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Heroes Community > Heroes 5 - Modders Workshop > Thread: Level hex editing
Thread: Level hex editing This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted April 11, 2008 11:25 PM
Edited by yasmiel at 23:25, 11 Apr 2008.

Apparently, we are out of luck - as far as simple solution to this is considered.
Constants we are wanting to change seem to be shared by several functions, so editing of those could (and probably would) make a mess.

So, final answer to thread starter is - its impossible (as it seems) to change JUST the XP levels via hex edit alone.
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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted April 11, 2008 11:27 PM

No way of redirecting the other references to some other bit of memory, or something?
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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted April 11, 2008 11:41 PM

There would be ways (there always is a way), but i think it goes out of the domain in which we operate in this thread -> which is simple hex edit.

I'm going back to playing a game now instead of trying to change it
To the battlefield!


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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted April 12, 2008 12:16 PM

Quote:
Stop flooding forum


It isnt problem for important discussion like this one, actually it better if you post here, more modders will learn something very useful
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BAD
BAD


Promising
Known Hero
posted April 13, 2008 09:18 AM
Edited by BAD at 11:15, 13 Apr 2008.

In Heroes III is something like this:

After level 12(20600) is Level 13 and is 18,06% from previous level...hope you understand now

Is calculated in float double(64; 63ac20 is the offset if you want to check yourself; 1.2 or look for 333333333333F33F because is in float 64)

Alcibiades explained well after manual, but...is manual


In Heroes IV is a different formula and  for me the formula for Heroes IV is the best.

About Heroes V, just looked a bit and seems the same as in Heroes III(at least first look), you can check this offset:

0061D0AD     fmul  E48C1C

00E48C1C      dd 1.2 //double 64

If will have time, will do more researches in post here

Perphaps I'll do myself the hard-coded mod

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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted April 13, 2008 11:46 AM

I suspected it is double and wanted to search for those, but Crazy pill said that the values needed (1.2 and 0.1) are single floating point constants, so i stopped the further search on the matter.

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BAD
BAD


Promising
Known Hero
posted April 13, 2008 12:52 PM
Edited by BAD at 13:08, 13 Apr 2008.

Ok, I made some new changes for me and if all will be ok, I'll make a patch for this and post to public


Original version:

Level 32: 2,070,784


My changes:

Level 32: 1,123,085

Note that 976,596 for next level is due of expert enlightenment

Here is a picture with the new experience for me at home:




The original values are:

Level 30 785,826
Level 31 1,228,915
Level 32 2,070,784
Level 33 3,754,522
Level 34 7,290,371
Level 35 15,069,240
Level 36 32,960,630
Level 37 75,899,970
Level 38 183,248,314
Level 39 462,353,978
Level 40 1,215,939,194


So, what exactly you want?


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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted April 13, 2008 01:52 PM
Edited by yasmiel at 14:01, 13 Apr 2008.

I think thread starter would be happy with something like removing the additional increment, in other words, keep it (1.2*previous level) for all levels after 25, instead of having {1.3,1.4,....,2.7}. In other words, remove the 0.1 additional increment.

On another note, would it be possible to remove the level cap? (or set it very high so it would be imaginary removed). It is level 40 ATM.

P.S. Why is expert enlightment interfering with experience needed?
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BAD
BAD


Promising
Known Hero
posted April 13, 2008 02:26 PM
Edited by BAD at 14:30, 13 Apr 2008.

@yasmiel

I'll see if I'll remove 0.1 increament or make other changes.

Yes, level cap be removed it...

Look at this picture and I have level 41 here  and as you can see level 42 requires 10 experience...of course is joke, but for tests is best idea




About Enlightenment was a mistake so never mind


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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted April 13, 2008 03:07 PM

As always when we are stuck, "BAD the Superman" comes to the rescue .

Great work!!

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted April 13, 2008 03:19 PM
Edited by Warmonger at 15:37, 13 Apr 2008.

Not that BAD, I have to admit

After some calculation I would opt for the consistent system in which every next difference between the levels is increased by 15%. It needs a little more experience up to level 22, so makes the game balanced for  typical scenarios / duels / campaigns, but later allows to get much  more levels.

It simply removes the invisible wall which appeared after advancing to the level about 29. Now you simply go on and may score even level 35 on the typical multiplayer map.
Also this would remove the psichicla barrier which won't make you keep on trying to push a hero over the next level or to leave Tree of Knowledge for the later time.

However, this may lead to quite absurd results in custom scenarios, for example in Rakshasas Revolt (spoiler!) in the final battle you will have to fight with Agraeal not on level 40, but 87 They both have experience over 1.2 billion.

Here's the table: (updated)
Download!

There's also the first 20% difference proposed by me, you can compare the results and see if you like it.

I also admit that Yasmiel's proposal is resonable.

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BAD
BAD


Promising
Known Hero
posted April 13, 2008 04:08 PM
Edited by BAD at 16:34, 13 Apr 2008.

My idea is to increase experience(level up a bit harder) until level 25, same as in heroes 4, but after 25 to decrease(level up a bit easier) and to increase the cap to level 60-70.

Personally I don't like easy games, even I play with a version that AI plays better and neutrals are stronger(still I like more my wog version with bonuses for neutral that to increase growth rate), but you have right..the cap after 30 is too absurd and something must be changed

What do you think?

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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted April 13, 2008 05:58 PM
Edited by yasmiel at 17:59, 13 Apr 2008.

Anything that doesn't nearly block level up progress (like h5 does after level 25-26) is an improvement imho.

Heroes 3 and Heroes 4 both had good formulas for their game-play, so bringing the h5 one closer to old formulas can only mean improvement.


-------
Other side of the medal we have balance problems:

Level 60-70 hero would be real level 7 killer.

And balance for other heroes should be taken into account - Kragh would do Quadruple attack damage on level 60 which would kill 20+ level 7's in one blow, 40-ish if excruciating strike goes in.

Heroes whose power depend on level growth would receive considerable boost to their abilities.
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted April 13, 2008 06:34 PM
Edited by Warmonger at 18:36, 13 Apr 2008.

Quote:
And balance for other heroes should be taken into account - Kragh would do Quadruple attack damage on level 60 which would kill 20+ level 7's in one blow, 40-ish if excruciating strike goes in.


Level 61 hero kills 3 T7 creatures (1 per 20 levels), so now it would be exactly 12.

Did you read my tables? Using your own formula, you would need 142M exp, which is 120 times more than current level 31 or means killing 200 stacks of 1000 phoenixes each. This is not possible at all unless you prepare some really powergaming scenario, so the challenge will be at least equal.



On the other hand, I would remove the level cap totally or set it at least on unreachable level 100.

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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted April 13, 2008 06:46 PM

I always thought it is 1.5 lv7s at level 20 but since i don't use direct attack too often i messed the numbers(thanks for correction).
Anyway, still having the level 35-s instead of 25-s in the endgame could disturb the balance between heroes.
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted April 13, 2008 06:57 PM

What the...

You're bad at maths, aren't you? Or do you just started supporting communism so everyone should have as little as possble?
No offense.

Read again. Even your own words - you opted to leave levels up to 25 unchanged Moreover, according to that new level 35 will be equivalent of original level 31, which was rather not reachable till now. No reason to panic.

Still, such high levels are not possible to gain in a duel, so who cares about the balance any longer?

Anyway, finally I got convinced to your system. If you still agree with your own proposal , there's nothing else but to ask BAD to finish the project. Amen.

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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted April 13, 2008 07:23 PM

Seems that misunderstanding was because you took my proposal as a reference while i was thinking of the 1.15 one.

Anyway, I'm confident BAD will manage to do it right.
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BAD
BAD


Promising
Known Hero
posted April 13, 2008 07:31 PM
Edited by BAD at 19:32, 13 Apr 2008.

@Warmonger

I downloaded the file and look later...seems I can't open the file with Microsoft Excel with OpenXML/ODF Translator Add-in and will try later for something to open for me...

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted April 13, 2008 07:44 PM
Edited by alcibiades at 19:53, 13 Apr 2008.

Wow, this promises to be AMAZING.

If I do the math right, keeping XP up to level 25 and from then sticking to the 1.2 multiplier will make levels go like this:



I think that's really promising!

Some key points to note:

Level 31: 1.230.000 > ~ 600.000
Level 35: 15.000.000 > 1.230.000
Level 40: 1.200.000.000 > 3.000.000

What this shows is that change will not be totally imbalanced - in long game, where you would typically hit the roof at level 28-29, you'll now be able to reach another couple of levels. Really long battles where you would simply stale completely (anything above level 31 only happened through Trees) still makes it possible to reach levels in late 30's. Level 40 is still pretty far off, which is cool - we don't want Heroes to reach level 4 in month 2, after all.

I think this will be MAJOR!




EDIT: Here's another figure. Green column shows effect of keeping levels 1-13 and then sticking to 1.2 multiplier. Red column shows effect of keeping a fixed 1.15 multiplier.



In my opinion, the latter model makes levels come too fast. I would have said that the latter model made leveling too easy, but on closer inspection, that's not true. Up to level 19, there's practically no change. From there, it get's easier - but old level 29 is new level 33 which is now overwhelming. Either could do I think.
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted April 13, 2008 08:03 PM

I see we all agree about the version that leaves set early levels and then grows by 1.2 every level. Now just make it come true!

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