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Posts from Creature Enhancement – a collection of mods created by the author.

4.5 (2 ratings)
5 years ago
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Hey Markel, how about adding: mummies, death knights (they don't have to be upgraded), plague ents, and zombie cyclops to the buildings where you can recruit units?
In reply to Eddie 61
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5 years ago
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NecroDwellingEX.h5u

This mod adds the ability to recruit additional creatures in the Necropolis Outpost, besides the standard set of creatures.

- Death Knights
- Mummies
- Plague Ents
- Zombie Cyclops

ATTENTION.

1) It only works in combination with the Threants and Cyclops mod (or the Ex version); otherwise, instead of Ents and Cyclops, there will be random creatures.

2) The mod will only work if the dwelling has a random mode (which is the case in most maps). All creatures may appear, or none at all.

 

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5 years ago
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Isn't it strange that for the Inferno faction – demons – it's considered a living creature? How can this be fixed, meaning how can this option be removed for them?
In reply to Mr.Lico
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5 years ago
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Technically, it's not entirely absurd... they are summoned using spatiotemporal techniques from Shio and represent a local life form. They also remain in Ashan for some time.

How to implement it? A living creature is the default option unless otherwise specified (undead/elemental). In the case of demons in this situation, you can add the following:

ABILITY_ELEMENTAL

through GameMechanics\Creature\Creatures\Inferno

and at the bottom, in the ability list for all creatures, add this line. As an example, open the Demon.xdb file and modify it like this:


        ABILITY_DEMONIC
        ABILITY_ELEMENTAL
        ABILITY_ENRAGED
   

In reply to Markel the Imperor
5 years ago
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Markel the Imperor

Formally, it's not entirely stupid... they are summoned using spatiotemporal techniques from Shio, and are a local form of life. And they remain in Ashan for some time.

How to do it? A living creature is the default option unless otherwise specified (undead/elemental). In the case of demons in this situation, you can add the following to them:

ABILITY_ELEMENTAL

through GameMechanics\Creature\Creatures\Inferno

and at the bottom, in the ability sheet for all creatures, add this line. As an example, open the Demon.xdb file and change it like this:


        ABILITY_DEMONIC
        ABILITY_ELEMENTAL
        ABILITY_ENRAGED
   


Or, could you create and add a new ability - demon instead of elemental or undead? With its own perks - like reduced fire damage, and it would be displayed not as a living creature, but as a demon.
1 month ago
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Is it possible to make these mods compatible with MMHH5.5? For example, the following mods:

TreantAndCyclop.h5u and TreantAndCyclop_EX.h5u

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