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Only 3 of them have problems, which, however, are easily fixed.
Can you tell me the IDs of the problematic ones?!
Added 2 minutes later Mokara
UPD: OMG... Well, this is just 18+... The first coincidences have been found. Dark Paladins and Guardians of Darkness in the sequel to Hancock (those who watched it may understand). Now you need to find a free slot((((
And this is more likely something unfinished or missing some files, as the dwarf in the "T" pose clearly indicates!
Added 3 minutes later @All
In my opinion, the most correct thing would be to use the capabilities of NCF for second upgrades and alt-upgrades... I think that the existing creatures from various MODs can be adjusted for this!
UPD: OMG... Well, this is just 18+... The first coincidences have been found. Dark Paladins and Shadow Guardians in the sequel to Hancock (those who watched it might understand). Now, find a free slot((((
It seems that here is a giant model with dragon rider animations... an interesting effect, probably the characteristic file comes from the giant, but on the map, you placed a MapObject from the rider (I had a similar bug - in the empty NCF files, the characteristics have a MapObject of a wolf, and if you take any mod NCF and delete the characteristics from it, then on the map there will be a wolf with animations and effects from the mod).
tyu) Asker - problem with the Guild Fortress Tormentor - needs to remove the poison / replace it with a zombie attack, which he did Maenad - crashes due to poison
In my opinion, the most correct approach would be to use NCF capabilities for second upgrades and alt-upgrades... I think that existing creatures from various MODs can be tweaked for this!
This is also easy to do poorly. Minotaurs upgrade... into super duper minotaurs and mega super minotaurs. I don't know who would need a bunch of identical creatures. If all this grade nonsense is to be done, then ideally they should add something new to the game.
By the way, I mapped out an idea for myself regarding what 3rd level upgrades could be. Now I'll try to show it using the first creature as an example. The main upgrade is like a continuation of the base creature's ideas, just improved—a combination of features from the second-level main and alt upgrades. This way, those who like it can keep the familiar gameplay. And the 3rd level alt upgrade is something completely new.
Undead Skeleton spearman with a shield, who is simultaneously a ranged and melee fighter / Bone Spider
Dark Elves Cool assassin / troglodyte. In the description, the transformation of a dark elf into a troglodyte can be justified by a phrase like "dark elves sometimes perform gruesome rituals and turn their servants into monsters similar to ancient earth spirits".
Academy Cool gremlin (more mechanic and support functions) / Gremlin Mech
Dwarves I'm completely clueless here. Only the option of cool dwarf / cool dwarf. The alt could be made without a shield and with a large axe. On the other hand, musketeers could be an alt to spearmen, and the cannon can be taken from the same siege engine used by dwarves in 7. The one in dragon form.
Added after 9 minutes The morale here is that all of this should be done with quality, thinking through the balance and making the visuals good. And that takes a huge amount of time. Especially since I've only mapped out the first creatures.
Take skeletons for example. When creating 3rd level creatures, you'll want to use models from 7/6. But they will clash strangely with models from 5. Therefore, ideally, visuals would need to be updated for all skeletons. And it's the same for every creature. A huge amount of time. A huge amount of effort.
Added after 10 minutes But, of course, many interesting options can be thought up here.
tyu) Tormentor - the poison needs to be removed/replaced with a zombie attack, which is what I did. Maenad - crashes due to poison.
Can you clarify how this manifests in the game?!
I'm asking because a lot of people tested these creatures... and they would have noticed the crashes, whether they wanted to or not!
Or am I assuming that crashes occur with certain specific enemies... in general, a specific example is needed...
Added 7 minutes later zahar0z
For example, take skeletons. If you want to create 3rd-level creatures, you'll want to use models from the 7th/6th game. But they will look strange combined with models from the 5th game. Therefore, ideally, the visuals need to be updated for all skeletons. And so it is with every creature. It takes a lot of time. A lot of effort.
Ideally, of course, but on the other hand, this is a fan mod, and it's understandable that creatures from the 6th and 7th games have more polygons due to their later release and orientation towards newer and therefore more powerful GPUs... by the way, is it possible to reduce the number of polygons in the models from the 6th and 7th games with minimal effort without decoupling them from the skeleton and animation?!
Could you clarify how this manifests in the game?!
I'm asking because many people tested these creatures... and they would have noticed crashes, whether they wanted to or not!
Or am I assuming that crashes occur when facing certain enemies... in general, a specific example is needed...
Added 7 minutes later Ideally, but on the other hand, this is a fan-made mod, and it's understandable that creatures from Heroes 6 and 7 have more polygons due to their later release and orientation towards newer and, therefore, more powerful GPUs... by the way, is it possible to reduce the number of polygons in the models from Heroes 6 and 7 without breaking the skeleton and animations?!
The problem lies in the combination of abilities... When fear is combined with poison, the game crashes. That's the core issue, I think.
The problem lies in the combination of abilities... When fear is combined with poison, the game crashes. That's the crux of the issue, I think.
I'll reiterate... many people tested these creatures... and they would have noticed the crashes, whether they wanted to or not! So, even if I hadn't noticed, others would have... including co-authors who asked their friends to test... therefore, to reproduce the bug, detailed information is needed, such as what is installed in the data and UserMODs folders, and also whether there is any built-in MOD in the Maps folder... ideally, we need to get a crash on a clean install... i.e., a game modified only to NCF, with the mega-pack from the first page of the NCF topic - so that there is nothing else at all!
I had an idea, but I think it's more in the realm of fantasy. A program that recognizes all occupied/unoccupied/duplicate NCF slots for creatures, with the ability to transfer them to another ID. Plus, with this program, you could:
UPD: OMG... Well, this is just 18+... The first matches have been found. Dark Paladins and Dark Guardians in the sequel to Hancock (those who watched might understand). Now you have to find a free slot((((
The problem is that there is no common standard; files are created differently by everyone, so there will be no automatic transfer. And the text editor encodings may also be different.
But automatic search is possible. You run it, and in the end, you get 3 files and a bunch of warnings during the process if something is wrong with the xdb, or if, for example, the file name is written in all caps somewhere (this is not a big deal). You specify the paths to the heroes, and then you look at list.txt, duplicates.txt, and errors.txt; it will be much easier than going through all of this manually.
I also added my own samples.
As for all these updates, alternative versions, and 3 upgrades, you can create them yourselves later. Personally, I don't need them at all.
The problem is that there is no common standard; each person creates files differently, so there will be no automatic transfer. Also, the encodings of text editors may be different.
But automatic search is possible. You run it, and in the end, you get 3 files and a bunch of warnings during the process if something is wrong with the xdb, or if, for example, a file name was written in all caps somewhere (this is not a big deal). You specify the paths to the heroes, and then you look at the list.txt, duplicates.txt, and errors.txt files; it will be much easier than going through all of this manually.
I also added my own examples.
As for all these alternative updates and 3 upgrades, you can create them yourselves later. Personally, I don't need them.
UPDATE. I also added Russian text.
I apologize; I'm a newbie in Python, what am I doing wrong?
Regarding that display, it should work normally. However, I've reattached it and added one line to simplify finding duplicates. For example, I added a second asker for myself. Now, the first file found for 457-459 will be in the list, and duplicates will be in the duplicates file. Which one is correct is up to the user to decide.