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Heroes Community > Heroes 5 - Modders Workshop > Thread: Necromancy mod
Thread: Necromancy mod
PhoenixNight
PhoenixNight

Tavern Dweller
posted March 07, 2007 11:02 AM

Necromancy mod

Ok, here's the question, I think this is possible, but the ? is, where to find the file.  The new system of ressing creatures is cool but honestly sucks later on in game, when all you can res is non-upgraded undead versions of = tier creatures, and only 7 slots for 7 upgraded tiers. Skele archers was a good way to avoid this, but now its gone, and while i like the fact of making liches and such out of dead enemies, I cant fit them or any other non-upgraded monsters to my army thus lowering the effectiveness of monster-hunting, and building armies up.  I even tried just going around without zombies or some other random unit but it seems that slot or 2 slots fill and then i only have options for undead i cant fit then either.

Basically what I'm asking is for someone to point me in the right direction here in editing the old non existent skeleton archers into a new form for all creatures to be only upgraded versions, and while still being restricted in dark energy I dont think this will unbalance the game. also if I could do this so the skill herald of dead will do the same.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted March 07, 2007 11:19 AM
Edited by alcibiades at 11:21, 07 Mar 2007.

I'm not sure I understand all you say. However, if you want to change which creatures are transformed into what, you need to go into this file

dataa1 > GameMechanics > RPGStats > DefaultStats.xdb

You can open the xdb file with any text editor, I use Notepad, but Word will also do.

Scroll ~10 % down in file, and you'll find a section that looks like this:

<TransformTable>
          <Item>
                        <Dead>CREATURE_PEASANT</Dead>
                        <Rise>CREATURE_SKELETON</Rise>
          </Item>
          <Item>
                        <Dead>CREATURE_MILITIAMAN</Dead>
                        <Rise>CREATURE_SKELETON</Rise>
          </Item>
          <Item>
                        <Dead>CREATURE_ARCHER</Dead>
                        <Rise>CREATURE_SKELETON_ARCHER</Rise>
          </Item>
          ...


Here, you can change all the screatures in the <Rise> caps to suite your needs - for instance, for Militiaman, put CREATURE_SKELETON_ARCHER or CREATURE_ZOMBIE instead of the current skeleton to have the upgraded forms. Notice that there is some confusion with the naming of some creatures - most notably, CREATURE_ZOMBIE refers to the Plague Zombie (whereas the normal Zombie goes by the name CREATURE_WALKING_DEAD). Likewise, CREATURE_GHOST refers to Spectres (whereas the normal Ghost goes by the name CREATURE_MANE).

I hope this helps.
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PhoenixNight
PhoenixNight

Tavern Dweller
posted March 07, 2007 06:15 PM

thanks, much obliged.
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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted March 08, 2007 03:46 PM
Edited by VokialBG at 15:47, 08 Mar 2007.

Quote:
I'm not sure I understand all you say. However, if you want to change which creatures are transformed into what, you need to go into this file

dataa1 > GameMechanics > RPGStats > DefaultStats.xdb




Alc You are a Genius! You just find the Modding's graal! God!

I have shearching for this many, many, many, many times, and I also think that you are the first one how have find this!

Maybe you do not know what is in this file! But I'll say it:

THIS IS THE SCRIPT FOR ALL CREATURES ABILITIES AND ALL HEROES SKILLS AND SPEZIALIZATION! WoW, LoL, Yeah! GotP will be really nice, WoW!
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ZombieLord
ZombieLord


Promising
Famous Hero
that wants your brainz...
posted March 08, 2007 03:48 PM
Edited by ZombieLord at 15:50, 08 Mar 2007.

lol
He's not the first, many have found this file long ago (including myself). Just look here

EDIT: really now, as a modder, I can't believe you never heard of this file

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted March 08, 2007 04:03 PM

Quote:
lol
He's not the first, many have found this file long ago (including myself). Just look here

EDIT: really now, as a modder, I can't believe you never heard of this file


I know for it, but it is very long and I haven't look at it
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TheDeath
TheDeath


Responsible
Undefeatable Hero
with serious business
posted March 08, 2007 04:04 PM

Be careful though, some things in that file can make the game crash!

Though I don't know if it still has that in the latest patch.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted March 09, 2007 06:44 PM

Quote:
Quote:
I'm not sure I understand all you say. However, if you want to change which creatures are transformed into what, you need to go into this file

dataa1 > GameMechanics > RPGStats > DefaultStats.xdb




Alc You are a Genius! You just find the Modding's graal! God!

I have shearching for this many, many, many, many times, and I also think that you are the first one how have find this!

Maybe you do not know what is in this file! But I'll say it:

THIS IS THE SCRIPT FOR ALL CREATURES ABILITIES AND ALL HEROES SKILLS AND SPEZIALIZATION! WoW, LoL, Yeah! GotP will be really nice, WoW!


*lol* Am I? I've known about that for ages, and it has been posted here many times before, so hardly think I can take credit for that.

And yes, even though it will let us change abilities and skills, I don't think that's of much help, because most of the abilities are fine as they are. I would much rather be able to add new abilities to creatures.
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ceken
ceken

Tavern Dweller
posted May 30, 2010 10:44 AM

Sorry!

But I have a trouble. I wrote the TransformTable to raise mummies, but do not work. Could Everybody to help?
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Fauch
Fauch


Responsible
Undefeatable Hero
posted May 30, 2010 05:47 PM

maybe they should be a creature from necropolis?

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ceken
ceken

Tavern Dweller
posted May 30, 2010 07:32 PM

Maybe. But I think that is a good idea to make mummies from humans or powerfull humans.
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ceken
ceken

Tavern Dweller
posted May 30, 2010 08:11 PM

You were right. I set the necromancy town, and work fine. But I put in the skeleton mage. I set the transformtable and work. But the necromaner started with skeleton magi. How could I do to starting with skeletons? I the town nothing has changed.
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Fauch
Fauch


Responsible
Undefeatable Hero
posted May 31, 2010 05:47 PM

what did you change? it wasn't the creature file?

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SimonaK
SimonaK


Promising
Supreme Hero
posted May 31, 2010 06:22 PM
Edited by SimonaK at 18:25, 31 May 2010.

you cannot change CreatureTown as you want....
you must respect some conditions...

first, yes, creatures only can be raised to necropolis creature....
so, if you want mummies..then mummies must be necropolis...

but the number of necropolis creature must be not changed...3 tier 1 (base+2 upgrades) 3 tier 2 , 3 tier 3..etc etc etc...

second, it's really important to keep same CREATURE_ID for all creatures in the towns....CREATURE_MUMMY must not be « necropolis » in the gamemechanics/MonsterShared.

so, the only way I see is the « swapping » method.
that allows to keep integrity in the quantity of creatures about the towns and the IDs integrity.

the swap means "keep ID with another visual"


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