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Thread: Heroes 4 Enhancement Mod | This thread is pages long: 1 2 3 4 5 · «PREV / NEXT» |
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Albyx
Known Hero
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posted August 05, 2022 09:33 AM |
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Edited by Albyx at 18:54, 12 Aug 2022.
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NimoStar said:
I really like refugee camp idea
Could it be done calculating XP cost like portal? I don't mean recruit screen, just the spawning. I don't think it should be tied to creature level since if so only Pirates would spam every week as base.
It will be based on XP. You forgot about troglodytes
Prototype of refugee camp is coded.
Default:
- Experience per day: 48.
- Creatures: Pirates or Troglodytes.
If level 3 dwelling is built:
- Experience per day: 64 (48 + 16).
- Creatures: Pirates, Troglodytes, Beholders, Trolls.
If level 4 dwelling is built:
- Experience per day: 80 (64 + 16).
- Creatures: Pirates, Troglodytes, Beholders, Trolls, Goblin knights.
Random creatures are summoned to the town garrison, when there is more than 336 experience in town ( every 7 days/ 5.25 days/ 4.2 days). You can't control who is summoned, if garrison is full refugee camp waits till any garrison space is empty, saving experience for later.
Teaser for upcoming full Enhancement Mod version, which will be heavily focused on making Nobility more interactive:
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kkfkkkfk
Adventuring Hero
Nothing is impossible
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posted August 17, 2022 11:18 PM |
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How does Evil transformer work?
It seems to be using the plugin.
I also want to modify Transformer, but I don't know how to do it.
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Albyx
Known Hero
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posted August 18, 2022 08:51 AM |
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Edited by Albyx at 08:52, 18 Aug 2022.
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kkfkkkfk said: How does Evil transformer work?
It seems to be using the plugin.
I also want to modify Transformer, but I don't know how to do it.
Yes, it is coded in plugin. It will be a separate plugin in full version. Also it needs a refactoring, because together with Pablo from Nimos' discord we found a function that checks if building is present in town (Now it checks it by manually comparing bits, not good solution, especially if others will try editing it)
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Albyx
Known Hero
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posted December 17, 2022 09:22 PM |
bonus applied by Galaad on 18 Dec 2022. |
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Heroes 4 Enhancement Mod 1.0 is released! First post is updated!
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kkfkkkfk
Adventuring Hero
Nothing is impossible
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posted December 20, 2022 11:19 AM |
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Is there still some unfinished work?
There are some unused icons.
such as BOSS CREATURE
I'm curious about its effect.
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Albyx
Known Hero
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posted December 20, 2022 04:58 PM |
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Edited by Albyx at 17:07, 20 Dec 2022.
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kkfkkkfk said: Is there still some unfinished work?
There are some unused icons.
such as BOSS CREATURE
I'm curious about its effect.
Boss creature ability grants immunity from devour, bind, skip turn spells and other stuff that is supposed not to work on boss creature.
Boss creatures like in H6 were planned, but there are problems with combining H4Zero code adding new creatures and H4 Modding System. Maybe bosses will appear in the future, as well as other new creatures.
If we are talking about unfinished work, there are 2 new death buildings planned, one requires adding new creature to the game and another may appear in the next H4EM big update.
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kkfkkkfk
Adventuring Hero
Nothing is impossible
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posted December 20, 2022 08:24 PM |
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I cant open the map editor of MOD.
It may need something else to work.
I found some strange problems.
Some creatures never seem to appear in random creatures.
Such as seamonster and mermaid.
If you add new creatures, the map will be wrong because of the problem of random creatures.
Another problem is
When you click Quit to exit the game, the games program will not exit and will enter a stuck state.
It seems to appear in every MOD using H4MS.
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Albyx
Known Hero
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posted December 20, 2022 08:43 PM |
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Edited by Albyx at 14:06, 10 Jan 2023.
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kkfkkkfk said:
I found some strange problems.
Some creatures never seem to appear in random creatures.
Such as seamonster and mermaid.
If you add new creatures, the map will be wrong because of the problem of random creatures.
It seems to be an issue only with seamonster and mermaid. Maybe this behavior is hardcoded in original H4 specifically for them because they are water creatures and would look strange on ground maps.
In H4Zero mod his new creatures were able to spawn randomly.
Found why editor doesn't work. I forgot to change H4MS.dll to the latest one.
Added correct version of H4MS with editor support in Fix 2 on ModDB. You need to check H4MS in installer in order to update it.
Patch 1.0.1 with new adventure movement formula is out!
You can also try new experimental necromancy by setting "NecromancyAsUndeadTransformer" to true in H4EM_options.json
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NimoStar
Responsible
Legendary Hero
Modding the Unmoddable
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posted January 10, 2023 06:14 PM |
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Edited by NimoStar at 20:02, 10 Jan 2023.
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the new (even more) op version of necromancy is same at master and grandmaster level?
Congratulations for release.
Even though I don't really think this mod is balanced (undead transformer 1:1 transformation of creatures with the same level is incredibly OP, and that isn't optional), it adds stuff to code that is quite interesting.
***
Will source code be available on GitHub?
____________
Never changing = never improving
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Albyx
Known Hero
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posted January 10, 2023 09:07 PM |
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NimoStar said: the new (even more) op version of necromancy is same at master and grandmaster level?
Congratulations for release.
Even though I don't really think this mod is balanced (undead transformer 1:1 transformation of creatures with the same level is incredibly OP, and that isn't optional), it adds stuff to code that is quite interesting.
***
Will source code be available on GitHub?
New necromancy is experimental version and is actually more balanced than old one. The trick is, only level 4 creatures are transformed into vampires and if this level 4 are dragons, they are transformed into bone dragons. There is still experience cap and creatures resurrect from strongest to weakest, so if you kill lots of dragons and other levels 4 in one battle, you'll get bone dragons and 1 vampire at max if you have really good necromancer, and I mean level 40 or something. Another significant change is you can't resurrect high level creatures until getting appropriate necromancy level, they will be completely gone! And you can raise vampires with bone dragons only on GM necromancy! Any clearing of level 4 guards before this moment will waste your precious vamps.
Necromancy raises the same creatures at Expert and Master level, but gets extra experience limit.
Undead transformer doing 1:1 conversion is turned off by default, and you can turn it on if you wish to play with "incredibly OP" effect, otherwise you need Dark lord advanced class as a governor.
I'll put code at github when I'll have some free time, also I forgot to make a copy of clear 1.0.1 version, so I'll have to clear some of my code for 1.1 not to spoil some things
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kkfkkkfk
Adventuring Hero
Nothing is impossible
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posted January 11, 2023 03:19 AM |
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Edited by kkfkkkfk at 03:19, 11 Jan 2023.
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Can the undead transformer set the creatures conversion target ?
Like dragons can be transformed into bone dragons.
Maybe it's a good idea to turn the Champion into a Dark Champion.
Whether a switch is needed for necromancy?
Like EQ MOD, you can choose not to raise any creatures.
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NimoStar
Responsible
Legendary Hero
Modding the Unmoddable
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posted January 11, 2023 02:55 PM |
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Edited by NimoStar at 14:56, 11 Jan 2023.
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Quote: Another significant change is you can't resurrect high level creatures until getting appropriate necromancy level, they will be completely gone!
That is not a problem in the original game since you can only raise as much skeletons, etc. as the number
So with basic necromancy if you kill 5 titans you still get only 5 skeletons, which isn't much
The real power creep is being able to raise higher level creatures like bone dragon
(however it's not like raising vampires couldn't already be op; however you needed GM then and only Master now)
____________
Never changing = never improving
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Albyx
Known Hero
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posted January 11, 2023 08:50 PM |
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Edited by Albyx at 20:51, 11 Jan 2023.
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NimoStar said:
Quote: Another significant change is you can't resurrect high level creatures until getting appropriate necromancy level, they will be completely gone!
That is not a problem in the original game since you can only raise as much skeletons, etc. as the number
So with basic necromancy if you kill 5 titans you still get only 5 skeletons, which isn't much
The real power creep is being able to raise higher level creatures like bone dragon
(however it's not like raising vampires couldn't already be op; however you needed GM then and only Master now)
I don't know where you read about raising vampires at Master. They can be raised only at GM necromancy.
It looks like bone dragons actually make necromancy worse, because they require 600 exp, it's GM necromancer with level 20+, and if you don't have enough you get nothing. I think about making all level 4 including dragons being raised as vampires because of this experience limitation. It still will be less vamps compared to vanilla where you can't make them out of level 1-3 enemies.
The best solution for necromancy is Equilibris menu obviously, but if I understand how they made it correctly, it requires modifying exe directly by adding new menu elements, or if you know Windows API you can try doing this with hooks in H4MS, I don't know how to do this (for now).
Anyway, necromancy wasn't my priority in this patch, it's just an optional thing for curious players to test. The best way to balance even vanilla necromancy without changing it is to add counterplays against vampires what will appear in EM 1.1. Experimental necromancy will remain experimental option, same to building requirements from Alpha version of EM or Town portal that teleports your enemies to their town instead of you. Yes, there are such options in EM but for some reason you focused only on optional necromancy (and made up a thing that vamps require Master level now). Maybe just give EM a try ? I was skeptical about your Ultimate Mod too before actually trying it, afterwards lots of things started to make sense.
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kkfkkkfk
Adventuring Hero
Nothing is impossible
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posted January 11, 2023 11:44 PM |
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In EQ MOD, each Necromancy Skill level of raising creatures has been set.
This code is written in h4.dll.
Although I don't know what its source code is, modifying it can change the raised creature.
I removed the restriction on bone dragons, and you can raised bone dragons from any level-3 creatures(No longer need dragons). It looks more interesting.
In fact, bone dragons is far better than vampires.
Vampires are weak against a large number of level-4 creatures.
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Albyx
Known Hero
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posted January 12, 2023 11:27 PM |
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kkfkkkfk said: In EQ MOD, each Necromancy Skill level of raising creatures has been set.
This code is written in h4.dll.
Although I don't know what its source code is, modifying it can change the raised creature.
I removed the restriction on bone dragons, and you can raised bone dragons from any level-3 creatures(No longer need dragons). It looks more interesting.
In fact, bone dragons is far better than vampires.
Vampires are weak against a large number of level-4 creatures.
You made it so you always raise bone dragons from levels 3 and 4? The only reason I don't like necromancy doing that is how expensive experience-wise bone dragons are, you can't raise them from the start. With Equilibris system it works better, because you always can switch to another creature to raise.
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kkfkkkfk
Adventuring Hero
Nothing is impossible
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posted January 13, 2023 02:21 AM |
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Because of balance, the Basic EXP of Necromancy has been reduced in EQ.Death is more powerful in the later stage of the game,
It's unfair if you can get level 3 creatures at the beginning of the game.
If I don't have enough EXP to get bone dragon, then I will choose ghost.
Its EXP is lower than the average,So it can be obtained in a large number.
GM Necromancy Basic EXP:200 ; 120 in EQ
The vampire's EXP is 205, which is the highest in level-3.
You can modify Basic EXP To make it easier.It is also possible to modify the EXP of creatures, but it will affect many other things.
Each hero level is increased by 10% Basic EXP, so I think the hero level is more important. Without enough levels, you can't raised too many.
How to quickly improve the level?
My suggestion is to raise the hero level limit and let the champion difficulty get all experience.
I have already done this, and it looks good. Not only Necromancy Skill, but also some other skills need higher levels to to make them powerful.
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Albyx
Known Hero
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posted January 13, 2023 06:11 AM |
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Does experience reduction from difficulty also work on AI?
Idea from original H4 with reduced experience and increased stacks on high difficulties is weird, I get that devs understood hov bad AI was, but this change only makes Champion difficulty slower, not harder.
Your change of this sounds great, giving more tempo to player never makes the game less fun. Now I'm curious about your mod, there are lots of changes for sure. Maybe you should publish it ? Or if it's only for your personal use maybe publish changelog? It's always refreshing to see how others balance H4.
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kkfkkkfk
Adventuring Hero
Nothing is impossible
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posted January 13, 2023 03:58 PM |
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The experience gained by AI will not change due to the difficulty, and is always 100%.
My MOD has been completed for 3 years.I have been updating it.
It is not posted here because it is not in English language.
About February, the English version will be released.
What I am doing now is to build a website to display some data about H4.
I think it is useful for both players and Mod authors.
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Albyx
Known Hero
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posted January 16, 2023 05:07 PM |
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Edited by Albyx at 18:23, 16 Jan 2023.
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My response to Nimo from features topic.
NimoStar said:
Actually you make order more OP by making only their nobility hero more overpowered by only letting them access to Town Conversion. Such an ability needs to be symmetrical across the factions, not buffing the strongest faction. But well, with your Death changes you also buff the other OP faction while keeping the weaker factions weak and with no buffs, so I can't be surprised.
Chaos has an access to beholders almost from the start. Should I explain how good they are when you get them early? Also Cloak of distraction buffs thieves directly, not a big thing, but still.
Generally I agree that Chaos needs some kind of buff as a compensation for it being the only faction without access to Nobility, even got one cool idea.
Every faction but Chaos got access to Nobility: Order, Death, Life and Might from the tavern (Might also can learn it from War institute), Nature from Adventurers guild.
Once again, what Death changes disturb you so much? Their demon creatures got some stat buffs, and there is one advanced class that works with undead transformer.
Of course you can't be surprised, how can you if you don't play the mod?
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Albyx
Known Hero
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posted February 21, 2023 12:28 PM |
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Edited by Albyx at 12:54, 21 Feb 2023.
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H4EM 1.1 is out!
It introduces Heroes 4 Enhancement Mod AI Module v0.3, as well as some balance changes and more advanced classes reworks!
Will update first post with more details about H4EMAI later.
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