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Heroes Community > Heroes 5 - Modders Workshop > Thread: [NCF based] Basilisk Mod
Thread: [NCF based] Basilisk Mod This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
Wulfstan8182
Wulfstan8182


Famous Hero
, eh?
posted January 17, 2008 12:52 AM
Edited by Wulfstan8182 at 00:53, 17 Jan 2008.

yes they do, the paw strike where they move the oponent one tile back. you could mod it so it only does that attack animation.
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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted January 17, 2008 12:53 AM
Edited by mamgaeater at 00:53, 17 Jan 2008.

Quote:
Quote:
Nice.
Can you remove riders from bears too?


It's possible, but bears have no attack animation.


bear roar animation

nice basilisk
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dota

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sfidanza
sfidanza


Promising
Supreme Hero
posted January 17, 2008 12:31 PM

Nice work Cepheus!

Between slots reserved for new creatures, and new creatures getting published, I keep updating the NCF project page every day. And I like it!

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted January 17, 2008 02:35 PM

Cepheus, don't you think the Basilisks should have other dying sound?

Besides, I increased their movement speed myself and they're real beasts now

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted January 17, 2008 05:06 PM

Quote:
You should get upgrades and dwellings.What maps can it be in?


You have to place it on maps yourself with the editor, and the upgrades are coming soon

Quote:
grr... i thought of that last night right before i fell asleep, i thought that you can remove the rider from the dungeon unit and have a really cool dinosaur left. still, very good work cep, just as usual.


Thank you

Quote:
nice basilisk


Thank you too.

Quote:
Nice work Cepheus!


And you

Quote:
Cepheus, don't you think the Basilisks should have other dying sound?

Besides, I increased their movement speed myself and they're real beasts now


I play with the sound off  But you're right, I'll probably mod in the sounds from Heroes III in the next version.

I tried increasing movement speed too and decided I was happy with them the way they are now.

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted January 17, 2008 07:01 PM

Heh that's a point, I always have the sound off too, so maybe I could have made my mod more interesting by changing the sounds...
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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted January 17, 2008 08:41 PM
Edited by Orfinn at 20:41, 17 Jan 2008.

And when the Basilisk side wins a battle the "Take a raptor rap" theme could pop in
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2ndHero
2ndHero


Famous Hero
Floppy Slayer
posted January 18, 2008 01:08 PM

Nice! Maybe I should try to make my creatures for my project, but I don't understand NFC correctly. Cepheus, can I use your mod and edit it into lizard with different stats or could you help me, I just need easy tutorial for adding creatures.
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Help and suggestions needed here.

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted January 18, 2008 07:38 PM
Edited by Cepheus at 14:06, 19 Jan 2008.

Sure you can

I've fully programmed the upgrades, just need to make their icons transparent...

EDIT:  The upgrades are ready!  Greater Basilisks and Salamanders are now available in V1.3
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"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted January 19, 2008 04:41 PM

I can still see the shadow of the riders. If they are part of a separate material to the lizard (which I'm guessing is the case) you need to turn off shadow casting for the transparent materials.
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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted January 19, 2008 04:42 PM

To be quite honest with you, I have no idea how to go about doing that.

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted January 19, 2008 05:09 PM
Edited by Gnoll_Mage at 17:09, 19 Jan 2008.

Sorry, I was a bit brief there. This worked for the Sun Warrior (notice he has no Angel wings shadow): you go into the xdb for the rider's materials, then set CastShadow to false .
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Full_dawa
Full_dawa


Hired Hero
posted January 19, 2008 06:44 PM
Edited by Full_dawa at 18:45, 19 Jan 2008.

Hi! Sorry, but I have found a few bugs:
-the basilisks don't have the death stare and agility skills, even if in their .xdb they are present, they aren't in the game.
-the salamander have some transparancy problems in their attack and dying animation, in the jaw and the legs.


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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted January 19, 2008 06:53 PM

Quote:
Sorry, I was a bit brief there. This worked for the Sun Warrior (notice he has no Angel wings shadow): you go into the xdb for the rider's materials, then set CastShadow to false .


Thanks - tried it though, it didn't seem to work.

Quote:
-the basilisks don't have the death stare and agility skills, even if in their .xdb they are present, they aren't in the game.


Are you absolutely sure?  Both abilities work fine for me.  Strange that it shouldn't work, especially if there's no reason for it

Quote:
-the salamander have some transparancy problems in their attack and dying animation, in the jaw and the legs.


I realise that, but 2ndHero made the Salamander textures so I'd need his permission before I modify them in any way.  And the jaw problem is in the Basilisks too, it's necessary.

Thank you for the input

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Full_dawa
Full_dawa


Hired Hero
posted January 19, 2008 07:14 PM
Edited by Full_dawa at 19:17, 19 Jan 2008.

Well when I right-clic on them, they don't have neither the death stare description, nor the agility one. And even when I move them, the agility effect should be present, with the green colour on their number, for the buff presence but nothing happens.

Edit : I looked in the text folder, and no creature have the abilities.txt file, maybe the problem comes from here?

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted January 19, 2008 07:22 PM
Edited by Cepheus at 19:43, 19 Jan 2008.

You are right, there is some peculiar problem with the abilities in this version.  The Greater Basilisks and Salamanders work fine... I'll check it out when I have more time, it's beyond me right now.  Thanks again.

Oh and Abilities.txt files are no longer necessary for any creature in the game.

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted January 19, 2008 07:44 PM

Quote:
Edit : I looked in the text folder, and no creature have the abilities.txt file, maybe the problem comes from here?


No, such file doesn't affect game in any way, even doesn't need to be linked in CreatureVisual.
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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted January 19, 2008 09:00 PM

Quote:

Thanks - tried it though, it didn't seem to work.


Hmm when I first tried it for the warrior it didn't work, but then suddenly it did... now I try it with the Basilisks, and it works fine (it's false, false, true for the three materials).
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samigina
samigina

Tavern Dweller
posted January 19, 2008 09:55 PM

Cepheus the reason why Basilisks have no abilities is that the "/" to close the Upgrade part is at the wrong place (after the word instead of before).
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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted January 19, 2008 10:21 PM

*slaps self in head*  A thousand thanks - fixed version uploaded and linked in the first post
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"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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