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Posts from NCF - Special Edition

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5 years ago
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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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5 years ago
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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.
In reply to }{0TT@6bI4
5 years ago
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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).
In reply to kolt_av
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5 years ago
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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.
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5 years ago
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It would be nice to implement (at least partially) this mod in EWA.
In reply to kolt_av
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5 years ago
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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?
In reply to U.n.k.n.o.w.n.
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5 years ago
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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...
In reply to Mokara
5 years ago
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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...
5 years ago
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Not all creatures from the seventh installment of Heroes were included.
5 years ago
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I'll pick some creatures, but in reality, I need to select them individually. Some are already available. I've created 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 (remove the spell folder), 716-718, 719-721, 731-737 (excluding 736)
801, 802, 804, 805, 806, 811, 812
And then I'll see what else I need, because I'm getting tired of this.

There are some rather significant problems here.

1) In some updates from 301 to 320+, and further on, the update gets mixed up, and the same creature appears in pairs. Is this how it should be?
2) With the current NCF files, there will be overlaps. Some creatures have one number, some have another, so I can't just add them all at once.
3) Creature names (name.txt) - very often copy the originals (180 creatures).
4) 285-287 are copies of Necropolis dragons. 317, 319, 333, 335-338 are creatures without abilities or special stats; what's the point of them? 352 is a copy of a Fairy, 815 is a Seraphim. 610, 631, 635 are missing mutual updates in 610 that exist in others. 611, 630, 636 are the same.

5) 509-510 seem to be fine, but they are in DIFFERENT packs, and they are listed as pairs/updates (interdependent).
6) The pack only contains 321, 322, in the updates:         CREATURE_322         CREATURE_841     And 841 is somewhere completely different, the same goes for 325, 389, 813. 381-382 is the same, and also includes copies of Defenders. Regarding why 391 was taken as an Earth Elemental instead of a Royal Guard, it's inconsistent.

This all means that someone can't just copy the data from the creatures. I'll have to select them individually and then add them, one by one. And there are quite a few problems with the updates.

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

The rest can be reviewed by those who need to, and I'll choose the creatures I need from the list provided.

In reply to U.n.k.n.o.w.n.
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5 years ago
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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.

In reply to vasik
5 years ago
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vasik
I'll take some of the creatures, but in reality, they need to be selected manually, one by one. Some are already available. I've created 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 (remove the spell folder), 716-718, 719-721, 731-737 (excluding 736)
801, 802, 804, 805, 806, 811, 812
And then I'll see, because I'm getting tired of it.)

There are some problems here, quite significant ones.

1) In some updates from 301 to 320+ and beyond, the update is messed up, and the same creature appears in pairs. Is that how it should be?
2) With the current NCF files, there will be overlaps. Some are under one number, some under another; you can't just add them all at once.
3) Creature names (name.txt) - very often copy the originals (180 creatures).
4) 285-287 are copies of Necropolis dragons. 317, 319, 333, 335-338 are creatures without abilities or special stats; what are they for? 352 is a copy of a Fairy, 815 is a Seraphim. 610, 631, 635 lack mutual updates in 610 that exist in others. 611, 630, 636 are the same.

5) 509-510 seem to be fine, but they are in DIFFERENT packs, and they are listed in pairs/updates (interdependent).
6) In the pack, there are only 321, 322, in the updates:

        CREATURE_322
        CREATURE_841
   
And 841 is lying somewhere else, the same with 325, 389, 813. 381-382 is the same, and also copies of defenders are included.
Regarding why 391 was taken as an Earth Elemental instead of a Royal Guard, it's all over the place.

This all means that someone can't just take data from the creatures and copy it for themselves. They will have to select them individually and then take them, one by one.
And there are quite a few problems with the updates.

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

Let others look at the rest, and I'll choose the creatures from the list provided.


Good day.
Regarding the updates - many creatures lack a 3rd link (connection with 2 others). What's the problem?
Don't confuse people with descriptions of imaginary problems.
Regarding the arrangement of creatures (N ID of the creature) - I arranged them in a specific sequence. If you don't like the sequence of the creatures, rearrange it for yourself as you like. 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 pattern, like zahar0z.

Are there any comments on functionality?
Have you found any bugs?
And once again - don't mislead people by inventing imaginary problems.
Otherwise, what you wrote is just your preferences, not problems...

5 years ago
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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
5 years ago
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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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5 years ago
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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**?!

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