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Heroes Community > Heroes 5 - Modders Workshop > Thread: [NCF project] Adding creatures in ToE!
Thread: [NCF project] Adding creatures in ToE! This thread is 19 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 · «PREV / NEXT»
roy-algriffin
roy-algriffin


Supreme Hero
Chocolate ice cream zealot
posted January 06, 2008 06:42 PM

Give the Arcane blade the war dance skill so they can get that cool animation
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"Am i a demon? No im a priest of the light! THE BLOODY RED LIGHT"

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2ndHero
2ndHero


Famous Hero
Floppy Slayer
posted January 06, 2008 06:43 PM

I can't understand the first post, it's too hard. I just want that the 21 new creatures that are going to be made in my project, will be hireable from a modified town and that they can be placed on maps, the don't have to appear as random creatures on other maps.
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Help and suggestions needed here.

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sfidanza
sfidanza


Promising
Supreme Hero
posted January 07, 2008 03:02 AM
Edited by sfidanza at 03:06, 10 Jan 2008.

I started to answer some concerns here, mainly to say: don't worry, take the time to create your mod, and come to me when you're almost done - you'll get as many slots as you need (I'll update the framework when necessary).

But since I was finalizing the 1.0 release, I waited a little to post it at the same time, so here it is!!

The New Creatures Framework v1.0 is now iofficially released, with the first ever additional creatures pack - Nelgirith's Creatures Pack:

--> New Creatures Framework v1.0 (3.73Mb)

--> Nelgirith Creatures Pack (5.32Mb)

The creatures pack adds 9 new creatures:
- Thunderbird
- Suzaku
- Plague Treant
- Apocalypse Knight
- Undead Cyclops
- Ballista
- Winterwolf
- Worg (black wolf)
- Black Knight (deactivated in the original game)

In addition, most of the new creatures are tied with existing neutral creatures as upgrades or downgrades:
- Suzaku -> Thunderbird | Phoenix
- Black Knight -> Apocalypse Knight | Death Knight
- Wolf -> Winterwolf  | Worg

If you want to make your own creature, start by looking at these mods to copy their structure (the Undead Cyclops mod for example). I suggest you start by either replacing an existing creature, or using the CREATURE_SNOW_APE slot. You'll ask me for an ID, and make the few necessary updates to your mod in the last phase.

You won't need to edit any .exe file, or do anything else than just making your creature and giving it a specific ID.

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted January 07, 2008 03:56 AM

Forgive me for asking, but can you tell us how to update ourselves?  You're not going to be here forever anymore, so we will need to know.

btw @Arcane Blades: NICE!

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Nelgirith
Nelgirith


Promising
Supreme Hero
posted January 07, 2008 09:45 AM

You're talking as if he was going to die He never said he was quitting the community ... and him translating the whole mod in english last night should prove that.

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted January 07, 2008 12:36 PM

It wasn't in english?  Okay, please change my previous comment to [bows]

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 07, 2008 02:10 PM

Thanks for all this great work!

But I have a few questions:

1.How are the upgrades made effective in game, when you have for example a wolf can you upgrade/re-uprade it in a hill fort?

2.Are there screenshots available for the new creatures?, when I look at the french site it says: [images disabled]

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Nelgirith
Nelgirith


Promising
Supreme Hero
posted January 07, 2008 02:34 PM
Edited by Nelgirith at 14:52, 07 Jan 2008.

Quote:
1.How are the upgrades made effective in game, when you have for example a wolf can you upgrade/re-uprade it in a hill fort?

Yes, you can upgrade a wolf to a winterwolf or a worg at the hill fort and you can also re-upgrade a winterwolf to a worg and vice-versa at the hill fort.

I'm currently working on the neutral dwellings but atm it keeps crashing the game.


Quote:
2.Are there screenshots available for the new creatures?, when I look at the french site it says: [images disabled]



Of course there are ^^ To view pics on Heroes-fr you have to sign-up, but I can link you the ones I posted on AC :








The white wolf is different now





Also, all creatures are atm pure neutral for a matter of game balance. (most screenies were taken when I was still considering about appointing them to factions). This means that the current Plague Treant, Undead Cyclops and the 3 knights can't be raised through necromancy. They might be in the future, but not before I'm sure we can create more creatures for the other factions too.

Here's a summup of the stats :

Suzaku : (CREATURE_180 or CREATURE_SUZAKU)

Tier : 7
Faction : Neutral
Attack : 27
Defense : 25
Damage : 25 - 35
Speed : 10
Initiative : 16
Hitpoints : 120
Mana : -
Shots : -
Growth : 1
Cost : 2.500 gold + 1 gem
Element 1 : FIRE
Element 2 : -

Abilities : Large, Flying, Agility

XP Value : 212
Power Value : 4.942



Thunderbird : (CREATURE_THUNDERBIRD)

Tier : 7
Faction : Neutral
Attack : 28
Defense : 32
Damage : 25 - 50
Speed : 12
Initiative : 20
Hitpoints : 175
Mana : -
Shots : -
Growth : 1
Cost : 7.500 gold + 2 cristals
Element 1 : AIR
Element 2 : WATER

Abilities : Large, Flying, Agility, Storm Strike, Immunity to Air, Immunity to Water

XP Value : 500
Power Value : 7.500



Phénix : (CREATURE_PHOENIX)

Growth : 1
Cost : 10.000 gold + 4 mercury
Element 1 : FIRE
Element 2 : AIR



Plague Treant : (CREATURE_182 or CREATURE_PLAGUE_TREANT)

Tier : 5
Faction : Neutral
Attack : 8
Defense : 20
Damage : 8 - 11
Speed : 2
Initiative : 9
Hitpoints : 120
Mana : 20
Shots : -
Growth : 4
Cost : 650 gold + 2 wood
Element 1 : WATER
Element 2 : -

Abilities : Large, Undead, Entangling Roots, Caster (Decay (basic), Weakness (expert), Slow (advanced))

XP Value : 100
Power Value : 1.500



Black Knight : (CREATURE_BLACK_KNIGHT)

Tier : 6
Faction : Neutral
Attack : 18
Defense : 18
Damage : 15 - 30
Speed : 7
Initiative : 10
Hitpoints : 90
Mana : -
Shots : -
Growth : 2
Cost : 1.200 gold
Element 1 : EARTH
Element 2 : -

Abilities : Large, Undead, Cursing Attack

XP Value : 150
Power Value : 2.193



Death Knight : (CREATURE_DEATH_KNIGHT)

Tier : 6
Faction : Neutral
Attack : 23
Defense : 23
Damage : 25 - 35
Speed : 7
Initiative : 10
Hitpoints : 110
Mana : -
Shots : -
Growth : 2
Cost : 1.850 gold
Element 1 : EARTH
Element 2 : AIR

Abilities : Large, Undead, Deadly Strike, Frightful Aura

XP Value : 280
Power Value : 2.650



Apocalypse Knight : (CREATURE_183 or CREATURE_APOCALYSPE_KNIGHT)

Tier : 6
Faction : Neutral
Attack : 26
Defense : 20
Damage : 25 - 35
Speed : 7
Initiative : 10
Hitpoints : 110
Mana : -
Shots : -
Growth : 2
Cost : 1.850 gold
Element 1 : EARTH
Element 2 : FIRE

Abilities : Large, Undead, Vorpal Sword, Sorrow Strike

XP Value : 280
Power Value : 2.650



Undead Cyclops : (CREATURE_184 or CREATURE_UNDEAD_CYCLOPS)

Tier : 7
Faction : Neutral
Attack : 25
Defense : 27
Damage : 35 - 45
Speed : 7
Initiative : 10
Hitpoints : 230
Mana : -
Shots : -
Growth : 1
Cost : 4.500 gold + 2 mercury
Element 1 : EARTH
Element 2 : -

Abilities : Large, Undead, Crushing Blow, Fear

XP Value : 400
Power Value : 6.500


Ballista : (CREATURE_185 or CREATURE_BALLISTA)

Tier : 5
Faction : Neutral
Attack : 14
Defense : 10
Damage : 10 - 15
Speed : 2
Initiative : 7
Hitpoints : 80
Mana : -
Shots : 15
Growth : 4
Cost : 400 gold + 2 wood
Element 1 : EARTH
Element 2 : -

Abilities : Large, Mechanical, Shooter, No range penalty

XP Value : 75
Power Value : 1.000


Wolf : (CREATURE_WOLF)

Element 1 : WATER
Element 2 : -



Winter Wolf : (CREATURE_WINTERWOLF)

Tier : 4
Faction : Neutral
Attack : 8
Defense : 6
Damage : 6 - 8
Speed : 6
Initiative : 14
Hitpoints : 30
Mana : -
Shots : -
Growth : 5
Cost : 350 gold
Element 1 : EARTH
Element 2 : WATER

Abilities : Howl, Pack Hunter, Ice Vulnerability, Immunity to Water

XP Value : 53
Power Value : 671


Worg : (CREATURE_187 or CREATURE_WORG)

Tier : 4
Faction : Neutral
Attack : 10
Defense : 3
Damage : 9 - 9
Speed : 8
Initiative : 10
Hitpoints : 30
Mana : -
Shots : -
Growth : 5
Cost : 375 gold
Element 1 : EARTH
Element 2 : FIRE

Abilities : Howl, Pack Hunter, Aura of Bravery, Frightful Aura

XP Value : 55
Power Value : 680

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 07, 2008 02:41 PM

Again, thanks for all this!

I hope I have some time next week to experiment with this in the mapeditor.
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Nelgirith
Nelgirith


Promising
Supreme Hero
posted January 07, 2008 03:02 PM

Quote:
I was wondering if you still need some help and / or some more creatures? For example, the wisp and the efreet that I wrote for my own neutral creatures mod?

If you don't need them for your project, I'd still like to reserve six slots for those two beings and two new upgrades for the efreet and the manticore each. I don't care about the numbers; pick some that fit nicely into the whole thing.



Basically we're done with what we wanted to achieve, aka a first pack of creatures to deliver with the new .exe ^^

But you're very welcome to add your creatures in the future. Sfidanza is coordinating the work in order to avoid that this work ends up in a big mess (like 5 persons creating creatures using the same ID )

The objective is that in the end, everyone will be able to play with the same 300 creatures instead of having each player having his own selection of creatures and making it a mess to play online.

About online playing ... I haven't tested yet if it's possible to play with the new exe.

Quote:
By the way: Is it also possible to get another CREATURE value? For example, not just CREATURE_205, but also CREATURE_WISP?

Sfidanza will be able to answer you more exactly as he did that through lua scripting, but as you can see it in the stats sum-up I wrote above, each new creature has 2 IDs, one with a number and one with it's name.

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted January 07, 2008 04:11 PM

Quote:
One last (technical) thing: Is there any possibility to use an own avatar?


You have to have made a certain amount of posts before this is possible. Then you have to request its upload by messaging Val.

http://heroescommunity.com/faq.php3#avatars
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sfidanza
sfidanza


Promising
Supreme Hero
posted January 07, 2008 04:44 PM
Edited by sfidanza at 16:49, 07 Jan 2008.

Hi Szeridan. It's really a pleasure to discuss with you.
The project is meant to stimulate the creation of new creatures, in a non conflicting way, based on a "universal" framework. So any creature mod released before, that uses either an official slot or its own modified .exe, can be re-released for the framework. I would be honored if you do that.

As Nelgirith said, we released his creatures pack with the framework so that there are new creatures available right now. But I don't pretend to have other mods released only through me: my point is on the contrary that, with only a little coordination, each modder can release his own work, and update it as he pleases.

Contact me privately to arrange the details for your mods (and you have many of them ), for now it will be the easiest way.

About the ID, it should be noted that there are actually 2 types of ID in the game:
- the modding ID (used in the .exe and .xdb files): the main one. For the Suzaku for example, it's CREATURE_181. This cannot be changed.
The reason is that it's the only way to ensure future compatibility (the current framework should be able to load any creature up to 299 whenever in the future). However, the modder himself will use it in about 2/3 places, not more. Players and mapmakers do not need it.

- the scripting ID: used in scripts and in the console. It is a lua constant equal to the numeric value (181), to be more explicit. It is only defined inside the lua engine.
This one is used by players and mapmakers, and is defined by the mod (CREATURE_SUZAKU=181 for the Suzaku). Once defined, of course, it cannot be changed (compatibility again).

Szeridan, does this answer your question?

Note that the Thunderbird is the only creature to have a personalized modding ID (CREATURE_THUNDERBIRD - slot 180).

Quote:
From Nelgirith:
The objective is that in the end, everyone will be able to play with the same 300 creatures instead of having each player having his own selection of creatures and making it a mess to play online.

If I may, on this point, I respectfully do not agree: my goal is to allow everyone to play with any number of new creatures, possibly only a part of what is available, and mix them any way they want.
Multiplayer compatibility will require that players check their mods anyway, and they might agree on any subset of what has been created. The main point is that all mods are compatible so that any choice can be achieved.

This might be only a matter of phrasing, but one that brings important technical requirements on the framework, so I thought I would clear it up.

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WarLore
WarLore


Famous Hero
servant of urgash
posted January 07, 2008 05:06 PM

@sfidanza

are you allready gave spot's to creature's in neutral creature's mod?if you dont,i want to spot for rust dragon
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A Nightmare from below.A hero from Within

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted January 07, 2008 05:20 PM

Wow ... though I'm not a fan of many neutral creatures, I must say these look really, really good.
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What will happen now?

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted January 07, 2008 06:39 PM

Ok, I think I finished the creature.

What are those files you mentioned it readme I need to edit?

and btw how to set creature's camera view?

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Nelgirith
Nelgirith


Promising
Supreme Hero
posted January 07, 2008 07:36 PM

Quote:
Ok, I think I finished the creature.

What are those files you mentioned it readme I need to edit?

and btw how to set creature's camera view?


\Cameras\Interface\HireCreatures\Creature_XXX.(Camera).xdb where XXX is the number of your creature's ID.

Either you copy the content of the camera file of one existing creature or you'll have to play around with it the x, y and z values by hand and test it.

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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted January 07, 2008 07:42 PM

I love those wolves!!!
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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted January 07, 2008 08:26 PM
Edited by radar at 20:36, 07 Jan 2008.

@Nelgirith: It seems it doesn't change at all

New stats for Arcane Blades for making it blinding a little more often + balance tweaks:

Tier 4 upgrade

A: 9
D: 9
Dmg: 10-12
S: 5
I: 12
HP: 36

Abilities the same: Elemental, Armoured, Blinding Attack, Magic-Proof 25%.

Growth = 5 with power of 800 and cost of 380 gold.



1.



2.



3.


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cotillion
cotillion


Hired Hero
posted January 07, 2008 10:33 PM

I'm sorry to say that the new creature pack Mod crashes my H5 TOTE whenever I try to create a new random map.

I did install the new H5_Game.NCF.exe in /bin directory and the New_Creatures_Framework.h5u in /UserMODs. Everything else from the NCF pack also went into /UserMODs.
Started from the new .exe, but it crashes all time when creating RMG. Also removed all other MODs before to prevent conflict - no success.

I'm running H5 in german (Euro version), could this be the problem?

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted January 08, 2008 12:27 AM
Edited by Gnoll_Mage at 00:30, 08 Jan 2008.

You're not the only one with that problem by the way - someone at archangelcastle is reporting the same thing (or maybe one of you saw the other...). Seems a shame to have to sacrifice one feature for the other. Maybe there is another file somewhere relating to RMGs that has been missed? Seems weird that this particular bit doesn't work (although my HoF generator doesn't work atm).
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