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Posts from MCCS - new Multiplayer content

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In reply to psatkha
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psatkha
Did you come up with them yourself, or did you find them somewhere?!

My point is, if they're original, then they need different icons to avoid confusion... I had some ideas that didn't make it into NHF for various reasons...
They're all mine. I would be very grateful for the icons; it's really not very convenient right now.

Added 4 minutes ago
AZAZEL
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? It's not very clear.

In the new version, this file is simply called MCCS_Adds.pak (because it now contains more than just scripts). The link provides a basic version of this file.
To patch maps, run the H5_Checker.exe program from the h5_checker folder and click "Proceed to map processing."
If needed, I can record a video showing how to use the program.

Added 13 minutes ago
AstralLein
Wow, how do you manage to implement this?!
If the possibility of implementing some special abilities and artifacts with a script is somehow understandable, then everything else is just amazing.
There's nothing particularly complicated in the scripts; I think you, with your experience, can easily figure them out.

Perhaps only the special ability with invisibility is a little more complex because it's related to one not-so-obvious mechanic of spells in the game.
And special abilities that require extracting data from the battle are not easy to implement (especially because the process of ending a battle when playing on one computer and playing over a network is different), but now the system is already in place, and everything seems to be fine with it
In reply to Gerter
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There isn't anything particularly complex in the scripts; I think you, with your experience, will be able to figure them out without any problems.

Perhaps, only the special ability with invisibility is a bit more complicated, as it's related to one not-so-obvious mechanic of spells in the game.
And special abilities that require extracting data from the battle are not easy to implement (especially because the process of ending the battle differs when playing on one computer and playing over a network), but now the system has been developed, and everything seems to be fine with that.
Actually, only this special ability surprised me.
By the way, I already have ideas for new specializations for heroes; I hope that with such an abundance of content on heroic specializations, my ideas won't be used.
And if there are plans to add more heroes, I can always offer some good ideas. I can also help with icons for artifacts.
С уважением, }{0TT@6bI4
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In reply to }{0TT@6bI4
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}{0TT@6bI4
Actually, I was only impressed by this specialization.
By the way, I already have ideas for new hero specializations; I hope that with such an abundance of content on hero specializations, my ideas won't be used. And if there are plans to add more heroes, I can always offer some ideas (good ones). Also, I can help with icons for artifacts.
There will definitely be heroes.
You can suggest ideas, you can add something of your own to the mod; I will always listen and help if needed.
Icons are also welcome; visuals are generally my biggest headache.
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Isn't the special ability for general invisibility a bit too strong? People used to complain that the existing invisibility abilities lasted too long, even then. But overall, it's great.
 

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In reply to Ment
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Ment
Isn't the special ability for general invisibility a bit too strong? People used to complain that the existing invisibility spells lasted too long and so on... But overall, it's cool.
I think the counter is simple: a Chaos player knows where to cast mass spells, and in the final stage, you can just memorize the locations and attack when needed... However, the special ability is indeed a bit overpowered against creatures, but this is multiplayer content after all.
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Ment
Isn't the special ability for general invisibility a bit too strong? People used to complain that even the existing invisibility abilities lasted too long. But overall, it's great.
Maybe, but I definitely don't want to abandon this idea; I really like how it turned out. Besides, to use invisibility with Hydras, etc., you need a decent level, and as I see it, the main benefit of this ability will be preserving Furies/Riders through invisibility. Actually, I was thinking of making this invisibility a racial trait of the Dungeon faction, like it was in the sixth game, but I don't really want to start changing skills right now.
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In reply to Gerter
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in fact, invisibility with a duration of 6 turns is perfect for Dark Elves; they worship the goddess of darkness, not the god of chaos, and demons should be the ones associated with chaos.
In reply to АЗАЗЕЛЬ
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Good day! Excellent mod! But I'll get straight to my problem (and the hope for help in resolving it), and then I'll praise the author. The model of the human heroine, Varis, from the MCCS mod is missing on the map. That is, a ghost moves across the field, and it's not one of the undead creatures from level 3, but literally an empty space. In battle, everything is fine - it's the model of a regular knight. But there's a problem here too... After the enemy creatures killed my peasants, the angel started endlessly spamming (resurrecting) them all over the battlefield! And this process went on endlessly... It wasn't even possible to flee the battlefield! I just had to wait until we overwhelmed (in the literal sense of the word:D) the enemy goblins. I haven't looked at the other new features yet. I'm writing to you right away. What did I do wrong? What did I not install or configure correctly? Thank you in advance.
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I would be very grateful if you could make a video; I can't seem to do it myself, and I think there will be other people who could benefit from your video.
In reply to Rezys
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Rezys
Good day! Excellent mod! But I'll get straight to my problem (and the hope for help in fixing it), and then I'll praise the author. The model of the human heroine, Varis, from the MCCS mod is missing on the map. That is, a ghost moves around the battlefield, and it's not one of the undead's level 3 creatures, but literally an empty space. In battle, everything is fine - it's the model of a regular knight. But there's a problem here too... After the enemy creatures killed my peasants, the angel started endlessly spawning (resurrecting) them all over the battlefield! And this process went on endlessly... It wasn't even possible to run away from the battlefield! Only to wait until we crush (in the literal sense of the word:D) the enemy goblins. I haven't looked at the other new features yet. I'm writing to you right away. What did I do wrong? What did I not install or where? Thank you in advance:rolleyes:
I can't say anything about the model, it uses the standard knight model, maybe there are some visual mods?
Regarding the problem in battle - what game mode are you playing in? Single player, multiplayer on one computer, or online? How many units were initially in the battle? Did the angel appear after the first unit died or after all of them?

It doesn't matter anymore, I found the bug, it was just one forgotten break, hehe.
I fixed it, I updated the mod file, it will be enough to re-download MCCS_Main_0071_vNHF.pak.
Thank you for finding the bug
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In reply to Gerter
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No mods installed. Patch 3.1 is installed. Playing on one computer against bots. Starting the game. Initially, I had two units: peasants and archers. I didn't deploy the archers because the auto-battle resulted in a victory, and I wanted to test the special ability of the hero. The peasant was in a single unit. After his death, an angel appeared and started endlessly creating copies of the peasant. This prevented other creatures and the hero from taking their turn.
In reply to Rezys
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Rezys
No mods. Patch 3.1 is installed. Playing on one computer with bots. Start of the game. Initially, I had two squads: peasants and archers. I didn't deploy the archers because the autobattle resulted in a victory, and I wanted to test the hero's special ability. The peasant was in one squad. After his death, an angel appeared and started creating copies of the peasant endlessly. Preventing other creatures and the hero from taking their turn.
Yes, there was just an error in the code, and it has all been fixed.

I would be very grateful if you could record a video; I can't do it, and I think there will be other people who could benefit from your video.
Regarding where to put which files, everything is written in the first post.

Regarding the rest:
Enabling/disabling NHF: https://www.youtube.com/watch?v=hkXEosK2EiU
Map processing: https://www.youtube.com/watch?v=JfLCsRfxAEk

If there are additional mods for creatures, then in the same window where NHF is enabled, you need to check the "Scan files" box.
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In reply to Gerter
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Yes, the bug has been fixed. Now the special ability works as intended. Very good! I noticed that all the heroes you added are invisible. The NHF heroes are fine. Could you please check this bug again?
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I don't have the NHF heroes in the mod; I did everything as the author wrote, patched it, etc., but only the heroes added by this mod appear, and there are no NHF heroes. Can anyone who has encountered this problem help me? Thank you in advance.

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