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There are many features, besides Talkbox, that are only present in 3.1, and which cannot be implemented in 3.0, which means that many of the mod's mechanics will break or become, in principle, impossible to implement. Therefore, there will definitely be no transition to 3.0. I advise you to pay attention to 5.5 if you really want to play with advanced AI.
Comrade psatkha is not the author of the mod; or rather, not the sole author. The main contributors are still Durman and Gerter... But I'll add my two cents: 3.1 offers more possibilities, at least due to the presence of Toolboxes. In principle, I don't think there's much point in making a mod specifically for 3.1: those times are over when we would create special versions of mods for each version/another mod... But again, I would like to hear the opinion of the authors.
Here, here, I am the lead designer in this project... and I have never claimed authorship! If we delve into the history of the creation of NHF, the idea of the respected comrade Dyrman immediately appealed to me, and I gladly took on the task of visual support, and the first thing I did was transfer all the content available at that time from my joint project with the respected comrade ArchWarlock, UVH
The dumb AI ruins all the enjoyment of the game. The other day, I was testing the new Quantomas mod, and it's a completely different game with its AI. It's become very difficult to play against; it casts mass spells, which aren't present in the vanilla version. It uses the correct build order for its faction, which the vanilla AI doesn't do. If it needs to play defensively, it does so, whereas the vanilla AI almost always attacks aggressively. And most importantly, the AI doesn't cast single-target evasion spells throughout the game until it puts it on every unit.
I installed Heroes 5 in its vanilla version, along with the Quantomas, NHF, NCF, and WGE modifications, on my friend's laptop while I was fixing it (he's an avid chess player). I didn't install MMH 5.5 because I simply forgot about it – by the way, I should install it for him too to complete the experience. He liked the Quantomas version more because he enjoys playing against incredibly strong AI!
But again, not everyone can handle a strong AI. Personally, on a couple of my favorite maps, I played as Kaspar as usual... the current AI from Quantomas defeated me much faster. However, on NHF 0.89 (I haven't tried 0.90 yet, unfortunately), I defeated all the NHF necromancers that were specifically set up to challenge me...
АЗАЗЕЛЬ
5 years ago
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I would try 5.5, but as I know, it's not compatible with NHF, and I don't want to play without your mod. There's a catch everywhere.
Added 1 minute ago
With the vanilla AI, you can only play against Orcs, because it doesn't cast a single dodge spell. Thanks to their blood, they might provide resistance. Other factions have terrible AI.
JohnHanz
5 years ago
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Hello, thank you very much for the mod and for your hard work.
I added some scripts from the previous mod by товарищ Gerter (for which I am very grateful to him), and everything seems to be working fine (almost).
I tested the saver.lua script in Utopia, but it didn't work. I also tested it in other banks, and it still didn't work. I checked the script for Hafad, and it also doesn't work in the banks.
I would like to ask (I couldn't find any information about it), do combat scripts not work for creatures in banks? Is this a bug or a feature?
Maybe the problem is with the hero Lara again? I'll probably remove her again and test it.
Gerter
5 years ago
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Simply adding scripts isn't enough. But in the new version (most likely this weekend), the MCCS heroes will become part of NHF, and overall, MCCS will be significantly reworked (its current version isn't entirely up-to-date). Hafad's special ability was just tested in Utopia and worked normally.
JohnHanz
5 years ago
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Thank you. I'll be waiting for the update. In my game, Hafada's special ability only plays the animation, while Konstantinos's special ability works perfectly. The combat scripts from the previous version of MCCS work normally for me. (I also reworked Hafada's special ability in the previous version using "Raise Dead"; I somehow didn't think of using resurrection, as you did.)
Added after 10 hours 34 minutes I deleted "Lara's" scripts, and everything started working. It seems that when I play as Hafada, the script for his special ability runs first, then Lara's special ability runs, and then it changes the creature. But I haven't figured out yet why the script for the guardian angel didn't work.
Друманин Дрин
5 years ago
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Please correct the link to "Review of version 0.76 for the Necropolis faction by "Olga Sumskaya" Because it currently leads to a bank advertisement.
I have a couple of questions about NHF: 1) Are there any knights with the "Fallen Knight" skill at the start? And an elf with Darkness/Engineer? 2) Are all the heroes from the Campaigns included? If so, do they have standard (including some overpowered) specializations? Or have they been adjusted for balance in the mod? 3) Is there a gallery (e.g., on VK) where I can see the heroes and their descriptions? 4) Have the original heroes been changed? If so, is it for the better? 5) How radical are the changes in the mod overall? 6) I noticed that there is a character specializing in pirates. Does this mean that this mod also adds a couple of new creatures? 7) Which mods is this mod incompatible with? I understand it's incompatible with mods that change the hero models. Are there any others? 8) What about crashes? There are many people in the VK group who have reported crashes. 9) How does the game react to the new mod and heroes? 10) The extended version with campaign heroes - does it simply add the heroes from the campaign without any balance adjustments? Or is there something else? But aren't the campaign heroes (balanced) already present in the base version?
Thank you if anyone can answer, if it's not too much trouble. Whether it's the authors or just experienced players.
Are there any "pro" players here who have played this mod extensively and could talk about it and its features?
But it seems this character already exists... since the icon is familiar from Heroes 7, and therefore the icon was reworked by me to match the style of Heroes 5... I'll take a look tomorrow!
Gerter
5 years ago
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Just in case, I'll reiterate that it is also available as part of the MCCS compilation in NHF. The version included in the compilation is 0.91 and contains many changes compared to the current one. As part of the compilation, the mod is fully compatible with the NCF and NAF mods, and it is also easy to configure and update. A separate version 0.91 will be available later, but with certain compilation settings, you will be able to play "pure" NHF without other mods.
It seems like this character already exists... since the icon is familiar from Heroes 7, and therefore the icon was reworked by me to fit the style of Heroes 5... I'll take a look tomorrow!
Well, I wasn't just referring to the icon, but also to the essence of the character. It was very pleasant to read about a demon who destroys not through force, but through a kind of "psychology" and "devilish cunning." I simply looked through the tables and didn't find him among the participants. It's quite possible that you have already adapted him in some way.
Saysaw
5 years ago
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Hello, I have a question: I installed a mod, and some creatures (for example, Tier 2 Demons) have a jump ability that costs 1 mana, but the creatures themselves have 0 mana. This started happening after I installed the Nhf mod. Can you tell me what might be the problem?
There are many features besides Talkbox that are only available in 3.1, and it is impossible to implement analogs of these features using 3.0, which means that many of the mod's mechanics will break or become, in principle, impossible to implement. Therefore, there will definitely be no transition to 3.0. I advise you to pay attention to 5.5 if you really want to play with advanced AI.
@Gerter, if you are talking about the fact that the AI of the esteemed Quantomas works on 3.0, then no - it's on 3.1: https://www.quantomas.de/downloads/ (there, apparently, are his executables along with a custom campaign from foreign guys). I'm not really in the know, but I can assume that he initially had a 3.0 modification, and then he somehow updated it. By the way, it says there that MP is not supported. In general, I wanted to install his AI and NHF, but NHF turned out to have its own executable. What a disappointment Maybe someone can share information, please, about what is in the NHF EXE? Does it contain something critical?
PS: and, by the way, @Dyrman, how did you create your executable? Does it involve some kind of binary replacement of values?
}{0TT@6bI4
4 years ago
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In H5_Game_NHF, the executable has been patched for "flyby, combat, and town scripts," "max artifacts count," and "new creatures framework," at least according to what the deflector claims. There might be other patches as well. I think that if this is the complete list of changes to the executable, then nothing prevents us (except for free time) from patching the executable with Mr. Q's AI in the same way.