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Posts from ACAT – All Creatures Are Traitors – an April Fool's mod from 2022.

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4 years ago
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Hello everyone, ladies and gentlemen, this is Steamer, and today I present to you my April Fool's mod for 2022, ACAT, which stands for All Creatures Are Traitors.
The main idea of the mod: all creatures, from peasants to dragons, from fairies to demons, humans, wolves, bears, and even vampires, in general, all creatures existing in the game now have the Treachery ability (as it is officially translated).
Treachery is an anti-ability of ordinary goblins without upgrades, whereby when reaching 30% of the initial unit size (rounded down), the unit switches to the opposing side. Now, with this mod, every creature will have this ability, with the exception of machines, crystals, the Hive, and swords (i.e., it applies even to the Black Knight and Yeti, which are present in the game files as fully functional, albeit slightly unfinished, creatures).

Link to the mod

A video showing what you can expect from this mod


Note: This is an April Fool's mod, and there is no serious reason for its existence. There will also be no updates for it.

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4 years ago
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Not bad, not bad... Have you considered adding a "cowardice" stat? ;)
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4 years ago
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by the way, it's interesting – a previously annoying ability like "betrayal" turns into an engaging gameplay mechanic.
In reply to Ment
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4 years ago
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Ment
Not bad, not bad... Have you considered adding cowardice as well?

We can think about it, but that would be a completely different story. (Maybe for the next April Fool's Day, or even sooner)

4 years ago
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As I understand it, the mod is installed in the data folder.

And in general, this is just brilliant.
Considering that the traitors remain in the army, you can build an entirely new gameplay around this.

It immediately made me want to replay the campaign.
4 years ago
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Guys, please tell me how to change the stats of units and give them abilities?
In reply to марк1995
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4 years ago
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mark1995
Guys, please tell me how to change the stats of units and give them abilities?!
As an example, take this mod - it only changes the characteristics, which means there is nothing лишнее (extra) in it.

All the original characteristics are located in data.pak in the same paths as in the mod, so it will not be difficult to find them.

Everything is simple with the characteristics:
4 - attack 4
10 - 10 health
and so on.

But it's more difficult with the abilities.
For example:

        ABILITY_ELVES_DOUBLE_SHOT
   
These are the original abilities of the forest elves - one ability (double shot).

And here are the abilities from the mod:

        ABILITY_ELVES_DOUBLE_SHOT
        ABILITY_TREACHERY
   
The "treachery" ability has been added.

I will say right away that I do not have a list of abilities; I just look for them in the characteristics of other creatures. Sometimes it is difficult to distinguish creatures, for example, who is a devil and who is a demon (they are called imps and familiars). Then I go to the end of the file and see if there is anything in the section - if there is, then this is an unupgraded unit
In reply to fktifzobr@mail.ru
4 years ago
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another question: how do you remove a specific rune from the Dwarves in the game, and how do you give creatures a certain percentage of magic resistance? For example, I want to give demons 20% fire resistance, as per the lore.
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4 years ago
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mark1995
another question: how do I remove a specific rune from the Dwarves in the game, and how do I give creatures a certain percentage of magic resistance? For example, I want to give demons 20% fire resistance, as per the lore.
Unfortunately, the situation is not ideal here – resistances are implemented as abilities, so there are only the following options:

        ABILITY_FIRE_PROOF_50
        ABILITY_MAGIC_PROOF_25
        ABILITY_MAGIC_PROOF_50
        ABILITY_MAGIC_PROOF_75
It's easier with runes.
All runes are located in \GameMechanics\Spell\Combat_Spells\RunicMagic

You can move runes to a non-functional school of magic by rewriting MAGIC_SCHOOL_RUNIC to MAGIC_SCHOOL_SPECIAL.
In reply to fktifzobr@mail.ru
4 years ago
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yes, I just need to remove the energy rune; this rune negates the only weakness of the Dwarves (their speed), and they are already strong.

Added 1 hour 35 minutes ago
I found the characteristics, changed them, and clicked save, but it asks me to save it to which folder, and I didn't understand how to save the modified data.
In reply to марк1995
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4 years ago
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mark1995
Yeah, I just need to remove the Energy Rune. This rune negates the only weakness of the Dwarves (their speed), and they are already strong.

Added 1 hour 35 minutes ago
I found the characteristics, edited them, and when I click save, it asks me to save it to which folder, I don't understand how to save the modified data.
In general, I'll chime in. You need to create an exact copy of the folder structure and place the corrected file in it, and then pack it. The easiest way is: copy the file from the archive to a convenient location, edit it, then create the folder structure (pay close attention to the names and nesting), and pack it. Important: it's better to pack it using 7zip, in WinRAR you need to choose settings for it to work, but I don't remember which ones.
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4 years ago
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mark1995

Added 1 hour 35 minutes ago
I found the characteristics, edited them, and when I click save, it asks me to save it to a specific folder. I don't understand how to save the modified data.
This is some kind of game protection. You always have to save files from the data folder to your desktop first, and the extension of your file might change to txt (but you can easily fix this in the archive).

When I'm too lazy to resave anything, I take an xdb file from a mod and paste the contents of the original file into it.

Added 10 minutes ago
Jewill
In general, I'll chime in. You need to create an exact copy of the folder structure and put the corrected file in it, and then pack it.
The easiest way is to copy the file from the archive to a convenient location, edit it, then create the folder structure (pay close attention to the names and nesting), and pack it. Important: it's better to pack using 7zip, as you need to select settings in WinRAR for it to work, and I don't remember which ones.
By the way, yes, 7zip rarely corrupts files.

I use WinRAR myself, but when I need to combine all the small mods into one large file, I do it through 7zip.

WinRAR corrupts files; I only encountered this once when I uploaded the RTF mod in a WinRAR archive. Then I received a lot of messages about bugs; the strangest bug was with the giant – the texture of his helmet disappeared from the mod! WinRAR ate it!

Regarding recreating the paths, I haven't worried about it for a long time. I take folders from mods; for example, you can extract the path to the characteristics from any ncf mod, but you will need to delete all folders in GameMechanics except creature, and rename the Faction folder
In reply to fktifzobr@mail.ru
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4 years ago
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fktifzobr@mail.ru

By the way, 7zip rarely corrupts files.

Regarding recreating paths, I haven't worried about it for a long time. I just take folders from mods; for example, you can extract the path to characteristics from any NCF mod, but you'll need to delete all folders in GameMechanics except for creature, and rename the faction folder.
For me (I don't know why), WinRAR simply breaks the game if it's not configured properly. It just won't launch, but that doesn't happen with 7zip.
And you're right about the structure, but it's convenient to do it this way when you have experience. You have a lot of things at hand, but when you're just learning, nothing is clear. :)
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4 years ago
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fktifzobr, all files within the game's archives have the "Read-only" attribute, and directly modifying them won't allow you to save the changes. It's a simple protection against careless users; therefore, the only solution is to copy and paste them to the desktop and then back. Alternatively, you can simply remove the "Read-only" attribute from all archives and the files within: copy all the data to the data~cash folder, apply the removal of the "Read-only" attribute to all files there, and then repack them.

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