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Heroes Community > Heroes 5 - Modders Workshop > Thread: [Request] Divine Vengeance Mod
Thread: [Request] Divine Vengeance Mod This thread is 2 pages long: 1 2 · NEXT»
alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted December 27, 2007 02:08 PM
Edited by alcibiades at 14:09, 27 Dec 2007.

[Request] Divine Vengeance Mod

I've had trouble doing modding lately, so here's a request. It should be something really minor, so I hope one of you will help me out.

Lately, I've been increasingly disgusted by the Divine Vengeance spell, and I know I'm not the only one. It's a classical example of a good idea gone bad due to lack of testing. In my last game, I had an enemy Wizard take out my 20 Titans and 500 Gremlin Saboteurs with 3 castings of this spell, which simply makes no sense balance wise.

Here's an example: The current spell does D = 6 x F x (Power + 10) damage at expert level, where F is Squareroot(# killed x level). This means, that a Wizard with a Spellpower of 15 who has lost, say, 300 Gremlins, will be able to do 6 x 17 x 25 = 2550 Damage with the spell. That kills, for example, 13 Titans or 425 Gremlins. This is a level 4 spell at 14 Mana - in comparison, the same Wizard using the "mighty" Implosion spell (level 5 destructive, 18 Mana) would do 640 Damage!

Therefore, I request the following changes for Divine Vengeance:
- Make it a level 5 spell.
- Change damage formula as follows:
      None:     D = 1 * F*(Power+10) > Same
      Basic:    D = 3 * F*(Power+10) > D = 1 * F*(Power+10)
      Advanced: D = 4 * F*(Power+10) > D = 1 * F*(Power+10)
      Expert:   D = 6 * F*(Power+10) > D = 2 * F*(Power+10)


I would really like to see whether this would make the spell less imbalanced in game, so I hope one of you can do this for me.
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WarLore
WarLore


Famous Hero
servant of urgash
posted December 27, 2007 04:15 PM

you are right.
____________
A Nightmare from below.A hero from Within

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Revolver
Revolver


Hired Hero
posted December 27, 2007 06:31 PM
Edited by Revolver at 18:34, 27 Dec 2007.

i suggest something like this because the whole point in vengence is that it's a real snow so how about this:
      None:       D = 1 * F*(Power+10)
      Basic:       D = 1 * F*(Power+10)
      Advanced: D = 2 * F*(Power+10)
      Expert:     D = 3 * F*(Power+10)

and light magic already has too much lvl5 spells in my opinion
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted December 28, 2007 04:40 PM
Edited by alcibiades at 16:41, 28 Dec 2007.

Thanx to Elvin, I was able to make the Mod myself. Those who want it can look here. It's a small Mod that reduces damage from Divine Vengeance to one third of the current level. It also increases spell level to 5th. Not too sure about that though - might change it back.

*note* File is currently ZIP archive. Change name from .zip to .h5u upon download.
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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted December 28, 2007 05:57 PM

I really like this idea, but why make it a level 5 spell?
Could you upload a level 4 version?
Thanks.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted December 28, 2007 06:14 PM

I may upload it later.

However, it's very easy to change spell level. Just go into zip directory and find the .xdb file (there's only one) and open it with NotePad and change spell level from 5 to 4.
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted December 28, 2007 06:20 PM
Edited by Adrius at 18:22, 28 Dec 2007.

If it hasn't already been made, word of light and curse of the netherworld should become lvl 4 spells, they arent really that powerful compared to divine vengeance, resurrection and puppet master.
Oh, and confusion should be a lvl 4 spell. Hmm, now I have too many lvl 4 dark spells instead...

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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted December 28, 2007 06:53 PM
Edited by Cleave at 21:43, 28 Dec 2007.

Quote:
I may upload it later.

However, it's very easy to change spell level. Just go into zip directory and find the .xdb file (there's only one) and open it with NotePad and change spell level from 5 to 4.


Thanks for the tip, it's done (didn't know it was so easy). I'll just have to give it a try now. I was so annoyed last time my Magma Dragons got butchered by DV! I think I'm going to enjoy this mod.

Edit: I tested it with a final battle save, it's perfect now!

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted December 28, 2007 10:28 PM

Quote:
If it hasn't already been made, word of light and curse of the netherworld should become lvl 4 spells, they arent really that powerful compared to divine vengeance, resurrection and puppet master.
Oh, and confusion should be a lvl 4 spell. Hmm, now I have too many lvl 4 dark spells instead...


Yes, it might be more appropriate to make Confusion level 4, Curse Of Netherworld level 4, and Frenzy level 5. However, that leaves you with only one level 3 Dark spell, so guess it's better to leave Confusion after all, while swapping of Curse and Frenzy is by no means invalid.

However, one should notice that Curse of the Netherworld and Word of Light received a major lift in TotE, so that they are now actually quite useful.
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Jabarkas
Jabarkas


Adventuring Hero
posted January 08, 2008 07:36 AM

Hmm... is it this easy to mod the spells? I.e. just open the files in notepad?

Well, just to add my thoughts to the above light-dark discussion, then personally I find assymetry to be fun... so I would welcome Word of Light to be tuned down and moved to perhaps T3.

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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted January 09, 2008 03:04 PM

Quote:
Hmm... is it this easy to mod the spells? I.e. just open the files in notepad?

Well, just to add my thoughts to the above light-dark discussion, then personally I find assymetry to be fun... so I would welcome Word of Light to be tuned down and moved to perhaps T3.


First open the Data folder with winrar (or some other program) find the file you want to edit and extract it. Then open the file you extracted with notepad (before go to properties and change the read only status of the file) then you can edit the file with the notepad.

When it's done just pack the files in a .h5u file and put that file in your usermods folder.

If you want to get rid of the modification just delete the .h5u you created from the usermods folder.

Easy as pie.

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avatarofwoe
avatarofwoe

Tavern Dweller
posted January 10, 2008 08:40 AM

Quote:
Quote:
Hmm... is it this easy to mod the spells? I.e. just open the files in notepad?

Well, just to add my thoughts to the above light-dark discussion, then personally I find assymetry to be fun... so I would welcome Word of Light to be tuned down and moved to perhaps T3.


First open the Data folder with winrar (or some other program) find the file you want to edit and extract it. Then open the file you extracted with notepad (before go to properties and change the read only status of the file) then you can edit the file with the notepad.

When it's done just pack the files in a .h5u file and put that file in your usermods folder.

If you want to get rid of the modification just delete the .h5u you created from the usermods folder.

Easy as pie.


Cleave, can you give the steps to do that, like in a list format with a little more detail. Also what is .h5u?

Just trying to learn all this stuff thanks very much

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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted January 10, 2008 07:09 PM
Edited by Cleave at 19:09, 10 Jan 2008.

Quote:
Quote:
Quote:
Hmm... is it this easy to mod the spells? I.e. just open the files in notepad?

Well, just to add my thoughts to the above light-dark discussion, then personally I find assymetry to be fun... so I would welcome Word of Light to be tuned down and moved to perhaps T3.


First open the Data folder with winrar (or some other program) find the file you want to edit and extract it. Then open the file you extracted with notepad (before go to properties and change the read only status of the file) then you can edit the file with the notepad.

When it's done just pack the files in a .h5u file and put that file in your usermods folder.

If you want to get rid of the modification just delete the .h5u you created from the usermods folder.

Easy as pie.


Cleave, can you give the steps to do that, like in a list format with a little more detail. Also what is .h5u?

Just trying to learn all this stuff thanks very much


Go to your Tribes of the East folder (should be program files/ubisoft/Heroes of might and magic/Heroes of might and magic - Tribes of the East).
Open the Data folder.
Open the Data PAK file with winrar.
Inside, open GameMechanics/Spell/Combat_Spells/LightMagic/DivineVengeance.xdb
Then extract the file so you can alter it.

Here is the original file for DV:

Quote:
<?xml version="1.0" encoding="UTF-8"?>
<Spell>
<NameFileRef href="/Text/Game/Spells/Combat/DivineVengeance/Name.txt"/>
<LongDescriptionFileRef href="/Text/Game/Spells/Combat/DivineVengeance/Long_Description.txt"/>
<Texture href="/UI/H5A2/Icons/Spells/Divine_Vengeance.(Texture).xdb#xpointer(/Texture)"/>
<EffectTexture href="/UI/H5A2/Icons/Spells/Divine_Vengeance.(Texture).xdb#xpointer(/Texture)"/>
<SpellBookPredictions/>
<CombatLogTexts/>
<Level>4</Level>
<MagicSchool>MAGIC_SCHOOL_LIGHT</MagicSchool>
<RequiredHeroLevel>0</RequiredHeroLevel>
<TrainedCost>14</TrainedCost>
<damage>
<Item>
<Base>10</Base>
<PerPower>1</PerPower>
</Item>
<Item>
<Base>30</Base>
<PerPower>3</PerPower>
</Item>
<Item>
<Base>40</Base>
<PerPower>4</PerPower>
</Item>
<Item>
<Base>60</Base>
<PerPower>6</PerPower>
</Item>
</damage>
<duration/>
<sSpellCost>
<Wood>0</Wood>
<Ore>0</Ore>
<Mercury>0</Mercury>
<Crystal>0</Crystal>
<Sulfur>0</Sulfur>
<Gem>0</Gem>
<Gold>0</Gold>
</sSpellCost>
<IsAimed>true</IsAimed>
<IsAreaAttack>false</IsAreaAttack>
<CanSelectDead>false</CanSelectDead>
<Target>TARGET_HOSTILE</Target>
<Element>ELEMENT_NONE</Element>
<DamageIsElemental>true</DamageIsElemental>
<visuals>
<Item href="DivineVengeance.(SpellVisual).xdb#xpointer(/SpellVisual)"/>
</visuals>
<PresetPrice>0</PresetPrice>
<AvailableForPresets>true</AvailableForPresets>
</Spell>



Here is the modified file (following Alcibiades's ideas) for the same spell:

Quote:
<?xml version="1.0" encoding="UTF-8"?>
<Spell>
<NameFileRef href="/Text/Game/Spells/Combat/DivineVengeance/Name.txt"/>
<LongDescriptionFileRef href="/Text/Game/Spells/Combat/DivineVengeance/Long_Description.txt"/>
<Texture href="/UI/H5A2/Icons/Spells/Divine_Vengeance.(Texture).xdb#xpointer(/Texture)"/>
<EffectTexture href="/UI/H5A2/Icons/Spells/Divine_Vengeance.(Texture).xdb#xpointer(/Texture)"/>
<SpellBookPredictions/>
<CombatLogTexts/>
<Level>4</Level>
<MagicSchool>MAGIC_SCHOOL_LIGHT</MagicSchool>
<RequiredHeroLevel>0</RequiredHeroLevel>
<TrainedCost>14</TrainedCost>
<damage>
<Item>
<Base>1</Base>
<PerPower>1</PerPower>
</Item>
<Item>
<Base>5</Base>
<PerPower>1</PerPower>
</Item>
<Item>
<Base>10</Base>
<PerPower>1</PerPower>
</Item>
<Item>
<Base>20</Base>
<PerPower>2</PerPower>
</Item>
</damage>
<duration/>
<sSpellCost>
<Wood>0</Wood>
<Ore>0</Ore>
<Mercury>0</Mercury>
<Crystal>0</Crystal>
<Sulfur>0</Sulfur>
<Gem>0</Gem>
<Gold>0</Gold>
</sSpellCost>
<IsAimed>true</IsAimed>
<IsAreaAttack>false</IsAreaAttack>
<CanSelectDead>false</CanSelectDead>
<Target>TARGET_HOSTILE</Target>
<Element>ELEMENT_NONE</Element>
<DamageIsElemental>true</DamageIsElemental>
<visuals>
<Item href="DivineVengeance.(SpellVisual).xdb#xpointer(/SpellVisual)"/>
</visuals>
<PresetPrice>0</PresetPrice>
<AvailableForPresets>true</AvailableForPresets>
</Spell>


Once you've changed what you want, just compress your files with winrar and rename the file to .h5u (file type for HV mods) and put the .h5u file in your UserMods folder.
Hope that is helpful.

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forest001
forest001


Known Hero
posted January 18, 2008 04:36 PM
Edited by forest001 at 16:38, 18 Jan 2008.

@Cleave

can you tell me if there is any way to change those damn Frags calculations??
i've got idea to change it to something like that:

9*ln(1+st/gr+st/gr+...)-1 * (0/0/5/10 + sp)=

this is similar to calculating creature spellpower.

where st/gr is killed creatures divided by growth, and ln is logaritm,
and sp is spellpower.

here are chartts
1' you killed 8 lvl 7 and 300 lvl 1
2' you killed 15 lvl 7
3' you killed 40 lvl 6 80 lvl 4 and 100 lvl 1
4' oyu killed 30 lvl 1

my idea sp of enemy 10 (that's preety low) dmage with expert

 sp = 10                  sp = 20
1' 560                   840
2' 460                   690
3' 640                   960
4' 140                   210

alcibiades idea
1' 720                   1080
2' 400                   600
3' 1000                  1500
4' 200                   300

original
1' 2160                  3240
2' 1200                  1800
3' 3000                  4500
4' 600                   900

and implosion which is of lvl 5 from destruction school and is meant to be powerful
sp = 10               sp = 20

440                    840

tats simply bad that spell from light (4lvl) makes in most cases more dmg than 5 lvl destr spell

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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted January 18, 2008 06:15 PM

alcibiades gave the direction to change the first factor in the formula, namely:

Quote:
F*(10+1*Power)
F*(30+3*Power)
F*(40+4*Power)
F*(60+6*Power)


I don't know how to change the power multiplier.

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Seraphim
Seraphim


Supreme Hero
Knowledge Reaper
posted January 18, 2008 06:46 PM

I would rather change the divine vengeance lvl to 5 an take the ressuruction to lvl 4.

I never had 300 dead gremlins in a match lol.I would rather make it so like each time you use to double its mana.
____________
"Science is not fun without cyanide"

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted May 25, 2008 09:09 AM
Edited by Nebdar at 09:12, 25 May 2008.

Quote:
i suggest something like this because the whole point in vengence is that it's a real snow so how about this:
      None:       D = 1 * F*(Power+10)
      Basic:       D = 1 * F*(Power+10)
      Advanced: D = 2 * F*(Power+10)
      Expert:     D = 3 * F*(Power+10)

and light magic already has too much lvl5 spells in my opinion

I agree with you because on expert level it will be able to "avenge" at least more than 50% of slaugtered but not over 100%. (I think when somebody kills you 7 tier creature its even less) And of course it seems logical thata somebody who has Advanced Light should have more powerful spell

Edit:
<Item>
<Base>1</Base>
<PerPower>1</PerPower>
</Item>
<Item>
<Base>5</Base>
<PerPower>1</PerPower>
</Item>
<Item>
<Base>10</Base>
<PerPower>1</PerPower>
</Item>
<Item>
<Base>20</Base>
<PerPower>2</PerPower>
</Item>
what "<Base>20</Base>" do what does it mean it has any influence on calculation

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted May 25, 2008 09:38 AM
Edited by radar at 09:53, 25 May 2008.

Usually base is the value determinating how much, in this case, a destructive spell deals minimally and is added after calculating spell power factor.

For example Ice Bolt always does at least 50 damage 60dmg at 'none' mastery.



That base value can be used for other purposes as well of course.


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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted May 25, 2008 09:45 AM

Yep its the base dmg of the spell, most of the spells has the formula Base dmg + X*Power, where X is the "PerPower" number.


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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted May 25, 2008 11:02 AM

aaaa thanx
I can now make some editing

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