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I have an idea for hero specializations. It's actually used in the original game.
Let's take a hero like Iris. The essence of her specialization: in battle, regular (unupgraded) griffons are replaced with identical ones, but with the "Dive Attack" ability (because other heroes' regular griffons can't dive attack).
Here's the process: 1. We use NCF. 2. We create copies of some creatures, but with additional properties. 3. When a hero specializing in a particular creature starts a battle, we replace them in their army with the created copies. 4. When the battle ends, we switch them back.
PROFIT.
This way, you can significantly strengthen not-so-powerful creature-focused heroes.
I have an idea for hero specializations. It's actually used in the original game.
Let's take a hero like Iris. The essence of her specialization: in battle, regular (unupgraded) griffins are replaced with identical ones, but with the "Dive Attack" ability (because other heroes' regular griffins can't dive attack).
Here's the process: 1. We use NCF. 2. We create copies of some creatures with additional properties. 3. When a hero specializing in a particular creature starts a battle, we replace them in their army with the created copies. 4. When the battle ends, we switch them back.
PROFIT.
This way, we can significantly strengthen not-so-strong creature-focused heroes.
This has already been discussed in the thread many times. I don't want to use the NCF core for NHF yet.
----------------DAEDRA------------------- function error_NHF_Nemor_F () print("error:NHF_Nemor_F"); end; function NHF_HERO_F.Nemor () errorHook(error_NHF_Nemor_F); local slot = -1; local i_count = 0; local id, count; local temp_name = NHF_tempName_F("Nemor"); local count_umertvie = GetHeroCreatures("Nemor", CREATURE_WIGHT); if count_umertvie > 0 then --Fixed in version 0.84 for i = 0,6 do id, count = GetObjectArmySlotCreature(temp_name,i); if id == CREATURE_WIGHT then slot = i; end; if count == 0 then i_count = i_count + 1; end; end; if i_count == 6 then AddHeroCreatures("Nemor", CREATURE_SKELETON , 1); sleep(NHF_slep_singl); RemoveHeroCreatures("Nemor", CREATURE_WIGHT, count_umertvie); AddHeroCreatures("Nemor", CREATURE_BANSHEE , count_umertvie,slot); RemoveHeroCreatures("Nemor", CREATURE_SKELETON, 1); else RemoveHeroCreatures("Nemor", CREATURE_WIGHT, count_umertvie); AddHeroCreatures("Nemor", CREATURE_BANSHEE , count_umertvie,slot); end; end; end;
```
It's funny that only this version works for both single-player and Multiplayer. The simpler ones don't work in single-player
The problem is that it's not UVH (which is from Psathi), but specifically UHM – a list of completely different works on creating hero models, affecting all factions except the Dwarves (I couldn't find them). And when NHF is installed, all characters become generic (except for humans and a couple of others), and UHM doesn't work... That's why I'm looking for a way to fix this. Unique and interesting models are certainly a good thing, but playing with generic characters isn't very appealing. For example, among the Demons, there are no unique models at all, and that's a shame...
This has already been discussed in the thread, multiple times. I don't want to use the NCF core for NHF yet.
What is the reason for this rejection? If there is a tool that can significantly expand the range of specializations, why not use it? Dyrman
Besides, not all battles can be intercepted.
Okay, let's approach it from another angle - the creatures in the hero's army change to improved copies automatically, and he constantly moves around with them. They only change back to the original creatures when meeting their own hero for an exchange. This can be intercepted much more reliably, right? :)
P.S. If not all battles can be intercepted, then what about specializations like those of Hafad and Fiona, for example? Their specializations are directly tied to intercepting battles.
Okay, let's approach it from another angle: the creatures in a hero's army are automatically replaced with upgraded versions, and he constantly moves around with them. They only revert to their original forms when encountering their own hero for an exchange. Wouldn't it be much easier to intercept this process? :)
Contact with your own heroes is disabled; otherwise, it would be impossible to take an army from caravans. If you're using NCF, for example, you need to create a necromantic table (raising creatures through necromancy) and so on. Some files will overlap. There was also an idea to rebalance NCF and merge it into a single project - EV. But there isn't enough time for rebalancing. I would remove about 70% of the creatures from it. But then it wouldn't be compatible with the original NCF either.
That's the issue: it's not UVH (which is from Psathi), but specifically UHM – a list of completely different works on creating hero models, covering all factions except for the dwarves (I couldn't find them). And when NHF is installed, all characters become the same (except for humans and a couple of others), and UHM doesn't work... So, I'm looking for a way to fix this. Unique models are, of course, interesting, but playing with generic characters isn't very appealing. For example, there are no unique models among the demons, and that's a shame...
Is there a link to a discussion about UHM? Or at least a download link. Google doesn't find this combination of letters.
With my heroes, the "contact" feature is disabled; otherwise, it won't be possible to take an army from caravans.
If I understand correctly, the "contact" feature with your heroes is actively used in the Test Environment (quick army transfer, etc.). At the same time, creatures can be freely taken from caravans.Dyrman
If we take NCF, for example, it is necessary to create a necromantic table (raising creatures with necromancy) and so on. Some files will overlap. Then there was an idea to rebalance NCF and merge it into one project - EV. But there is no time for rebalancing. I would remove about 70 percent of the creatures from it. But then there will be no compatibility with the original NCF.
And here, the creatures from NCF are not needed. The idea of NCF completely destroys the racial skill of the Union - try to find the right, sworn creatures among a huge number of creatures... Only the core is needed. There are no new creatures as such; there are only modified copies of old ones. Well, maybe I'll want to create a couple of specializations for summoning some specific new creatures or upgrading old ones to a new, higher level (hello, Gelu from Heroes of Might and Magic III)
If I understand correctly, in TE, interaction with your heroes is actively used (quick army transfer, etc.). At the same time, creatures can be freely taken from caravans.
The quick army transfer there is done through an artifact. This is completely different.
In TE, coordinates are also used when approaching (to enhance skills), but it's not a given that the heroes will interact afterward. DirtyLiar
And here, NCF creatures are not needed. The NCF idea completely destroys the racial skill of the Union – try to find the right, sworn creatures among a huge number of creatures... Only the core is needed. There are no new creatures as such – there are only modified copies of old ones. Well, maybe you'll want to create a couple of specializations for summoning some specific new creatures or upgrading old ones to a new quality level (hello, Gelu from HoMM-3).
The main thing is that compatibility with the original NCF is not lost, but it might ;)
By the way, the script is overcomplicated. Everything can be done in one loop and without the skeleton:
1. Check the number of undead in the slot.
2. If there are undead, compare the number in the slot with the total number.
3. If the number in the slot is less than the total, it means there are more undead, so take the undead from the slot and give a banshee to the slot.
4. If not, it means that all the undead are in the slot (there are two options here - there is still an army or only undead). In any case, take the undead from the slot, give a banshee to the slot, and take one undead as a check (if it was added in the case of a single slot).
End of the loop.
I'm not an expert in scripts, but something like this:
----------------DEIDRA-------------------
function error_NHF_Nemor_F ()
print("error:NHF_Nemor_F");
end;
function NHF_HERO_F.Nemor ()
errorHook(error_NHF_Nemor_F);
local slot = -1;
local i_count = 0;
local id, count;
local temp_name = NHF_tempName_F("Nemor");
local count_umertvie = GetHeroCreatures("Nemor", CREATURE_WIGHT);
if count_umertvie > 0 then --Fixed 0.84
for i = 0,6 do
id, count = GetObjectArmySlotCreature(temp_name,i);
if id == CREATURE_WIGHT then
if count < count_umertvie then - check if all undead are in one slot.
RemoveHeroCreatures("Nemor", CREATURE_WIGHT, count, i);
AddHeroCreatures("Nemor", CREATURE_BANSHEE , count,i);
else
RemoveHeroCreatures("Nemor", CREATURE_WIGHT, count, i);
AddHeroCreatures("Nemor", CREATURE_BANSHEE , count,i);
RemoveHeroCreatures("Nemor", CREATURE_WIGHT, 1);
end;
end;
end;
end;
Sure, here's the link:
http://www.heroes5.dbv.pl/print.php?type=N&item_id=9 I also found some retouched textures for the Dwarf Champions (by a different author), but I forgot the link, and I don't know how to attach an archive to the message.
By the way, the script is overloaded. Everything can be done in one loop and without the skeleton: 1. Check the number of undead in the slot. 2. If there are undead, compare the number in the slot with the total number. 3. If the number in the slot is less than the total, it means there are still undead, and you can safely take the undead from the slot - give a banshee to the slot. 4. If not, it means that all the undead are in the slot (there are two options here - there is still an army or only undead). In any case, take the undead from the slot - give a banshee to the slot and additionally take one undead (if it was added in the case of a single slot). End of the loop.
I'm not a script expert, but something like this:
----------------DEIDRA------------------- function error_NHF_Nemor_F () print("error:NHF_Nemor_F"); end; function NHF_HERO_F.Nemor () errorHook(error_NHF_Nemor_F); local slot = -1; local i_count = 0; local id, count; local temp_name = NHF_tempName_F("Nemor"); local count_umertvie = GetHeroCreatures("Nemor", CREATURE_WIGHT); if count_umertvie > 0 then --Fixed 0.84 for i = 0,6 do id, count = GetObjectArmySlotCreature(temp_name,i); if id == CREATURE_WIGHT then if count < count_umertvie then - check if all undead are in one slot. RemoveHeroCreatures("Nemor", CREATURE_WIGHT, count, i); AddHeroCreatures("Nemor", CREATURE_BANSHEE , count,i); else RemoveHeroCreatures("Nemor", CREATURE_WIGHT, count, i); AddHeroCreatures("Nemor", CREATURE_BANSHEE , count,i); RemoveHeroCreatures("Nemor", CREATURE_WIGHT, 1); end; end; end; end;
Let's check if the scripts work differently in single and multiplayer (the problem is exactly in this). Also, the check for the number of undead in the slot is not needed. When you delete creatures, there is a slightly different delay. I tried with RemoveHeroCreatures("Nemor", CREATURE_WIGHT, 1) - it didn't have time to delete.