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Heroes Community > Heroes 5 - Modders Workshop > Thread: [Modding Discussion] Might and Magic classes
Thread: [Modding Discussion] Might and Magic classes This thread is 2 pages long: 1 2 · NEXT»
BMage
BMage

Tavern Dweller
posted March 04, 2008 02:58 PM
Edited by VokialBG at 10:46, 24 Mar 2008.

[Modding Discussion] Might and Magic classes

My friend has an idea for a new expansion. It introduces a new faction, new neutrals,new artifacts,etc.,and was wondering if you can help.
answer soon.
____________

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted March 04, 2008 03:00 PM
Edited by Cepheus at 15:10, 04 Mar 2008.

Congratulations.  Maybe you could provide a little more info on the faction, neutrals and artifacts then?

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BMage
BMage

Tavern Dweller
posted March 04, 2008 03:33 PM

I can't give you detailed information right now, i just wanted to see if anyone is intrested, but i can give you some information:
the new faction is called temple, it's ancient-greek styled, with mythological creatures like medusas, pegasus riders and basilisk(the snake), and some human like slave and gladiator.
it has a might hero and a magic hero, the might one is commander(racial ability-building), and the magic is prophet(racial-visions). the artifacts include 4 sets-water, fire, earth, air, each of which you can get from a certain altar, guarded by neutrals-including new ones such as efreets, sea serpents, and tiger riders.
again, reply as soon as you can.
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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted March 04, 2008 03:43 PM

Okay.  I'm sorry to bear bad news, but... here are the problems:

+ We can't create new models, so snakes and medusas are out.
+ We can't create new models, so unique town architecture cannot be created.
+ Might and Magic heroes are possible, but very difficult to program.
+ New skills cannot be made, nor can current ones be duplicated or edited.
+ The neutral altar you mention can be made, but none of the last few creatures can be created, except Efreeti.

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted March 04, 2008 04:11 PM

The basic issue.

This is just a metter of the human nature. You pop up here with something that you want, as a boss does. The modders are really hard-working but we can't make each person's wish true just because they want it. It's like asking builders to build your house for free. Guess if they will do.



I really don't care if you will understand what I mean exactly.

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted March 04, 2008 04:16 PM

That's a harsh way to say "I'm not interested".
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted March 04, 2008 04:39 PM

Yes, kinda wanted to say that

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phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted March 04, 2008 04:52 PM

Actually I'm with Radar on this.

When I wanted to make some changes in the game I asked for help...but I learned how to do it...so now I don't need help.

With a 'mod' of this scope, you can't really expect someone to just do it like it's nothing.

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okrane
okrane


Famous Hero
posted March 04, 2008 07:02 PM

Better post it in the H6 suggestions threads.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 04, 2008 09:44 PM

Quote:
+ Might and Magic heroes are possible, but very difficult to program.


Can you give me some more info about how you are able to program this?
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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted March 05, 2008 12:11 AM

Not really - I don't know much about it myself.  I think it involves some hex editing and a lot of .xdbs.  We've gotten a new hero class (Planeswalker) into Tales of Karador, so Kronos1000 could be of more help to you since he's the programmer.

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Kronos1000
Kronos1000


Promising
Supreme Hero
Fryslân Boppe
posted March 22, 2008 03:58 PM

Well sorry if I was needed here for feedback on the Hero Classes, I just found this thread, the first thing I'd like to say is that creating a Hero Class is not hard, but it takes time and plus you need to know where to look in the game's exe file now I can make that one easier for all of you at offset 0x0032CC2D (In the TotE exe) you must first set the signed byte from 8 to 9, this will make your exe allow another Hero Class Now you need to add the Class in two places in the "types.xml" to make the class apear in the editor. Now Open the file GameMechanics/refTables/HeroClass.xdb and add your new class and add add its Primary Skills and Secondary Skills there with their probability, so far it didn't take much time, but here come the time eating part you need to add every single ability it can learn and its requirement in the file GameMechanics/refTables/Skills.xdb once you're done with that you can enjoy your new type of Hero.

The Planeswalker works flawlessly
____________
Hwær cwom mearg? Hwær cwom mago?
Hwær cwom maþþumgyfa? - 'The Wanderer'

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 22, 2008 06:02 PM

Thanks for the info,
The hex-editing was the part I didn't know.
Does the planeswalker also have a unique skill?

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted March 22, 2008 07:14 PM

No, we're using Irresistable Magic.

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Kronos1000
Kronos1000


Promising
Supreme Hero
Fryslân Boppe
posted March 23, 2008 03:34 PM

I have a great idea, maybe (After ToK) we could form a team and create another great MOD that gives every race 2 Hero Classes. magnomagus I know you already did something like that in your Heroes of Axeoth MOD, but if we do it for real they should all learn different abilities
____________
Hwær cwom mearg? Hwær cwom mago?
Hwær cwom maþþumgyfa? - 'The Wanderer'

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Darkshadow
Darkshadow


Legendary Hero
Cerise Princess
posted March 23, 2008 04:08 PM

So GoTP will be dead and burried?

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted March 23, 2008 04:52 PM

Yeah, we've more or less decided to focus on ToK since GotP never really went anywhere.  VokialBG said a while back that he's working on the TotE version of GotP anyway so it's in his hands now, I guess.

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Lord_Evil
Lord_Evil


Famous Hero
Evil lolcat
posted March 23, 2008 05:54 PM

Quote:
I have a great idea, maybe (After ToK) we could form a team and create another great MOD that gives every race 2 Hero Classes.

The Nexus race too?
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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted March 23, 2008 07:58 PM

I'd be up to help in some ways with the post-ToK MOD.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 24, 2008 12:52 AM
Edited by magnomagus at 01:03, 24 Mar 2008.

Quote:
I have a great idea, maybe (After ToK) we could form a team and create another great MOD that gives every race 2 Hero Classes. magnomagus I know you already did something like that in your Heroes of Axeoth MOD, but if we do it for real they should all learn different abilities


I think a mod that creates 2 different classes for each race with really different development paths could raise the whole game to a higher level with much more strategic possibilities and deeper gameplay. It might even be able to gain a popularity similar to wog for h3 if it is carried out well. (I don't believe such mods exist for h5 at the moment)

Somewhere in January I discovered another way of creating 2 classes by copying classes. How i did this is no longer relevant because your hex-editing method is superior but i would like to share some ideas/issues I ran into when starting to work on it (I have now long stopped working on it):

1. The first thing I realised is that the largest part of the work is not editing the skills.xdb but it is the creation (and design) of 16 ingame skillwheels. The skill system from h5 is just too complex to be enjoyable without ingame skillwheels (or something similar) especially when you add another 8 classes.

2. The second thing is the heroes in h5 are not suitable for 2 classes. From all haven heroes for example none of them has a face of a cleric/priest. So the options are: creating a lot of extra portraits yourself or switch to the h4 portraits from the heroes of axeoth.

3. We all know it is impossible to create new abilities or specials, so a priest will still have counterstrike but I still found a great way to make the classes very different from each other. if you look at the secondary skills there are always a 2/3 might oriented and 2/3 magic oriented (special!) features.

For example war machines:

magic: remote control, tremors
might: triple ballista, brimstone rain, runic machines (can be used for other factions too under different name)

Or destructive magic:

magic: secrets of destruction, ignite
might (more towards defending against magic): mana burst, sap magic

So if you restrict the classes to the might or magic features you can create two very much different classes for each race. It could also help a team to get easily an agreement about how the skillwheels look like (if they agree about the system of course).

Because my motivation for modding was weakening at the time and I overlooked the amount of work I stopped working on it. I realised only a  team could manage it, even more if you also want to create 8 new generic models

It could be something like this:

priest/cleric: based on necromancer
heretic: based on agreal
witch/shaman: based on kujin
alchemist: based on zehir
rune warrior: based on king/wulfstan
assassin/overlord: the current generic model/ realag/shadya for warlock
druid: the current generic model/ findan for ranger

So far the core of my ideas, i would like to input more and dig up some of my old work if people are interested in moving forward, I can only not promise to do any xdb coding, because I lost the motivation at this moment, but it may come back. i will surely keep tracking this.

[edit] I have sended an im to vokial to request changing the title of this thread.

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