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Click on the hero you want to modify. Then click on shared ---> ... Go to the hero settings menu. Change the model, animation set, icons, camera, and visual to the desired creature.
I read Major Whirlwind's message and have some questions. Is it possible to create not only neutral creatures but also creatures belonging to a specific faction? Is it possible to create neutral creatures and not assign them to the NCF project? And how do you change icons, appearances, names, and abilities? If the creature is a Warlock, how do you change their spells?
You can create creatures from different factions, but it's more difficult to integrate them into a general list. Although there was a mod for the fourth column... You can create NSFW creatures for yourself without sending them in, but keep in mind that there's plenty of space, and there doesn't seem to be any censorship, so you can reserve a spot or two for yourself. To understand how to change creatures, icons, and so on, I recommend looking at an example from the developers or other modders. I'll just say that any creature starts in data/data.pak/GameMechanics/Creature/Creatures/faction/creature.xdb, and from there, many links spread throughout the archive; you can guess their purpose from the names.
In that very xdb file, there are various settings like BaseCreature, Upgrade, and so on. Take, for example, the alternative upgrades (they are located in the Alternative folder) and study in which case and where the links are inserted. It's not that complicated.
Yes, here’s another question I wanted to ask: *if I place a hero on one island, and he needs to reach another island, and there’s a ship in the harbor along his path, will he board that ship and sail if I use the MoveHero command, or will it display “cannot reach the specified coordinates”?* I’m asking in advance so I don’t have to redo it later.
That's exactly the problem – it's unclear how it works: if it functions as if a player were to hover the cursor over it and click, then it's fine. However, it's probably the same mechanism used for the AI... Thank you.
If I'm not mistaken, this function could interact with portals, for example. But in real-time strategy games, it glitches terribly. And even without it, it can still glitch...
well, real-time is a truly terrifying thing. For example, if I wanted to "collide" two heroes, I had to make the "running" hero stand directly on the cell with my hero – only then would the battle begin; otherwise, the scripted demon would simply pass through my hero and run away))
Added after 11 minutes
And here's another thing I'd like to figure out: how to make the AI ignore the threat from the player? So that it behaves as usual, but isn't afraid to swim past with small armies?
The first thing that comes to mind: give him some fictional unit with an incredibly high threat level, so he'll think he's stronger. Or is the point that he shouldn't attack at all?