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3 years ago
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fktifzobr@mail.ru
Are you talking about the griffin from Chaos Theory?

It's basically a regular griffin with armor attached through visual effects.

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3 years ago
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fktifzobr@mail.ru
Are you talking about the griffin from Chaos Theory?

It's basically a regular griffin with armor attached through effects.

If you don't mind, I have a couple more very important questions: 1) How do I remove a specific NCF creature from the game? 2) How do I make an NCF creature available for recruitment at buildings on the map? 3) Where can I increase the damage of castle towers?
In reply to HeroAlan
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3 years ago
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HeroAlan

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lol, this isn't a new unit, but a recolored one.

HeroAlan

If you don't mind, I'll ask a couple more very important questions: 1) how do I remove a specific NCF creature from the game? 2) how do I add an NCF creature to the hiring buildings on the map? 3) where can I increase the damage of castle towers?
........ that is, you have some kind of unit pack, to remove a creature from the game, just remove it from the MapObjects\_(AdvMapSharedGroup)\Monsters generation list - this is where the random generation files are located.

After that, the unit will stop appearing in the game; in principle, this is the same as cutting out the unit (this is an option for the lazy).

2) It's simple with dwellings. At the very bottom of any dwelling, the ID of the hired unit is recorded, for example, a peasant hut:

.........................

   
        CREATURE_PEASANT
   
    DWELLING_TYPE_SPECIFIC

replace PEASANT with the unit number, and that's it.

3) I don't know about the damage.

The problem with the griffins from BDT is that it's a texture-recolor; you can pull the griffin from RTF - it's made according to the Zahar template, so you can easily make it a new unit, and then add the textures from BDT on top
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3 years ago
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fktifzobr@mail.ru
lol, this isn't a new unit, it's just a recolor

Added 17 minutes ago

........ that is, you have some kind of unit pack, to remove a creature from the game, you just need to remove it from the MapObjects\_(AdvMapSharedGroup)\Monsters generation list - this is where the random generation files are located

after that, the unit will stop appearing in the game; in principle, this is the same as deleting the unit (this is an option for the lazy)

2) everything is simple with dwellings
at the very bottom of any dwelling, the ID of the recruited unit is written, for example, a peasant hut:

.........................

   
        CREATURE_PEASANT
   
    DWELLING_TYPE_SPECIFIC

replace PEASANT with the unit number, and that's it

3) I don't know about the damage


Added 7 minutes ago
the problem with the griffins from BDT is that it's a texture-recolor; you can extract the griffin from RTF - it's made according to the Zahar template, so you can easily make it a new unit, and then add the textures from BDT on top
I understand, thank you! But what about the griffin? Is there any way to extract it?
And I'm still struggling with replacing creatures. I've found all the folders and files, but I don't quite understand which ones and where I need to rename them. If it's not too much trouble, could you tell me more?
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3 years ago
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HeroAlan
Understood, thank you! But what about the griffin? Is there any way to remove it?
And I'm also having trouble with replacing creatures. I've found all the folders and files, but I'm not quite sure which ones to rename and where, if it's not too much trouble, could you tell me more?
You need to rename the files from the mod so that they match the files from the game; then, the game will start reading them INSTEAD of the originals.

Regarding the griffin:
If you just want to remove the griffin without making any changes, that's one thing. But if you want to turn the griffin into a new NCF unit, or make it so that this griffin doesn't affect the original, you'll have to create a new unit with a model, animations, and other assets.

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3 years ago
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fktifzobr@mail.ru

You need to rename the files from the mod so that they match the files from the game; then the game will start reading them INSTEAD of the originals.

Regarding the griffin:
If you just want to cut out the griffin without making any changes, that's one thing. But if you want to turn the griffin into a new NCF unit, or make it so that this griffin doesn't affect the original, you'll have to create a new unit with a model, animations, and other assets.

I need it to replace the original, and that's it.
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3 years ago
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fktifzobr@mail.ru

You need to rename the files from the mod so that they match the files from the game; then the game will start reading them INSTEAD of the originals.

Regarding the griffin:
If you just want to remove the griffin without making any changes, that's one thing. But if you want to turn the griffin into a new NCF unit, or make it so that this griffin doesn't affect the original, you'll have to create a new unit with a model, animations, and other assets.

What am I doing wrong?
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3 years ago
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2**HeroAlan**, it's just a regular griffin; Narron simply created a new texture for it. You just need to replace the texture file.
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3 years ago
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HeroAlan
what am I doing wrong?
everything is fine.
Are you entering paths to files, or did I even mention that anywhere? You need to RENAME folders and files so that they eventually match the names of the originals.

Browse through other mods, see how they are made. That's how I learned to create mods.
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3 years ago
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HeroAlan, in the extended map editor, there is a table called TableArenaBuilding_ArenaBuildingStats (or something similar).
This is where you can change the damage settings for towers and their HP.
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3 years ago
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fktifzobr@mail.ru
You're just entering paths to files; did I ever mention that you need to do that? You need to RENAME folders and files so that they ultimately match the names of the originals.

Browse through other mods, see how they're made; that's how I learned to create mods.

Okay, thank you.

Added after 36 seconds
}{0TT@6bI4
HeroAlan, in the extended map editor, there's a table called TableArenaBuilding_ArenaBuildingStats (or something similar).
That's where you change the damage settings for towers and their HP.

Thank you!
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3 years ago
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I made the log taller, and in all the files in the CombatLog folder, I adjusted the height where necessary, and slightly changed the position in CombatLog.(WindowSimple).xdb from 602 to 450, because the log became taller. With a resolution of 1280x720 and a window size of 1270x710, everything works perfectly, but when changing the resolution or window size, the log window moves upwards. Where should I look?


Added 9 hours 46 minutes later
I found the reason. Everything works as it should. The only downside is that, with some resolution and window size settings, the top line of the log is either completely visible or only partially visible, but this is also the case with the original log.


update: I decided to stop at a height four times greater than the standard log.
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3 years ago
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Does anyone have icon sets for NextCreature (hand with a sword), StartCombat (three pawns), and Wait (hourglass) with three states each: normal, pushed, and disabled, like in the alpha version of Heroes?
In reply to Mооnst@r
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3 years ago
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Mооnst@r
Does anyone have icons without a background for NextCreature (hand with a sword), StartCombat (three pawns), and Wait (hourglass), with three versions each: normal, pushed, and disabled, like in the alpha version of Heroes?
I didn't find these icons in the alpha version((( but I only looked superficially. You can check yourself; there aren't many files, and the interface elements are in the UI folder.
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3 years ago
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That’s exactly the problem – they aren’t in the alpha version. The ones that are there lack background details, and I’ve already mastered them.

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