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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 122 pages long: 1 2 3 4 5 ... 20 40 60 80 100 ... 118 119 120 121 122 · «PREV
dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted September 11, 2018 10:25 PM
Edited by dredknight at 22:25, 11 Sep 2018.

Gidoza said:

Moreover, Power of Dragons (for example) for H5.5 has different values in it than what's in DefaultStats.xdb, so I feel like there's yet more of the story to be told.


Simply put Magno adjusted the already existing values of the dragon artifact or just nulled the one that were OP or not needed. That is all Defaultstats.xdb work.

The new ones were codded with LUA. Everything new in regards to artifacts is LUA and can be found in the script places I pointed a few replies above.

Cheers!
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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted September 11, 2018 10:28 PM

Standart appears regardless of prerequisites whether it was intended or not. Special does not need to have a requirement, it simply always occupies the slot of advanced abilities on level ups. Unlike standart, you can prevent a special from appearing in a specific faction.
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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted September 21, 2018 01:21 PM

Is it possible to assign an artifact set bonus to different artifacts than the originals? Or better yet, to assign the set bonus to a single artifact? Speaking of 3.1, not H5.5.
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Gidoza
Gidoza


Known Hero
posted September 25, 2018 10:42 PM

Quote:
Simply put Magno adjusted the already existing values of the dragon artifact or just nulled the one that were OP or not needed. That is all Defaultstats.xdb work.


Still don't understand, as Defaultstats.xdb looks to me like it has the same values as in Vanilla.



Anyways - I was playing and noticing that my Windmills, Water Wheels, etc that I have "captured" (for lack of a better word) don't actually give anything at the beginning of the week; furthermore, I can't even access them manually after I've "captured" them.  Is this normal?  Where would be the appropriate code for this so I can check it?

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whitetiger
whitetiger

Tavern Dweller
posted October 02, 2018 11:57 AM
Edited by whitetiger at 12:01, 02 Oct 2018.

I've been playing map ''The Forgotten Hero''. Near the end after defeating enemy hero my cursor turns into hourglass. After that only thing I can do is exit game. Is there any way to fix this? This map is made for 3.1 version and I've been playing it on 5.5 version.

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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted November 11, 2018 02:42 PM
Edited by Elvin at 14:44, 11 Nov 2018.

After reassigning random caster to another unit, I noticed that it lacks an icon. How could I add a skill or creature portrait icon to it?

I am currently using it on sprites, renamed as pixie dust. If I wanted it to have a warlock's luck(or mystic specialty) icon, what would I change?
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kruczek
kruczek

Tavern Dweller
posted November 21, 2018 07:37 PM

Homm 5.5 keeps crashing during AI turn. Is there a way to check whats is wrong. I have done all the usual fixes ( deactived artifact merchanst in user setting, write @H55_FixAICTD(); in game consol ).

Any ideas?
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Fahrtahn_Yhu
Fahrtahn_Yhu

Tavern Dweller
posted November 24, 2018 01:12 AM

I was mucking about with the GameMechanics > RPGStats > DefaultStats.xdb file and looking to modify the default scouting radius of the hero. I found the default setting of 12 too high, so to give myself more of a challenge I reduced it to 5. I raised the scouting skill bonus to 5 and reduced the silent stalker bonus to 10, for a total possible scouting radius of 20 with all the skills combined

When I begin the game however, the scouting radius changes have no effect and the starting scouting radius is still 12. I have also made changes to base movement,neutral monster coefficients as well as human and AI starting resources and these changes HAVE taken effect. Below is that section of my DefaultStats.xdb with the changes and the desired scouting mods in bold. What am I missing with regards to changing the default scouting radius?


<adventure>
<BaseHeroMovement>2000</BaseHeroMovement>
<BaseHeroLookRange>5</BaseHeroLookRange>
<MinCreatureSpeed>2</MinCreatureSpeed>
<MaxCreatureSpeed>10</MaxCreatureSpeed>
<DepthBetweenFloors>10</DepthBetweenFloors>
<VisitFountainOfYouthMovementBonus>400</VisitFountainOfYouthMovementBonus>
<VisitRallyFlagMovementBonus>200</VisitRallyFlagMovementBonus>
<VisitOasisMovementBonus>800</VisitOasisMovementBonus>
<VisitStablesMovementBonus>600</VisitStablesMovementBonus>
<ForWeekStablesMaxLandMovementBonus>600</ForWeekStablesMaxLandMovementBonus>
<LighthouseMaxSeaMovementBonus>500</LighthouseMaxSeaMovementBonus>
<HeroManaPerKnowledge>10</HeroManaPerKnowledge>
<Respawn>
<MonstersMin>2</MonstersMin>
<MonstersMax>5</MonstersMax>
<MonstersRandomUpgradeSub>0.3</MonstersRandomUpgradeSub>
<MonsterDowngradeProb>0.05</MonsterDowngradeProb>
<MonsterDowngradeMult>2</MonsterDowngradeMult>
<MonsterProbabilityPerCell>0.002</MonsterProbabilityPerCell>
</Respawn>
<StartHumanResources>
<Item>
<Wood>30</Wood>
<Ore>30</Ore>
<Mercury>15</Mercury>
<Crystal>15</Crystal>
<Sulfur>15</Sulfur>
<Gem>15</Gem>
<Gold>30000</Gold>
</Item>
<Item>
<Wood>20</Wood>
<Ore>20</Ore>
<Mercury>10</Mercury>
<Crystal>10</Crystal>
<Sulfur>10</Sulfur>
<Gem>10</Gem>
<Gold>20000</Gold>
</Item>
<Item>
<Wood>10</Wood>
<Ore>10</Ore>
<Mercury>5</Mercury>
<Crystal>5</Crystal>
<Sulfur>5</Sulfur>
<Gem>5</Gem>
<Gold>10000</Gold>
</Item>
<Item>
<Wood>0</Wood>
<Ore>0</Ore>
<Mercury>0</Mercury>
<Crystal>0</Crystal>
<Sulfur>0</Sulfur>
<Gem>0</Gem>
<Gold>0</Gold>
</Item>
</StartHumanResources>
<StartComputerResources>
<Item>
<Wood>10</Wood>
<Ore>10</Ore>
<Mercury>5</Mercury>
<Crystal>5</Crystal>
<Sulfur>5</Sulfur>
<Gem>5</Gem>
<Gold>10000</Gold>
</Item>
<Item>
<Wood>20</Wood>
<Ore>20</Ore>
<Mercury>10</Mercury>
<Crystal>10</Crystal>
<Sulfur>10</Sulfur>
<Gem>10</Gem>
<Gold>20000</Gold>
</Item>
<Item>
<Wood>30</Wood>
<Ore>30</Ore>
<Mercury>15</Mercury>
<Crystal>15</Crystal>
<Sulfur>15</Sulfur>
<Gem>15</Gem>
<Gold>30000</Gold>
</Item>
<Item>
<Wood>50</Wood>
<Ore>50</Ore>
<Mercury>25</Mercury>
<Crystal>25</Crystal>
<Sulfur>25</Sulfur>
<Gem>25</Gem>
<Gold>50000</Gold>
</Item>
</StartComputerResources>
<ChestMinorArtifactChance>5</ChestMinorArtifactChance>
<NeutralsInCampaign>
<CountCoefs>
<Item>0.5</Item>
<Item>1</Item>
<Item>1.25</Item>
<Item>1.5</Item>
</CountCoefs>
<ExpCoefs>
<Item>2</Item>
<Item>1</Item>
<Item>0.75</Item>
<Item>0.67</Item>
</ExpCoefs>
<WeeklyGrowCoefs>
<Item>1.05</Item>
<Item>1.1</Item>
<Item>1.15</Item>
<Item>1.2</Item>
</WeeklyGrowCoefs>
</NeutralsInCampaign>
<NeutralsNotInCampaign>
<CountCoefs>
<Item>0.5</Item>
<Item>1</Item>
<Item>1.25</Item>
<Item>1.5</Item>
</CountCoefs>
<ExpCoefs>
<Item>2</Item>
<Item>1</Item>
<Item>1</Item>
<Item>1</Item>
</ExpCoefs>
<WeeklyGrowCoefs>
<Item>1.05</Item>
<Item>1.1</Item>
<Item>1.15</Item>
<Item>1.2</Item>
</WeeklyGrowCoefs>
</NeutralsNotInCampaign>
<HeroSkills>
<Scouting_VisibilityIncrease>5</Scouting_VisibilityIncrease>
<DisguiseAndReckon_VisibilityIncrease>10</DisguiseAndReckon_VisibilityIncrease>


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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted November 24, 2018 09:58 AM
Edited by dredknight at 10:06, 24 Nov 2018.

@Elvin open creature XDB file and find a row that says

Visual href=blablabla#xpointer

^ find this file and inside check for:

Icon128 href=blablabla#xpointer

^this is your Icon config file. Find it and you will see the icon in the same folder next to it in DDS format.



@kruczek, if it in single player it is possible that it is a bad installation issue. Follow this guide.




@Fahrtahn_Yhu, some values are hardcodded in the game Exe file so changing the defaultstats.xdb sometimes does nothing.



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Fahrtahn_Yhu
Fahrtahn_Yhu

Tavern Dweller
posted November 24, 2018 07:48 PM

Would I be correct in assuming that the only way to modify the base scouting range then is through hex editing the .exe file?

If so, where would you go about finding that specific value in the hex editor? I have not previously dabbled in hex editing up to this point.

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted November 25, 2018 11:48 AM

@Fahrtahn_Yhu, I suppose so but I am not 100% certain.

If dont have any clue what hex editing is I want to warn you that it is difficult and requires a lot of time to spend on researching the game exe itself (not including the knowledge you have to acquire about hex editing itself).

I have setup a hex editing startup guide with all necessary items one needs to begin but have in mind that is far from enough to make an ingame change unless you know what you are doing. You can find the guide here.


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Fahrtahn_Yhu
Fahrtahn_Yhu

Tavern Dweller
posted November 25, 2018 07:36 PM

Cool, thank you. I'll take a look through that.

There was one more thing I was wondering about. It's relatively minor and doesn't really affect gameplay and may have already been addressed elsewhere. When I play as the inferno faction the symbol that appears above my castle and flagged structures is the symbol of the barbarian faction and not the corresponding hexagram of the inferno faction. Why is this, and are you aware of how this can be fixed?

I currently have Hereos 5 ToE v. 3.1 with the enhanced AI mod.

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