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Posts from NHF – new heroes for Heroes V 3.1.

4.9 (16 ratings)
In reply to fktifzobr@mail.ru
3 years ago
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Hello, I would like to ask a question: is it possible to create specializations using the scripts from this mod that are similar to the original ones, and that are based on creatures, spells, skills, or abilities? For example: the "Queen of the Swarm" and "Lord of Fire" specializations enhance specific spells; "Archers' Commander" and "Hound Master" work on a specific type of creature; "Spellbreaker" is based on the "Soldier's Luck" ability, "Tracker" on "Pathfinding," "Gatekeeper" on "Gate Opening," and so on. Calculations show that if you create specializations for creatures of levels 1-5 for each faction, for each spell, for each skill (including racial skills, but excluding Orcish "Silence" and "War Cry"), and for each first-order ability, you will get approximately 160 specializations, i.e., 20 for each faction (in reality, there are slightly more, but it is not necessary to use all of them so that the number of heroes in each faction is the same). Since I am not very good with scripts, I can offer the following: if the scripting libraries of the game allow this, then someone from the NHF creators could create all these specializations, and in return, I will create 160 models for the heroes that can be used in this mod or any other (the idea is to use the artwork of standard heroes who do not have models, and heroes from Kingdoms that are made in the style of Heroes 5)
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3 years ago
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Cool! Will you be able to animate existing models that, for one reason or another, were not used by the developers?

It will most likely not be possible to enhance spells (only through workarounds). It might be possible to implement creature specializations using scripts, and starting skills as well (if I understood your idea correctly).
In reply to CasualPlayer
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3 years ago
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CasualPlayer
Hello, I would like to ask a question: is it possible to create specializations using the scripts from this mod that are similar to the original ones, which are based on creatures, spells, skills, or abilities?
For example: the "Queen of the Hive" and "Lord of Fire" specializations enhance a specific spell; "Archers' Commander" and "Hound Master" work on a specific type of creature; "Spellbreaker" is based on the "Soldier's Luck" ability, "Tracker" on "Pathfinding," "Gatekeeper" on "Gate Opening," and so on.
Calculations show that if you create specializations for creatures of levels 1-5 for each faction, for each spell, for each skill (including racial ones, but excluding Orcish "Mumbles" and "Calls"), and for each first-order ability, you will get approximately 160, i.e., 20 for each faction (in reality, there are slightly more, but it is not necessary to use all of them so that the number of heroes in each faction is the same).
Since I am not very good with scripts, I can offer the following: if the scripting libraries of the game allow this, then someone from the NHF creators can create all these specializations, and in return, I will create 160 models for the heroes that can be used in this mod or any other (it is assumed that the art of standard heroes who do not have models and heroes from Kingdoms, which are made in the style of Heroes 5, will be used).
Cool! Can you show your models? Actually, creating a model is not a problem, but attaching animations to it is more difficult... If you can model and especially animate models, then you are very much needed in the NHF project!
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3 years ago
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Dear veterans! The heroes are great!

I really want to include a couple of them in a scenario. I've already successfully adapted the models.biggrin
Could you tell me where to find the specializations?

I especially liked:

Dwarf Telhar - "Special Unit"
Mage Sari - "experience for a new spell"
And the demon Fagus from the scenario.
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3 years ago
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All the special abilities are located in the scripts within the mod. To be honest, I don't know exactly how it's organized in the current version, but most likely there's a master script inside that activates them, and each hero has their part of it organized by folders (all of this is in Lua files).
In reply to psatkha
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3 years ago
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psatkha
Cool! Can you show your models? Actually, creating a model isn't a problem, but adding animations to it is more difficult... If you can model and especially animate models, you are very much needed in the NHF project!
Hello Psatkha, I noticed your last phrase, is the NHF project still being developed? Is it not abandoned?
In reply to SkyLine
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3 years ago
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SkyLine
Hello Psatkha, I noticed your last phrase. Is the NHF project still being developed? Has it not been abandoned?
The project has not been abandoned; the visual improvements are essentially endless!
In reply to psatkha
3 years ago
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Good day! Could you please tell me at what point the Inferno hero, Oloatan, should receive the defense bonus for 100 creatures? For some reason, he doesn't seem to be getting any defense at all. Has anyone else encountered this?
In reply to Daniil2023
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3 years ago
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Daniil2023
Good day! Could you please tell me at what point the hero Oloatan, playing as Inferno, should receive the defense bonus for 100 creatures? For some reason, he doesn't give any defense bonus at all. Has anyone else encountered this?
Check other heroes on the map as well; it's possible that the scripts are not enabled in general.
In reply to fktifzobr@mail.ru
3 years ago
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fktifzobr@mail.ru
Check other heroes on the map; perhaps the scripts are not enabled in general.

I played with other heroes, and everything seemed fine. In the unbalanced version, there's Vaynir with a similar perk to unicorns, but it doesn't work either. Also, Kiina (also an elf) doesn't work, or maybe I just don't understand how to find these markers. The other heroes with more or less standard perks work as expected (creatures are added, etc.).
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3 years ago
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So, the problem is in the scripts, and I can't help. Maybe someone else can.
In reply to fktifzobr@mail.ru
3 years ago
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fktifzobr@mail.ru
So, the problem is in the scripts; I'm helpless. Maybe someone else can help.

It seems the defense is updated after battles; now I understand how it works.
2 years ago
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Hello. Could you please tell me how to properly use the patcher for generated maps? Does the patcher folder need to be in the game folder, or does its location not matter? I can't seem to patch the generated maps (the patcher folder is on a different local drive). I run the patcher, select the created map in the maps folder, click "patch," the loading process starts, an "OK" window appears, I click "OK," and nothing happens; I can only close the window by clicking the close button. However, the hero specializations don't work. Please advise on what I need to do or how to do it correctly, step by step. Thank you in advance.
2 years ago
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I wish I knew the fundamental difference between this mod and those made by Goose. Does version 0.90 mean that there are unfinished, basic elements, such as missing icons, crashes, imbalanced parameters, etc.?
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2 years ago
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The difference is huge. Compared to NHF, those mods are more like amateur projects. But there's also more work involved with NHF, with scripts and everything.

No, the version simply indicates the version number. Nothing more, nothing less. A mod can theoretically have bugs, but before drawing conclusions, it's worth checking if the player themselves made any mistakes.

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