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Heroes Community > Heroes 5 - Modders Workshop > Thread: Updated NCF thread
Thread: Updated NCF thread [ This thread is 56 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 (46) 47 48 49 50 51 52 53 54 55 56 ]
sagaiil
sagaiil

Tavern Dweller
posted May 03, 2010 07:09 PM

I wonder how to edit the file inˇ°\Heroes of Might and Magic V - Tribes of the East\Editor\IconCache\AdvMapObjectLink\MapObjects\_(AdvMapObjectLink)\Monsters\Academyˇ±, such as Arch_Magi(no extension)....if want to place a creature on the Advmap in MapEditor...anybody help

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AkivaHorvitch
AkivaHorvitch

Tavern Dweller
posted May 16, 2010 12:40 PM

Hi guys-i'm new here and just wanted to say-nice work on the ncf project...
And here comes the selfish part of this post;
I installed all the apropriate 'stuff' in order for the ncf project to work, and it does... in the most part.
For some reason, not all the mods work!... I dont know much of how to deal with these stuff, and i was wandering if anyone here could help me out... Thanks guys.
____________

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sylan
sylan

Tavern Dweller
posted May 29, 2010 03:07 PM

Could I borrow your pirate models Psatkha to my pirate city mod?

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Fauch
Fauch


Responsible
Undefeatable Hero
posted May 29, 2010 03:51 PM

do you have any model for a pirate city?

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sylan
sylan

Tavern Dweller
posted May 30, 2010 09:00 AM

No, I'm  just changing Haven into pirate cove and I need this pirate for lv 2 or 3. I just started to do something about it in the forum "tavern"...

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Fauch
Fauch


Responsible
Undefeatable Hero
posted June 03, 2010 05:21 PM

I may need someone to test the 4th upgrade mod. my computer is becoming such a wreck that I'm not sure I can do it myself.
There are no new visuals, I only hope everything works fine.
And actually, I don't plan to make new textures yet, it is only to bring more strategical opportunities.

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SimonaK
SimonaK


Promising
Supreme Hero
posted June 03, 2010 08:53 PM
Edited by SimonaK at 21:03, 03 Jun 2010.

how are distributed models for the 4th upgrade?
models will be based on Basecreature only?
or any models can be? sometimes is base, othertime first upgrade and second?? even the third? so all can be mixed?

also, 4th upgrades will have their own names and descs???

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Fauch
Fauch


Responsible
Undefeatable Hero
posted June 04, 2010 03:58 PM

visually they are the same as the 3rd upgrades. they have different stats, abilities, names and descriptions.

the upgrading tree has gotten more complex. I hope it doesn't take more than 2 clicks to find the upgrade you want.

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SimonaK
SimonaK


Promising
Supreme Hero
posted June 06, 2010 10:59 PM
Edited by SimonaK at 23:06, 06 Jun 2010.

ok. for upgrading tree, what I see is


   /-1-3-1
Base  X X
   \-2-4-2


base to 1 & 2
1 to 3 & 4
2 to 3 & 4
3 to 1 & 2
4 to 1 & 2

for now, I don't see something better.

but that have to be tested because the problem is in the towns.

the tree becomes more complex while we want to keep the 1 and the 2
as upgrade of one and the other.

to avoid any risks in towns, this set can be used:

1 to 2 & 3
2 to 1 & 4

then
3 to 1 & 2
4 to 1 & 2

or

3 to 1 & 4
4 to 2 & 3


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Fauch
Fauch


Responsible
Undefeatable Hero
posted June 07, 2010 03:19 PM

let's see, I have :
1 to 2 and 3
2 to 1 and 4
3 to 2 and 4
4 to 1 and 3

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SimonaK
SimonaK


Promising
Supreme Hero
posted June 07, 2010 07:46 PM

nice.

I think the longer way is 2 shots

ex: 3 to 1  (3 --> 2 --> 1    or    3 --> 4 --> 1)

also, keep same order town/tier range about creature_ID like 3rd upgrades
then ID distance between 3rd upgrades and 4th upgrades will be equal for all creatures.

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E-Lysander
E-Lysander


Known Hero
Lysander
posted June 18, 2010 05:35 AM
Edited by e-lysander at 05:40, 18 Jun 2010.

Can you reserve 429 for dummy creature? (Needed for disable of alt. upgrades)

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SimonaK
SimonaK


Promising
Supreme Hero
posted June 18, 2010 12:23 PM
Edited by SimonaK at 12:32, 18 Jun 2010.

need of a creature to block upgrade of others? weird.
are you able to explain that?

faction creatures can have only one upgrade in <Upgrade> xml tag.....that works.

and if you want another creature for a second upgrade you must keep same ID that is there and then only swap
the visual/mechanics of the creature with that of one you want.

make a modif about id of change it for faction creatures will bring risk of bug and glitch.

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E-Lysander
E-Lysander


Known Hero
Lysander
posted June 18, 2010 02:22 PM

Quote:
need of a creature to block upgrade of others? weird.
are you able to explain that?

faction creatures can have only one upgrade in <Upgrade> xml tag.....that works.

and if you want another creature for a second upgrade you must keep same ID that is there and then only swap
the visual/mechanics of the creature with that of one you want.

make a modif about id of change it for faction creatures will bring risk of bug and glitch.


In my mod, I want there to only be one available upgrade (for most creatures). And I have tried to do only one <Upgrade> tag, but it crashes whenever I attempt to initiate the upgrade.

It hasn't been buggy in my experience. When I do the dummy creature, as a second upgrade, it simply blacks out the second upgrade slot. Also, when clicking "Upgrade" on a creature, it still shows the two options to upgrade, but the second option is blacked out as well and when you attempt to choose it, it simply does nothing (it doesn't upgrade to the Dummy Creature). It doesn't take your gold, upgrade the creature, or anything.

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SimonaK
SimonaK


Promising
Supreme Hero
posted June 18, 2010 03:03 PM

you said that's crash while initializing upgrade...

you could try to disable <BaseCreature> tag from the upgrade mechanic file of the upgrade creature....because it is no more an upgrade now.
so its basecreature must be empty. <BaseCreature>CREATURE_UNKNOWN</BaseCreature>

put a dummy creature is an ugly solution that is anormal.
it's sure there is a better clean solution. if you crash it's only you have not still understood something.




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E-Lysander
E-Lysander


Known Hero
Lysander
posted June 18, 2010 05:05 PM

Quote:
you said that's crash while initializing upgrade...

you could try to disable <BaseCreature> tag from the upgrade mechanic file of the upgrade creature....because it is no more an upgrade now.
so its basecreature must be empty. <BaseCreature>CREATURE_UNKNOWN</BaseCreature>

put a dummy creature is an ugly solution that is anormal.
it's sure there is a better clean solution. if you crash it's only you have not still understood something.


No, I've tried every way I can.


The problem with alt. upgrades is that... their base creature is ALREADY CREATURE_UNKNOWN. So much for that.

Unless I'm doing something wrong, I think I have it right. Show me the code to use.

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SimonaK
SimonaK


Promising
Supreme Hero
posted June 21, 2010 11:27 PM
Edited by SimonaK at 00:24, 22 Jun 2010.

I made some tests myself

and no crash is happened.

for towns: only one creature per tier can have BaseCreature CREATURE_UNKNOWN

then this creature may have only one upgrade. but the second upgrade must have still the base creature as BaseCreature because only one creature can have BaseCreature CREATURE_UNKNOWN in the faction/towns.

but that works...so I don't know what you did to make a crash.

I tested with peasants group in the town and also with the HillFort.

no need of a dummy creature!

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Fauch
Fauch


Responsible
Undefeatable Hero
posted June 22, 2010 01:15 AM

it will probably not work, but anyway :
link
it's the upgrade mod. most of it.

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SimonaK
SimonaK


Promising
Supreme Hero
posted June 22, 2010 01:20 AM

why it will probably not work??

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E-Lysander
E-Lysander


Known Hero
Lysander
posted June 22, 2010 02:05 AM
Edited by e-lysander at 02:06, 22 Jun 2010.

Quote:
I made some tests myself

and no crash is happened.

for towns: only one creature per tier can have BaseCreature CREATURE_UNKNOWN

then this creature may have only one upgrade. but the second upgrade must have still the base creature as BaseCreature because only one creature can have BaseCreature CREATURE_UNKNOWN in the faction/towns.

but that works...so I don't know what you did to make a crash.

I tested with peasants group in the town and also with the HillFort.

no need of a dummy creature!


Hmm... forgive me, but I do not understand what you're saying.

If only one creature per tier may have CREATURE_UNKNOWN, then what am I to do to have one upgrade? I feel as though you did not explain this. I apologize if you did.


All I did was remove CREATURE_LANDLORD from upgrades. Then, when I attempt to upgrade, it crashes. ???

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[ This thread is 56 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 (46) 47 48 49 50 51 52 53 54 55 56 ] < Prev Thread . . . Next Thread >
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