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dredknight
Did you test it in multiplayer for glitches etc..? and this is fix for Qs exe and not the original one?

I just fixed a compatible with NCF for MMH5.5.exe and MMH5.5_64.exe from Might & Magic: Heroes 5.5 (RC8b)

I tested on single mode!
С уважением, Psatkha (Псатха)

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NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
In reply to psatkha
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psatkha
Now MMH5.5 is fully compatible with NCF!

Now MMH5.5 is fully compatible with NCF!

P.S.

dredknight, please tell me why Kaspar became a Death Knight?!
I downloaded the archive, put the contents of the archive into the folders, and launch it through the launcher from the archive, but there are no new creatures. How do I fix it?

Added after 9 minutes
dredknight, I understand you. Could you fulfill my two small requests: The first - can you return the old models to the ents? The second - can you return shooting without penalty to the Arrows?
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Could you briefly describe what's in this NCF file, assuming it's compatible with Heroes of Might and Magic III½? And is this NCF file fully complete? In other words, does it include creatures for all factions, and is there no significant imbalance in the game?
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Dusha6613
Could you briefly describe what's in this NCF file if it is indeed compatible with MMH5.5? And is this NCF completely ready? That is, are creatures added for all factions, and is there no significant imbalance in the balance?

Yeah, not knowing what NCF is! :smile21:

Here's a link! :smile13:

To use it together with MMH5.5, download only this from the link:

2) The mega-pack itself (size 95 MB), consisting of 188 creatures from the NCF project (188 is the total number of normally functioning creatures as of May 28, 2008) - the file was uploaded on July 13, 2015 (valid for 30 days, i.e., until August 12, 2015);

7) A Russian language file; to apply it, simply place this file in the game's data folder.

My page contains newer versions of creatures included in the mega-pack, but there are also those that are not there because they did not exist at the time the mega-pack was created!

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garpun44
I downloaded the archive, put the contents of the archive into the folders, I launch it through the launcher from the archive, and there are no new creatures, how do I fix it?

Added after 9 minutes
dredknight, I understand you. Can I use the skill wheel and the division into classes of your mod if they are cut and pasted into EWA?

Well, that's right - you need to put these very creatures from the NCF project into the data folder! The link is above! :smile13:

Then choose any map that has Random_Creature_T1...T7, and you will definitely see them; however, you won't see level 8 creatures, as ordinary maps don't have such templates, but in those specifically created for NCF, you definitely will! :smile08:
С уважением, Psatkha (Псатха)

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NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
In reply to psatkha
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psatkha
Yeah, not knowing what NCF is! :smile21:

Here's a link! :smile13:

To use it with MMH5.5, download only this from the link:

2) The mega-pack itself (size 95 MB), consisting of 188 creatures from the NCF project (188 is the total number of normally functioning creatures as of May 28, 2008) - file uploaded on July 13, 2015 (valid for 30 days, i.e., until August 12, 2015);

7) The Russian language file; to apply it, simply place this file in the game's data folder.

My page contains newer versions of creatures included in the mega-pack, but there are also some that aren't there because they didn't exist at the time the mega-pack was created!

Added after 1 minute


That's right – you need to put these very creatures from the NCF project into the data folder! Link above! :smile13:

Then choose any map with Random_Creature_T1...T7 and you will definitely see them, however, you won't see level 8 creatures, since ordinary maps don't have such templates, but in specially created ones for NCF, you will definitely see them! :smile08:
Thank you :smile20:.
In reply to Dusha6613
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Dusha6613
Are creatures added for all factions, and is there an imbalance in the balance?

For all + there are pure neutrals, regarding the balance - it needs to be balanced, and for this purpose, a specially designed calculator is available - NOIADE :smile13:
С уважением, Psatkha (Псатха)

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NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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dredknight
Also I wanted to say to everyone here, in case I have not done it till now, that this mod is absolutely open source and everyone can use it or any part for a development their own mods or just for creativity
I am primarily interested in EXE changes, but I haven't had time to work on them. Is it possible to create an optional EXE build based only on selected aspects?
For example, the current build, which I use for my mod, includes 3 things:
1) An increased number of hero classes to 24 (this is what I use it for).
2) An increased number of IDs for neutral creatures (neutral).
3) Easier leveling after level 25 (completely unnecessary; I would like to remove it).

I would really like it if, in addition to points 1 and 2, one or more of the following were implemented:
1) The knockback after casting mass spells of light and darkness should be 0 instead of 0.5 on the ATB scale (it doesn't matter whether the spell still works).
2) Is it possible to do something with the attack animations of the additional classes? Currently, they all had to be changed to casting animations instead of using the default attacks for their models.
3) I heard that the new classes do not work correctly when determining their native terrain (default is grass). Is it possible to fix this, or at least remove the movement penalties for foreign terrain?
4) Is it possible to change the formula for random ability triggers to a direct linear formula, such as chance = HP / 4, or the ratio of the attacker's damage to the target's HP.
5) Is it possible to change the spell calculation formula for unit-casters so that, instead of dubious logarithms, it is a direct proportion of the number of weekly increases?

Once again, I would like to emphasize that for my mod, I would really like a clean build without extraneous elements, such as changing the spell mechanics, for example.

Regarding Berserk, I would like to note that this is an extremely powerful spell in a warrior-versus-warrior matchup (a huge effect, regardless of spellpower). However, it is not necessary to nerf it for skilled players; for example, you could simply set the damage modifier for Berserk to 50% (instead of a bonus, it would be a penalty).
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат
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Yeah, what a hassle with this NCF... especially with the Psatkha.ru website – it's not clear at all where to put things. Anyway, here's the link with everything you need for NCF (core, pack, Russian language pack). Put everything from the archive into the game folder. Launch the game using the MMH55_NCF.exe file. Psatkha, is there an NCF editor that's compatible with MMH55?
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And where exactly should these new creatures be located? I created a "Crossworlds" map for the Dungeon faction. Will there be anyone as an additional alternative upgrade? Or do the creatures in the cities not change? If not, where should I look for them? The neutral creatures visible near the city are also all the old ones.
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They don't change in cities. They appear as neutral creatures, but only if random neutral creatures are placed on the map.
 

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uraabk
Yeah, what a hassle with this NCF... especially with the Psatkha.ru website - it's not clear at all where to put what.

Anyway, here's a link with everything needed for NCF (core, pack, Russian language pack).
Put everything from the archive into the game folder.
Launch the game with the MMH55_NCF.exe file.

Psatkha, is there a compatible NCF editor for MMH55?

We still need to do a little bit of "voodoo" with the editor...

Regarding the website... if you have any ideas, I'm all ears, so we can redesign the interface. No one has complained about it before...
С уважением, Psatkha (Псатха)

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NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
In reply to garpun44
garpun44
dredknight,I understand you.Could you fulfil my two little requests: The first - can return the old models to the ents
I dont know how to do it but this question was asked before and Magnomagus said that it is very hard thing to do. So no it is not possible.
garpun44
The second - can you return shooting without penalty to the Arrows?
Not sure what you mean exactly. The only thing I can refer to is Haven Crossbowman "No range penalty" that was removed? Is it this one?
We did a damage comparison and I also did a lot of QA testing against other factions. It was way too strong for tier 2 units. They wiped out everything.
Another thing that made them very strong was the squire (tier 3) 50% defence from ranged units skill. Combine this with light magic and paladin class (Defensive) and you got unpenetrable fortress. Combine this with Heretic class (dark magic - berserk + puppet) and you got an enemy who cant control 2 of his creatures + the other 5 of them are wiped by the crossbowman. We did test this very thoroughly before doing the change.
Haven is still very strong faction :).
garpun44
Can I use the wheel of skill and the division into the classes of your mod if they cut and paste into EWA?
Yes you can. The wheel is in the UI directory.
Nargott

I was primarily interested in EXE changes to which my hands do not reach. Is it possible to build EXE optional only on selected aspects?
For example, in the current assembly, which I use for my mod WGE, claimed 3 things:
1) increasing the number of classes of up to 24 characters (that, for what I use it)
2) an increased number of IDs for neutral creatures (neutral)
3) relieving the bleeding after level 25 (quite unnecessary, I would like to remove)
Some of the things are modular and you can add them to your mod exe file.
1. This is not done in the exe file. It is lua code it can be found in MMH55-Index\scripts\H55-Core.lua
Hero definitions start between lines 1190 and 1217. I suspect there are a few preparations for it but I dont know where they happen. Look around.

2. isnt this NCF? It seems Psatkha knows how to do it on any exe file of heroes V. Or did you mean something else?

3. There was some issue with the translation here but I suspect you meant "How to remove excessive experience threshold after level 25? "

Here is one of the best hex editing tools made for heroes V.
It allows you to add and remove stuff from the exe file modularly.
Just download the executable (jar file) and all the YML files and put them in one folder. Here is a screenshot on how it works.

you can do the following things with it :
a) atb.yml - This edits the following atb in-game settings
- ATB value for mass spells (0.50)
- Bonus ATB value for each sorcery skill level (0.10)
- ATB value for wait action (0.50)
- Max random start ATB value (0.25)

b) enlightenment.yml - In tote enlightenment skill gives 1 primary stat for every 4/3/2 levels depending on mastery level. Patched exe now makes it like this 5/4/3. This make the skill equal to other ones. It was too powerful before.
c) healingTent.yml - Increases healing amount from the healing tent from (10,20,50,100) to (10,40,75,200) depending on mastery
d) healingTentPerLevel.yml - Depending on mastery each hero level will add 0, 4, 8 or 10 hp to healing amount of the healing tent.
e)healingTentSpeciality.yml - Balsamers' speciality will increase healing amount by 2 percent per level instead of 5 hp per level.
f) levels.yml - This is what you need. It makes levels above 25 easier to get.
g) ncf.yml - This adds NCF to any exe file (but not compatible with Quantomas exe).
h) pest.yml - this adds Permanent Endless Simulatious turns. This means that if you play LAN and activate simulatneous turns they will continue forever (it wont stop when you find the other player).
e) movement.yml - This one fixes movement penalties for roads and homelands. Check description.
f) initiativeMiniArtifact.yml - by editing the YML you can change the bonus per knowledge of the mini artifacts for initiative, magic resistance, moral and luck. Attack, Defense and shatter defense are not modifiable. Deflaktor said it is not possible.
Nargott

I would really like to see, in addition to paragraphs 1 and 2, one or a few things have been implemented:
1) shifting after casting mass perks of light and darkness to make a 0 instead of 0.5 on a scale of ATB (does not matter whether the act with sorcery)
2) whether it is possible to do something with the attack animation more classes? Now they all had to be translated into casting animation, instead of using the default attack for their model
3) I heard that new classes are not working properly in the determination of the native landscape (default - grass), whether it is possible to correct it, or else, in principle, to remove the penalties on the movement of a foreign country?
4) is it possible to change the formula of random response abilities to a straight line, such as a chance ratio = HP / 4, or the ratio of the damage attackers to target HP.
5) is it possible to change the magic formula for the calculation of unit-casters from logarithms to linear, in the direct proportion of the number of weekly increments?
1. Can be done. Check a) yml file above.
2. I am not aware. You better ask on homm55 official thread
3. e) yml file fixes that. Also magnomagus did some LUA scripting to fix the native thing. You can ask him where to find them or just search in the scipts.
4. This is hard-codded. We have not found a way to do it but magno edited the defaultstats.xdb file in such way that all creature abilities chances are ok.
The only creature ability that is OP is the blackbear rider but we reduced it stats to compensate.
5. This is also hard-codded. We have not found any solution. The good thing is that the current core of the game actually makes them more powerful than before. I will explain this later.
Nargott

Regarding berserk, I note that this is an extremely powerful spell in the matchup warrior versus warrior (a huge effect, regardless of spellpower). But nerf it on the skillful are not necessarily, you can, for example, a set of modifier damage berserk at 50% (instead of a bonus - penalty).
The spell is extremely powerful to the point it makes all other spells in the school useless because their effectiveness is lesser.

We already tried reducing damage but it doesnt matter even if the berserk monster deals 0 damage because of the following things:
- the hit creature retaliates with 100% damage. (you can also hit hydra which will retaliate against all adjusted allies as well). usually the damage dealt is
(base+berserk_bonus)*damage_of_berserker + damage_of_retaliater = which is huge against any might or magic hero.
- the spell imobilizes 1 unit and takes the retaliation out of another.

Have in mind that we consider this spell strong with attack and defense points value equal to 3.33%.

Tribes of the East default value is 5% which makes berserk even stronger.

Follow up from your 5)th question. This 3.33% nerf actually makes the units caster stronger. Also the change of spell curses/bless duration actually made the units that cast those spells really viable support units.

In h55 there is no uber powerful school or strategy.
Probably the only strong spell we cannot fix is "Phantom Forces" spell used by might heroes with huge armies (month 5+). This is something we ban in PvP games.
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"dredknight"
Some of the things are modular and you can add them to your mod exe file.
1. This is not done in the exe file. It is lua code it can be found in MMH55-Index\scripts\H55-Core.lua
Hero definitions start between lines 1190 and 1217. I suspect there are a few preparations for it but I dont know where they happen. Look around.

2. isnt this NCF? It seems Psatkha knows how to do it on any exe file of heroes V. Or did you mean something else?

3. There was some issue with the translation here but I suspect you meant "How to remove excessive experience threshold after level 25? "
No, these points had already been included in the old EXE file and I wrote about it. Point 3 want to exclude, thanks for the utility. (No, all of this was already included in the old exe file and I asked for the exclusion of point 3, thanks for the utility.)
We already tried reducing damage but it doesnt matter even if the berserk monster deals 0 damage because of the following things:
- the hit creature retaliates with 100% damage. (you can also hit hydra which will retaliate against all adjusted allies as well). usually the damage dealt is
(base+berserk_bonus)*damage_of_berserker + damage_of_retaliater = which is huge against any might or magic hero.
- the spell imobilizes 1 unit and takes the retaliation out of another.
Yes, berserk has 4 aspects: (Yes, berserk has 4 aspects)
1) skip turn (skip turn)
2) do damage (nerf to 50% constantly) (direct damage, nerfed to constant 50%)
3) get retaliation damage (receiving retaliation damage)
4) remove retaliation (removing retaliation)
Point 2 nerf berserk only to 70-80% (versus damage increasing 100+%), but it changes using of berserk not only to max damagers. (Point 2 nerfs berserk only to 70-80% (compared to damage increase 100+%), but it makes using berserk possible not only on the highest damage stacks)
Changing 2 turns to 1 is nerf to 65%, which is nearly. (Nerfing 2 turns to 1 weakens berserk to 65%, which is close)
Probably the only strong spell we cannot fix is "Phantom Forces" spell used by might heroes with huge armies (month 5+). This is something we ban in PvP games.
We have different priorities in balancing, month 5+ is for single, but not multiplayer games, which typically ends in 3-6 weeks. I don't understand how do you balance of destructive spells after 2 month, such perks as deadly cold, guardian angel, battle frenzy and others, good working on small armies. Phantom forces is not ultimative spell, because mass Righteous Might get to +50% damage on ALL army, but all that phantom do, is "double damage" from 1 unit. Also you can easy limit this spell to 1-5 tiers in spell's settings if you wish)
(We have different approaches to balancing, month 5 is for single, but not multiplayer, which usually lasts 3-6 weeks. I don't understand how you manage to balance destructive spells after 2 months, such perks as deadly cold, guardian angel, battle frenzy, etc. work well specifically on small armies. Phantom is not an ultimate spell, because mass Righteous Might gives +50% damage to the ENTIRE army, and all that phantom does is "double" the damage of one unit. Also, you can easily limit this spell to tiers 1-5 in the spell's own settings if you wish)
Have in mind that we consider this spell strong with attack and defense points value equal to 3.33%.
I don't understand this, how it links to berserk? (I don't understand, how is this related to berserk?)
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
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Nargott
Yes, berserk has 4 aspects: (Yes, berserk has 4 aspects)
1) skip turn (skip turn)
2) do damage (nerf to 50% constantly) (direct damage, nerfed to a constant 50%)
3) get retaliation damage (receive retaliatory damage)
4) remove retaliation (remove retaliation)
Point 2 nerfs berserk only to 70-80% (compared to a damage increase of 100+%), but it makes it possible to use berserk not only on units with maximum damage. (Point 2 nerfs berserk only to 70-80% (compared to a damage increase of 100+%), but it makes it possible to use berserk not only on units with maximum damage)
Changing 2 turns to 1 nerfs berserk to 65%, which is close. (Nerfing 2 turns to 1 weakens berserk to 65%, which is close)

Yes, you are correct, but keep in mind that berserk is always a good spell.
As soon as the battle begins, you can cast it on any enemy creature and achieve significant results. Basically, it doesn't matter how you nerf the spell; strategy-wise, this is a straightforward spell.

Also, keep in mind that the dark magic hero has spells like Blindness and Puppet in his inventory, which, if used together, can affect up to 50% of the enemy creatures, which is totally crazy.

By changing the Berserk target from enemy to friendly and increasing the damage bonus, you get the following distribution:
- The damage that is dealt is divided between enemy and allied units
- spell efficiency relies on unit positioning
- Might vs. Magic efficiency is automatically balanced - Might heroes with low spellpower have a small damage increase added to their powerful creatures; Magic heroes with high spellpower get a high damage increase added to their mediocre creatures.
- the spell does not cost a unit action for the enemy and retaliation at the same time.

As a bonus, I would add that Berserk was almost identical to Puppet Master. Basically, Puppet gives you control over the units, while berserk gave more damage. Now, the two spells have different uses, which adds to spell diversity.
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Moving the Berserk spell to a friendly buff would essentially duplicate the Light Righteous Might spell in the Dark faction. For this reason, I rejected this implementation.

A 50% damage reduction drastically reduces the most overpowered aspect of Berserk (damage), making it more difficult to deal massive damage. Because getting 100% retaliation from the target damage dealer is harder than directly controlling that damage dealer to deal 100% damage. Plus, the damage dealer doesn't lose their turn.

This solution was tested in my mod and quickly made Berserk a rather situational spell that doesn't always pay off (like Teleport), especially with a duration of 1 round.

Another solution to the problem, reducing the duration to 1/1/1/1, I don't know how it is in the original, but it certainly wouldn't work in my mod. When a key stack loses its turn and deals 100%+ damage, completely killing any other allied stack (in the case of attacking Orcs), it's too imbalanced, even with a duration of 1.

Another solution to the problem, reducing the duration to 1/1/1/1, I don't know how it is in the original, but it certainly wouldn't work in my mod. When a key stack loses its turn and deals 100%+ damage, completely killing any other allied stack (in the case of attacking Orcs), it's too imbalanced, even with a duration of 1.
"dredknight"
As a bonus line I would add that Berserk was almost identical to Puppet Master. Basically, Puppet Master gives you control over the units while Berserk gave more damage. Now the two spells have different usage which adds to spell diversity.
In my mod, there is a clear distinction: Berserk has a fixed 50% damage penalty and does not depend on SP, while Puppet Master has a fixed 50% initiative penalty and depends on SP. The first works well on powerful stacks, the second on initiative-based stacks. These nuances create a significant difference. Berserk provides an instant solution here and now, while Puppet Master offers a slower solution (due to the initiative penalty) but with direct control and no damage penalty. Berserk is difficult to cancel but easy to prevent with smart positioning. Puppet Master is the opposite.

In my mod, there is a clear distinction: Berserk has a fixed 50% damage penalty and does not depend on SP, while Puppet Master has a fixed 50% initiative penalty and depends on SP. The first works well on powerful stacks, the second on initiative-based stacks. These nuances create a significant difference. Berserk provides an instant solution here and now, while Puppet Master offers a slower solution (due to the initiative penalty) but with direct control and no damage penalty. Berserk is difficult to cancel but easy to prevent with smart positioning. Puppet Master is the opposite.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат

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