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SilverG
Known Hero
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posted June 14, 2020 12:40 PM |
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deathstare said:
SilverG said: Can we in a way give the Hydra/Chaos Hydra 2/unlimited retaliations?
I've managed to add: shoots 2x, no melee and obstacle penalty for the Lizardman Warriors... 27318D: 00 -> 98 (80) Attacks 2x + (10) No melee + (8) No obstacle penalty.. although the animation is a bit sloppy, it works.
Is this information about Obstacle Penalty accurate? I checked and found that the code for "mage" was 14 10 00 00, but it has no obstacle penality like "arch mage." And even though the code of beholder was 14 18 00 00 00, it has an obstacle penalty. How to edit moding about oxtacle penalty?
The Data for Lizzard Warriors start here:
27317C : 07 00 00 00 01 00 00 00 24 4D 67 00 18 4D 67 00 14 98 followed by a bunch of 00's now the 98 was also a 00 and is on the 18th place meaning:
BYTE 18: Abilty flags
BIT 1 (80) Attacks twice
BIT 2 (40) Immune to fire
BIT 3 (20) (-)
BIT 4 (10) No melee penalty
BIT 5 (08) No obstacle penalty
BIT 6 (04) Mind magic immunity
BIT 7 (02) Slayer lv. 3
BIT 8 (01) Slayer lv. 2
I have no idea what the Slayers are used for. If you add BIT 1, BIT 4 AND BIT 5, you get 98.
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DeathStare
Adventuring Hero
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posted June 14, 2020 02:35 PM |
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As you said, I changed the code of Lizzard Warriers to 98. But there is still an obstacle penalty, even though they shoot twice. I also tried to change Orc's code to 08, but it doesn't work. I don't know if my computer is weird, but Beholder's code is 18, but there is an obstacle penality. Also, in case of mage, it has no obstacle penality like arch mage even though the code is 10.
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SilverG
Known Hero
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posted June 14, 2020 03:01 PM |
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Edited by SilverG at 19:58, 14 Jun 2020.
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You must be referring to the range penalty.
If the units are more than 10 hexes away, a broken arrow will appear, indication a range penalty, then your ranged attackers will only do about 1/3 of their normal damage.
Where to edit this and with which code, I don't yet know.
Just added Mind Spell Immunity to the Zealots, it works too.
Now only IF I can figure out a way to add (Advanced) Magic Mirror to the Champions (I'll rename them to Paladins), that'd be awesome.
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BTB
Famous Hero
Moist & Creamy
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posted June 14, 2020 10:10 PM |
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Fairy Dragons are named for natural Magic Mirror at 04852B.
It's probably best to avoid this ability entirely since the effect doesn't really work as intended - only the human player has a chance of hitting it while the AI always ignores it.
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SilverG
Known Hero
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posted June 14, 2020 11:02 PM |
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BTB said: Fairy Dragons are named for natural Magic Mirror at 04852B.
It's probably best to avoid this ability entirely since the effect doesn't really work as intended - only the human player has a chance of hitting it while the AI always ignores it.
Thanks for the info there...
But...but...but why? I mean why does the AI ignore it?
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BTB
Famous Hero
Moist & Creamy
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posted June 15, 2020 12:07 AM |
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If I knew that, I'd probably know how to fix it >.>
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SilverG
Known Hero
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posted June 15, 2020 06:43 PM |
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So, any tutorial on how to create new artifacts?
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DeathStare
Adventuring Hero
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posted June 16, 2020 11:25 AM |
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SilverG said: You must be referring to the range penalty.
If the units are more than 10 hexes away, a broken arrow will appear, indication a range penalty, then your ranged attackers will only do about 1/3 of their normal damage.
Where to edit this and with which code, I don't yet know.
Just added Mind Spell Immunity to the Zealots, it works too.
Now only IF I can figure out a way to add (Advanced) Magic Mirror to the Champions (I'll rename them to Paladins), that'd be awesome.
I didn't test the range penalty. It was tested with units near the walls. However, the results were as follows.
Mage 00271320: 2 0 0 0 3 0 0 0 64 52 67 0 58 52 67 0 14 10 0 0 -> no obstacle penalty
Beholder 00272540: 5 0 0 0 2 0 0 0 44 4F 67 0 38 4F 67 0 14 18 0 0 -> obstacle penalty
I tried to give 08 to the codes of other ranged units, but it didn't have the ability. So far, almost all of the moding I've learned here has worked, but the obstacle penalty doesn't work. Does Beholder originally have an obstacle penalty? If so, I don't understand why the Ability Code is 14 18 00 00. Do I know the wrong information?
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FfuzzyLogik
Known Hero
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posted June 17, 2020 08:59 AM |
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Hello there,
It was previously a description about the information is coded here.
When you transform "4" or "14" in binary its :
04 in hex => 04 in decimal => 00000100 in binary
14 in hex => 20 in decimal => 00010100 in binary
For the 4 first bytes it is (for the other, use hex converter if you aren't sure) :
00000000 : 00
00000001 : 01
00000010 : 02
00000011 : 03
00000100 : 04
00000101 : 05
00000110 : 06
00000111 : 07
00001000 : 08
00001001 : 09
00001010 : 0a
00001011 : 0b
00001100 : 0c
00001101 : 0d
00001110 : 0e
00001111 : 0f
If you underztood this first step, now the second.
Each value in binary can be 0 or 1. The meaning of each "value" are in the table on the bottom.
For example 04 => 00000100 the "1" here on the 6th place means its a ranged attacker.
For the 14 example => 00010100 its ranged attacker and livivng unit. (1 in the 4th and the 6th)
The 13 => 00010011 => its a living unit who fly and occupy 2 hexes.
Bit 1: Unsure, it's 1 for all Dragons, Behemoth and Ancient Behemoth, Hydra and Chaos Hydra, Fire Bird and Phoenix. It's 0 for all other creatures. I haven't found a link between these creatures;
Bit 2: Is this unit a War Machine?
Bit 3: Can this unit attack Walls?
Bit 4: Is this a Living Unit (i.e. susceptible to healing spells and Death Ripple)?
Bit 5: Unsure, does this unit's attack hit 2 hexes?
Bit 6: Does this unit use a ranged attack?
Bit 7: Is this unit a Flying unit?
Bit 8: Does this unit occupy 2 hexes?
Bit 9: Does this unit attack twice?
Bit 10: Does this unit have Fire Immunity?
Bit 11: Unused (always 0).
Bit 12: Is this unit's melee attack as effective as its ranged attack?
Bit 13: Does this unit suffer no Ranged penalty (or suffer no Siege Wall Ranged attack penalty, not sure)?
Bit 14: Unsure. It's 1 for all Golems, the Giant and Titan, the Gold Dragon and all Undead, Elemental and War Machine units. It's 0 for all other units.
Bit 15: Unsure; is only 1 for Giant and Titan, 0 for all other units.
Bit 16: Unsure; is only 1 for Angel, Arch Angel, Devil and Arch Devil, 0 for all other units.
Bit 17, 18 and 19: Unused (always 0)
Bit 20: Does this units' Ranged attack have an area effect?
Bit 21: Does this units' Melee attack have an area effect?
Bit 22: Is this unit an Undead unit?
Bit 23: Is this unit not affected by Morale?
Bit 24: Does this unit not provoke enemy retaliation on its attack?
Bit 25: Is this unit a Dragon?
Bit 26-32: Unused (always 0).
And for your last sample :
14180000 => 00010100 00011000 00000000 00000000
So : living ranged attacker, no melee penalty, no range penalty
I know this thread is long but it was written here... BTB also made a document who's quite short and where all "other discussions" on this thread are dismissed. Maybe he was short on description for this part ?
Anyways, I hope you understand better now.
Good luck in modding !
____________
FfuzzyLogik.
If I'm crazy ? Sure, because its madness to be normal...
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DeathStare
Adventuring Hero
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posted June 17, 2020 03:43 PM |
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I found out what Bit 1, Bit 15, and Bit 16 mean!! This represents the fire magic skill affected by the Slayer. Bit 1 is affected from the None, Bit 15 is affected only by the Expert, and Bit 16 is affected from the Advanced slayer if their code is 1.
Therefore, if you change the code as shown below, the slayer can affect all 7 level units from the None skill.
Angel 270938: 12 01 00 00 -> 92 00 00 00
Archangel 2709AC: 13 01 00 00 -> 93 00 00 00
Giant 2715E8: 10 06 00 00 -> 90 04 00 00
Titan 27165C: 14 16 00 00 -> 94 14 00 00
Devil 271c30: 10 01 01 00 -> 90 00 01 00
Arch Devil 271cb4: 10 01 01 00 -> 90 00 01 00
But I still don't know about wall penalty. Even though I went to 2713A4, the address of arch mage, and changed 14 18 00 00 to 14 00 00 00, arch mage still had no wall penalty. I think the wall penalty is coded elsewhere, and I'm looking for help from people who know about it.
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Phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted June 17, 2020 10:34 PM |
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HotA gave Firebirds 50% Fire Resistance, does anyone know if it's possible to apply this ability to other creatures as well? For example Efreet instead of full Fire Immunity?
Or is there any way to let positive Fire spells penetrate Fire Immunity?
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deathstare
Adventuring Hero
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posted June 27, 2020 05:43 AM |
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I asked you how to do scouting moding before, and I think there are a lot of skills in HotA that can't be fixed like estates, mystyism, and inteligence. Is there any other way to change them?
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SilverG
Known Hero
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posted June 27, 2020 07:35 AM |
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deathstare said: I asked you how to do scouting moding before, and I think there are a lot of skills in HotA that can't be fixed like estates, mystyism, and inteligence. Is there any other way to change them?
I don't know about HotA, but I tweaked Estates, Mystycism and Intelligence in HoMM 3 Complete (non HD) and it works.
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Phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted June 27, 2020 07:45 AM |
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deathstare said: I asked you how to do scouting moding before, and I think there are a lot of skills in HotA that can't be fixed like estates, mystyism, and inteligence. Is there any other way to change them?
No, if HotA changed them, you can't change them. It sucks I know.
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SilverG
Known Hero
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posted June 27, 2020 05:54 PM |
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Edited by SilverG at 18:08, 27 Jun 2020.
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So, is there a way to increase the max number of creature dwellings from 144 (the current max) to say 400 or higher?
The number 144 in hex is 90, but there are A LOT of 90's in the .exe hex...
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deathstare
Adventuring Hero
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posted June 28, 2020 04:56 AM |
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Thank you for answer. I need another help. I need portraits of units added in HotA. CPRSMALL.def, TwCrPort.def in HotA was not edited. Is there an easy way to get a portrait extracted from CPRSMALL.def, TwCrPort.def ??
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted July 03, 2020 09:12 PM |
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Is it possible to give Ballistics the ability to control Arrow Towers? (Artillery should still allow control of Arrow Towers as well.)
Also still interested in if it's possible to make Ballista and Cannon retaliate, just like a normal unit? (Ammo should be consumed at retaliation.)
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SilverG
Known Hero
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posted July 04, 2020 09:03 AM |
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All we know for now is:
Ballistics can be also made more useful by swapping the catapult's initiative value (edit both: 064B8D,
064B98) with the Arrow Tower (064B6F & 064B7A), thus allowing it to get the first shot in siege battles.
Another possibility is to merge Ballistics, Artillery, and/or First Aid into one skill by changing which
skill is checked in the below routines (D3 = Ballistics, DD = Artillery, E4 = First Aid):
Tent (control): 0745FF & 073914
Catapult (control): 0745C7
Tent (healing): 0E4B98
Catapult (damage): 045AC6 & 0735E7
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DeathStare
Adventuring Hero
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posted July 04, 2020 09:18 AM |
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I'd like to edit the fangarm. Can I know the offset of fangarm? I would like to change the probability of its special ability, HYPNOTIZE, as well as its basic ability. Have a nice weekend.
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BTB
Famous Hero
Moist & Creamy
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posted July 07, 2020 10:14 PM |
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In case anyone was wanting to make Pathfinding more useful, here's where you can edit movement costs:
Dirt 23E510 Sub-T 23E570
Sand 23E520 Lava 23E580
Grass 23E530 Water 23E590
Snow 23E540 Dirt 23E5B0
Swamp 23E550 Gravel 23E5C0
Rough 23E560 Cobble 23E5D0
With that, the only skill I need to address is First Aid. That's... gonna take some work. My idea is to move the Elixir of Life component effects over to First Aid. Problem is that the code for that effects is a little tough to read (see this post by RK: http://heroescommunity.com/viewthread.php3?TID=42152&PID=1469583#focus)
I kinda want to see if there's an easy way to change the check for a skill instead of an artifact. If that much is at least doable, we should be in business.
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