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Posts from NCF – Extended list of Neutral creatures.

4.9 (14 ratings)
5 years ago
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YES, IT WORKS )))))

The two criteria above must be met, and both:
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TOWN_INFERNO


The number of gate openings can be easily adjusted with this parameter. If it's two, it can open twice.
Just to be sure, I checked ABILITY_DEMONIC; its absence won't prevent a creature from opening a gate if the town type is Inferno and SpellPoints2 is available. (but it is important for Holy Word and Fire Wave)

Maybe you'll upgrade your creatures that are neutral and demons at the same time?))))

I'll also check if an 8th-level Incubus under the Amulet of Mastery will open a gate for a Demon.
They can. If you create demonic neutrals correctly, with the right race and spell points, they will be able to do what a Demon needs to do, even at level 8 with the Amulet.

Including Balgors and Antichrists They will still differ slightly in their description - for Nunukis, when opening a creature, the town is not "Unknown," but Inferno. For Incubuses, it's "Unknown." I think it's because the creature is level 8 and has the "Unknown" tag in its description. As it should, gating works for Incubuses with the Amulet of Mastery (4th gating, doesn't work without the Amulet, as it should) and the correct creature file description.

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5 years ago
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vasik
Psatha, listen, I want to clarify this strange moment with the Magog. It doesn't seem that strange, but:

There are 2 demons, each with the "Expert Gate Opening" skill.
One has a Nunuk, and here's the skill book: https://clip2net.com/s/49iT3Dq
The other has a Magog, and here's the open skill book. There's a very interesting point in it: https://clip2net.com/s/49iT5ZB, https://clip2net.com/s/49iT6Ud

The Magog, of course, and unfortunately, cannot take advantage of this. But at least it's in the book.
I specifically checked the properties, and for both demons, the "Gate Opening" spell is not linked to them in any way.

There are two questions: first, how to make it work, and second, how to make it be added.
Well, there is a difference in TOWN_INFERNO for the Magog, but according to the rules, this shouldn't be possible, and how to make it work anyway?)

Added 7 hours 19 minutes ago
This is just amazing!)))
It turns out that neutral creatures can open gates.

For this:
1
1

TOWN_INFERNO​

https://c2n.me/49j2IhH, here it is. I think it's about SpellPoints1. I put two just in case. I'll try to make the Nunuks open now.


Added 5 minutes ago
It's all about SpellPoints2.
It turns out that's what they're for. If you set it to 2, the Magog can open twice (verified).
If you look at the original Cerberus:
0
0
1

That's the point! The Nunuk will open if it receives a positive number in spellpoints2, and possibly only for the "demon" race.

Well, these nuances have been known for a long time... I can't say anything about the Magog, as this creature is not my creation... but the Nunuk - "Nunuks are evil spirits of the desert, inhabiting oases, a true curse for lonely travelers, whom they lure into their traps, appearing to them in the guise of beautiful women. Having charmed their victims with magical spells, they tear them with their claws and devour their flesh." - it is an evil creature, but not from the Inferno!
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5 years ago
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vasik
That's the point. Nunuga will open if it receives a positive number in spellpoints2, and possibly only for the "demon" race.
I bypassed the "demon" race restriction in RTF and forced elementals with the IDs of Academy creatures to open the gates. I had to specify Inferno creatures of the corresponding levels in the tag.
5 years ago
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If the ability description says "Demon" (and it does), then it should be possible to open it under a Demon Lord. Just like all other demons. If this behavior is not provided by default for the "Demon" ability, then it should be added manually. This is logical.

Added 3 hours 21 minutes ago
I have a thought that if you give a neutral creature TOWN_ACADEMY, it will become receptive to having a mini-artifact attached in the artifact forge, and in duels... And this thought actually works, see the screenshot.

So, where does the standard come from that all neutral creatures should have town_no_type, if, in my opinion, assigning a paired creature is just a workaround, not a solution?

And it turns out that all demonic and magic-based neutral creatures need to be reworked so that they are not disadvantaged. It's still unfair...

And it seems that if you give neutral creatures the Dwarf city, they will become receptive to runes, and Orcs - to blood rage. I don't know if blood rage will work without assigned abilities, at least for damage absorption... It should, in theory?

But there are a lot of neutral creatures, not all of them are yours, who will rework all of them? But in general, logically, all new Demons, Orcs, Dwarves, and Mages should have their own city (Demons also have 1 spell point), and not TOWN_NO_TYPE...
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5 years ago
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To be honest, I don't know if Blood Fury will work without the specified abilities, at least for damage absorption... It should work in theory, right?
So, Blood Fury doesn't even work on Orcish Wyverns. But runes – it would be interesting to test them. And in general, you have some interesting experiments, I must say, I respect that.
5 years ago
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Well, yes, dwarves also work – see the screenshot. And what’s fun here is that, for example, there’s this amusing ability called “Undead.” There’s no need to specify that the creature is from the Necromancer faction or that it’s immune to spirit, mind, and other types of magic; the ability is simply given. And all neutral undead creatures automatically receive these abilities without any indication. But giving a demon, mage, gnome, or orc what they rightfully deserve turns out to be problematic because of “TOWN_NO_TYPE???” This is incorrect...
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5 years ago
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I thought you were going to say that you can combine the "undead" ability with these racial perks like runes and mini-artifacts (and can you actually do that?).
5 years ago
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undead can theoretically be combined with anything,
But you can't have both opening gates and mini-creatures in one creature, because it comes from
TOWN_X​
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5 years ago
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It’s unlikely. And even if it’s possible, it’s better not to. Please.
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5 years ago
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Rage works under two conditions: if the hero (not necessarily a Barbarian) has the Blood Rage skill, and if the creature has Rage parameters defined in DefaultStats. For example, Wyverns will not work under any circumstances. Runes can only be applied to creatures from TOWN_FORTRESS and only under the control of a hero with the Rune Knowledge skill. Runes can also be given to creatures as spells. There is another way to give runes to creatures, but it is very specific and rarely useful in real-world scenarios.
5 years ago
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Psatha, could you perhaps rework all the creatures and assign them to different factions? (It would make sense, after all!) Also, I don't know, but something needs to be done about the Tormentor and especially the Manada. I've put the Manada in the exclusion list so she doesn't appear, because she causes crashes (I can, of course, fix it myself, but it would only be for my own game). For example, the Black Knight used to crash very often. After removing the poison ability, it stopped crashing altogether. It seems that in auto-battles or under AI control, certain combinations cause crashes (poison + fear – examples: Black Knight and Manada; poison + crippling strike – examples: Tormentor and Ninja from the English version, a black-colored Hunter with infinite invisibility, speed 8, cowardice, poison, and crippling strike). The first combination crashes more often. Maybe the Manada should have her fear ability removed and given retaliate instead, and the Tormentor's poison ability should be replaced with a zombie strike? Maybe it's just me, but these creatures were created not just for show, not just to be background elements, but to be played. I'm having these problems with the ones I mentioned. Are other players okay with them? There was also Asker with the Guild Fortress, but I don't use Guild Fortresses very much in my game. I noticed it by chance when I set the scripted Guild Fortress on the Last Stand to work in normal mode.

Added 16 minutes ago
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It's unlikely that it can be done. And even if it could, it shouldn't be. Please.
In general, I have an idea to combine the method...

fktifzobr@mail.ru
In RTF, I bypassed the "demon" race restriction and forced elementals with the ID of academy members to open gates. I had to add the following to the tag: infernal creatures of the corresponding levels.
+ TOWN_ACADEMY

Maybe that will help, and creatures with minions will be summoned.
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5 years ago
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I hope it ends up being just an experiment. However, it seems that racial skills are meant to be racial, and shouldn't be present in double or triple amounts for creatures of the same race. Or are there mixed breeds among the NCF creatures?
5 years ago
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And what kind of hybrids are you talking about? They even deprived them of a single racial skill Except for the undead. So, I suggest fixing it.

Actually, there is one hybrid. Not quite an NCF creature, Durman made it for one map, I used it instead of a yeti. Demon + undead. The demon aspect is just for show; in reality, it's a hybrid only in description, it already has immunity to fire waves. Perhaps we could teach it to open gates as well, although it's very strong, but there should be at least one amulet that's a top-tier item for someone, right?

But it also needs gating
There are NCF creatures of the same name, level 6, much weaker, approximately equal to a hellspawn. They definitely need gating.
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5 years ago
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vasik
Psatha, maybe you could rework all the creatures with the races?)) (it would be logical, after all!)

Maybe remove the fear from the Menade, give her retaliation, and change the Tormentor's poison to a zombie strike???

Maybe it's just me, but they keep crashing. The creatures weren't created just for show, not just "to be there in the background," but so that people could play with them. I have these problems. Are other players okay with it??? There was also Asker with the Guild Fortress, but I don't really use the Guild Fortress myself. I noticed it by chance when I put the scripted Guild Fortress on the Last Stand in normal mode
Unfortunately, I don't have time for rework, but if you want, you can take care of it... because if bugs appear, they need to be fixed!

Regarding Asker, I haven't checked it myself yet... so I can't say... but someone has already complained about Menade...
5 years ago
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No, it's not complicated, just time-consuming. I wouldn't have enough time for it, at least not this week. And my creatures are different from those in the pack. Here's another interesting point. No matter what level a creature is, in battle, it will be capped at 8, and the player will see a maximum of 8. But - a level 9 creature cannot be summoned. As soon as you reduce it to 8, it's okay. I tested it with a Hellspawn.

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