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Posts from NCF – Extended list of Neutral creatures.

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In reply to }{0TT@6bI4
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5 years ago
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}{0TT@6bI4
What about an undead goblin?
In principle, anyone can be undead – complete equality!
In reply to fktifzobr@mail.ru
5 years ago
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where is the pack file for that Neferata image? (no attachments)

In general, someone (you :D) should create a water elemental, air elemental, and earth elemental of level 7. Ideally, it would be similar to the abilities of this fire elemental /topic/at/1192035/ (meaning a bunch of water/etc. effects). Also, in that file, I forgot to give it the fire shockwave and horned demon explosion, and I didn't add the fire sign on purpose so that it couldn't attack from a distance (the shockwave effect only applies in ranged combat)
In reply to vasik
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5 years ago
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vasik
where is the pack file for that Neferata image? (no attachments)

In general, someone (you ) needs to create a 7th-level water, air, and earth elemental. Ideally, it should be similar to the abilities of this fire elemental https://forum.heroesworld.ru/showpos...postcount=2131 (meaning a bunch of water/etc. effects). In that file, I forgot to give it a fire shockwave and the horned demon's explosion, and I deliberately didn't give it the fire sign so that it couldn't attack from a distance (the shockwave sign only applies in ranged combat).
The pack is not available yet – I'm just showing off 😊 And I'm also waiting for criticism and suggestions.
Currently, it's just a 7th-level vampire with a new head; I still need to change the outfit to something more ragged.

Regarding the elemental tops: it's boring(((( just super-powerful elementals.... We need a compelling story, preferably tied to the lore – then we can come up with small details and features.
For example, here's what I came up with for the vampire: in the lore of Heroes 6, there are two points:
1) Some vampire heroes have descriptions stating that they drank Namtaru's poison to transform.
2) The descriptions of vampire creatures state that Namtaru's poison flows through their veins.
From this, we can tie it to the lore: after the undead's defeat in the civil war, some vampires fled to the Falcon Empire to rob villages and drink the blood of peasants. New vampires were only created using poison from their veins (as normal poison was nowhere to be found), and almost all the old vampires from Heroes 5 died, while the new ones degenerated.

Elemental tops could be Shantiri elementals or even representatives of a faction from another continent... We need to think about this. If it's a faction, what is its style? Maybe they live in the desert – then we could have a blazing sand elemental, a sand spirit in armor, but water is a problem... By the way, the faction could already be destroyed (again, the Shantiri) or be a cult, conspirators from the House of the Spirit – they wanted to overthrow the House of Matter from its leading position, but were killed, and the elementals scattered
5 years ago
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I don't know about super-powerful abilities; I took the Fire skill from the Voga creature. I also gave him an elemental skill because he's somewhat devoid of spirit – he's not affected by morality, whether he's alive or undead (perhaps courage should be added to prevent him from losing morale, but that might be unnecessary). I came up with the story myself. The artwork is from the standard Nightmare creature because I couldn't create my own, but I wrote the description myself. And they should be around level 7.

There are some problems with water and earth because there aren't enough skills and top-tier damage spells.

Added 2 hours 22 minutes ago
By the way, there's a very interesting point. As someone mentioned here, adding new skills is not yet available.

Here, it says how to add a skill. The XML instructions are quite detailed. The binary modification part is not entirely clear – it seems that they changed a certain byte in the NCF to change the creature limit. But how can I, for example, change a byte in the executable file? And how do I define the skill logic? (if anyone knows)

@dredknight please add some detailed instructions on how to

fandom

Q binary

Do the following changes to increase skill slots from 221 to 222

DD 00 00 00 8D 44 24 24  50 8D 4C 24 1C 51 68 FC to 
DE 00 00 00 8D 44 24 24 50 8D 4C 24 1C 51 68 FC

do this,

and how to write the skill logic (which place insert the code, which code language, etc)? (For example, I want attack +47%, I want "Storm Wind2" without touching "Storm Wind," IMMUNITY_TO_NEGATIVE_SPELLS, on-attack spell casting, etc., and this should be a creature ability similar to cursed attack and not dependent on any MapScript)
Is it possible to add a skill like HERO_SKILL_AWESOME_SKILL_d, where d can be any random digit?

Any working examples with the details?

Added 42 minutes ago
@dredknight Also, the next question, in the following example, you say to change from 221 to 222 by replacing the hex value 221 with 222, and the maximum hex element is 0xFF = 255.

If I want 999 abilities, I need something like 0x3E7, but this is an extra byte. How do I resolve this?

(Generally, this answer will only make sense if you provide EXACT steps on how a random person can "Do the following changes to increase skill slots from 221 to 222")
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5 years ago
I join vasik's question: anywhere in mentioned article wasn't said how to realise the new skill with game mechanics without script. Anyway, else one interesting information to consider. It'd be amasing to add some nee skill or perks)

To hex problem, there might be limited amount of skills (with bites), but what if the following 4 zero elements (0x00) are also for adding skills?! Have you tried to change them??
In reply to vasik
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5 years ago
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vasik

Here it says how to add a skill. The XML instruction is quite detailed. It's not entirely clear how to change the binary – it seems that they changed a certain byte to modify the limit of creatures in the NCF. But how, for example, can I change a specific byte in that executable? And how do I define the skill's logic? (in case anyone knows)

Well, essentially, they simply add a new identifier (in a similar way to how the total number of creature identifiers was increased), but adding new functionality for this new identifier is, unfortunately, not possible yet!
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5 years ago
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Vasik, it seems, is interested in overcoming the 255 skill barrier, as he wrote above.
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5 years ago
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Without scripts, it's impossible to implement new mechanics for sure, and if I understand correctly, the number of skills can only be increased for the 3.0 executable, which isn't very good.
In reply to }{0TT@6bI4
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5 years ago
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}{0TT@6bI4
Vasik, it seems, is interested in overcoming the 255 skill barrier, as he wrote above.
That's not a problem – you can add the dimension to the skill array and other things, but what's the point if there's no way to put new functionality or at least reworked existing functionality into these new elements?!

Added 2 minutes ago
Gerter
without scripts, it's definitely impossible to create new mechanics yet, and if I understand correctly, you can only increase the number of skills for the 3.0 executable, which, of course, is not very cool.
It seems that it was also found in the 3.1 .exe, but there's no point in increasing it... imagine the AI randomly chooses, say, id_222, but there's no functionality for this element... and this skill will take up one slot for the hero as a useless placeholder!
In reply to psatkha
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5 years ago
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psatkha

As far as I know, it was found in the .exe file even for version 3.1, but there's no point in increasing the number... imagine, the AI randomly chooses, say, id_222, but there's no functionality for that element... and this skill will take up one slot for the hero as a useless placeholder!
The link with instructions on how to add a skill indicates that you should only change the values for Quantomas's .exe file, i.e., version 3.0. The scripting mechanics will work normally for the AI as well, so if it's really possible to add new IDs (255 will be fine), I would gladly add something similar to version 3.1.
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5 years ago
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Author
Regarding the hex problem, there might be a limited number of skills (with bytes), but what if the following 4 zero elements (0x00) are also for adding skills?! Have you tried changing them??
I recommend using Ida to qualitatively (meaning not precisely, but purely for visual analysis) translate all of this into assembly and see what approximately corresponds to what. These zeros are not straightforward; they are most likely also part of the instruction (meaning the instruction is not
DD

but rather something like this:

DD 00 00 00

).
-----
That said, I'm not saying that there are no zero blocks in the executable at all; I found a rather large one, and it seems it didn't actually contain any information. However, I don't know if this is useful.

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5 years ago
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That’s exactly what I wrote about!
5 years ago

Vasik this was our first time adding new item in the game, guide is very chaotic and probably incomplete. It will be improved. 
Finding assembly reference for ToE is very easy once you have for QAI so that can be done too.
Psatka and Ment are correct - even if done this will only increase the amount of skill slots and nothing more. At best you can use the ID to queue the hero with LUA scripts and give functionality based on that. We managed to add a new skill and assign it to a unit, but it did nothing.

However it is not true we cannot add new functionality, it is possible to add new source directly as assembly reference. For example all these patches add new code at the end of the EXE (and require EXE to be stripped of debug data before that to free space). Only time will tell how much we will be able to achieve.

By the way - https://heroes5.fandom.com is for gathering modding knowledge of all kinds so if you have guides that are not there feel free to write an article.

I spend some time occasionally editing and rearranging what is already there to make it into a more welcoming page, so things will get better over time.

In reply to Gerter
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5 years ago
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Gerter
The link provides instructions on how to add a skill, specifying that only the values for the Quantomas executable, i.e., version 3.0, should be changed. The scripting mechanics will also work correctly for AI, so if new IDs (255 will work fine) can be added to version 3.1, I could easily add something similar.
Since that's the case, here are the offset addresses for these three fixes in the .exe version 3.1

1) 0044bf40

2) 00446cb0 ... here, DD has the address 00446cb1

3) 00988c10 ... here, DD has the address 00988c1f

Here are two versions: one for a clean 3.1 and one for NCF with the addition of one skill, i.e., DD has been replaced with DE... for testing purposes.
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5 years ago
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I'd be glad if, in the end (if it works out), someone of you records a video tutorial on how to do it. :)
It's not very clear, but I'm eager to try out new skills and artifacts.

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