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Posts from NCF – Extended list of Neutral creatures.

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In reply to Eleondor
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12 years ago
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Eleondor
and if possible, I'd like the calculator too) I was looking for it as well.

My page already has version 45 ;)

In general, the hosting doesn't like the presence of .exe files, so I packed the distribution of version 43 and the patch for version 45 into a .zip file.

The installation process is as follows:

1) Download the file NOIADE_current.zip

2) Unzip the NOIADE_current.zip file.

3) Run the NOIADE_public.exe file.

4) Then, after successful installation, you need to place the NOIADE.exe file from the previously unzipped NOIADE_current.zip file into the installation directory of the "NOIADE" calculator (by default, this is c:\Program Files (x86)\NOIADE\ or c:\Program Files\NOIADE).

5) That's it!

6) If you find a bug, write to psatkha@mail.ru or here ;)

Sincerely, Psatkha

Added 6 minutes ago
fktifzobr@mail.ru
but still, how do you attach a piece of one creature to another creature?

Added 7 minutes ago
I want to make lizardmen for the gnoll, like in the Stronghold. There is a mod for this, but I don't like it.

Sorry, I don't have time for a tutorial, but I can give you some guidance:

1) Here is my manual on the method of the respected comrade CrazyPill.

2) Here is a LOT of "guinea pig" creatures from me and my comrades, for example, I recommend that you figure it out with two creatures: Gnoll and Nalstag, as they are related to each other, although they are not from the same original model from the game developers! Although, perhaps it is better to start tinkering with a simpler creature: Erynia or Ulfhedinnar.

In other words, I can only help with setting up the Alias Maya 6.0 editor and the game editor to export models in the game format, and nothing more. I would be happy to help more, but I don't have time!

Sincerely, Psatkha
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12 years ago
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I made a creature that acts as a catapult, but it doesn't break walls. How do I record this ability if the "devastating strike" doesn't work at range?
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12 years ago
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I'm afraid not...
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12 years ago
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psatkha, what is it?:confused: Do your creatures work with the standard .exe file if you add them to the end of the Creatures.xdb file?
In reply to fktifzobr@mail.ru
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12 years ago
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fktifzobr@mail.ru
psatkha, what is this:confused: Do your creatures work with the standard .exe file if you add them to the end of the Creatures.xdb file?

I mean, with the standard one?! Of course not – only for NCF!

Sincerely, Psatkha
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12 years ago
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I was just browsing through a mod for the Elemental Colony, and in that file, there were creatures ranging from CREATURE_THUNDERBIRD and CREATURE_181 to CREATURE_999.

Added 53 seconds later
I mean, in the Creatures.xdb file.
In reply to fktifzobr@mail.ru
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12 years ago
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fktifzobr@mail.ru
I was just browsing through a mod for the Elemental Colony, and in that file, there were creatures ranging from CREATURE_THUNDERBIRD and CREATURE_181 to CREATURE_999

Added 53 seconds later
meaning, in the Creatures.xdb file.

Yes, the unique creature ID can be either CREATURE_987 or CREATURE_TEST... in my opinion, for convenience, it's better to use CREATURE_TEST rather than CREATURE_987.

Sincerely, Psatkha
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12 years ago
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Psatkha, do you know why the creators of NCF gave all the dummy creatures a weekly growth rate of 0? It’s inconvenient: for example, they are all present on the enemy selection screen, and you have to click for a long time to find the right one.
In reply to RedHeavenHero
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12 years ago
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RedHeavenHero
Psatkha, do you know why the creators of NCF gave all the "dummy" creatures a weekly growth rate of 0? It's inconvenient: for example, they all appear on the enemy selection screen, and you have to click for a long time to find the right one.

The growth rate should be filled in differently, otherwise the game will crash. Another thing is that they once thought that 999 wasn't that much, but not all IDs have been used yet...

Sincerely, Psatkha

P.S. Let's use "you" ;)
In reply to psatkha
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12 years ago
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psatkha
The growth rate should be filled in; otherwise, the game will crash. However, at one point, 999 was considered a large number, but not all IDs have been used yet...

Sincerely, Psatkha

P.S. Let's use "you" from now on. ;)
Okay.

So, for a creature to be selectable as a sworn enemy, the Ranger needs to destroy 2 weekly growth amounts of those creatures. Since "dummy" creatures have a growth rate of 0, 0*2=0. That is, there's nothing to destroy; they are already in the list from the beginning. To fix this problem, it's enough to give them a growth rate >0. It's strange that this bug hasn't been fixed yet.
In reply to RedHeavenHero
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12 years ago
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RedHeavenHero
Sure.

So, in order for a creature to be selectable as a sworn enemy, the ranger needs to destroy 2 weekly growth increments of these creatures, and since dummies have a growth of 0, then 0*2=0. That is, there is nothing to destroy: they are in the list from the very beginning. To solve this problem, it is enough to give them a growth rate >0. It's strange that this bug hasn't been fixed yet.

Here is an archive with the modified dummies (growth rate 1). As they say, feel the difference.

Most likely because those who actively played NCF before are now playing Heroes 6, or have completely given up on this topic! :(
12 years ago
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To pique the public's interest, I'm attaching three screenshots of my very first NCF creations to this post.
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In reply to Lokken
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12 years ago
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Lokken
To keep the public interested, I'm attaching three screenshots of my very first NCF creations to this post.

Redo it, but without the cursor on the creatures! :smile13:
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12 years ago
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please upload them!

Added after 32 seconds
especially the possessed one.
In reply to Lokken
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12 years ago
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Lokken
To pique the public's interest, I'm attaching three screenshots of my very first NCF creations to this post.
Nothing excites the public more than seeing tangible results.

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