Posts from NCF – Extended list of Neutral creatures.
Should I add the gnome with a rifle here (in this thread)?
- Open this article
- Scroll to Example Template and follow instructions to install the NCF package and patch H5_game.exe and H5_Editor.exe.
- put NCF creatures of choice in data.pak
- Open H5_game.exe and H5_Editor.exe and use the random map generator to make a map. New creatures should appear.
- If NCF unit is NEUTRAL (not from any faction) it will have a chance to appear only when a neutral unit is summoned on the map.
- If NCF unit is a faction aligned unit, it may appear when RMG places a single faction unit on the map
- If NCF unit is a faction aligned unit, it may appear when RMG places a stack of multiple faction units (I dont remember if that was the case in original ToE RMG but MMH55 ARMG does this).
Thank you!
Installation instructions:
1. Patch game EXEs with these offsets.
- Original is for H5_game, MMH55_Utility, MMH55_Utility_64
- Qunatomas is for MMH55, MMH55_64
- MapEditor is for MMH55_Editor
I would like to give a big round of applause to Marko /@the way back is way ahead from Discord/ for his assembly skills and work he put into this.
Offsets are deleted, i'm sorry, can you upload them again?
Here you go.
I do also fixed the URL on the message you quoted.
We already solved that part - here is an updated NCF patch that you can use with Deflaktor's app.
Inside you can change the amount of total units from 1000 (where the last slot is always reserved for "rotate all" or something like that).
The patch also allows NCF creatures to be used to create a map with RMG without crashing the game.
With the knowledge we have we believe it is possible to add new item slots in other domains - skills, spells and may be towns so we want to find out how to be able to add them in the editor too. That is why I ask about changes in index.binHere are a couple of images from RMG:
Here you go.
I do also fixed the URL on the message you quoted.
But they don't appear; I've already checked everything... does anyone know that if a creature is missing from the recruitment square, where should I look for the problem first?)

It seems to have worked.
I was recently experimenting with adding creatures to a town and noticed that an upgraded creature in the recruitment window occupies the first or second slot, depending on how it was defined in the upgrades of its base creature.
In other words, if you go to the game mechanics folder, find the peasant file, and swap the creatures in the upgrades section, they will also be swapped in the recruitment window.
The order is important for the creature that is listed as the base creature in the upgrades.
For example, in that test file with three levels of upgrades that I posted, peasants upgrade to upgraded peasants, and those upgraded peasants upgrade to improved gremlins. The gremlins still reference the original base creature. Therefore, they are displayed correctly in the recruitment window.
However, the way the upgraded peasants reference the improved gremlins affects the order in which the creatures appear in the retraining window.
Yes, you are absolutely right, I swapped the seraphim and archangel in the archangel file, and the archangel now occupies the 3rd slot. That's probably where my initial problems came from; a creature was in an occupied slot, while the second slot was completely empty.
Will there be separate packs for this sniper and angel?
Although, no, I forgot something. The purple fire is stored in the textures, so you will need it for it to work correctly.


