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#1
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1. NCF - Special Edition
312 neutral creatures have been added.
The game includes a function to launch the game with the "RM" script enabled, which allows you to create composite armies on maps from ordinary creatures. Before generating, the script asks the player for confirmation. The script generates composite armies not from all creatures, but with a certain percentage, which depends on the difficulty level.

The creatures of the following authors were used: ArchWarlock, Disturbed-Gnu, Drh3ll, Fauch, fktifzobr@mail.ru, Footman, Gnoll Mage, Lokken, LordKhorne, Nelgirith, Psatkha, Radar, Stetnoel, Sylan, zahar0z, Hannik.

Files:
- the mod itself;
- creature files;
- a map for familiarizing yourself with this mod.

Notes:
1) ! Not compatible with "NCF Mega pack with 188 working creatures", it is a separate project;
2) the files can be used together or separately from "3rd_Level_Upgrade", "Dwellings" and "Visual mods";
3) the map "NCF - Special Edition_2021-02-21.h5m" is not used together with the map "NCF - Level_Upgrade_2021-01-17.h5m".

2. 3rd_Level_Upgrade
The idea of fktifzobr@mail.ru and Zahar0s to upgrade buildings to the 3rd level and the ability to hire/retrain new creatures for the Order faction, Necropolis, and to upgrade buildings of creatures from the 1st to the 2nd level for the Academy faction and the Northern Clans has been implemented.

The creatures of the following authors were used: fktifzobr@mail.ru, LordKhorne and Hannik.

Files:
- the mod itself;
- creature files;
- a map for familiarizing yourself with this mod.

Notes:
1) the files can be used together or separately from "NCF - Special Edition";
2) the map "NCF - Level_Upgrade_2021-01-17.h5m" is not used together with the map "NCF - Special Edition_2021-02-21.h5m".

3. Dwellings
External buildings for creatures of levels 4-7 of all factions have been added, and external buildings for neutral creatures have been added.
The buildings implement the ability to hire not only those creatures that the building belongs to, but also neutral creatures of the corresponding level.

Notes:
1) use the files together with "NCF - Special Edition";
2) to install the buildings, read the roots.txt file in the corresponding folders.

4. Visual mods
Various mods that improve the visual aspects of the game.

The following modders' materials were used for the compilation:
ArchWarlock, Disturbed-Gnu, Drh3ll, Fauch, fktifzobr@mail.ru, Footman, Gnoll Mage, Lokken, LordKhorne, Nelgirith, Psatkha, Radar, Stetnoel, Sylan, zahar0z, Hannik, Azard, SimonaK, RedHeavenHero, JonnyP, mrHalfer, xuxo.

Screenshots are in the archive.

https://drive.google.com/file/d/1FEoK3BF9PEzRKKX4ZhKuP2VLYqa8iR8I/view?usp=sharing
Attachments 7
7 files attached • Total size: 4.6 MB
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#2
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Excellent work! What I didn't like (it's a minor thing, but) is the background of the icons. The default ones have artistic backgrounds from the mod, but the new ones don't! Also, in my opinion, I've never seen the point in having too many different creatures/heroes. You'll never encounter them all, and the balance will be frustrating xD It would be great if this could be used in Heroes 8 later on, if there will be one, of course.
С уважением, }{0TT@6bI4
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#3
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}{0TT@6bI4
Great job!
What I didn't like (it's a minor thing, but) is the backgrounds of the icons. The default ones have artistic backgrounds from the mod, but the new ones don't!

Also, in my opinion, I've never seen the point in having too many different creatures/heroes. You'll never encounter them all, and the balance will be annoying xD

It would be very good to use this in Heroes 8 later, if there will be one, of course.
1) I added a background to some of the creatures, but not to the others, as it takes a lot of time;
2) Many neutral creatures can be hired in buildings - see the last screenshot, and random armies are also generated (all creatures are used) - see the first screenshot (you can encounter them all).
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#4
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Thank you very much for the mod! I especially liked the idea of hiring random creatures in dwellings! I would like to ask for permission to add some creatures to the megapak update.
NCF
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#5
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It would be nice to implement (at least partially) this mod in EWA.
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#6
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kolt_av
1) I added a background to some creatures, but not to others, as it takes a lot of time;
2) Many neutral creatures, for example, can be hired in buildings - see the last screenshot; random armies are also generated (all creatures are used) - see the first screenshot (you can encounter all of them).
1) I definitely understand; perhaps, then, it would be possible to add a background to all of them)

2) This requires playing dozens of large maps to encounter all of them; however, I am being overly critical; are dwellings new, or can they be found in refugee camps?
С уважением, }{0TT@6bI4
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#7
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U.n.k.n.o.w.n.
It would be nice to implement (at least partially) this mod in EWA.
I never understood why every good mod has to be crammed into some kind of compilation...
С уважением, }{0TT@6bI4
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In reply to Mokara
#8
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Mokara
Thank you so much for the mod! I especially liked the idea of hiring random creatures in dwellings! I would like to ask for permission to add some creatures to the mega-pack update.
Feel free to add anything you want, no one is stopping you, just be sure to credit the author.
The archive contains a file "_list of creatures.xlsx", which lists: creature ID, name, level, and author.

Added 2 minutes ago
}{0TT@6bI4
1) I understand that, of course; perhaps then it would be possible to make them all without a background)

2) This requires playing dozens of large maps to encounter them all, although I am being overly critical; are the dwellings new, or can they be found in refugee camps?
The ability to hire various neutral creatures is available in any building, including refugee camps and the mysterious tavern...
#9
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Not all creatures from the seventh installment of Heroes were included.
#10
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I'll take some creatures for myself, but in fact they have to be selected manually one by one. Some are already there. I made myself a list 
301-310, 328, 329-330, 339-340, 342, 345, 348, 355-356, 358, 361, 363, 502, 505, 508, 515, 523, 704-706, 713-715 (delete the spell folder), 716-718, 719-721, 731-737 (without 736)
801, 802, 804, 805,806, 811, 812
And then I'll see, since I'm getting tired of it)

There are some rather significant problems here.

1) In some updates from 301 to 320+ and further, I've lost track in the update, and in a pair there's the same creature. Is that how it's supposed to be?
2) There will be overlaps with the current latest NCFs. Some are under these numbers, some under others, so you can't just dump them all in at once.
3) Creature names (name.txt) - very often copy the originals (180- creatures)
4) 285-287 are copies of the Necropolis dragons. 317, 319, 333, 335-338 are creatures without abilities and special stats, what are they needed for? 352 is a copy of the Pixie, 815 of the Seraphim. 610, 631, 635 lack the mutual updates in 610 that exist in others. 611, 630, 636 are the same.

5) 509-510 seem fine, but they're in DIFFERENT packs and they were recorded as pairs / updates (interdependent)
6) the pack only has 321, 322, in the updates
<Upgrades>
        <Item>CREATURE_322</Item>
        <Item>CREATURE_841</Item>
    </Upgrades>
And 841 is lying who knows where, same with 325, 389, 813. 381-382 are the same, plus they're copies of the Guardians.
As for the strange thing about why 391 wasn't taken as a Royal Guard but as an Earth Elemental, it varies.

This all means that someone can't just take and copy the data with creatures for themselves. You'll have to select them one by one and only then take them, one by one.
And there are quite a lot of problems with updates.

This is regarding the contents of 001_NCF - Special Edition / data

Let whoever needs to look at the rest, and I'll pick my creatures from the list above.

In reply to U.n.k.n.o.w.n.
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#11
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U.n.k.n.o.w.n.
It would be nice to implement (at least partially) this mod in EWA.

Hello everyone, I haven't been here for a long time. I'm very happy that so many mods have been released, especially this one! The work of the modders is invaluable.
Is it possible to play this mod with the EWA mod? I currently have version 2.7.1 installed.

YAAAHOOOOOOO:smile14:
In reply to vasik
#12
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vasik
I'll take some creatures for myself, but in fact they need to be selected manually one by one. Some are already there. I made myself a list 
301-310, 328, 329-330, 339-340, 342, 345, 348, 355-356, 358, 361, 363, 502, 505, 508, 515, 523, 704-706, 713-715 (delete the spell folder), 716-718, 719-721, 731-737 (without 736)
801, 802, 804, 805,806, 811, 812
And then I'll see, since I'm getting tired of it)

There are some problems here, quite significant ones.

1) Some updates from 301 to 320+ and further on got mixed up in the update, and in a pair there's the same creature twice. Is that intended?
2) There will be overlaps with the current most different NCFs. Some exist under these numbers, some under others, so you can't just drop them all in at once.
3) Creature names (name.txt) - very often copy the originals (180- creatures)
4) 285-287 are copies of the Necropolis dragons. 317, 319, 333, 335-338 are creatures without abilities and special stats, what are they needed for? 352 is a copy of the Pixie, 815 of the Seraphim. 610,631,635 lack the mutual updates in 610 that exist in others. 611, 630, 636 the same thing.

5) 509-510 seem fine, but they're in DIFFERENT packs and were recorded as pairs / updates (interdependent)
6) the pack only has 321, 322, in the updates
<Upgrades>
        <Item>CREATURE_322</Item>
        <Item>CREATURE_841</Item>
    </Upgrades>
And 841 is lying who knows where, same with 325, 389, 813. 381-382 the same thing, plus they're copies of the Guardians.
As for why 391 wasn't the Royal Guard but the Earth Elemental, it varies.

All this means that someone can't just take and copy the data with creatures for themselves. You'll have to select them one by one and only then take them, one by one.
And there are quite a lot of problems with updates.

This is regarding the contents of 001_NCF - Special Edition / data

Let the rest be looked at by whoever needs it, and I'll pick my creatures from the list I provided.


Good day. 
Regarding updates - many creatures don't have a 3rd (the link consists of 2). What's the problem?
Don't mislead people by describing imaginary problems.
Regarding creature placement (N creature ID) - I placed them in a specific order. If you don't like the order of creature placement - redo it for yourself however you want. What's the problem here?
"(name.txt) - very often copies the originals" - I don't quite understand what you mean? The files of almost all creatures are structured according to a single template, like zahar0z's.

Any remarks about functionality?
Maybe you found some bugs?
And once again - don't mislead people by making up imaginary problems.
As for what you wrote - those are just your preferences, not problems...

#13
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Okay, I'll send screenshots; it will be easier to explain visually. Problem 1: http://c2n.me/4b4PkHg Problem 2: For example, Psath's Royal Guard has a value of 391, and I have it. This elemental is in this pack. If I take this pack, will I lose the guard? Is that necessary? Or does it assume that I will only play with this pack and not use my existing ones??? Problem 3: https://c2n.me/4b4PE2v There are no creatures with such names in the original game. Problem 4: http://c2n.me/4b4PJr4 with the Undead ability. The next one has the parameters of a Prismatic Dragon, Weakness Strike, and Death Gaze. The alternate version has the parameters of an Astral and a Sorrow Strike. It was also in the mega-pack; I played with it, and then I noticed that it was suddenly suspiciously weak. I checked, and here's what I found. I checked 815 today, and it's definitely not an original Seraph. Problem 4.2. This is more about preferences, but the question is logical. Here's an example of 317: http://c2n.me/4b4Qom3. It's a regular creature with average stats and no special abilities. Why would I need it? And let's say I want to take one improved skeleton. I don't want to take up a slot with such a useless creature. But 318 is already an upgrade of 317. Problem 5: http://c2n.me/4b4PXyV. The same goes for 510. Two interdependent creatures are scattered in different packs. Okay, I only downloaded 509. How will the game react to that? Problem 6: http://c2n.me/4b4Q8T3. What is 841? Where is it? And what if I already have it occupied by another creature, or it's not occupied at all? The point is, I can and will take creatures, but ONE AT A TIME. I can't just take and download all the data at once because it won't be very good.
In reply to vasik
#14
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vasik
Okay, I'll share some screenshots; it will be easier to explain visually.

Problem 1: http://c2n.me/4b4PkHg
Problem 2: For example, Psathis has a Royal Guard with stats of 391, and I have one. This package contains an elemental. If I take this package, will I lose the guard? Is that necessary? Or does it assume that I will only play with this package and not use my existing creatures???
Problem 3: https://c2n.me/4b4PE2v There are no creatures with these names in the original game.
Problem 4: http://c2n.me/4b4PJr4 with the Undead ability. The next one has the stats of a Prized Dragon, with Weakness Strike and Deadly Gaze. The alternate version has the stats of an Astral and the Sorrow Strike. It was also in the mega-pack; I used to play with it, but then I noticed that it was suddenly suspiciously weak. I checked, and here's what I found.
I checked 815 today, and it's definitely not an original Seraph.
Problem 4.2. This is more about personal preference, but it's a logical question. Here's an example of 317: http://c2n.me/4b4Qom3. It's a regular creature with average stats and no special abilities. Why would I need it?
And let's say I want to take one improved skeleton. I don't want to waste a slot on such a useless creature. But 318 is already an upgrade to 317.
Problem 5: http://c2n.me/4b4PXyV. The same goes for 510. Two interdependent creatures are scattered in different packages. Okay, I only downloaded 509. How will the game react to that?
Problem 6: http://c2n.me/4b4Q8T3. What is 841? Where is it? And what if I already have it assigned to another creature, or what if I don't have it at all?

The point is, I can and will take creatures, but ONE AT A TIME. I can't just take and dump all the data at once because it won't work very well.

1. What's the problem? The creatures are interconnected! It's a group of 2 creatures. Everything works correctly.
2. The description says, "not compatible with the Mega Pack." If you want to add a creature with the same ID, then change the ID. What's the problem here? Is the problem changing the ID?
3. What do creature names have to do with it? (See H7 - it has the corresponding creature names).
4. Perhaps, for such cases, it would be better to put all the creatures in one .pak file so that the game can pick them out itself. This is some kind of outrageous request. The creatures are separated individually, and yet you're still unhappy.
And you claim that this is a problem.
5. For the correct operation when excluding/adding creatures, it is also necessary to exclude/specify the ID and location of the creature in the corresponding files. They are presented in separate .pak files.

And once again, don't mislead people by inventing imaginary problems.

The name of the .pak file for creatures corresponds to the creature's ID (this refers to the question about 841).
Install on a clean version of the game.

 

 

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#15
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@**kolt_av** - the main point is that the IDs of most creatures in the **MegaPack** are based on the generally accepted original list of **NCF** creatures, so ignoring it and making other **NCF** mods incompatible with them is not a good idea...

@**vasik** - can you use a script to identify overlaps with the **MegaPack**?!
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1