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dredknight

    
    
Honorable
Supreme Hero
disrupting the moding industry
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posted September 23, 2017 09:20 AM |
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magnomagus

     
     
Admirable
Legendary Hero
modding wizard
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posted September 23, 2017 02:30 PM |
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If an NCF creature is properly added to the game, it can be added to a dwelling, but map will immediately become incompatible with non-NCF exe files (and any other PC, unless they have exactly same setup as yours).
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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Red_Lightning

 
Tavern Dweller
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posted September 23, 2017 08:36 PM |
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Well I guess that's not a problem. After all, if anyone is interested in having dwellings for NCF creatures then he/she must be interested in NCF Megapack. Moreover MMH5.5 Mod is a very nice mod and within a year, it will be much more better and user-friendly.
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dredknight

    
    
Honorable
Supreme Hero
disrupting the moding industry
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posted September 24, 2017 11:37 AM |
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fc_bayern

 
Tavern Dweller
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posted September 25, 2017 09:32 PM |
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Hi. Does anyone knows how to change Foul Hydra Acid Blood ability? I want to enhance it because it seems to me very weak and always prefer the second option - deep hydra with regeneration but these two creatures needs to be more equalized. There is one file in the GameMechanics named AcidBlood and at the end of the pages there are two lines that seems to be changable: <DamageToMainTargetCoefficient>1</DamageToMainTargetCoefficient>
<DamageToOtherTargetsCoefficient>1</DamageToOtherTargetsCoefficient>
But whatever value I put nothing change in the game, even I put 0 and I tried dozens of options. I have had no problems to correct any other skills and abilities or spells until now. Every new adjustments work fine exept this ability. What to do?
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magnomagus

     
     
Admirable
Legendary Hero
modding wizard
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posted September 26, 2017 09:12 AM |
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fc_bayern

 
Tavern Dweller
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posted September 26, 2017 07:54 PM |
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magnomagus said: if it doesn't work it is a dead end, nothing you can do.
Acid Blood and Six Headed Attack are both pattern attacks and maybe there are some conflict between them so one work and the other refuse. Because when I set Hydra's Six Headed Attack value to 2 she increase her attack significantly. But when I put 2 in Acid Blood nothing happens. And this ability is very patethic, when 90 blood maidens hit 14 Foul Hydras only 2 die from acid blood. Anyway I will think about to add one additional abillity to this hydra.
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dredknight

    
    
Honorable
Supreme Hero
disrupting the moding industry
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posted September 26, 2017 08:50 PM |
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Interesting. Keep us updated on your findings. What happens if you set the acid hydra value to 100? may be it gets divided by the number of hexes the hydra hits?
The Acid hydra says it deals 25% of the hydra stack damage can you confirm what it is the actual %?
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Join our official discord channel | NCF Utility Beta
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Nargott

 
  
Known Hero
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posted September 26, 2017 09:17 PM |
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This is interesting. How about testing acid blood to other creature, without splash attack?
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fc_bayern

 
Tavern Dweller
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posted September 26, 2017 11:44 PM |
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I made hundreds tests, all possible combinations I thought changing value from -20 to 1000 changing rotation and damage to all but nothing. Also deleted six headed attack from the hydra abilities. The results are always the same and now I'm pretty sure that it's not pattern conflict and maybe this ability is hardcoded although I have never seen unchangeable ability until now. But I'm firmly convinced that this 25% acid damage of the hydra stack damage are absolutely accurate. Unfortunately I can't raise it in the file, the only way is to raise hydra base attack which is not an option.
Also I tested acid blood to other creature without splash attack. I put this ability into 90 blood maidens and attack them with 90 blood furies. Whatever value I put in the file, the received damage is always 25% of their attack.
There is one line in DefaultStats:
<AcidicHydraPattern href="/GameMechanics/Creature/Creatures/Dungeon/AcidBlood.xdb#xpointer(/PatternAttack)"/>
If I succeed to change it somehow things will be better but I don't know how.
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Elessar

 
 
Adventuring Hero
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posted October 01, 2017 01:01 AM |
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Core damage parameter & window settings
1. What is the core/global damage modifier called, and where is it located? I.e. changes the base damage (up or down) for every unit in the game.
2. How do I change the window settings in game? Distance I can pull back and maximum/minimum angles of elevation. I'd like to be able to get either a broader or higher view than I currently can.
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dredknight

    
    
Honorable
Supreme Hero
disrupting the moding industry
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posted October 01, 2017 09:50 AM |
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Elessar said: 1. What is the core/global damage modifier called, and where is it located? I.e. changes the base damage (up or down) for every unit in the game.
Creature base damage values can be found and edited in <game folder>/data/data.pak
Unzip it and go to: gamemechanics/creature/creatures/
There you will see a folder list of all factions that includes their own creatures. Each creature is a *.xdb file that has all its stats inside.
Elessar said:
2. How do I change the window settings in game? Distance I can pull back and maximum/minimum angles of elevation. I'd like to be able to get either a broader or higher view than I currently can.
Open <game folder>/profiles/autoexec_a2.cfg with a text editor.
Inside you will find something like this:
Quote: //For transparanet interface
//mission_camera_limits 50 10 70 -55 -30 0 0
//mission_camera_softlimits 50 11 69 -53 -32 0 0
//For solid interface
//mission_camera_limits 50 49.9 50.1 -45.5 -45.5 0 0
//mission_camera_softlimits 50 49.9 50.1 -45.5 -45.5 0 0
//No camera limits
mission_camera_limits 50 -100 1000 -100 100 0 0
mission_camera_softlimits 50 -100 1000 -100 100 0 0
//No camera custom
//mission_camera_limits 50 0 95 -100 100 0 0
//mission_camera_softlimits 50 0 100 -50 100 0 0
The one I have marked is currently the active camera settings.
You can comment it and add your own. I do not recall what each number was doing but experiment with the numbers and you will find out.
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Join our official discord channel | NCF Utility Beta
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Elessar

 
 
Adventuring Hero
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posted October 01, 2017 07:18 PM |
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Appreciate #2...
I just would have sworn seeing talk in that huge 5.5 thread about a GLOBAL variable that would affect damage across all creatures in one shot. Twiddling each creature would take hours.
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dredknight

    
    
Honorable
Supreme Hero
disrupting the moding industry
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posted October 01, 2017 07:42 PM |
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I see now. What are you looking is how Attack and Defense stats optimize the damage.
In defaultstats.xdb look for the following:
<DamageIncrease>0.05</DamageIncrease> <- damage increase per point of attack difference
<DamageIncreaseCap>3</DamageIncreaseCap> <- max damage increase
<DamageDecrease>0.05</DamageDecrease> <- damage decrease per point of defense difference
<DamageDecreaseCap>0.1</DamageDecreaseCap> <- max damage decrease
0.05 means 5% bonus damage per point of attack higher than the defense stat of the defender. Same goes the other way around.
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Join our official discord channel | NCF Utility Beta
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Nargott

 
  
Known Hero
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posted October 03, 2017 01:39 AM |
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Quote: <DamageIncreaseCap>3</DamageIncreaseCap> <- max damage increase
<DamageDecreaseCap>0.1</DamageDecreaseCap> <- max damage decrease
In TotE 3.1 these Caps don't work.
In MMH5.5 I have not tested it.
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Desert_Fox

 
Tavern Dweller
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posted October 03, 2017 02:49 AM |
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hey guys. You helped me a lot till now. But there is one thing I could need your help with:
So I actually found all stuff and can i change it so that some heroes change their specs and their starting skills. For example i gave the Necropolis hereo who just buffs zombies Markals specs that all necro creatures will join and the look from necro nikolai....(moreover he start with absolute fear ..... so yeah he is completly broken right now but who cares as long as i play singleplayer
but i cant find kunyak for example.... he and the dungeon hereo from the scenarios seem to appear in a different folder. Does someone know where i can find this folder?
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Desert_Fox

 
Tavern Dweller
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posted October 11, 2017 11:20 PM |
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Desert_Fox said: hey guys. You helped me a lot till now. But there is one thing I could need your help with:
So I actually found all stuff and can i change it so that some heroes change their specs and their starting skills. For example i gave the Necropolis hereo who just buffs zombies Markals specs that all necro creatures will join and the look from necro nikolai....(moreover he start with absolute fear ..... so yeah he is completly broken right now but who cares as long as i play singleplayer
but i cant find kunyak for example.... he and the dungeon hereo from the scenarios seem to appear in a different folder. Does someone know where i can find this folder?
noone?
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StrikerX

 
  
Known Hero
The Bringer of Rain
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posted October 12, 2017 03:13 AM |
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Desert_Fox said:
Desert_Fox said: hey guys. You helped me a lot till now. But there is one thing I could need your help with:
So I actually found all stuff and can i change it so that some heroes change their specs and their starting skills. For example i gave the Necropolis hereo who just buffs zombies Markals specs that all necro creatures will join and the look from necro nikolai....(moreover he start with absolute fear ..... so yeah he is completly broken right now but who cares as long as i play singleplayer
but i cant find kunyak for example.... he and the dungeon hereo from the scenarios seem to appear in a different folder. Does someone know where i can find this folder?
noone?
I use 5.5 and there is a Kunyak.xdb in the MMH55-Data.pak. Under mapobjects/stronghold folder. If you don't have 5.5. I would unpack data.pak and do a search for text inside files. Look for Stronghold_Kuynak (the name is spelled different inside file). Or search for file called Kunyak.xdb.
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Rimgrabber

  
   
Promising
Famous Hero
Voice in Gelu's Head
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posted December 17, 2017 11:18 AM |
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Sorry if this has already been asked, but is there anyone who's working on a way to add factions without removing one already present?
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dredknight

    
    
Honorable
Supreme Hero
disrupting the moding industry
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posted December 18, 2017 06:12 PM |
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