Are you talking about the griffin from Chaos Theory?
It's basically a regular griffin with armor attached through visual effects.
attached.
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Are you talking about the griffin from Chaos Theory?
It's basically a regular griffin with armor attached through visual effects.
Are you talking about the griffin from Chaos Theory?
It's basically a regular griffin with armor attached through effects.
attached
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?
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 toplol, 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 it3) 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
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?
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.
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.
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?
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.
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.



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?