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Thread: Which mod to play? | |
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Dulkan
Known Hero
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posted February 24, 2017 03:55 PM |
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Edited by Dulkan at 16:02, 24 Feb 2017.
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Which mod to play?
I've got a hankering for a few rounds of Heroes, I've decided to try one of the mods, but I don't know which one.
I checked the threads here as well as the official websites, but at a glance many seem pretty obscure.
Beyond the questions stated, I'm also interested in your personal opinions of those mods.
Heroes 3
WoG - I played a lot of WoG around 2004/2005. Is WoG even current anymore, as the following mods seem to build upon and essentially replace it?
VCMI - From what I gather, this is a rewritten engine with WoG as a baseline? What improvements can I expect from using VCMI?
Era2 - I'm quite at a loss, what Era2 actually is, as there appear to be mods for it. A framework for mods?
HotA - How is it currently looking? I tried HotA several years back, but it didn't grip me.
Heroes 4
Greatest mod - Lacks a bit on the documentation side for me. E.g. Nimostars signature says three new factions. The OP in his thread mentions splitting necropolis back to necropolis and inferno. Does this count as two of three, if so, what's the third?
How far advanced is version 0.15? Is it stable?
Equlibris - is this even current anymore? official site appears to be down
Heroes 5
5.5 - Well documented OP in its own thread. Is it stable? Do the XXXL-maps run well? Am I correct in that it doesn't change towns and creatures at all?
Thank you for any information.
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zmudziak22
Supreme Hero
Heroes 3 Fan
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posted February 24, 2017 04:26 PM |
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Both HotA and ERA are great. HotA is like now a AB and SOD style expansion pack. Cove fits very well and fixes some h3 sod bugs. Best option is also have hd mod along with HotA. ERA is WoG based platform and allow to easier mod Heroes 3 without changing original files.
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tyranuxus
Hired Hero
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posted February 24, 2017 06:20 PM |
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My point of view
I was used to play raw SoD edition for more than 5 years. After I got borred a bit, I tried WOG expansion, which I hated. They changed the game, so it wasn't Heroes 3 anymore. Lv up creatures, some stupid, unnecessary options, also the grafics was laggins on my and my friend's PC as well( hahaha, no I've enough good one).
After that unpleasamnt accident, I have tried HotA. With HotA I also installed HD Mod. It was a mirale! What do you have in HotA? You get one more city, which is very enjoyable to play with, all the Heroes from that city(Cove) are pretty good, there comes new meta(Eovacius). Also, the City themself has a lot of options, even lv 3 can be upgraded 3 times! The only creature! And that's ballanced in the end! Saying about ballance, with HotA came a lot of ballance! Necro is no fu*** ing stupid anymore - no 3k skells on 211. Inferno got a small buff, Conflux doesn't have this funny 4/week Birds growth. Ballance! Everywhere without changing the game. They gave you a lot new artifacts worth to get. What's the most important I can say, no more buggs. Still, there can be some, but like 99% of them are removed. No more creatures protecting something, what you can just easly steal! You wont be able even with Angel Wings on! Since I started playing it, I had like 2-3 crashed maximum. And I am playing around 1.5-2 years!
With HD MoD comes alot of features, what makes game easier(not the whole game, but the actions you had to repeat manually over and over again! You can get 1-Stack using CRTL, split into half by SHIFT and a lot more which you will findout by yourself. After this recommendation there's no way for you to not atleast check this out. Ofcourse, then you will be able to see the movement points (not only the green bar), plan your gameplay(as the colour of your steps of Hero will get changed into red and "less red"(?)).
Just try this out, you can say thanks later. To not be groundless, this is opinion of a player, who plays PvP games, is similar with all the news, even has his own YT channel, where you can check what kind of level of PvP games he's talking about.
Hope, you'll like it, for me that's even some kind of a completely new game comparing to SoD.
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batoonike
Known Hero
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posted February 26, 2017 01:37 PM |
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HD is great for it's hotkeys and better random map generation settings, like setting up teams. It's possible to not use the "HD" part of HD mod. Just make the Source Screen size to 800x600 and it will look like the original heroes 3.
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Galaad
Hero of Order
Li mort as morz, li vif as vis
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posted February 28, 2017 09:58 AM |
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Edited by Galaad at 09:59, 28 Feb 2017.
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Storm-Giant said: HotA is a AB/SoD quality expansion - it adds a tenth town, a bunch of new artifacts, some balance changes (most noticeable: necromancy halved, reduced Phoenix growth) and more stuff to the game (campaigns, map locations, creatures banks, etc...). It really feels like an expansion made by NWC.
WoG on the other hand is at the same time a MOD and a platform for MODs. It brings some new creatures (repainted original creatures graphics and such, not the best on quality), lots of pre-made scripts (from adding a personalizable commander to your army to add new effects to secondary skills and more!). But the main 'power' of WoG lies in user, scripted maps and in MODs too. Check Salamandre '60 MODs for ERA' thread for instance.
Quote: Equlibris - is this even current anymore? official site appears to be down
Try at Celestial Heavens forum.
Quote: 5.5 - Well documented OP in its own thread. Is it stable? Do the XXXL-maps run well? Am I correct in that it doesn't change towns and creatures at all?
It's very stable, there is some changes but not in flavor, textures are better and AI is much faster than original. Never tried XXXL maps though.
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NimoStar
Responsible
Legendary Hero
Modding the Unmoddable
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posted March 03, 2017 12:08 AM |
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Edited by NimoStar at 00:17, 03 Mar 2017.
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Quote: Greatest mod - Lacks a bit on the documentation side for me. E.g. Nimostars signature says three new factions. The OP in his thread mentions splitting necropolis back to necropolis and inferno. Does this count as two of three, if so, what's the third?
How far advanced is version 0.15? Is it stable?
Third faction is Shipwreck, replaces Order faction.
Creatures:
Ghost Sailor (L1)
Pirate (L1)
Mermaid (L2)
Harpoon (L2)
Ice Demon (L3)
Frost Giant (L3)
Island Sorceress (L4)
Sea Monster (L4)
Technically there is a fourth faction in Life place, which is Desert faction.
Creatures:
Peasant
Halfling
Gold Golem
Nomad
Naga
Mummy
Myth Dragon
Clockwork Dragon
But all creatures are still based on (heavily modified) H4 creatures up to now, until image editing is advanced enopugh to replace them.
All lineups are posted on the official Mod thread, even in image form, read more there than the first post, it's on the second and thirld ones lol
Faction lineups have little changed since this old screen, although the creatures themselves have been edited and adjusted hundreds of times for flavor and balance.
Although you are right in one thing: It says "3 new factions", while, thinking it deeply, ALL factions have been changed...
The mod is completely stable, I play it all the time and never crashes. Only the special map editor has some minor and rare crash-bugs due to small mistakes to be corrected completely in next version.
In fact, I find it impossible to go back to vainilla H4 or equilibris now... vainilla lineups are very dull, and fusioning necropolis and inferno was a bad, bad move (even if I can see the good intentions because "they are both afterlife", it wasn't nicely done, the creatures, flavors and colors are inconsistent and random). "Order" town was also a mishmash... desert creatures and buildings, native to snow... The mod fixes this forever. And of course many other things
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Dulkan
Known Hero
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posted March 03, 2017 10:41 AM |
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Thank you, some great infos here.
What about the difference between ERA and VCMI? I noticed, none of you said a word about VCMI.
Seems to me HotA, greatest mod and H5.5 are all great choices, just have to make up my mind which game I want to play.
@Nimostar
Sorry, but a picture with all creatures without any description to where these creatures belong isn't very clear.
The problem I have with your documentation is that you lack a concise feature list of what you actually changed and that's something which belongs in the first post. Please take a look at the Heroes 5.5 thread, in my opinion that's how an introductory post of a mod should look.
In what way did you change how hero classes are gained? Your latest patchnotes say a pure death magic user is now the Lich, which is considered, but they lose that, when their class switches. This makes me assume it's harder to get a different class, because otherwise you'd only be a Lich for a few levels.
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avatar
Promising
Supreme Hero
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posted March 03, 2017 01:05 PM |
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Dulkan said: Thank you, some great infos here.
What about the difference between ERA and VCMI? I noticed, none of you said a word about VCMI.
ERA is WoG's successor. Many configurable options, lost of scripts, dozens of mod, years to know them all!
VCMI, as you said, is h3 code written from zero in C/C++ language. One of the aims of this open source project is reconstructing original h3 mechanics but without H3 limitations. So in vcmi it's easily to add new towns, spells, heros, creatures as a mod to standard H3 assets. VCMI is in constant development and even now far for satisfying state. Still can crash, AI is dump (can be improved with mod), multiplayer not implemented yet. But if you want to check new content without replacing existing graphics, just install vcmi mods and play some maps with them.
http://wiki.vcmi.eu/index.php?title=Mod_list
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NimoStar
Responsible
Legendary Hero
Modding the Unmoddable
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posted March 03, 2017 02:13 PM |
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Edited by NimoStar at 14:17, 03 Mar 2017.
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Quote: Sorry, but a picture with all creatures without any description to where these creatures belong isn't very clear.
Are you being thick on purpose?
It's pretty obvious.
Each line is a different faction.
(which is why they are flanked by signs)
Creatures are ordered by tiers... left T1, right T4
First line inferno.
Second line Necropolis.
Third line Dungeon.
Fourth line Shipwreck (new faction)
Fifth line Desert (new faction)
And so on...
Thats why they are called LINE ups, get it?
Quote: The problem I have with your documentation is that you lack a concise feature list of what you actually changed and that's something which belongs in the first post. Please take a look at the Heroes 5.5 thread, in my opinion that's how an introductory post of a mod should look.
The "#documentation" is inside the mod. There is a full folder of readmes. It's impossible to list all changes. There has been 15 (now 16, but it's unreleased) versions of the mod, each has it's own changelog which is pages long.
The total documentation exceeds the lenght of allowed H4 communisty posts, which is why I deleted it, to let people see the images below...
It bothers me specially that you complain about my "documentation" since I have been the only H4 modder which has released extensive notes on everything. Equilibris doesn't even have a single comprehensive changelog, neither on the page nor on download... the only way to know for them is to play.
Lich has been changed to late game.
But all specialties are gained as normal. New specialties (more requirements) always overwrite previous specialties, and changing the course of your hero from one specialty to another is always possible, since it counts the secondary skills you are more advanced into.
To quote how bothering it is to regular people to read all of that, most of which is rendered obsolete because of further changes:
Quote: .16 changes for NimoStar's Greatest Mod:
TO DO:
- Put Lich ability in Assassin place [change skill mentions in strings]
- Put Assassin ability for combat-tactics (replacing former lich place) [change skill mentions in strings]
- Change "field marshal" so its not for mercs instant (test)
- Effectivize Enchanter change claim (order+noble) [change skill mentions in strings]
- Add Old Man hero
- Add sound to Dark Knight spellcasting
- Add the missing 355 Treasures functionality via text table
- Get the Eliaz things
- Continue changing Heroes appearances via table and CH include
- Try map-editing hex object type change
-> Not work in maps because they are compressed (probably just a number)
-> Changes it back if found different image than object functionality in .aop (even if you edit the .aop correctly)
-> Probably compares it with "table.adventure object.txt"
-- Options:
- Try to make Campaign Editor Exe that doesn't read "table.adventure object"
- Try to purge resource files of all copies of "table.adventure object"
- Edit "table.adventure object" only for campaign editor, so that it supports the needed objects on-demand
-- See if supports redundant object types (one image for many types, and/or viceversa, many images for one type)
...apparently, there is no way to do it. The image comes first and the object is invoked later it seems (genius level H4 programming there...)
Images are not invoked in the table - Rather, the Editor invokes the separate image file, that has passability data as well as data indicating which object to refer on the table.
Simply put, it is dumb. Instead of calling the object and then that object calling an image (therefore, objects that are only a few bytes is writing and can call any image from the vast and heavy library), you have the vast and heavy library calling the few-bytes objects (which also accounts for some of H4 and it's editor performance problems).
This also means that apparently there is no way (other than maybe hex editing the compressed maps - good look with that arcane magicks) to change the images of objects without duplicating endlessly the image files. That is because there are no "images of objects", actually there are only "Objects of images".
DONE:
MAPMAKING
- Existing Equimaps and ForModMaps are merged
- Created FINISHED map folder
- Maps in it have indication of version needed
- Added Megadragon dwelling
- Added Sea Monster dwelling
- Added Mermaid dwelling
- Fixed a Default hero that would crash the editor on a special case because of a bugged artifact
SPELLS
- Changed Mass Cancellation from lvl5 to lvl4
- Slightly rebalanced power of Demon Fire, Disintegrate, Armageddon, and Chain Lightning
- Slightly rebalanced summons of Genie and Dark Knight
CREATURES
- Slightly more expensive Genie, gives more XP
HEROES
move- Created new portraits and updated existent
- Changed more heroes to be Creature Heroes
- Created "Rogue Sorcerer" type hero, a special mix
Quote: .15 changes for NimoStar's Greatest Mod:
FIXES:
- Fixed Devil creature-hero crashes.
- Fixed an error which would cause all parchments cost 1500 at lyceums, regardless of level (now they have correct prices)
Bug documented: Gathering Storm campaigns will crash the game in my install. However this is probably unrelated to the mod (It only happens in my Spanish install, not on my English install).
MAP EDITOR
- Changed version of Greatest Campaign Editor from C to the new E.
- Now user modifications to sidebar objects WILL be saved upon normal program exit.
- Map Editor now includes Equi 3.51 objects
Object pallete: Omod->Equi
- Map editor now also includes Equi 355 Objects (including some hidden in original Equi 355)
Object pallete: Omod->355
- Nostradamus Rig Of Health (Ex-Ring of Health) can now be put in misc via the Campaign Editor, not only ingame (so AI heroes can have up to four, or up to six if you add two via normal Campaign Editor)
- Parchments and Scrolls are also added in Miscellaneous items (though Parchments will still not auto-read if not placed manually, as it always was)
- Default heroes will now display their proper Greatest Mod outward appearance for their class, rather than the
- General fixes
Bug: Equilibris 3.51 artifacts are still not placeable on Heroes (Witch Ring, Griffin Helm, Spirit of Opression), though they can now be easily put in maps
ADDITIONS
- Included Magic Lamp treasure and it's funcionality into main package. (Fight Genies and Efreeti for treasure. It looks like Altar of Wishes)
AUDIOVISUAL
- Changed Magic Arrow image so it no longer looks like fire (it's not a fire spell)
- Changed Ice Bolt for better effects
- Changed Fire Bolt for better effects
- Resurrection animation changed (potion and Guardian Angel)
- Changed Female and male former Death Knight animations list for both Melee and Ranged modes (now much more sophisticated feel)
CREATURE BALANCE AND DETAILS
- Rebalanced Magi power, which were otherwise very weak for now level 3 (from 36 to 99 spell power)
- Changed description to show they annul magic resistance
- Tweaked some creatures stats, like Halflings (13 from 10 attack, 7 from 8 hp)
- Dark Knight and Black Guard abilities changed (again), stats tweaked
HEROES
- Documented: Now heroes can have equipped up to 4 scrolls at at a time (they use Misc. slot), so uo to four spells can be used from them at the time.
- Kreegan heroes will no longer turn to Liches, but rather to Warlords (+10 melee attack)
- Previous Warlords will now be Lord Commanders (+2 Morale to army)
- Now Lich hero is Death Magic alone (Necromancers will automatically turn to Liches, fitting to their default image, but lose the "undead" state if they gain other specializations)
- Wizard King now with Chaos and Nobility (inflicts Misfortune)
- Order and Nobility becomes Enchanter (+20% Illusion and Summon)
- The infamously unbalanced Demonologist class is set to require now Nobility as well, so don't bother banning it. Death+Nature will still get the Demon summoning spells, but they are now weaker and you don't auto-get the +50% demonologist bonus for just focusing on those magics.
- Dark Priest now has Magic Mirror
- Other changes
* Improved some maps such as...
- La Verdad y las Interpretaciones (in Brushmaps)
- "1 vs 1 kill" (in Brushmaps)
- BUILD THE WALL! (In Equi maps)
- Conflux scheme
* Started making some maps such as "False Avatar" (1 player adventure) and Gray Square (2 v 2 battle)
- Added and changed special hero combat images, such as Paskovich being a vampire, Darkstorm is minotaur, etc. to better reflect their bios and images ingame.
Quote: .14 changes for NimoStar's Greatest Mod:
- Fixed Devil creature-hero crashes
- Fixed an error which would cause all parchments cost 1500 at lyceums, regardless of level (now they have correct prices)
- Main Menu now currently has no music
- Rebalanced Magi power, which were otherwise very weak for now level 3 (from 36 to 99 spell power)
- Changed description to show they annul magic resistance
- Documented: Now heroes can have equipped up to 4 scrolls at at a time (they use Misc. slot)
- Included Magic Lamp treasure and it's funcionality into main package. (Fight Genies and Efreeti for treasure. It looks like Altar of Wishes)
MAP EDITOR
- Changed version of Greatest Campaign Editor from C to the new E.
- Now user modifications to sidebar objects WILL be saved upon normal program exit.
- Map Editor now includes Equi 3.51 objects
Object pallete: Omod->Equi
- Map editor now also includes Equi 355 Objects (including some hidden in original Equi 355)
Object pallete: Omod->355
- Nostradamus Rig Of Health (Ex-Ring of Health) can now be put in misc via the Campaign Editor, not only ingame (so AI heroes can have up to four, or up to six if you add two via normal Campaign Editor)
- Parchments and Scrolls are also added in Miscellaneous items (though Parchments will still not auto-read if not placed manually, as it always was)
- General fixes
Bug: Equilibris 3.51 artifacts are still not placeable on Heroes (Witch Ring, Griffin Helm, Spirit of Opression), though they can now be easily put in maps
- Kreegan heroes will no longer turn to Liches, but rather to Warlords (+10 melee attack)
- Previous Warlords will be Lord Commanders (+2 Morale)
- Now Lich hero is Death Magic alone (Necromancers will automatically turn to Liches, fitting to their default image, but lose the "undead" state if they gain other specializations)
- Wizard King now with Chaos and Nobility (inflicts Misfortune)
-
- Tweaked some creatures stats, like Halflings (13 from 10 attack, 7 from 8 hp)
* Improved some maps such as...
- La Verdad y las Interpretaciones (in Brushmaps)
- "1 vs 1 kill" (in Brushmaps)
- BUILD THE WALL! (In Equi maps)
- Conflux scheme
* Started making some maps such as "False Avatar" (1 player adventure) and Gray Square (2 v 2 battle)
- Changed Magic Arrow image so it no longer looks like fire (it's not a fire spell)
- Changed Ice Bolt for better effects
- Changed Fire Bolt for better effects
- Added and changed special hero combat images, such as Paskovich being a vampire, Darkstorm is minotaur, etc. to better reflect their bios and images ingame.
Quote: Notes:
Unmodded maps are compatible with the mod, but because of changes in creature strenght they will not be necessarily balanced.
All maps within the mod are compatible with either unmodded or equilibris (355) game.
Mod is intended to be used as instructed.
______________________________________
GREATEST MOD HEROES 4 CHANGELOG
& COMMENTS
By NimoStar
Version: .013
This log isn't complete or exhaustive. Many of the things it lists are changed and/or obsolete.
It is impossible to keep track of all changes and discoveries as they are hundreds of them.
+++ IF YOU HAVE ANY SOLUTION FOR THE MARKED PROBLEMS, PLEASE PROVIDE IT IN A COMMENT
____________________________________
Special thanks to:
Equi team, Iliveinabox, namerutan, karmakeld, Baronus, and all those that contribute to the Heroes community.
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0.12 Changes:
- Re-aligned ships
- Added new maps
- Many new brushes, focused on 3.55 equi objects
x- Change Lich class/ability to Death and Tactics
____________________________________
Ship re-alignement:
- Pirate Ship now Order [Shipwreck Faction]
- Order Ship now Light [Desert Faction]
- Generic Ship (unused before) now Chaos [Dungeon Faction]
____________________________________
Modified heroes/hero portraits:
- Tiger Dogwoggle now green
- Ritzil: Big black dragon (Black Dragon)
- Grok: Pirate Anium (Pirate)
- Kalibarr: Death Face (default necro ->
- Shin: Evil Undersea Pirate
- Lindette: Blackbeard Pirate
- Neska: Skeleton Pirate -> pirateskeleton
- Kamiana: Undead Elvess
- Fynelda: Evil black dragon (Black Dragon -> )
- Hedegraud: Good order black dragon
- Harkenkraz: White-eyed demon
- Rab: Imp-like demon
- Malustar: Super-Heretic-Demon -> [full] Archdevil
- Panur: Muscle devil -> [combat] Archdevil
- Dorine: Babyface archangel
- Nanette: Femiface archangel
- Winifred: Saint angel
- Leslie: Mermaid
- Gail: Red pseudo mermaid/sprite
- Eleece: Oriental siren
- Gem: Mystic wolf
- Nef -> Air Elemental*
- Anium now necromantic
- Blackdog now vampiric -> [Combat] Vampire
- Krellion now death knight --> ¿ogre?
- Bron now Druid
- Trome now Death Knight
- Gramin now golden
- Callis now dark
- Gillion: Evil Gold Golem -> [Full] Gold Golem
- Lord Harke: Pharaoh gold golem/mummy -> Gold Golem -->
- Theritos: Angry wolf face -> [Full] wolf
- Aglion now russian(er) with ushanka
- Straker: Brutal metal guy -> Metal_guy
- Gretchin: Fire Elemental
- Hoogula: Black pirate guy
- Mered: Moai face (earth elem)
- (Jadne seems bugged... now faceless...)
- Waerjak: Earth Elemental Golem
- Shiva now the actual god (can be medusa) -> [Full] Titan for now
- Toadeater: medusa
- Vix: Death dragon green
- Equila: Girl knight
- Tyris: Faith girl knight
- Sigrid: Redhead armorknight
- Winsela: Dark knight girl
- Sorsha: Sexy Knightess
- Lord Lysander: Crusader
- Hastner: Oldie vampireguy
- Moander: Holy Death
- Xerxon: Black Knight
- Merlith: Mummy
- Labetha: Red Monster
- Dallas is Cyclops (temporarily at least) -> CyclopsF
- Gwendymir is Behemoth (temporarily at least) -> BehemothF
____________________________________
Good premade creature heroes still there:
- Ogre: Drenka, Khorrun, Bofmog... abegga (now demonic), krellion (now death)
- Minotaur: Uvodd, Darkstrom
- Orc: Ajwar, Isa, Norzok
- Dwarf: Segwen, Merrox
- Halfling: Petula... mastero?
- Naga: Corita
- Genie: Fafner, Jubal
- Mage: Fafner
- Efreet: Aidan
- Siren: Jubal
- Water Elemental: Jubal
- Vampire: Rab (nomore), Archilus, Paskovich (also new), Luna
- Skeleton: Moander, Jessika
- Zombie: Yott
.009/.010/0.11 changes:
Mod data files now:
0U- Nim_mod.h4r (new_mod.h4r) ... LEFT EMPTY/UNUSED - FREE FOR NEW TYPE OF MAP REPLACEABLES (community minimods)
1- Grea.h4r (equi.h4r) ... main file
2- extra.h4r (x2_update.h4r) -> Is used for compatibility with other mod content. Includes .355 equilibris stuff normally, but can be changed.
This last thing means:
NOW THE MOD WILL READ EQUILIBRIS 3.55 as extra content BY DEFAULT
As feedback from equi team is sometimes slow, if they ask I can remove this (separate) content and leave people to rename if they want to fuse the mods.
Note this though: Although graphics have been tested, it is not a guarantee that other Equilibris-specific features will work, like artifacts.
As of the current version, Equilibris artifacts don't work (they display in map, but trying to use them will crash the game), but in future versions this might change (it's only a matter of labor, but this may require fusing the mods in part or whole).
Adventure objects do work.
Critical:
- Fixed blacksmith screen bug that would crash the game.
NOTE: DO NOT use creature's spells in the adventure map, it will crash the game (this was already so)
ñ- Changed factions slightly to lineup version 6
- Added special Mod welcome screen missing from other versions ( Made .bmp and added to file with resedit )
What's new on 0.11 from 0.08:
- Now doesn't overwrite anything (completely modular mod)
- Easy install: Just paste into Heroes IV folder and play
- Many rebalances and fixes
- Countless all-new super-brushes for your maps
- Numerous new maps to play or complete
- List of finished and unfinished maps
- Map editor to use Equilibris objects
- Incorporated hero creatures by default
- New special heroes such as the cursed pirate-skeleton
- Improved and changed heroes and portraits (in progress)
Necromancy:
- Skeletons -> Zombies
- Zombies -> Ghost Sailors
- Mummies -> Skeletons
- Gargoyles -> Medusas
- Ghosts -> Gargoyles
[Vampires stay]
[Bone Dragons stay]
Other:
x- Changed and rebalanced most/all Creature Banks, including Equilibris ones
----> NEW BUG, creature banks work as default instead (trying to fix for next ver)
- Primmo (nature-might) heroes now start with leadership instead of malee to avoid being given ranger class
- Telescopes are now cheaper (250 from 500) but go on the Left Hand instead of "misc". No more stacking 4 telescopes to look further...
- Fixed metal guy unlocked special hero (combat sprites)
- Gave Ghost Sailors life drain (similar to Heroes I!), no longer incorporal (for now), increased defense to compensate
- Black Guards nerfed, were incredibly strong (still are...)
- Black Guards now First Strike and Bind [instead of Negate First Strike and No Retaliation]
- Black Knight now No Retaliation [instead of Bind]
- Gave Behemoth new ability, actually useful and not detrimental like false "Strenght"
- Balanced elves (no longer OP), now called Sindarin (as in Tolkien lore)
v- Fix necromancy, no longer gives ghosts as if level 2 creatures
v-- Change menu to reflect changes
- Fixed Light town hall name/building bug
- Clockwork Dragon now has Unlimited Retaliation instead of Negate First Strike
V?- White tiger, less and stronger, has Devouring
- Sprite now immaterial instead of no retaliate, stats adjusted
____________________________________
For future releases:
- nussic.h4r
x?- Wolf now Neutral
xx?- Dwellings changed
____________________________________
Remake:
v- BANDIT
v- bone dragon
(Look like magi again... -_-
Maybe have to use old-style
---> UNNECESARY, it was problems with copy-paste)
____________________________________
Testing of strength ability:
75-112 (26 berserkers vs Wolves, c S) [Strenght]
72-108 (25 berserkers vs Wolves, c? NS) [No Strenght]
(reported ranges by game)
Apparently, no difference
Unimplemented ideas:
Nomad (Bedouin) abilities:
v- First Strike
- Negate First Strike
- Regeneration
- Life Guard
Sorceress Abilities:
v- Magic Mirror
v- Teleport
v- Strike and return
- Poison
____________________________________
Discarded ideas:
- White tiger now back in town [Devouring would be OP for lvl2 if not neutral]
____________________________________
Planned for next versions:
- Change blacksmith sell artifacts
- Complete Hero portraits
- Change/update creature portraits
- Change spell icons
- All Equilibris artifact compatibility
- Change UI (darker)
____________________________________
Potentially good building-anim-spells:
[Typical requisites: Smoothly looping near-static anim]
- Terror [nightmare] -> (used as Undead Transformer)
- Panic [turning skull]
- Aging [original]
- Binding (for Black Guard?)
- Lightning
- Disintegrate
- Banish
- Town portal
- Magic Resist
- Vampiric Touch?
- Summon Stinkbug (wasp swarm)
Potentially good spell-anim-buildings:
- Might grail
- Death grail
- Undead Transformer ("Maker's Gate")
- Summoning portal
- Order Blacksmith (alchem)
- Barrow Mound (ghosts)
- Lava Tube (efreet)
Unused building anims as of now:
- Death blacksmith
--> Use for Dark Armorer
Unused spell anims:
- original Aging
Extra unused:
- Color flags
____________________________________
Teleport-like ability/anims:
- Sorceress prewalk and postwalk
- Vampire prewalk and postwalk
- Efreet walking (prewalk and postwalk too, but less)
- Fireball exploding
- "Summon motorcycle" white flash from metal guy
Extra missile-like ability/anims:
- Vampire walking (Bat), mini-bat (adventure)
- mini-Unicorn (adventure)
- Sprite, mini-Sprite (adventure)
- Gaygoyle, mini-Gargoyle
- Tombstones
- Treasure piles
- Ships
- Efreet walk (and mini)
Good alternate adventure anims:
- Projectiles
- Treasure piles
- Ships
- Tombs
- Vampire Walking (big and small bats)
Good alternate creatures:
- Bat (vampire)
- Fiery Column (efreet)
- Boulder/Boulder_Puff/Rock
____________________________________
Recorded changed sections in main .exe so far:
(useful for migration to 3.55, sections could be copy-pasted with hex editor neo)
- File name references (.h4r, .dll)
- Creature abilities (including some "jumped" ones from equi)
- Starting Heroes skills
- Adv. classes heroes bonuses (maybe?)
- "mass_spells" for creatures
In equi3.51 .dll:
- Necromancy
____________________________________
*¨¨[Crash BUG]¨¨*
Clicking on the Arsenal to buy artifacts in the "minimal install" causes an immediate crash.
This is probably because of Equilibris .exe artifacts edits and the lack of the edited reference-image.
Try to include reference-image for future builds and test if this fixes it (or if it can even be done)
If not, try to revert available artifacts with default .exe code portions
FIXED >>> *¨¨[Crash BUG]¨¨*
Clicking on the spellbook of Zombie or Phoenix (That should NOT have a spellbook) may crash the game.
This is related to the unusable spell "rebirth" that activates automatically.
Cause is unknown. Likely this was from tampering with the Spells table.
Not tested if this version has the bug.
Crash can be averted by simply not clicking those creature's spellbooks.
Zombie>>> Seemingly the crash no longer occurs, although the empty spellbook keeps appearing.
Hellbird (Phoenix)>>> The spell appears on spellbook, possibly because it was also programmed separately. You can now cast it to revive before all died.
>>> This is puzzling because phoenix does not have spell anims placed on file. Other creatures can't cast spells without anims.
- Mana leech and other spell effects also take spell points off Rebirthing creatures, possibly preventing them from ressurrecting.
*PROBLEM*
Choosing summoning or necromancy skill creatures from upper menu doesn't work.
Either make it work, or change the menu.
Also, ghosts are now level 1 yet still raised as level 2. Mummies are level 3 and raised as level 2.
[]SEMi-fixed[] ***CRITICAL PROBLEM***
"Whale processor" (original dragon factory) crashes game now. probably due to the graphical change.
Bring another image for it.
DO NOT use adventure images on towns
[FIXED] ---> ***CRASH PROBLEM***
Left-clicking ANY small hero portrait (in army lineup) WILL crash the game immediately.
There is no known cause or solution for this issue.
IT IS KNOWN: It crashes when it tries to bring the "class" description of a hero.
Older versions of the .exe, even with the same version of .h4r, do NOT have this crash.
...Probably one of the next:
- exe (spell?) changes. Some code was displaced to increase number of spellcasters.
- Hero ability changes.
- Reading desc string problem?
- "out of bounds/out of memory" problem
...>>> It was indeed the "sign" after the mass spells. However, I have been able to keep the sign in place using one mass_spell slot and the spells mostly keep working
(20 angels count as only 1 for some reason; like they reset spell power at 19. Research more this. 39 angels work fine.)
____________________________________
PROBLEM - squares where there should be line-breaks, including on the spellbook (line doesn't change)
INCOMPLETE - Mod still doesn't have map editor of its own
(Using regular map editor is OK for most things, no crashes)
INCOMPLETE - No known solution yet for missing spell icons
(spells can be used anyways)
- I THINK the images are in an uncompressed image/video format. Their individual frames could be editable. Try with those game tools...
- Their frames, however, are named in plain text within the file ; which shows it may be a kind of bundle of individual images (in BMP?)
INCOMPLETE - Need to change the graphical background "ring" of creature icons.
They don't change automatically with changed alignment (Developer's fault)
No known way to do it either.
FIXED WITH NEW ANIM METHOD >>>> INCOMPLETE/BUG - Ninja (before Bandit) animation displays one extra frame - they "blink"
This may cause problems (crashes) with some effects such as Freezing. (NO LONGER)
____________________________________
CREATURE ANIM DISCOVERIES:
COMBAT_ACTOR FILES:
- Repeated number at header indicates the missile type actor uses when attacking ranged (compared, untested)
- Number at 02 adress is the size of the creature (compared, TESTED true)
- Number 1 of two before anim reference name is THE LENGHT OF THAT ANIM'S FILE STRING [before I thought = number of frames in anim] (compared, tested)
- Number of frames along other controls are located at the "four points - '....'" bewteen the specific-anim type and the specific-anim lists
EUREKA!
Could make bone dragon spellcasting work.
This is a great breaktrough;
it makes "lenght of creature name" no longer relevant;
No more copy-paste other creatures for spells, no more endless renamed-anim lists, no more garbled and buggy anims...
Now any creature can cast spells just editing their combat_actor file (and placing them on .exe)!
___________________________________________________
Enabled unused animations and heroes, NEVER seen before for over 15 years.
Most building names and some descriptions changed.
Spell anim, buildings and graphical changes have their own .txts
Hero ability changes has own .txt
___________________________________________________
FACTION CHANGES
INCOMPLETE/PROBLEM - Native terrain types have to be changed. It is yet not possible to know how to do this.
INCOMPLETE - Change frame images, as in the other case, still not possible
(Some will be renamed from one to another to work)
WORKING - DONE
Done: Might > Inferno
Done: Chaos > Dungeon
Done: Life > Desert
Done: Order > Shipwreck
Done: Death > Necropolis
Done: Nature > Savage
> NO, THIS DOESN'T EVEN WORK, AT LEAST FOR CREATURE BUILDINGS : - IT IS POSSIBLE that just by changing the place of the "keyword", you can change buildings between towns. This would erase all need for picture change, and even reverse most of the Exe changes for recruitment,
as you could just change the location of the keyword for each building/creature.
Not only that, but also change the towns of utilities & special buildings.
MAKE A TEST BUILD FOR THIS WITH NON-INFERNO NON-DESERT TOWNS
+++++
New MIGHT-INFERNO hero
Takes place of Barbarian
Looks like Sorcerer (Or Spazz?)
Skills:
Heroes changed to it (incomplete list):
- Calh
- Ayden
- Suraze
- Harkenraz
- Kozuss
Heroes changed to Necromancer:
- Ferret
Heroes changed to Death Knight:
________________________________
DWELLINGS Changed:
MIGHT-INFERNO
1] "Longhouse" - Now recruits Imps
1.5] "Centaur Stables" - Now recruits Cerberi
2A]"Nomad Tents" - Now recruits "Ogre Magi" (Changed name: King Oni)
2B]"Harpy Peak" - Now recruits "Frenzied Gnashers" (Changed name: Infernal Beast)
3A]"Cyclops Cave" - Now recruits Nightmare
3B]"Ogre fort" - Now recruits Efreet
4A]"Cliff Nest" - Now recruits Phoenix (Changed name: Hellbird)
4B]"Behemoth Crag" - Now recruits Devils
+++++++++++++++++++++++++++
HERO TYPES RESHUFFLE:
(MAKE SURE ALSO LOOKS ON MAP)
OTHER HEROES TO CONSIDER (unused but files present):
"jack" ----- > Only combat anims, would need to copy other adventure object/hero
"tatooed_white_trash" ----- >> Both combat and adventure frames present on the files, but no adv_actor file
HERO STRINGS:
- Some barbarians made "archers" (Now: "primitives")
- Demons no longer necromancers or death knights.
- Now they are "barbarians" (Now named Kreeganists, as they are for Inferno)
INFERNO HEROES [Might]
-- Death and Chaos magics (no guild anyways, but maybe spells in armory)
Male Barbarian - Might >> Male Sorcerer
Female Barbarian - Might >> Female Sorcerer ("Witch")
DUNGEON HEROES [Chaos]
Male Thief - Chaos >> ´´
Female Thief - Chaos >> ´´
+
Male Sorcerer - Chaos >> Spazz Maticus
Female Sorcerer - Chaos >> Baron Von Tarkin
DESERT HEROES [Life]
Male Priest - Life >> Bohb Archmage [Or Kozuss/Wizard]
Female Priest - Life >> Alita Eventide Dark Priest
+
Male Soldier - Life >> Dogwoggle Fighter
Female Soldier - Life >> Female Noble "Order"
SEATOWN HEROES [Order]
Male Wizard - Order >> Dark Magician Mysterio
Female Wizard - Order >> Female Wizard (blonde "mermaid")
+
Male Noble - Order >> Male Noble "Order"
Female Noble - Order >> Bard
FOREST HEROES [Nature]
Male Archer - Nature >> ´´ Mongo
Female Archer - Nature >> ´´ F. Barbarian
+
Male Druid - Nature >> ´´
Female Druid - Nature >> ´´
NECROPOLIS HEROES [Death]
Male Death Knight-Death >> ´´
Female Death Knight-Death >> ´´
+
Male Necromancer - Death >> ´´ Green Lich Male
Feale Necromancer - Death >> ´´ Green Lich Female
UNIQUE
* Kozuss/Wizard -> Male Sorcerer
* Mysterio -> Male Archer
* Bard -> Female Archer
* Bohb Archmage -> Male Wizard
* Alita Eventide -> Female Priest
* Dogwoggle Fighter -> Female Archer
* Mongo -> Male Barbarian
* Baron Von Tarkin -> Super Abomination (Jack Attack in both Adventure -giant- and all anims)
* Spazz Maticus -> Male Soldier or Kozuss (adv) & jack (combat, changed attack for spellcast)
ALL HEROES NOW HAVE THREE STARTING SKILLS
DES - Alchemist : Resurrection Enchantment Mining
DES - Warrior : Combat Tactics Scouting
SEA - Pirate : Navigation Stealth Leadership
SEA - Corsair : Defense Nobility Estates
NEC - Lich : Necromancy Occultism Stealth
NEC - Devourer : Combat Melee Offense
DUN - Warlock : Nobility Chaos Magic Wizardry
DUN - Rogue : Stealth Scouting Melee
SAV - Druid : Nature Magic Summoning Pathfinding
SAV - Savage : Melee Magic Resist Archery
INF - Demonist : Pyromancy Demonology Magic Resist
___________________________________________________
NOTE: If you use actor_sequence which aren't ".combat", you can raname them into ".combat" for miniature combatants (these were originally to use on the map).
In the same way, it is possible you could use actor_sequence which are originally ".combat" and use them for non-combat... making giant map creatures.
___________________________________________________
---- SPELLS:
NOTE: After MANY, MANY, MANY attempts and difficulties, I have been able to make work spells on spell-less creatures without the proper animations originally.
Follow these steps:
- Copy the combat_actor file of a spellcaster with (preferrably) the same number of letters in the name, and that has the same actions (melee, distance, etc.)
- Rename file to new spellcaster
- Use hex editor to replace all instances of name of the original spellcasting creature with the new spellcasting creature
- Copy at least four actor_sequence files for the most common "compass" directions, from any combat animation
- Rename the action into .spellcast with all the rest being the same
- Voilá! Build the files into the mod, all the rest .exe and .txt edits should make it work
NOTE: mass_spell, if you write four spells for a creature, KEEPS READING the spells for the next one(s) until there is a 00 to stop it.
Consequentially, the "practical" maximum for all but the last creature would be 3 spells, unless you want it to have additional ones from other(s) too
NOTE TO NOTE: The "added access" only happens when the critical number on the last spell is reached on the creature stack.
TEST if you can move mass_spell to empty(er) space to get more creatures/spells...
NO -> It CAN'T be moved. This means a limit of 10 creatures with extra spells.
- Because there is a "thing" after it (you could test what happens if you go on and remove the "thing", but...)
NOTE- There is no "thing" on the original heroes.exe (and no mass_spells either, art_typesefine [artifact types?] artifacts_define or any tag in that section)
PROBLEM - "Town Gate Cannot be cast in combat" still nags you, even if I configured it to ONLY be able to cast in combat. Have to see what can be done, Equi may have edited the exe to disallow it even when the spell's table would have been more than enough.
- Ice Demon summoning spell added to Order
- Demon summoning spells nerfed. Now added to common spellbooks and scrolls too
(Prestige class "demonologist" bonus still works, and the book too)
- Many more spells now learnable
- Spell costs adjusted individually
___________________________________________________
---- CREATURE ABILITIES AND POWER:
NOTE: In the same way as toughness, "spell" or "spellbook" abilities (terror, bloodlust, luck, rebirth etc.) seem to be PURELY DESCRIPTIVE.
This means they CAN BE REPLACED for others with actual effects, while mantaining the spells.
NOTE: Magic Resistance ability actually does NOTHING, magic resistance is innate (somewhere in .exe ?)
Y. Research: What is ability 52?
- Skeleton will be faster, lighter
-- Megadragon: Less HP, is now Berserker
(Both stronger as a single creature because mind immunity, and weaker in an army because of side effects of attacks; it is now buildable by nature)
-- Crusaders now Blind enemies with their bling
-- Angels have Death Ward
-- First Strike to Nomad, not just negate
-- Vampires to teleport instead of flying (their fly as a bat looks dumb)
YY---- Add vampire spellbook, copy attack animations for spellcast and change combat sequence
--- Devils now summon Efreet, not Ice Demons
- Pirates more powerful, less in quantity, give more XP
- Black dragon now costs 8000 gold + 2 sulfur + 2 gems
-- Beholder now Curses instead of Random Spell
(otherwise too powerful for now common dungeon-aligned lvl 2 creature)
Y- Stats slightly stronger
-- Hydra: No Retaliation changed for Regeneration
-- Efreet: Now Teleports (instead of flying)
-- Is a berserker instead of fire attack
-- Titan now has lightning attack [no chaos ward]
-- Instead of normal melee, two melee attacks
---> With Wolves ability, got Total Spell Immune, and double attack, (!) but no lightning... confirming it was strange.
-- Dwarf now Chaos Ward [instead of Magic Resistance]
-- Gold Golems now Magic Mirror [instead of Magic Resistance or immune to magic]
-- Orc has Strenght instead of Ranged Stun
V- Air Elemental Changed:
x-- Now teleports (instead of fly) [test]
---> Go back to fly!
-- Lightning attack [instead of negate first strike]
Y- Adjust stats, reduce HP and DMG
V- Earth Elemental changed:
-- Magic Immunity, not magic resist
-- Has Stone Skin, not Teleport
V- Gargoyles became the ultimate Tower infiltration unit
-- Not elementals, but stunning
-- Now Teleports instead of flying
-- They are also Stealth instead of stone skin
- Stats adjusted (def increased)
- Now Order instead of Death (more like H3)
V- Modified dark knight abilities (not undead, regeneration, etc.)
-- Changed Undead by Curse [change for Bind?]
-- Changed Regeneration for No Retaliation
- Stats adjusted (+50 HP)
V- Modified goblin knight abilities (not stone skin, etc.)
-- Changed Stone Skin by Stealth
- Stats adjusted (def increased)
-- Nagas now Block instead of No Retaliation
--- Block works but doesn't display animation. This may be tied to creature type (minotaur)
-- Mantis now Blocks instead of Binds
- HP reduced, XP augmented, stats adjusted
-- Minotaur now Magic Resistance instead of Block
- Stats enchanced
-- Bone Dragon now deals random curses to enemies (instead of Panic)
- Lower health, stats tweaked
- Now costs 4000 gold + 1 crystal + 1 mercury
-- Ghosts now deal Panic (instead of Aging)
- Slightly stronger to compensate
- Mummies now level 3 (from 2), much more powerful.
Y- Adjust growth and resource costs
-- Mummies now have Aging instead of Curse.
-- Vampires have Hypnotize instead of No Retaliation;
- Vampire defense weakened, attack boosted (easier to kill)
- Venom Spawn defense and HP increased, attack and DMG decreased
-- Fire elemental no longer ranged. Instead, it now has breath attack.
-- Phoenix no longer breath attack. Now has Fire Shield.
- ALL CREATURE BANKS CHANGED, most of them mix of three creatures.
Fights tend to be harder later on.
Most of rewards slightly increased.
No creature is repeated.
Some creature's starting number is zero (particularly level 4 ones). They appear randomly with time.
- Pirate Cove: Pirates, Ballistae, Phoenix
- Delirict Ship: Mermaids, Water Elementals, Sea Monsters
- Shipwreck: Air Elementals, Ice Demons, Bone Dragons
- Labyrinth: Minotaur, Naga, Venom Spawn
- Pyramid: Mummy, Gargoyle, Gold Golem
- Lair: Troglodytes, Evil Eyes, ???
- Mines: Dwarf, Halfling, ???
- Ivory Tower: Magi, Sorceress, ???
- Imp Cache: Imp, Cerberus, Devil
- Dragon City: Black Dragons, Faerie Dragons, Megadragon
And more.
_________________________________
- ALPHA FEATURES:
- Cheat manu always enabled (on window mode)
THis is for testing all creatures and spells easily.
If you don't want it, just ignore, or put the game on fullscreen.
NOTE HOWEVER that the alignement of creatures in the menu is not automated, but vainilla. Actual alignements in the mod have been changed from this, and the cheat menu not updated.
_________________________________
Notes:
- "Invalid" artifact locations on hero, placed on map editor, still work ingame and do not crash
- This could have uses for custom maps and campaigns
To do:
- Dont remember where I put the note (or if accidentally erased), but There is "mind" immunity... the artifact Mind Shield has it. It is only a matter of finding the ability code (many are lacking, skipped, etc.)
EXE:
CREATURE TABLE:
- Change mantis HP/stats
SPELL TABLE:
TEST - If a summoning spell can be turned into a Raise spell
(if so, use for Raise Golems, Raise Gargoyles (order))
- UPDATE creature descriptions
- UPDATE summon demon ability description
disabled- Fix Stone Gaze (Description, name, can be cast in combat)
- Fix Panic (Can be cast in combat, level?)
- Change to the alternate "raise" spells (skeleton->zombie,ghost->mummy,vampire->skeleton dragon)
-- Hope changing spell levels doesn't break maps!
- Check learnable on summon devil/darkknight, summon venom spawn, etc.
________________________________
FUTURE, THEORY AND NOTES
........................................................
- THE LAST "ABILITY" IS ACTUALLY THE CREATURE NAME POINTER, DO NOT CHANGE
STILL CAN'T MAKE WORK DATA JUMPS PROPERLY - THEY DON'T ALLOW TO LOAD EQUI MAPS
THAT "EMPTY" DATA MUST BE USED FOR SOMETHING OF THAT
- THE HEX VALUES OF LOCATION POINTING ARE "INVERTED" - EACH COUPLE OF NUMBERS GO IN MIRROR TO THE LAST
ALL "ADDITIONAL" CREATURES MUST HAVE FOUR ABILITIES! no matter if placeholder, else will repent later
- There seems to be no ability for mind spell immunity :/ only was used with undead, mechanical or elemental
- But there is "Negate mind immunity" há; and the "Mind" in spells... maybe in creatures table there is something? Very doubtful or would have seen it...
- Try more than 4 abilities? Would it be possible? Research if such end code exists, in theory or used at the end of a creature...
- In some windows of the GUI, there is five squares for abilities in the creature, no?
YES- In fact, in the combat window, you can see "five abilities"
RESEARCH- see where the referrals go, and if anyone has...
- Uses of fifth:
- Give Rebirth to fire elementals
- I would also LOVE berserker fire elementals, but no space on abilities...
- Give Spellcaster/Sparks to Phoenix (No fire shield?)
- See if spellcaster + rebirth spell counts as "rebirth" ability
- EFREET:
-- Teleport [no fly]
-- Fire attack
-- Fire Shield
-- Fire Resistance
¿5-- Berserker/Spellcaster? + Fire Aura
- MUMMY:
-- Undead
-- Ages
-- Curses
-- Toughness
¿5-- Spellcaster
- GARGOYLE:
-- Mechanical
-- Stealth
-- Teleports
-- Stuns
¿5-- Stone Skin
- TITAN:
-- Ranged
-- Lightning attack
-- Double Melee / Normal melee
-- Chaos Ward
¿5-- Strenght
- MINOTAUR:
[Take off block]
-- Give magic resistance,
-- charge,
-- Stealth,
-- mind immune? (like wolf, or Strike Twice like wolf (?) = Extra Melee / that or Strenght)
- Adjust stats
- AIR ELEMENTAL:
-- Elemental
-- Immaterial
-- Lightning Attack
-- Flying/Teleport
¿5-- Negate First Strike
- EARTH ELEMENTAL:
[Take off teleport]
-- Elemental
-- Magic Resist / Magic Immune
-- Toughness / Stone Skin
-- Stone Gaze / Strenght ?
¿5-- +1 of left off
- MERMAID:
-- Boosts Morale (how? Spell? "Mirth" ability?)
-- Bonuses At sea
-- Regeneration?/Block?
-- [still hypnosis]
¿5-- Long Weapon (see if anim)
- SEA MONSTER:
-- Bonuses At Sea
-- Terror (Panic)
-- Mind immune? / Or cold resistance
-- [still devouring]
- GOLD GOLEM:
-- Mechanical
-- Maggic Mirror / Resist [ex Magic Immune]
-- Stone Skin
-- "Taxpayer"
¿5-- Chaos Ward
- DWARF:
-- Taxpayer
-- Chaos Ward / Magic Resist? Or other.
-- Toughness/Stone Skin
-- Block
¿5-- +1 of left off
- IMP:
-- Flying
-- Mana Leech (Counts as Spellcaster)
-- Long Attack
-- ???
¿5-- ???
- SPRITE:
-- Flying
-- No Retaliation
-- Bind?
-- Spellcast?
- PIRATE:
-- Is "taxpayer" (change ability name)
-- Bloodlust ? Or is it spell? / Block?
-- Has First Strike
-- [still bonuses at sea]
¿5-- ???
- Adjust stats
- BANDIT:
-- Poisons with attack
-- Attacks twice? (double dagger anyways) / If not, negate first strike
-- Is "Taxpayer"
-- [Still stealthy]
¿5-- ???
- Adjust stats
_____________________________________
EXTRA SPELLS
NOPENOPE---> ... Are there up to three extra spells per creature/quantity or even seven with the 00 00 00 00? Test
UNDERSTAND - First quantity, then spell. This for every time 01(Q)EE(S)-02(Q)EF(S), and so on
(until you run out of that space allocated for the creature on the file)
So, max is four extra per creature.
Dark Knight should have his "terror" replaced... but still don't know how
As he will have anti-life spells
MP: 12
POW: 100 c/u
--- Spellbook: Life Ward, Drain Life, Unholy Song ; [terror]
Imp Should be a Caster:
MP: 3/4/6?
POW: 3 c/u
--- Spellbook:
(1)Sparks, (66) Misfortune, (166) Spell Shackle, (366) Mass Misfortune, [Leech Mana]
---- Make Sparks spell more AI-friendly
Other possibilities: Smoke, Mana Flare
Ogre Magi: (Is already included, thus change those) [King Oni]
MP: 8
Pow: 18 c/u
--- Spellbook:
(1) Magic Arrow, (2) Haste, (3) Summon Fire Elementals, (13) Mass Snake Strike, [Bloodlust]
Nightmare should also join the party ; [lvl 3]
MP: 10
POW: 32 c/u
--- Spellbook:
Stone Gaze, Mana Leech, (2+ if pos); [Terror]
Devil: [lvl 4+]
MP: 13
POW: 166 c/u
--- Spellbook:
(1) Summon Imps, (1) Disintegrate, (1) Sacrifice, (3) Berserk, [Summon Efreet]
Phoenix (hellbird)
MP: 19
POW: 49 c/u
(1) Mana Flare [Rebirth]
Mummy:
MP: 5
Pow: 40
-1 Bind Wound -2 Curse -3 Wasp Swarm -7 Plague
FOR NOW: NO magi and NO genie is used in faction, so their extra spells are REPLACED for the other creatures
TO REPLACE: (still don't know where, but maybe search "spells")
--- Magi should not have raise skeletons (zombies)
----> Switch for Raise Gargoyles (When change summons, perhaps replace elf)
-----> If not, just re-shuffle spell effects (both are "raisers")
------> See what Summon/Raise is better for "Life"-Aligned Magi
22 + LEPRECHAUN (10)
33 + SATYR (5)
46 - Dark Champion (13)
44 - Evil Sorceress (14)
3E - Water Elemental (15)
30 - Phoenix (7) - SPELL ANIMATIONS NOT INDEXED
2D - Ogre Mage (9)
2B - Nightmare (9)
23 - Mage (4)
21 - Imp (3)
18 - Genie (5)
15 - Faerie Dragon (13)
0F - ArchDevil (9)
01 - ArchAngel (9)
3-4-5-9-10-11-13-14-15
THERE MAY BE EASIER WAY to turn others into casters: Decipher "lenght" header/footer? of actor anim lists
(no more than 5 extra, remember... but can change existing ones for up to 5 more)
- PERHAPS YOU CAN HAVE 10 EXTRA (think hex, up to 15 and the empty space)
THEORY:
if can make new spellcaster units work
- FIXED! NEW SPELLCASTER UNITS WORKING
- Only thing not working yet: Adventure spellcaster units.
- This is probably fixable with adv_actor, but NOT easy (needs to take hero format, which is longer name "file lenght indicator")
+ EXPERIMENT ...Can you add spells without spellbook abilities?
- yes!
- WAIT! 2 ...maybe "passive" spells like Vampirism, Stone Gaze or Rebirth do work, since "spellcasting animation" doesn't ever have to be used? hmhmhm
- WAIIIIIIIT!!! Monks DO have spellcast animation, I just found it. It just must be not initialized -__- so it IS adv_actor probably...
FOR COMBAT:
COULD copy the "defense" frames/anims files, change them to "spell", see adv_object with hex editing, compare with spellcaster's adv_obj, change relevant parts,
re-build
(perhaps using .h4l files to not corrupt?
...and/or "adding" with resedit2)
I just hope none of them have "offsets", checksums and whatnot...
***
Mummy is the closest to "necromancer" we have (after Vampire maybe)
--- SpellBook: Aging, Raise Zombie, Gas Cloud ; Wasp Swarm
__________________________________________________
---> CONFIRMED: BREAKER CREATURE WAS DEVIL. COMPARE & FIX CREATURE TABLE
----> SEEMINGLY TOWNS CANNOT HAVE CREATURES OF NOT-ALIGNEMENT (!?)
-----> DO NOT use notepad for table edit, it destroys them
RESEARCH&FIX
why does the custom data make the Death town screen crash?
- See if it is because of Creatures, Spells, or combination of both
- Check for "bad lines"
- It is likely it is caused by the Devil
- It could be a bad character or line
- Or bad stats config (in creature or summon spell)
- Other option: Because of Imp Mana
___________________________________________
INCLUDE - thanks in post: Developers, Equi, Guides, Utilities, Community
TEST- if Megadragon works (the cheat doesn't)
YES -- No expansion cheat works, this doesn't seem to affect the creatures working ingame
YES - at least in equi-like games, Prison is always on
-- IF you put prison as "not built", still appears there as built
- Put cost to prison, see if it stills "auto-builds"
- EVEN if you disable prison, it appears. X- See if disabling prison works or not
- See if in default game this is like in equilibris/greatest
- Wolves seem to be immune to terror(panic). Why? Does it come with their ID, or ability?
- Wolves ability behaves bizarrely when assigned to other creatures.
v- Make ghosts stronger to compensate ability change
>>>>>>>>>>> PSEUDO-SOLVED >>>>>>>>> it was about faction creatures. ***CRITICAL PROBLEM***
"*MAP FILENAME* is bad problem"
seems to happen almost randomly on specific maps depending on mod versions and which map is used!
EQUILIBRIS objects isn't the answer
neither is presence of certain factions
RESEARCH AND CORRECT
WITH ABSOLUTE PRIORITY
***
IT HAS TO DO
with the .exe, since it changes on older or newer .exe's
-
IT MAY HAVE TO DO
- with two town recruitment buildings (and or map buildings) pointing to the same "creature"
[they must NOT do so]
- With map recruitment objects
***
IT IS NOT
mass spells section, as the result is the same
"Equivocado 05 T.exe" with gmod4c.h4r can't open Amuleto de la Suerte
it CRASHES with factiontest2 (with other newer .h4r, it says "file is bad")
(still, it CAN open other maps such as creaturearrangement)
yet, OTHER exe intermediates can't...
And now, with this OLDER creature files, it also CRASHES on Might-Inferno Town Screen, while with others, it DIDN't (even if they were not the newest)
And yet, it DOESNT crash in factiontest2minim until you build and click the creature building... (which ISNT built on the other either)
It is all very confusing... this last may have to do with creature alignement, but the rest, it is a mistery
it CAN open "La Verdad y las Interpretaciones" (on both sides) AND enter their town screens
yet it CRASHES when passing days, presumably on AI's turn... (AI faction recruitment error, or town "screen" error!? seems .h4r on either case)
while "Equivocado F04 R - Copy" with the same gmod4c.h4r CAN open Amuleto de la Suerte
it can ALSO open FactionTest2
and it DOESN'T crash on regular town screen - in this version, nothing of factions is changed, neither on h4r or on exe
yet, OTHER exe intermediates can't...
is it creature abilities error?
mass spells error? (overwriting hex bytes used to write/read mapa files)
faction change error? (this doesn't seem so)
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dulkan
Known Hero
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posted March 03, 2017 07:09 PM |
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Edited by dulkan at 19:09, 03 Mar 2017.
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@Avatar
So, era offers more at the moment, but VCMI will be the better framework in the future?
@Nimostar
I don't pick you out. In fact, I'm very grateful for your work. I always liked H4 and your mod appears to offer a lot of improvements and new content to explore.
However you have to keep in mind, your first post on a mod, your online description of it, that's what people see first and many will base their decision to try it on that. So you'll want it to be as informative as possible.
Regarding the creature picture. Is it that difficult to add the factions names in there instead of expecting people to figure those out themselves?
Regarding the feature list, the key work here was concise. A massive changelog isn't concise.
Something like that:
added 3 new factions: shipwreck, inferno, necropolis. Reworked other factions.
is a short description of one the features. As I said, the H5.5 does a good job of this. I get a much better idea of what I can expect from the mod from their first post than from yours.
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TheLonelyGnoll
Tavern Dweller
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posted March 08, 2017 10:57 PM |
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Hey Dulkan,
I can't be objective, as Heroes 3 is not only my favorite of the series, but my all time favorite strategy game, but I have to say that in my opinion the description given in this thread to HotA is not one bit exaggerated.
Playing HoMM3 with HotA and the HD mod is like rediscovering heroes; the new town is spot on, the opening screen is great, the creatures and heroes fit right in, as do dozens of new map objects; there are even a couple of exceptionally made campaign with classic Heroes 3 3d art movie clips. It's a frickin' master piece, and it is actually better than the official AoB expansion at least on the balance and town theme aspects, if not in many others.
And the HD mod is a love letter to efficient UI. Once you get used to the various keyboard shortcuts and convenient buttons you'll never want to play windows without it (and you shouldn't, as you can play vanilla HoMM 3 with it)!
Download the HD mod here:
[url=https://sites.google.com/site/heroes3hd/]https://sites.google.com/site/heroes3hd/[/url]
And the latest HotA version (1.4.2 as of March 8th, 2017) here:
[url=https://www.facebook.com/h3hotaofficial/photos/a.754778121213194.1073741828.750217428335930/1115366661821003/?type=3&theater]https://www.facebook.com/h3hotaofficial/photos/a.754778121213194.1073741828.750217428335930/1115366661821003/?type=3&theater[/url]
And go play, man. I envy you for being able to discover this game all over again with HotA and the HD mod.
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Baronus
Legendary Hero
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posted March 09, 2017 08:33 PM |
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All mods are good work we need. So I suggest play or see for all. Alwas there are a lot good ideas.
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Orc
Famous Hero
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posted December 20, 2019 10:41 PM |
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tyranuxus said: I was used to play raw SoD edition for more than 5 years. After I got borred a bit, I tried WOG expansion, which I hated. They changed the game, so it wasn't Heroes 3 anymore. Lv up creatures, some stupid, unnecessary options, also the grafics was laggins on my and my friend's PC as well( hahaha, no I've enough good one).
though you can disable the Stack experience option. You can actually disable any option you do not like.
HotA on the other hand, you have to take all or leave all.
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Reinc
Tavern Dweller
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posted December 31, 2019 05:13 AM |
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WoG is still relevant, although it is now mostly developed through Era II mod platform and various mods based on Era II.
HoTA is a community expansion pack, it's what most competitive players use.
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