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Posts from NHF – new heroes for Heroes V 3.1.

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In reply to Dyrman
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Dyrman
One-way portals should be divided into entrances and exits.
And the underground passage could be separated as well.
I divided the one-way portals into entrances and exits. But what about the passages? They are two-way, and in any case, you can determine the entrance by the floor.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

Существа NCF
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Нейтралы: 1 2 3 4
In reply to RedHeavenHero
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RedHeavenHero
One-way portals were separated into entrances and exits. But what about lairs? They are two-way, and in any case, you can determine the entrance by the level.
Probably, to prioritize guarding from the surface rather than from underground.

By the way, there are maps where the authors may have deliberately created two undergrounds. And which one is more important is impossible to guess. And usually, the entrance is always more important.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
In reply to RedHeavenHero
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RedHeavenHero
Could you elaborate on how you plan to guard the portals?
- If there's only one guard: place the same guard on all sides (if it's one-way, always place the guard in front of the entrance, and remove it before the exit);
- If there are multiple guards: choose a guard at the entrance and place it on all sides (for a one-way portal, choose only at the entrance and remove it at the exit).

When destroying the guard at two-way portals, remove all other guards from the other sides of the group.

Added 1 minute ago
Then, only the non-creature units will remain untouched.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
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If you calculate the strength of each guard's army, then no division will be needed. You can simply choose the strongest one. This way, there will be no imbalance in breaking through portals in different locations.

Added 1 minute ago
What is the formula for calculating strength?

Added 2 minutes ago
To avoid creating a table of unit strengths (for future NCF), you can try to base it only on the increase in strength.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
In reply to Dyrman
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There is already a table and a function:
local powers={	41,72,140,199,201,287,524,716,1086,1487,2185,2520,4866,6153,
75,124,101,150,259,370,511,694,1069,1415,2102,2360,4868,5850,
54,84,105,150,232,327,518,739,1166,1539,2204,2588,3174,3905,
100,169,191,311,309,433,635,846,1072,1441,1717,1993,4942,6028,
63,105,113,172,243,357,498,643,839,1126,2108,2535,4822,6095,
180,295,333,484,342,474,598,812,968,1324,2193,2537,5235,6443,
829,795,856,813,1793,2560,8576,
70,115,115,171,304,419,318,434,932,1308,2109,2477,4883,6100,
72,203,299,697,1523,2520,6003,
355,671,2523,1542,
42,69,121,174,190,254,492,680,695,926,2058,2571,4790,5937,
127,149,338,680,1434,2448,5860,
290,477,488,833,1333,2622,6389,
174,308,447,862,1457,2032,5905,
85,145,331,757,1541,2449,3872,
105,180,355,642,1096,2581,6095,
113,171,422,434,1329,2437,6070,
66,181,265,692,895,2572,5937};
function CalcPower(object)
if IsObjectExists(object) == nil then
return 0;
end;
local power = 0;
for i=1,179 do
power = power + %powers* GetObjectCreatures(object, i);
end;
return power;
end;
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

Существа NCF
Орден Порядка: 1
Нейтралы: 1 2 3 4
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The interaction algorithm is as follows:
1) The tiles for guarding the portal are calculated (there may be stacks of creatures on the map, and several, which is bad, but this is rare).
2) The strongest guards are selected (the weak ones are removed).
3) The guards are duplicated from all sides of a non-single portal.
4) When attacking a guard (a trigger is activated), the duplicate is immediately removed.
5) If a guard remains after the battle, then what remains is duplicated again. (if we don't do steps 4 and 5, the guard in the duplicate will not decrease if it is damaged).

Added 1 minute ago
RedHeavenHero
There is already a table and a function:
local powers={ 41,72,140,199,201,287,524,716,1086,1487,2185,2520,4866,6153,
75,124,101,150,259,370,511,694,1069,1415,2102,2360,4868,5850,
54,84,105,150,232,327,518,739,1166,1539,2204,2588,3174,3905,
100,169,191,311,309,433,635,846,1072,1441,1717,1993,4942,6028,
63,105,113,172,243,357,498,643,839,1126,2108,2535,4822,6095,
180,295,333,484,342,474,598,812,968,1324,2193,2537,5235,6443,
829,795,856,813,1793,2560,8576,
70,115,115,171,304,419,318,434,932,1308,2109,2477,4883,6100,
72,203,299,697,1523,2520,6003,
355,671,2523,1542,
42,69,121,174,190,254,492,680,695,926,2058,2571,4790,5937,
127,149,338,680,1434,2448,5860,
290,477,488,833,1333,2622,6389,
174,308,447,862,1457,2032,5905,
85,145,331,757,1541,2449,3872,
105,180,355,642,1096,2581,6095,
113,171,422,434,1329,2437,6070,
66,181,265,692,895,2572,5937};
function CalcPower(object)
if IsObjectExists(object) == nil then
return 0;
end;
local power = 0;
for i=1,179 do
power = power + %powers* GetObjectCreatures(object, i);
end;
return power;
end;
That's very good. But then the process of merging with NFC is irreversible, because compatibility will be lost after applying such a table. But for now, some kind of exception will be enough: for example, if the creature is not in the table, the strength is 10.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
In reply to Dyrman
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Then the function will have the following form:
function CalcPower(object)
	if IsObjectExists(object) == nil then
		return 0;
	end;
	local power = 0;
	for i=1,179 do
		power = power + (%powersor 10) * GetObjectCreatures(object, i);
	end;
	return power;
end;
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

Существа NCF
Орден Порядка: 1
Нейтралы: 1 2 3 4
In reply to RedHeavenHero
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RedHeavenHero
Then the function will take the following form:
function CalcPower(object)
if IsObjectExists(object) == nil then
return 0;
end;
local power = 0;
for i=1,179 do
power = power + (%powersor 10) * GetObjectCreatures(object, i);
end;
return power;
end;
I will only replace the recalculation
for i=1,179 do
with a function to calculate the array length, as further expansion is anticipated.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
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In this case, it would be more efficient to use GetObjectArmySlotCreature to avoid iterating through the array hundreds of times.
function CalcPower(object)
	if IsObjectExists(object) == nil then
		return 0
	end
	local power = 0
	for i=0,6 do
		local t, n = GetObjectArmySlotCreature(object, i)
		power = power + (%powers[t] or 10) * n
	end
	return power
end
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

Существа NCF
Орден Порядка: 1
Нейтралы: 1 2 3 4
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Hello everyone! I haven't tested your mod in a while, and I'm pleasantly surprised by your work. The mod works great and is compatible with all maps. Thank you for continuing to work on it. I'm looking forward to the next version.

Added 2 minutes later
The only downside, which I've mentioned before, is that they look like ordinary heroes. I would like them to have a unique appearance, or at least just recolored monsters from the demon race and other races.
In reply to sarkkot55555
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sarkkot55555
Hello everyone! I haven't tested your mod in a while, and I'm pleasantly surprised by your work! The mod works great and is compatible with all maps. Thank you for continuing to work on it! I'm looking forward to the next version.

Added 2 minutes later
The only thing is, as I mentioned before, they look like ordinary heroes. I would like them to have a unique appearance, or at least just recolored monsters from the demon race and other races.

Well, some of them already have a unique appearance.
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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Does this mod conflict with the "unique appearance of faction heroes" mod by psatkha? When the game is launched with both of these mods enabled, all heroes have a standard appearance.
In reply to turinik
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turinik
Does this mod conflict with the "unique appearance of faction heroes" mod by psatkha? When the game is launched with both mods enabled, all heroes have a standard appearance.

With the new versions of this MOD, UVH will be gradually integrated into this MOD, and some are already included!
С уважением, Psatkha (Псатха)

---------------------------------------------

Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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Thanks, I noticed that, for example, Tharis (a very overpowered ability, by the way) has its own model, similar to Peri, from the ncf file. So, is it okay if all the heroes (Dugald, Vittorio, etc.) have a standard appearance and I don't have any conflicts? Phew... one less problem.
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