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Posts from NCF – Extended list of Neutral creatures.

4.9 (14 ratings)
5 years ago
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Oh, come on?) I've already played 8, 9, and 10, and they've been around for a long time. And there's even a difference – the 9th level hero can't open demonic gates, but the 8th level hero can, so the engine does make a distinction, besides the fact that it works fine.

The fact that it shows no more than 8 in the calculation of hero damage and in the display is a different story.

Added 9 minutes later
By the way, Dark Messiah had its own yetis (undead cyclops), and they have the ability to prepare for an attack – the more cells they move before the attack, the less damage they receive – I don't remember exactly what its string form is (ABILITY_?).
In reply to vasik
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5 years ago
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vasik
It seems this isn't an NCF entity, but a replacement – judging by the files. A replacement is not a good thing. Furthermore, it will likely change the standard Cyclops' attack, because its attack pattern is not defined in a personal file, but is made as a Cyclops replacement.

And it turns out that the replacement is generally weak: 8 defense and 5 speed, 9 initiative at level 7 with other standard parameters?

But the image is good)) Maybe I'll make a Ghost creature out of this content, level 9.

Firstly, it won't ruin the Cyclops' attack, as there are no Cyclops on the map for which it's needed. Secondly, I'm adjusting the stats manually.
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5 years ago
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Then, what is the point of levels 9 and 10 if they won't differ from level 8 in any way...? The ability in question exists for the Barbarians, doesn't it? You can check it out for them.
In reply to Валера 111
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5 years ago
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Valera 111
This is from the Polish mod, The Book of Wizards /topic/12561/
Thank you very much! Thank you also to everyone who responded.

Oh, these Poles...
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5 years ago
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Author
by the way, Dark Messiah had its own yetis (undead cyclops), they have the ability to prepare for an attack - the more tiles they move before the attack, the less damage they receive - I don't remember exactly - what is its string ID (ABILITY_?)
In the WGE mod, Nargott uses this ability very actively, giving it to many heavy-class creatures. Take a look there if no one remembers the exact name.
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5 years ago
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Understood... this is the "Agility" ability. **AGILITY** (On the next turn, this creature receives +2 to "Defense" for each cell it moves.)
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5 years ago
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No. This is an ability that reduces the damage dealt by an enemy creature, depending on how far it traveled before attacking *this* unit.
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5 years ago
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Ment
No. It's an ability that reduces the damage from an enemy creature based on how far it has moved before attacking _this_ unit.
Yes, it's an ability of the Warriors (Tier 1, upgrade, Fortress)! Check it out.
5 years ago
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this is a different ability, which is much weaker than that of the dwarven warriors. Description: "Yetis possess extraordinary abilities, respond to all attacks, and are also capable of preparing for battle while moving towards their opponent, increasing their 'Defense' parameters." I can't take a screenshot; BindDM doesn't allow for a non-full-screen mode (prtScr also doesn't work), and this is hidden in the abilities (as is the infinite counterattack) - it says undead, large creature, devastating strike. There is a range of 1/2, but there are no ranged attacks; it's likely that it can throw goblins, but it's not written anywhere, and most likely all of this is hidden because it doesn't read from the data. In fact, this ability is much weaker than the dwarves' ability for the defenders. And these yetis are not stronger than astral dragons, despite their description.
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5 years ago
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Are you sure that the developers didn't just tweak the coefficients in RPGstats?
5 years ago
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Agility is always highlighted on a creature at the start of the battle until it takes its turn, and later, if it moves at least one square. These cyclops definitely don't have it. You can load the BinDM; on the very first week (6-7th day), there will be an attack from a Necropolis with 3 of them. And it doesn't read the date of the standard Heroes – creatures/units have different parameters if they have been changed. BinDM always contains the original data.
5 years ago
Hi everyone,

does anybody has any knowledge of how to open and edit the index.bin that is comming with the game (a2p1-data.pak). We know that when NCF was developed SImonaK and Sfidanza managed to edit it and increase NCF units up to 999 in it. Unfortunatelly with them gone this knowledge seems lost as it is not documented anywhere on the forums. 
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5 years ago
Hmm... What about Daemon Tools? Probably, it could help to find some key words; also it is possible to compare index.bin start content with NCF index.bin content... Then we would find, in which way were parametrs changed and so can change smth new!
In reply to }{0TT@6bI4
5 years ago
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Even though the file has an extension of BIN, it has nothing to do with Daemon Tools or virtual ISOs. If you open the file with a text editor, you can see this: Attachment 63311

It is actually a list of MapObject links. It is used for one purpose only – populating the map editor with objects. If you have a clean ToE installed and delete all its index.bins from data.pak and a2-data.pak, the game and editor will still run without a problem; RMG will still be able to generate a map, but the editor tool panel will be empty: Attachment 63312.

Long story short – after some research – index.bin is actually a database built on Microsoft SQL Server 2000 Desktop Engine back when the game was made – so maybe it can be opened with some kind of DB tool, but my knowledge here is limited.

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5 years ago
as i said before, index.bin just contains information that make game resources visible in Editor. So it has nothing familiar with game variables like creatures max id. Index.bin that comes with NCF mod just make creatures from 180 to 999 id visible in Editor.

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