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Heroes Community > Heroes 5 - Modders Workshop > Thread: [MOD] INFERNO
Thread: [MOD] INFERNO This thread is 2 pages long: 1 2 · NEXT»
Zenithale
Zenithale


Promising
Famous Hero
Zen Mind
posted December 26, 2007 02:32 AM
Edited by Zenithale at 13:39, 26 Dec 2007.

[MOD] INFERNO

In my opinion the Inferno's creatures are weaker than the ones of the other factions (easily observable against neutral armies (I don't speak about creeping with Inferno, but when you fight against Inferno neutral armies). However the racial skill 'Gating' is really awesome and so, IMO, too indispensable.

Consequently I've made this MOD to reduce the 'gating' (-15% in Expert) and improve the stats of creatures (less random damages and boost of tiers 2, 3 and 4) to a better balance, at the neutral level as at the 'final battle' level.

Here the change-log and the download link (put it in the 'UserMODs' folder).

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Sunjah
Sunjah


Hired Hero
posted December 26, 2007 08:56 AM
Edited by Sunjah at 08:57, 26 Dec 2007.

I play a bunch of random maps so I can mess around with the different races, and I agree that so far Inferno seems to be weak so I downloaded your Mod.  I do have a few questions; when you say 'gating -15%' do you mean the amount of creatures?  Also, on your change-log where there are blanks on abilities does that mean that creature has no abilities or simply that none have been added?

Thanks for sharing your work.  I look forward to sampling this mod!
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Sunjah
Sunjah


Hired Hero
posted December 26, 2007 09:49 AM
Edited by Sunjah at 10:45, 26 Dec 2007.

Edit:  I thought the gating change wasn't working, but when I updated the "time-stamp" on the files it seems now that it is.  Cool Mod!
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Seraphim
Seraphim


Supreme Hero
Knowledge Reaper
posted December 26, 2007 11:49 AM
Edited by Seraphim at 12:06, 26 Dec 2007.

Great! That makes them good.Well done.

edit:Can you make a update for the mod so the necros can have their dragons earlier.Their dragons are unusable by the high cost.Decreasing their cost makes more balance.


edit2: This is not for ToTE.Please make it for tote.OK?
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Zenithale
Zenithale


Promising
Famous Hero
Zen Mind
posted December 26, 2007 01:52 PM

Quote:
Also, on your change-log where there are blanks on abilities does that mean that creature has no abilities or simply that none have been added?

The blanks spaces were just here for the list of the creatures who can 'gate' (dependent of the 'gating' mastery). I'll wish allow Devils to 'gate' (with Expert mastery) too because they're the only tier 7 who can't use their racial skill without artifacts, but...I don't  find the method.

Quote:
Can you make a update for the mod so the necros can have their dragons earlier.Their dragons are unusable by the high cost.Decreasing their cost makes more balance.

It's right we can't really buy dragons with the Necro. I'll probably work on it soon (but here we speak about Inferno ).

Quote:
This is not for ToTE.Please make it for tote.OK?

Yes, this MOD is for TotE! I edit the first post, we must put it in the 'UserMODs' folder.
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Seraphim
Seraphim


Supreme Hero
Knowledge Reaper
posted December 26, 2007 06:18 PM
Edited by sfidanza at 16:04, 27 Dec 2007.

Ok its fine and again great job.You ruined the odd numbers of inferno

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Seraphim
Seraphim


Supreme Hero
Knowledge Reaper
posted December 26, 2007 07:17 PM
Edited by Seraphim at 10:18, 27 Dec 2007.

I have put them in UserMod folder.It does not work.

I quoted myself cuz what I ment is that I have put it on the UserMods folder and it does no effect.

Explaion how to solve this problem and otherwise I have understood your change log and mod.
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Sunjah
Sunjah


Hired Hero
posted December 26, 2007 08:11 PM
Edited by Sunjah at 20:22, 26 Dec 2007.

I had to use the file "time-stamp" updater to bring them to the present time.  Then 2 other Inferno mods I had wouldn't work.  I updated them, and all 3 seem to work fine together.

sfidanza told me about the program for "time-stamp," I am sorry I cannot remember how to find it.  I don't know if it will update the *.h5u file, so I usually unzip and extract, update, and then rezip and change to *.h5u.  So far it has helped a lot when I've encountered problems.  I think I found it in the post by sfidanza about "what is mod FAQ"


[url=null][/url][url=http://www.dagobah-storage.com/FileDate.zip]FileDate[/url]
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Seraphim
Seraphim


Supreme Hero
Knowledge Reaper
posted December 26, 2007 08:51 PM

I actually am sorry but can you write a bit clearer cuz i could not understand anything correctly.
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Sunjah
Sunjah


Hired Hero
posted December 26, 2007 10:44 PM

What does the "Initiative Factor" of 1.1 do?  How does it change the 50% of a turn?  Does it make it 55% or 45%?  I cannot find out exactly what that does.


For the above post, download that program, use it on the files you want to give a date of today for.  The game recognizes the most recent files, so if you have two telling it different things, it goes with the most current one.
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Zenithale
Zenithale


Promising
Famous Hero
Zen Mind
posted December 27, 2007 01:09 AM

Quote:
What does the "Initiative Factor" of 1.1 do?

It's an Initiative boost (+10%) to the gated creatures.
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Sunjah
Sunjah


Hired Hero
posted December 27, 2007 02:03 AM
Edited by Sunjah at 02:05, 27 Dec 2007.

Excellent, that explains it.  I figured you'd have it adjusted in a "good" sense, but could not find out what that meant.  I left it with your adjustment intact.  I just didn't want it to 'take away' initiative and wasn't sure which way it would work.

I still was having difficulty with the % of creatures appearing, and I found that a mod I 'modified' about the CPU not cheating (someone else did most of it, I just adjusted it for myself slightly) still had all % at the 30-35-40-45% rate.  I adjusted them in the mod I had, so it appears to work right now (though I am still not sure the "gate master" ability is working right in a "duel").  

Do you remember adjusting it or where you found it, or is the duel something completely different than what you modded?  All numbers seem to be coming up correctly except that 'gate master' in the duels.

I had to do it, too, I made it 27.5% for expert gating.  It just seemed right.

Great job, and thanks for forcing me to look into these files it helped me find some stuff.

I have a mod you can try if you'd like that switches the searing aura/fright aura from the flame Nightmare to the smoke Hellmare.  It seemed a lot more correct that the searing aura should come from a horse on fire, and the fright from the smoking one.  
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Zenithale
Zenithale


Promising
Famous Hero
Zen Mind
posted December 27, 2007 03:03 AM

Quote:
I still was having difficulty with the % of creatures appearing

You're right, there's a bug present in the duel mode (even without MOD too). In fact it's probably not the 'Gate master' skill but the 'Gate keeper' specility who don't work. Nymus can gate only 70-71 vermins whereas 80 vermins x (45 (expert gating) + 25 (artifacts) + 15 (Gate keeper) + 20 (Gate master))% = 80 vermins x 105% = 84 vermins. The 70-71 vermins correspond to ~90% (so 15% in less: 'Gate keeper' don't work).

There's a bug with Nebiros too, the 'Chosen of Chaos' speciality don't work in duel mode. I've try it with the Preset Editor and don't get the luck bonus.

Quote:
I have a mod [...] that switches the searing aura/fright aura

Oh yes, it's a good idea, I'll add it in the v5.0.
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Nelgirith
Nelgirith


Promising
Supreme Hero
posted December 27, 2007 09:38 AM

Quote:
Quote:
I have a mod [...] that switches the searing aura/fright aura

Oh yes, it's a good idea, I'll add it in the v5.0.


I wouldn't switch the 2 auras, it could cause a little imbalance as both creatures don't have the same base stats. You should just switch the 2 models.

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Seraphim
Seraphim


Supreme Hero
Knowledge Reaper
posted December 27, 2007 10:19 AM
Edited by Seraphim at 10:19, 27 Dec 2007.

I have put it on the UserMods folder and it does no effect.

Explain how to solve this problem and otherwise I have understood your change log and mod.What program to get or change the extensions of the log files.

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guarder
guarder


Supreme Hero
posted December 27, 2007 10:26 AM

Quote:
Can you make a update for the mod so the necros can have their dragons earlier.Their dragons are unusable by the high cost.Decreasing their cost makes more balance.

I have already done thathttp://www.mediafire.com/?80zdytwyzgb
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Zenithale
Zenithale


Promising
Famous Hero
Zen Mind
posted December 27, 2007 05:11 PM

Quote:
I wouldn't switch the 2 auras, it could cause a little imbalance as both creatures don't have the same base stats. You should just switch the 2 models.

Of course, I'll just swith the 2 textures.

@Seraphim: do you have try the link proposed by Sunjah?
http://www.dagobah-storage.com/FileDate.zip

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Sunjah
Sunjah


Hired Hero
posted December 27, 2007 09:38 PM

Quote:

I wouldn't switch the 2 auras, it could cause a little imbalance as both creatures don't have the same base stats. You should just switch the 2 models.
They are almost identical;  the Hell Stallion has (-1) defense, (+1) damage and (-1) initiative compared to the Nightmare for base stats.  Those kind of numbers smell of insignificance.
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Seraphim
Seraphim


Supreme Hero
Knowledge Reaper
posted January 04, 2008 11:36 PM

All files are in xdb extension and btw the necro mod is well not for tote since it has not the balance for the ghost dragon.

Can you deliver the version of totes ghosts dragon and spectral dragon cuz i wanna make somehow that my personal mod and make spectral with deadly strike and ghost with incorporal ability
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Seraphim
Seraphim


Supreme Hero
Knowledge Reaper
posted January 04, 2008 11:37 PM

All files are in xdb extension and btw the necro mod is well not for tote since it has not the balance for the ghost dragon.

Can you deliver the version of totes ghosts dragon and spectral dragon cuz i wanna make somehow that my personal mod and make spectral with deadly strike and ghost with incorporal ability
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