demonstrates the thought process).
Or, we could actually make summoned units attack the enemy army, but without calculating percentages of units to kill, and instead use different rules.
Here's an idea: have a creature attack enemies with a damage range of 1-1 with a guaranteed hit, to ignore the defense of units. In this case, we can calculate the damage quite accurately; the only variable we can't know in this case is the additional health from minions. On the other hand, this situation is relatively rare overall. Battles against enemies with minions are rare in themselves, and the additional health from minions doesn't create a significant error for all creatures of the Academy. In the case of Hafaada, it only applies to gremlins and mages, which is a truly rare case, and I think we can create a separate solution for it, even if it's not very visually appealing.

In any case, there will initially be compatibility with NHF without any changes; then I'll think about it and test different options.
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In reply to Gerter
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#21
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Gerter
In any case, there will initially be compatibility with NHF without any modifications; then I will consider and test different options.

Excellent... if there are insurmountable issues with some heroes, then we will ask the esteemed comrade Dyrman to work his magic...
С уважением, Psatkha (Псатха)

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NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
#22
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and is this mod compatible with mods that change the balance? for example, the UNIT mod.
In reply to АЗАЗЕЛЬ
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#23
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AZAZEL
Is this mod compatible with mods that change the balance, such as the UNIT mod?
Yes. But after adding such mods, it is worth re-running the game processing program from the h5_checker folder (instructions in the first post).
Wonderful... if there are insurmountable problems with some heroes, then we will ask the respected comrade Dyrman to work his magic...

No, there will be no problems. Some heroes will even be improved, for example, those using special abilities (Valafar, Biara, etc.).

By the way, regarding what I wrote earlier, about heroes like Hafad. It will not be possible to completely get rid of the triggers affecting heroes, because some special abilities in NHF will not work without them at all. Therefore, the idea is that such special abilities should trigger BEFORE the battle if the battle is with a hero, and if the battle is with neutrals, then already at the beginning of the battle in tactical mode. This way, the special ability will work in all possible cases (including those that cannot be intercepted by triggers - for example, against creatures generated by the creature generator, guardians in treasure rooms, etc.), and in battles against heroes, there will be no need to create various workarounds. Just add a condition that against heroes, it will trigger before the battle, and against neutrals, it will trigger during the battle
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In reply to Gerter
#24
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When can we expect NHF compatibility? Will it be soon?
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#25
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Yes, I think I’ll finish it over the weekend.
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#27
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What’s the status of compatibility with NHF?
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#28
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It's ready and will be released with the new version, which includes 6 new heroes and 4 new artifacts. I'm preparing the release and might upload it today. For now, here's a small demonstration of the heroes from the new version 0.07: https://www.youtube.com/watch?v=WQE1mzG0Lgk

Added 1 hour 19 minutes ago
We found a serious bug with one of the artifacts. The release of the version will be after it's fixed. Here's a small demo of three new artifacts; all new artifacts are designed for machinists: https://www.youtube.com/watch?v=FzkvVslAZ1E

Added 5 hours 31 minutes ago
The mod has been updated to version 0.071. Changes: 1. MCCS now also includes the NHF mod. A special option has been added to the H5_Checker program, which allows you to enable/disable NHF heroes in your game. 2. The H5_Checker program has been updated. In file scanning mode, it now extracts much more information and allows you to manage the availability of NHF heroes. In map processing mode, it can now generate the scripts required for NHF to work. The file that the program generates in scanning mode is now simply called MCCS_Adds.pak. If you don't have additional mods for creatures, etc., you can use the file that is downloaded with the mod. This file includes only standard + MCCS heroes; to enable NHF heroes, simply run H5_Checker without scanning files and select the option to enable NHF. 3. New heroes have been added: - Varis, who has her own personal guardian angel, which is much stronger than the perk of the same name. - De-Mrog, a demon who enhances his defense if his units maintain their positions in battle. - Talmeon, an elf whose druids can restore mana in battle. - Noelli, a dark elf whose Shadow League creatures can all become invisible, not just the hunters and night queens. - Gor'Nara, whose shamans enter a blood frenzy from goblin sacrifices. - Gledor, a wizard who can turn the corpses of slain enemies into anything, from crystals and sword walls to hives and even phoenixes. Demonstration: https://www.youtube.com/watch?v=WQE1mzG0Lgk 4. New artifacts have been added: - Repair Kit, which allows you to repair combat machines directly in battle. - Blueprint for a Long-Range Trebuchet, which allows a catapult to throw units to the location of destroyed walls of the enemy Castle. - Vial of Antidote, which allows a first aid tent to constantly dispel negative effects from nearby creatures. - Double-Barreled Crossbow, which gives allied archers a chance to make an additional shot. Demonstration: https://www.youtube.com/watch?v=FzkvVslAZ1E Link to download the new version: https://drive.google.com/drive/folders/1dNesXue8yVfkM8GaL9q1Nm0Kq_nyvEdQ?usp=sharing
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In reply to Gerter
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#29
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Gerter
3. New heroes have been added:

- Varis, who possesses her own personal guardian angel, much stronger than the perk of the same name.
- De-Mrog, a demon who enhances his defense if his units maintain their positions in battle.
- Talmeon, an elf whose druids can restore mana in battle.
- Noelli, a dark elf, in whose army all creatures of the Dungeon faction can become invisible, not just the hunters and night queens.
- Ghor'Nara, whose shamans enter a blood frenzy from goblin sacrifices.
- Glador, a wizard who can transform the corpses of slain enemies into anything, from crystals and sword walls to hives and even phoenixes.
Did you come up with these yourself, or did you find them somewhere?

My point is that if they are invented, then they need different icons to avoid confusion... I had some ideas that didn't make it into NHF for various reasons...
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
#30
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how do I download it, where is this file located?! MCCS_Add_Scripts.pak, I can't find it, where is the file that patches the maps? I don't understand anything, to be honest.
In reply to AstralLein
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#32
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AstralLein
Wow, how do you manage to implement this?!
I agree! If the possibility of implementing some special abilities and artifacts through scripting is somehow understandable, then everything else is just amazing. Respect to the author - Gerter - for his work.
С уважением, }{0TT@6bI4
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