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Posts from NCF – Extended list of Neutral creatures.

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In reply to psatkha
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5 years ago
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psatkha
Well, if that's the case, here are the offset addresses for these three fixes in the .exe version 3.1

1) 0044bf40

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

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

Here are two versions, one for the clean 3.1 version and one for NCF with the addition of one skill, i.e., I replaced DD with DE ... for testing purposes.
Thank you. I'll try it now.
I don't understand anything, but I'm drawn to new skills and artifacts xD
Artifacts are simple, and it's easy to expand their number without any problems.
In reply to Waterfall_13
5 years ago
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Waterfall_13
I would be glad if, in the end (if it works out), someone of you records a video tutorial on how to do this
It's not very clear, but I'm drawn to new skills and artifacts xD

There will be guides on how to add all game elements that we can make work. They won't be video guides as it will take too much time + I am not really good at those.

Also, the NCF Framework guide is done. Let me know if you have a good guide on how to make an NCF creature here; I want to use it as a template for the fandom page.

In reply to Gerter
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5 years ago
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Gerter
Thank you. I'll try it now.
With artifacts, everything is simple, and it's easy to increase their number.
I tried, but it didn't work.
I tried the NAF mod, but it messed everything up. Luckily, I had my build on Google Drive, otherwise, I would have lost everything.
Title
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I added a new artifact to the GameMechanics list.

I created this artifact in MapObjects.
I created an AdvMapObjectLink for it.
I also tried using the map editor.

As a result, the artifact (even if temporarily with the model of the Sword of Ruin, but with my characteristics) does not appear and is not generated in a random artifact box.
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If you could explain in detail how to add new artifacts, I would be very grateful.
This is very important to me because I wanted to add many artifacts with basic characteristics, like in Heroes 3 (without artifact scripts).
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Added 29 minutes ago
dredknight

There will be guides on how to add all game elements that we can make work. They won't be video as it will take too much time + I am not really good at those.

Also the NCF Framework guide is done. Let me know if you have a good guide on how to make an NCF creature here, I want to use it as a template for the fandom page.


I understood the article in general; it's a good job, and you described everything in detail about working with the game's folders and files.
But what to do on GitHub and how to integrate it into the game is not clear; I have never done this, and I can't understand where to connect what and how to connect it at all
In reply to Waterfall_13
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5 years ago
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Waterfall_13
I tried =) but it didn't work.
I tried the NAF mod, but it completely messed everything up. Luckily, I had my build backed up on Google Drive, otherwise, I would have lost everything.
Title
.
I registered the new art in the GameMechanics list.

I created this art in MapObjects.
I created an AdvMapObjectLink for it.
I also tried using the map editor.

As a result, the artifact (even if temporarily using the Ruin Sword model, but with my characteristics) does not appear and is not generated in a random artifact box.
.


If you could explain in detail how to add new artifacts, I would be very grateful =)
This is very important to me, as I wanted to add many artifacts with basic characteristics, like in Heroes 3 (without artifact scripts).
Title
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.

You can take a look at my mod in my signature; it has quite a few new artifacts added, and they all work and generate normally. From the screenshot, I can say for sure that you shouldn't change the names of items in Artifacts.xdb because they reference constants from types.xml, and changing them will break the links. If you're interested, I could explain how I did all of this and added them.
In reply to Gerter
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5 years ago
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Gerter
 If you're interested, I could explain how I did all of this and added it.
Yes, that would be very interesting.
Ideally, with a step-by-step approach like this: "For complete beginners, with every mouse movement, showing where and what to change/write/insert/add xD."
At least with screenshots. Sorry for the burden, but I'm a visual learner and I understand things best through videos (or at least screenshots).

In reality, there is very little information on adding artifacts (even without scripts, just with basic stats like Attack/Defense/Spell Power/Knowledge/Battle Discipline/Luck), so that they work in multiplayer. There are mods that do this, but they don't explain how.
And your knowledge would be extremely valuable for the modding community.
In reply to Waterfall_13
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5 years ago
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Waterfall_13

Yes, that would be very interesting.
Ideally, with a fundamental approach like this: "For complete beginners, with every mouse movement, showing where and what to change/write/insert/add xD."
At least with screenshots. Sorry for the burden, but I'm a visual learner and I understand things best through video (or at least screenshots).

In reality, there is very little information on adding artifacts (even without scripts, just with basic stats like Attack/Defense/Spell Power/Knowledge/Battle Discipline/Luck), so that they work in multiplayer.
And your knowledge would be extremely valuable for the modding community.
Okay, I'll be adding new assets to the mod, and I'll record a video about this process.
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5 years ago
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A question for the creators of new creatures and the editors of existing ones: Is it possible to make a creature not just "large," but very large – with a size of 3x3 cells?
In reply to Jantz
5 years ago
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Jantz
A question for the creators of new creatures and the editors of existing ones. Is it possible to make a creature not just "large," but very large – 3x3 cells in size?
I tried it, and the creature starts occupying 3-4 cells, but it loses the ability to move (it behaves as if its speed is 0, even though it has enough speed) and looks terrible graphically. Also, there may be problems when trying to start a battle without the "Tactics" skill if there are only 3x3 creatures in the army. In short, it's a bad idea.
Example 4x4 http://c2n.me/49JxUeq
In reply to vasik
5 years ago
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vasik

I tried it, and the creature starts occupying 3-4 tiles, but it loses the ability to move (it behaves as if its speed is 0, even though it has enough speed) and looks terrible graphically. Also, there may be problems when trying to start a battle without the "Tactics" skill if there are only level 3 creatures in the army. In short, it's a bad idea.
Example 4*4 http://c2n.me/49JxUeq

How did you achieve this?
In reply to vasik
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5 years ago
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vasik
I tried it; the creature starts occupying 3-4 tiles, but it loses the ability to move (it behaves as if its speed is 0, even though it has enough speed) and looks terrible graphically. Also, there may be problems when trying to start a battle without the "Tactics" skill if there are only level 3 creatures in the army. In short, it's a bad idea.
Example 4*4 http://c2n.me/49JxUeq
Hmm... I understand. Well, the real problem is that the unit doesn't move; the appearance is insignificant, as many things in the game are already far from ideal. As for tactics, of course, it's clear that it's needed, but that's why this idea came to me regarding huge creatures; it would be a FEATURE, not a bug . If you have the Tactics skill, you can deploy such a "heavy hitter"; if you don't, you're out of luck. The original dream was to increase the scale (occupied area and the model itself) of the dragon upgrades and add a splash attack ("Major fire breath") to 3 tiles (instead of the original 2). Ideally, it would also be nice to reduce the growth rate to 1 per week (as in Heroes 4), but that's pure fantasy
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5 years ago
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The visuals are finished; now, the most tedious part remains – characteristics and descriptions.
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In reply to fktifzobr@mail.ru
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5 years ago
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fktifzobr@mail.ru
I finished the visuals; now, the most tedious part remains – characteristics and descriptions.

They look great! Could you tell me if you've tried whether it's possible to adapt models with animations from other games? Disciples 3, King's Bounty...? How feasible is that?
In reply to Mokara
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5 years ago
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Mokara

They look great! Could you tell me if it's possible to create models with animations from other games? Disciples 3, King's Bounty...? How feasible is that?
I don't do model porting; I use models by Hannick (he doesn't mind, and Footman too, but I haven't gotten to his models yet).
In theory, you can add any model; you just need a way to extract it, as well as the skeleton and animations. You can probably find the necessary programs on the forums for those games.
The main thing is to avoid the problems we had with Heroes 6 – there were issues with the animations and skeleton.

Added 17 minutes later
Someone extracted models from WoW, but I don't remember who. You'll have to search the forum.
In reply to fktifzobr@mail.ru
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5 years ago
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Comrades! Is there a guide that teaches how to create creatures? How to work with models and their stats?

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