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Posts from MEGApack update.

5.0 (2 ratings)
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How do we update the megapack?
9 voters
Single choice Closed 2021-03-15
This poll is closed.
Update by adding creatures to the main pack.
0% 0 votes
Update by creating a new file, MegaPack_upd.pak
77.8% 7 votes
Creatures should be added to the archive as separate files so that they can be deleted/modified individually
11.1% 1 vote
Create a setup file for the megapak, with automatic extraction of creatures into the megapack_upd file
11.1% 1 vote
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5 years ago
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Colleagues, I will be adding links to NCF creatures to this group to update the Megapack. I'm attaching a poll so we can choose the best option. I also suggest that other forum members submit links to NCF creatures that I haven't added here. The voting is as follows: update either the megapack file itself or add a megapack_upd.pak file. Of course, one of the most important steps will be updating RamdomStacks, the file without which the creatures will not spawn on the map.

What's already in the pack. UPDATE!

1. Creatures that were added in EWA.
2. Creatures that I found for EWA, but they were never added.
3. Creatures fktifzobr@mail.ru
4. Creatures by RedHeavenHero here, here, here, here, and here.
5. Creatures from Chaos theory
6. Earthen lord
7. Some creatures by Psatkha here.
8. Some creatures from a mod for new NCFs
9. All creatures from the kolt_av mod

For now, I'm only using slots 1001 to 2000 in my head for NCFs, and in this post, to preserve space for activity.
I'm also reserving the following slots in my head and here. The list is updated, but here, help or simplification of ID cell changes will be needed...((

1001-1022 monsters from the city of Oblivion.
1023-1044 monsters from the city of Wizard-Elementalist. I will review this, as there are duplicates with NCFs.
1045-1066 monsters from the city of Azyl. Pirates.
1067-1070 Mind/Magic/Light Elementals from the mod for Conflux
1071-1092 City Church
1093-1114 monsters from the city of Swamp
1115-1283! - monsters from the large Skull of Shadows mod
1284-1300 - monsters from the Book of Wizard mod
1301-1322 - monsters from the city of Rift
1323-1363 - Antipaladin, Queen Os, Ancient/Shantiir Titans, Abbot, Megadragon, Garchantua, Dark Champion, Goblin Knight, 21 creatures from WOG, 10 creatures from the Three - link to the Heroes 3 lite mod
1364-1385 - Gnomes from the RTF mod,
1386-1407 - monsters from the city of Temple RTF.
1408-1445 - FAUCH monsters
1446 - 1449 - GriffinTote mod - I'm not sure about the link... Better not download it.
1450-1463 Dragons, Titans, golden colossi, level 8,
1464 - 1504 40 new creatures (MINUS ELEMENTALS) from the ARMAGEDDON'S BLADE mod
1504 - .......... creatures by comrade Hannik. They are still in progress, being added, and there are many of them. Respect!

That's about it. I would appreciate any help.
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5 years ago
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Actually, in the current **mega-pak**, only the creatures created by the respected comrade **Lokken** are missing. I managed to find some of them – in principle, as a last resort, you can ask him if he has the rest. I remember he sent me more than three... there was definitely a harpy and other interesting creatures!
In reply to psatkha
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5 years ago
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psatkha
Actually, the only thing missing from this current mega-pak is the creatures created by the esteemed comrade Lokken. I've found some of them; in principle, as a last resort, you can ask him if he has the rest. I remember he sent me more than three... there was definitely a harpy and other interesting creatures!
That would be great! Thank you!

Also, I would like to ask comrades zahar0z and kolt_av if they agree to update the mega-pak with their creatures.

UPD. I've updated RandomStacks. I used the NCF EWA 2.7.1 build, if my colleagues don't mind. The creatures spawn, and the game doesn't crash. The downside is that I'm afraid that some creatures, due to confusion with the IDs, may have been replaced by others. I haven't noticed which ones yet, except for my Noble Rakshasas and mummy servants. For now, everything seems to be okay. The screenshot doesn't show all the creatures; I've displayed some of them.

Colleagues, in the future, I would like to add not only the missing creatures but also creatures from mods - Oblivion, Serce Ashan, Ksiega Charodzieia, Skull of Shadows, Asyl. But I think this will only be possible after increasing the "cells" of NCF to at least 1500.

I apologize in advance for the size of the photo
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In reply to Mokara
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5 years ago
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I will also create a post on HEROESCOMMUNITY.

Oh, what complicated rules they have there... I'll do it eventually)))
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5 years ago
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Mokara
Colleagues, in the future, I would like to add not only the missing creatures but also creatures from mods - Oblivion, Serce Ashan, Ksiega Charodzieia, Skull of Shadows, Asyl. But I think this will only be possible after increasing the "cells" of NCF to at least 1500.
I've already said that increasing it to 1500 or 2000 is not a problem, but first, we need to optimize the existing range... take a closer look at my posts in your other thread about NCF creatures!
5 years ago
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The list is missing, along with the creature ID, and ideally, the creature ID and level.
It seems (though I'm not sure) that there are overlaps with creatures that were on a foreign forum.
No installer will work because some players may already have these creatures, and they will be replaced by the new ones based on the date they were added, which won't give the desired result.

Also, in the original mega-pack that I downloaded but didn't use, there's one creature (I forgot which one, but I'll find it and let you know) with a missing opening tag "<". The game simply ignores such auxiliary files if they are incorrectly opened, but if you run each XDB through a simple XML parser, you can find such errors.

+ additional fix: somewhere in one of the packs, there was a Black Knight with fears (I think it's in the Chaos pack, where there's also a list), who would crash the game until the poison effect was removed (I think it's 412). It seems the author also made a fix.
The Tormentor also crashes if the poison effect on the Zombie's attack isn't changed or simply removed.
And something needs to be done about the poison effect on the Maenad.
In the pack that's in the NCF thread, there are 3 dragons that are an exact copy of the Necromancer dragons in terms of stats and abilities. Why draw them if they're just going to mechanically copy an existing creature – something needs to be changed.

And possibly other things.

Added 5 minutes later
by the way, here's something else.
We need the ability to / data to modify the NCF file itself + the files without downloading creature packs. It seems there are addresses and other things, but it would be good if it could be downloaded, rather than having to browse through it. Not everyone can change what needs to be changed, and they might miss something.

It's also important to be able to download creatures separately
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5 years ago
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The .exe files with NCF support and all the necessary components for NCF to function are an integral part of the MegaPack!

Added 1 minute ago
@vasik - provide the IDs of the functional clones! ;)
5 years ago
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285-287 copies of Necrodrakes.

However, there are still racial creatures there that I personally don't like, considering they were originally created as replacements for normal creatures and haven't improved much. So, the pack and the individual
exes + types + scripts need to be separate from the creatures so that they can be downloaded individually.
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5 years ago
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vasik
285-287 copies of Necrodrakes.

There are also racial creatures there, which I personally don't like, considering that they were originally created as replacements for normal creatures and haven't really improved upon them. So, the pack and the
exes + types + scripts need to be separate from the creatures so that they can be downloaded individually.
Are these included in the mega-pack?! I just don't remember seeing them...

Whether you like them or not... it's a matter of taste... but if they are essentially duplicates, then they need to be examined, and if necessary, the author(s) should be contacted to convey the idea of reworking them!
5 years ago
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screenshot

(the only attachment with working heroes for downloading theme Ncf, post 1)
In reply to Mokara
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5 years ago
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Mokara
Also, I would like to ask comrades zahar0z and kolt_av if they agree to update the megapack with their creatures.
I'm not a fan of mindlessly collecting everything into one pack without considering the overall level, compatibility, and the actual need for such a large number of creatures. I prefer balanced builds and high-quality mods. In my opinion, the megapack looks like "everything thrown together" and often feels rushed.

But I'm not against any use of the models I ported. Just indicate who did what, and ideally, link to my original topic in your own thread.

Good luck.
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5 years ago
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I agree with zahar0z; we need to choose decent units so that there isn't such a mess as with leprechauns and medusas. I would also try to avoid units that are clearly not lore-friendly, like night elves and ogres. We could also combine it with other projects based on NCF, like that mod for units from the seventh game – new creatures in jars is cool, and we could try to take a mod for new units in cities or create an entirely new mod for units in cities, making upgrades not for all units, but for some – the flagship units of the faction, like special super archers for elves, super-heavy dwarf infantry, or dwarves with firearms, or both, and in Inferno, beautiful succubi, etc. We can play with the balance of the factions. New units are stronger than their counterparts; we can give them a higher level and a higher price for balance. Since they are expensive, we will have to give up hiring weak units, and the Knights have taxpayers, so we can make epic paladins that cost a fortune.
5 years ago
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It becomes a mess when they start creating creatures that are equal to the standard ones. They are also present in that collection.
Otherwise, everything is fine.

It's better to avoid all sorts of balancing and selections (for example, in that package, there are groups taken from someone else's replacements - but why do I need another creature with standard or approximately equal parameters to the standard one, or some alternate haven, but simply redrawn differently?

Ideally, it would be good to have:

Separately: EXE + types + what is necessary for playing with 2k creatures;
Separately: packs. Preferably in groups. One group contains X packs taken from Y source. Download as many groups as you need, or take your own. Or don't take anything at all. In the folder, there are lists of creature ID-level in ascending order.

In fact, the list can be created with a script if the group is ready.

Added 12 minutes later
Oh yes, if the creatures are being revised, then it would be good to give them legitimate abilities, namely, the ability to wear mage artifacts, open portals (city + spellpoint2), and wear runes. Regarding the elf city, I'm not sure if it's relevant, only for the hero Faidaen, and there isn't much point in putting in a lot of effort.

Added 42 minutes later
Mokara

7. Some scream about comrade. Psatkha.


You can safely add everything from the site. With a few minor exceptions, almost everything works without glitches, the creatures are well-made, and in their own way, they are unique and usable. I took all of them for myself (but with the megapak, I chose them individually and threw out a third), I played with them for quite a long time, and as I already wrote, only 3 of them have problems, which, however, are easily fixed.
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5 years ago
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Author
yes, if creatures are going to be reworked, then it would be good to give them legitimate abilities, namely the ability to wear magic artifacts, open portals (city + spellpoint 2), and wear runes. As for the elven city, I don't know if it's relevant, it's only really useful for the hero Faidaen, so there's not much point in putting in the effort.
Here's where problems might arise: if a low-level creature ends up in the demon city, it could appear at the start for an Inferno hero.
To avoid these bugs (and unnecessary tinkering that slows down development), it's worth abandoning this idea.
In reply to fktifzobr@mail.ru
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5 years ago
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I had an idea, but I think it's more in the realm of fantasy. A program that recognizes all occupied/unoccupied/duplicate NCF creature slots and allows them to be transferred to another ID. Plus, with this program, you could:
1. Disable the spawn of INDIVIDUAL creatures (e.g., if you don't like Zenitals from a pack, disable their ID).
2. See that 2 creatures are occupying 1 ID - transfer them to another using the program.

And so on. Honestly, I'm not sure if it's possible to create something like that, but this program would significantly simplify NCF modding. Why am I asking? There's RTMG, and some other features are implemented there; you can edit creatures, move them to a castle...

UPD: OMG... Well, this is just 18+... The first matches have been found. Dark Paladins and Shadow Guardians in the sequel to Hancock (those who watched it may understand). Now you have to find a free slot((((
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