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Mario
Known Hero
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posted May 15, 2017 09:18 PM |
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dredknight said: I have the ISO but not that patch. Thank you once again!
Going back to the catacombs now... digging into some NCF stuff...
No problem
Let Elrath light lead you
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted May 17, 2017 09:02 PM |
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Alright guys, popping buy to drop something I found while going through the NCF stuff. Do you know how in the creature main .xdb file there are a few rows for spellpoints like this:
<SpellPoints>12</SpellPoints>
<SpellPoints1>0</SpellPoints1>
<SpellPoints2>0</SpellPoints2>
<SpellPoints>- is the creature mana pool as we know it.
<SpellPoints1> - this.. this is the 0-mana-abilities charge pool.
For exmaple if you set this value to 99 Dungeon assiasins can cast invisibility 99 times.
This means that we can have some quite interesting creatures mechanic wise. To backup my findings a went into the Assasins .xdb file and it showed just what it was expected:
<SpellPoints>0</SpellPoints>
<SpellPoints1>1</SpellPoints1>
<SpellPoints2>0</SpellPoints2>
Same goes for StormLord.xdb ABILITY_CALL_STORM ability.
<SpellPoints2> - Not sure exactly what it is for but from the meta data it seems it is set to 1 for all Inferno creatures (basic, upgrade 1 and upgrade 2). For all the rest it is set to 0.
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Ereinion156
Adventuring Hero
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posted May 17, 2017 10:48 PM |
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dredknight said:
<SpellPoints2> - Not sure exactly what it is for but from the meta data it seems it is set to 1 for all Inferno creatures (basic, upgrade 1 and upgrade 2). For all the rest it is set to 0.
Then I would guess, that these are the "gating-charges", because every inferno creature can use it's gating ability exactly one time. This would not only mean that one could create more creatures that are able to use the gating ability, but also that gating a creature more than once should be possible if a higher number than 1 is inserted at this point.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted May 18, 2017 09:18 PM |
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sol7721
Tavern Dweller
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posted October 13, 2017 02:03 AM |
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NCF character alignment
So I've been tinkering with the NCF character packs for a while now. I've been trying to find a way to change the alignment for all the neutral creatures so that the mapmixer will mix them in equally into a RNG map.
Would anyone be willing to shed some light on how to do this? The simpler the better of course
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted October 13, 2017 09:32 AM |
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Hello Sol!
Check out this article if you haven't already.
What you need is:
- Select the "NCF" checkbox
- Neutral reduction: Reduce chance of neutral creatures (not belonging to a faction) to be placed on map. Can be left to default setting for a 'normal' result. ChanceToPlace / townsCount / (creaNeutralReduction + 1)
- mixed stacks: the % of placements that will be replaced with a mixed neutral stack.
Regarding the alignment problem, stay tuned to this page as the next release will fix the alignment issue.
With few words - all NCFs will be made neutral creatures so if you want more neutrals you just increase the ratio in Mapmixer in favor of more "Neutrals".
Cheers!
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sol7721
Tavern Dweller
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posted October 14, 2017 06:03 AM |
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Thank you for the reply! I have actually tinkered quite a bit with that setting.
Naturally, via the actual formula that the mapmixer uses, neutral armies do not really appear at a noticeably higher rate when the neutral reduction is set to 0. This becomes more and more an issue with the larger maps as the actual spawn chance is going down with each town that is placed on the map, a formula I really don't understand the logic behind.
Thank you for the link, but are you basically saying I just wait for the next NCF update? Because, your link just just took me to the mod page.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted October 14, 2017 10:28 AM |
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Sol thank you for the feedback. I did some NCF tests and it is really not working as it should.
The optimal formula is to set "Neutral reduction" to 0 when using mapmixer but I am afraid NCF creatures would not be that much on very large maps. If you care to test I will be glad if you provide some info.
For the next release I will try to adjust the mapmixer formula so a user can make a map only with NCF neutrals if he wants to
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted October 14, 2017 02:41 PM |
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Sol,
Forget what I wrote above. There was a fix released by cichy few months ago. Download the latest mapmixer from here and mix your map.Make the neutral creatures slider +4 and it will give you the highest number of NCFs on the map!
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sol7721
Tavern Dweller
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posted October 14, 2017 08:51 PM |
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... That's fantastic! Thank you for finding that! I will test that out asap.
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sol7721
Tavern Dweller
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posted October 15, 2017 01:33 AM |
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I did have another technical question. For some reason, one of my reinstallations caused the ncf creature icons to not show up in the editor. This happens just in the editor. They show up fine in the game itself.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted October 15, 2017 11:28 AM |
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I am not sure how are you using the NCF (do you use the NCF manager or you use it the old way where you just put the NCF_megapak.pak in data?) but by default the NCF megapak never included icons. They were available via another small installer that added icons and creature name in different language (there was pack for english, russian, french etc.).
If you had icons before than it is a cache issue. Go and delete everything inside this directory: <game folder>Editor|IconCache|AdvMapObjectLink|MapObjects|_(AdvMapObjectLink)|Monsters|NCF
Start the editor after that and check what is going on.
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sol7721
Tavern Dweller
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posted October 15, 2017 01:56 PM |
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Welp, That directory might be part of the problem... it's all there until the last folder. There isn't a "NFC" folder inside of the "monster" folder.
[img]http://C:UsersSol77Desktop[/img]
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Sol7721
Tavern Dweller
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posted October 15, 2017 02:09 PM |
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dredknight,
also, for some reason, my antivirus software thinks your updated mapmixer is a virus (and refuses to download it), could I have a link to the original updated thread for it to download it directly?
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted October 15, 2017 02:12 PM |
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I got the same problem with mapmixer, windows detects it as untrusted app. This is the only link cichy gave us.
There is something wrong if you have NCF installed and you have used it and you do not have that folder.
Take a look closely I did put separators on the above message because the web site does not support backslashes.
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Sol7721
Tavern Dweller
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posted October 15, 2017 07:27 PM |
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Ah ok, I guess I'll have to disable windows defender...
I did figure out what your path was supposed to say. It follows all the way to the monster fo!der and then stops before ncf. Everything else seems to be working fine though. I have already tried reinstalling ncf with no effect.
I installed the packs with the utility each time I've installed it, and it was working during a previous installation.
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Sol7721
Tavern Dweller
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posted October 15, 2017 07:29 PM |
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Can I just add a ncf folder and leave it blank and see if it populates it?
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted October 15, 2017 07:36 PM |
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Sol I just looked at the NCF utility version currently on MODDB.
It does not support editor icons, just in game ones. Editor icons is something that is being worked on for the next release.
If you had the icons they came from another place.
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Sol7721
Tavern Dweller
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posted October 15, 2017 07:42 PM |
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Welp, that's really weird... well thanks for your help!
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Khadras
Famous Hero
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posted December 14, 2017 08:55 AM |
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Edited by Khadras at 08:56, 14 Dec 2017.
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Is NCF pack compatible with RC10?
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