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Heroes Community > Heroes 5 - Modders Workshop > Thread: ~ QUESTIONS Topic and FAQ - Modders Workshop ~
Thread: ~ QUESTIONS Topic and FAQ - Modders Workshop ~ This Popular Thread is 126 pages long: 1 20 40 60 80 100 ... 106 107 108 109 110 ... 120 126 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 14, 2015 08:27 PM

I added all new multiplayer heroes there, but if it occurs only for you than I think it's something else, but I'm kinda out of ideas.

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zavar
zavar


Hired Hero
posted January 17, 2015 01:40 PM

I also add my newly added heroes, the next LAN game will be the test game. But i am pessimist
When we played the 'unlock campaign heroes' mod, this file was remained 'intact' by that mod. We had only six hero at that time, but others who had that mod not suffer from this limit. (or not tested in LAN games?)

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FiReFTW
FiReFTW

Tavern Dweller
posted January 21, 2015 09:41 PM

I have a question, is it possible to edit production of mines? If so where can I edit it?
For example that a mine provides 3 wood instead of 2 etc...
And also can you edit how much your town upgrades provide with bonus money?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 23, 2015 03:07 PM

This can only be done with map scripts

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lotihoti
lotihoti


Famous Hero
posted January 23, 2015 04:32 PM
Edited by lotihoti at 12:00, 24 Jan 2015.

Except for 1 Building (upgraded Market - dont remember in English xD )
(Ressource Silo xD )

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lotihoti
lotihoti


Famous Hero
posted January 27, 2015 01:20 PM
Edited by lotihoti at 11:25, 29 Jan 2015.

Is there any way to improve Arenas?
Example: Currently Arenas arent that big. There are around 10 x 16 fields.

Is it possible to improve that and make them - lets say 14 x 20 or something like that?

Another Thing:
I changed Avatar of death - am Archdevil will be summoned now - but how do i add an Animation to him? If i summon him ingame he - for 2 - 3 secs, Looks like a Jesus cross. How do i add an Animation to that part?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 02, 2015 12:27 PM

I tried enlarging battlefields long ago but never succeeded. I don't think its possible. Avatar uses a flying animation for landing, but  such an animation doesn't exists for the archdevil. Maybe investigate summon elemental spell for alternative?

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted February 02, 2015 03:01 PM

lotihoti said:
Another Thing:
I changed Avatar of death - am Archdevil will be summoned now - but how do i add an Animation to him? If i summon him ingame he - for 2 - 3 secs, Looks like a Jesus cross. How do i add an Animation to that part?


Just making sure first...You do know that each creature has an Animation-Set for several different actions?

You said the Devil had the Jesus-cross when summoned what happened when he moved? Did he have normal effects?

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lotihoti
lotihoti


Famous Hero
posted February 02, 2015 03:11 PM

He moves normal - just as always.

Only the beginning animation is a Jesus cross.

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zavar
zavar


Hired Hero
posted February 02, 2015 11:51 PM

Hi, there's a possibility to create a UI mod to expand the hero-inventory? To expand more than 2 line. I was browsing the game files but find nothing yet, and i have no idea how to start.

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lotihoti
lotihoti


Famous Hero
posted February 03, 2015 09:30 PM

I dont know so far.
Another question:
Till now im to stupid to change a monster moving style to teleport.

I want to change the shadow dragons flying to teleport... Maybe - if i change the avatar of death to a teleporting monster, he doesnt look like a jesus cross?
May someone can help me? Found nothing so far comparing spells (summon phoenix etc.)

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frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted February 05, 2015 02:54 PM

I'd also like to know the thing that zavar asked about UI. I know there are mods that change UI, but I was unable to get to the bottom of how it is done. Any help would be appreciated

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 06, 2015 02:14 PM
Edited by magnomagus at 14:20, 06 Feb 2015.

teleport is attributed in Gamemechanics/CreatureVisual folder

I recently started working on ingame skilltrees for RPE and all I can say is UI modding is very hard, open the ingame skillwheel mod and start opening xdb files and follow all the links between them (you will become crazy). You can't write a tutorial about that. I think the creator had some sort of tool programmed otherwise the amount of work is inhuman. I'm currently trying to make a simpler design with more static bitmaps.

EDIT: I clean up my hero inventory by selling artifacts at marketplace.

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Zowie
Zowie

Tavern Dweller
posted February 07, 2015 08:04 PM

What is the best mod combo for Homm5?

I have heard of RP mod, but this has balance issues of hardcoded starting army problems and some people have had AI issues and say it is inferior to Quantomass' AI mod, which in turn is outdated and has also had some pathfinding problems such as AI not capturing castles when a hero is standing in front of it. I have also heard of eternal essence, but this has not been updated since 2012 and although a new version is in progress since Dec2014, it has not yet been released.

So what exactly should I be using? There are too many options and too many unknowns! I like a challenge and usually play Homm games 7 v 1 impossible difficulty against the AI.
____________

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 07, 2015 08:39 PM
Edited by magnomagus at 20:43, 07 Feb 2015.

Quote:
but this has balance issues of hardcoded starting army problems


This is not an issue with RPE, all mods and H5TOE without mods have exactly the same starting armies!

If you want a real challenge the old version 3.1.8 of Quantomas AI for RPE might fit your style, because Quantomas had not removed the AIcheats on highest difficulty levels:

http://heroescommunity.com/viewthread.php3?TID=40375

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frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted February 10, 2015 04:15 PM

magnomagus said:


I recently started working on ingame skilltrees for RPE and all I can say is UI modding is very hard, open the ingame skillwheel mod and start opening xdb files and follow all the links between them (you will become crazy). You can't write a tutorial about that. I think the creator had some sort of tool programmed otherwise the amount of work is inhuman. I'm currently trying to make a simpler design with more static bitmaps.



I remember that by changing map_editor_mode to 10 (I think) in editor.cfg, you get some 'modding' tools in editor. I know I was able to open UI there, and play with it, but I was never able to do anything smart and useful with that.
____________
"Occam's shuriken: when the answer is elusive, never rule out ninjas." -- Dr. Gordon Freeman (Freeman's Mind)
"lol" -- VERRIKER VON ERWINSSEN

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted February 11, 2015 12:43 PM

frostymuaddib said:
I remember that by changing map_editor_mode to 10 (I think) in editor.cfg, you get some 'modding' tools in editor. I know I was able to open UI there, and play with it, but I was never able to do anything smart and useful with that.


Did you get "any plus" by making this change? I have started working on a Campaign and I am wondering if there could be a benefit. What value is the cfg default?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 14, 2015 07:13 PM

I didn't play much H5 so i don't recall how mentoring worked. But the mechanic teases me so I am working on a Mentor mod for H3.

From what I've read on line, mentors share 25% of their experience if they have the skills (enlightenment?).

Is this available only once per mentor, or once per hero, or else?

For Heroes 3 I would translate it as:

1) hero must be 2 exp levels higher to eb able to mentor another hero

2) he gives one level, which he loses. he also loses a random primary skill, and the student gains a primary skills which will be : a) att/def if mentor is might hero, knowledge/sp if mentor is magic hero.

3) The mentor will be tired by the lesson, and will lose 7 tiles movement for one week + inability to mentor again before one week. Each day his mvm penalty is reduced by 1 tile.

4) The student receives 7 tiles mvm from each mentor. (ex he is mentored by 4 heroes, he will have each day 28 extra tiles). For one week, then he retrieves his original movement. This way, mentoring process also can help an unfortunate player to change his main hero later in game (more movement, faster level up).

Any thoughts? What is good in H5 mentoring and what can I add from it, given that I am too lazy to replay H5, so I will just stick to your ideas?
____________
Era II mods and utilities

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 14, 2015 09:52 PM

In H5 it is much simpler than that, as soon as you have mentoring you can mentor as much secondary heroes as you want, no restrictions whatsoever. But you need to be at least ~level 6 and swallow a weak perk (scholar). It may be a bit overpowered, but this is mainly because in H5 the distance between experience levels above lvl30 is huge. So a lvl 32 hero can mentor another hero in the 25-30 range instantly.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 14, 2015 10:01 PM

Thanks. So they don't lose anything in the process? Also the student is getting so fast to high level?! This sound very op to me.
____________
Era II mods and utilities

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