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Heroes Community > Heroes 5 - Modders Workshop > Thread: [MOD TotE] H5/HoF Campaigns for ToE
Thread: [MOD TotE] H5/HoF Campaigns for ToE [ This thread is 19 pages long: 1 2 3 (4) 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 ]
Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted November 17, 2007 02:49 PM
Edited by Cepheus at 14:53, 17 Nov 2007.

A1C1 only has Freyda and Laszlo anyway, neither of whom are properly playable in the previous campaigns.  In fact only Raelag and Isabel return in HoF if I remember correctly, and they're supposed to be at astronomical levels in their scenarios, so balance wouldn't be affected at all.  Even if there was a problem, the level caps for each mission would "downgrade" the carryover guys (just like what happens to Godric carrying over from campaign 1 to campaign 3 in original Heroes V).

TotE, however, is a different story.

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted November 17, 2007 04:15 PM

the main problem are heroes carrying over between campaigns of the same "set". The best way to amend this would probably be to make a trigger in the first map that particular hero shows up (the second necromancer and third wizard mission in Godrics case) that causes the hero to level up to an appropriate level. That way, you at least have a decent shot to get the hero the way you want him.
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In ur base killing ur doods... and raising them as undeads.

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sfidanza
sfidanza


Promising
Supreme Hero
posted November 17, 2007 05:01 PM

Quote:
A1C1 only has Freyda and Laszlo anyway, neither of whom are properly playable in the previous campaigns.  In fact only Raelag and Isabel return in HoF if I remember correctly...

Indeed, you're right. I could have checked before posting...
Actually, it's even better, since Isabel and Raelag have a new versions in HoF (Isabell_A1 and Raelag_A1), so they will start at level 1 in HoF like they should.

I admit that my point was not valid. However, I don't see the point in blocking access to HoF campaigns, since there is no carryover from H5 to HoF. What do you think?

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted November 17, 2007 05:25 PM

Hmm... I didn't consider that they had new versions.  Perhaps Raelag should be the only character to carry over, since nothing happens to him storywise that should affect his level (nor with Isabel I guess, though the Dragonblessed ability doesn't apply to her in the original), using his final HoF variant in both original and HoF.

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Maurice
Maurice


Responsible
Supreme Hero
Part of the furniture
HC SUPPORTER
posted November 17, 2007 05:31 PM

I'd say, use the latest version of at least Raelag. And don't block the HoF campaigns until after the normal campaigns are all unlocked. Keep it the way both are as they were released: you can start off with the first mission of the first campaign of each .

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted November 18, 2007 12:06 AM

Hm, would actually be nice if the haven campaign starts out unlocked with Isabel getting an appropriate level if the early maps weren't played. I mean, who wants to play those tutorial maps all over again?
____________
In ur base killing ur doods... and raising them as undeads.

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Revolver
Revolver


Hired Hero
posted December 02, 2007 05:36 PM

just wanted to get an update on this project

i'm really happy that someone is working on this and all but i just wanted to know one thing. will the new spells and the second upgrades be available and if not could they be at least for the HoMM V campaigns?
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sfidanza
sfidanza


Promising
Supreme Hero
posted December 03, 2007 02:36 AM
Edited by sfidanza at 02:37, 03 Dec 2007.

Alternate upgrades will be available everywhere the classic upgrades are.

New spells are another story: available spells are specified by the map file, and obviously the lists do not contain ToE spells. Same for artifacts.
Allowing them in the maps requires editing the files to add the new spells/artifacts. Note that HoF artifacts are not available in H5 campaigns either, so the question extends to them as well here.
What do you think? Are there spells or artifacts that would break the balance in some missions?

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Revolver
Revolver


Hired Hero
posted December 03, 2007 06:13 AM

i don't think the artifacts and spells can disturb the balance in any mission, plus the spells as well as the artifacts contribute a lot to strategies for instance the arcane crystal spell.
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Nirual
Nirual


Famous Hero
Imbued Ballista
posted December 03, 2007 07:57 AM

spells shouldn't be much of an issue, but artifacts might. Especially sets if you were to allow them to carry over.
____________
In ur base killing ur doods... and raising them as undeads.

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Revolver
Revolver


Hired Hero
posted December 03, 2007 09:09 AM

the only set that i think would really make the game easier is the dragon set becaues you can find it pretty fast but how will the hunter's dream or the knight's set disturb the game's balance
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sfidanza
sfidanza


Promising
Supreme Hero
posted December 03, 2007 05:56 PM

The set artifacts carry_over in ToE is done by a specific script, so it won't happen in H5/HoF campaigns.

Sets can be disabled on a per map basis, but I don't think this is necessary. ToE artifacts are not overpowered, except maybe the Ring of Machine Affinity when fighting a warmachines specialist (but that should mostly make things a little harder).
Actually, the only artifacts on which I'm hesitating are the Tomes of Magic introduced in HoF (see HoF-introduced artifacts on AoH). But this only brings the topic back to spells.

About spells, Summoning is hindered in ToE without the new spells, as it has lost Firewall to Destructive. This by itself is reason enough to unlock the new spells. What about Divine Vengeance and Vampirism? I think these are the only two that could pose problems. I'm leaning towards letting them in.

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Revolver
Revolver


Hired Hero
posted December 03, 2007 06:55 PM

well, divine vengence would work well but i don't have any experiance with vamps so i don't know what to say.
any who, i really think that all of the tribes' addings are for the better but you are right about the ring of machine affinity, in the wrong hands it can be deadly to say the least. still i guess it too should be added
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MPaBkaTa
MPaBkaTa


Adventuring Hero
Cow lover
posted December 03, 2007 07:09 PM

the bad thing about the single player campaign scenarios(H5,HoF) for tote stop the custom campaign heroes mod at least for me

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sfidanza
sfidanza


Promising
Supreme Hero
posted December 03, 2007 08:46 PM

@MPaBkaTa: I don't understand your point. The campaign heroes mod unlocks them in the multiplayer maps only. So it doesn't stop working when you add the H5/HoF singleplayer scenarios, because it was not intended to work there.

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Tobagua
Tobagua


Hired Hero
posted December 03, 2007 10:53 PM

Having read all of this, one thing remains unclear to me... is the final version of the mod intended to reintroduce the whole of HoMM 5 and HoF into ToE along with the cutscenes, speech and so on? E.g. I own a copy of both HoMM 5 and HoF, does that mean that I'm allowed to use this mod to bring all the content of the previous chapters into ToE, the whole installation being totally independent from HoMM 5 and HoF installations?

Another thing I'd like to know, isn't it possible to edit the standart.xdb file to host a number of unrelated and independent campaigns?

And my third wish; maybe use different main menu cutscenes (the ones from HoF and HoMM5 along with the ToE one) for different menus? So activating different items in the main menu will switch between the Devil vs. Inquistor / Dwarves vs. Lizard Riders / Cyclops vs. Humans cutscenes? Or maybe every run of the game woulf display a random cutscene?

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted December 03, 2007 11:09 PM

Quote:
Having read all of this, one thing remains unclear to me... is the final version of the mod intended to reintroduce the whole of HoMM 5 and HoF into ToE along with the cutscenes, speech and so on? E.g. I own a copy of both HoMM 5 and HoF, does that mean that I'm allowed to use this mod to bring all the content of the previous chapters into ToE, the whole installation being totally independent from HoMM 5 and HoF installations?


Yes, that is the whole point of the mod.

Quote:
Another thing I'd like to know, isn't it possible to edit the standart.xdb file to host a number of unrelated and independent campaigns?


I don't see why not.

Quote:
And my third wish; maybe use different main menu cutscenes (the ones from HoF and HoMM5 along with the ToE one) for different menus? So activating different items in the main menu will switch between the Devil vs. Inquistor / Dwarves vs. Lizard Riders / Cyclops vs. Humans cutscenes? Or maybe every run of the game woulf display a random cutscene?


It is possible.

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sfidanza
sfidanza


Promising
Supreme Hero
posted December 03, 2007 11:19 PM

Cepheus beat me to the answer, but I'll still give mine.

Quote:
Having read all of this, one thing remains unclear to me... is the final version of the mod intended to reintroduce the whole of HoMM 5 and HoF into ToE along with the cutscenes, speech and so on?

Basically yes.
Actually, the single player scenarios are packaged as .h5m files, and they are maps rather than mods. And their interest is also to be able to open them with the map editor to learn from them or edit them.
For the campaigns, yes, the intent is to be able to play them under ToE, with the new features like caravans and such.

Quote:
E.g. I own a copy of both HoMM 5 and HoF, does that mean that I'm allowed to use this mod to bring all the content of the previous chapters into ToE, the whole installation being totally independent from HoMM 5 and HoF installations?

Yes. And obviously it raises the question of how Ubisoft will like it, which is why I'm keeping them informed of the progress, and will try to respect their view on it.

Quote:
Another thing I'd like to know, isn't it possible to edit the standart.xdb file to host a number of unrelated and independent campaigns?

Yes. That's exactly how it's done.
The drawback of the method is that a mod cannot add new campaigns over another, only replace them. The user campaign feature is supposed to solve that, but doesn't allow for campaign chaining yet.

Quote:
And my third wish; maybe use different main menu cutscenes (the ones from HoF and HoMM5 along with the ToE one) for different menus? So activating different items in the main menu will switch between the Devil vs. Inquistor / Dwarves vs. Lizard Riders / Cyclops vs. Humans cutscenes? Or maybe every run of the game woulf display a random cutscene?

The idea is nice. However, contrary to Cepheus, I doubt it's possible since there seem to be only one hook for the main menu cutscene, that is used over all the menus. I'll check it though.
Random animation is even more out of reach, sadly.

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted December 03, 2007 11:27 PM

I referred to the idea of changing the main menu display in general, but thanks for the clarification Sfidanza.

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Tobagua
Tobagua


Hired Hero
posted December 04, 2007 01:57 AM
Edited by tobagua at 03:31, 04 Dec 2007.

/POST DELETED AND RECOMPOSED AFTER AN HOUR OF TINKERING/

Good news, guys. I was able to hijack the UserMods folder by introducing a few changes into the H5_GAME.exe file.

Now I can make two extra .exe files based off the original executive which will have their own override folders instead of UserMods. That means that you can change anything and this will only apply if you run the appropriate .exe. For instance, you can substitute the main campaign with a custom one and change the menu music/cutscene.

The bad thing is that every miscellaneous mod has to be duplicated and copied to the two additional override folders in order to see the changes in HoMM5 and HoF. Considering the ridiculously small sizes of all the HoMM5 mods, this should be of no trouble though. And you can even make a mod that only affects a specific single player campaign rather than all of them (e.g. a HoF-only mod).

If this approach (two additional game executives and two extra override folders) suits you please PM me. This will easily allow to recreate HoF and HoMM5 in detail, up to the point of the menu music and cutscenes. Also this will work neat for some conversion-specific bugs, like Wizard cities turning into Elven ones instead of Necropolis in some specific mission, due to the fact that the City IDs were changed in HoF. So if there's a file shared by two or more chapters of the game that causes conflicts because it must be different for different chapters, you can easily make chapter-specific copies and put them into the corresponding override folders.

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