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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Heroes of Might & Magic III: Horn of the Abyss
Thread: Heroes of Might & Magic III: Horn of the Abyss This thread is 99 pages long: 1 10 20 30 40 50 60 70 ... 78 79 80 81 82 ... 90 99 · «PREV / NEXT»
Sav
Sav


Known Hero
posted July 06, 2013 08:48 PM
Edited by Sav at 20:50, 06 Jul 2013.

Quote:
(you can think out he is root HOTA member, when you read his posts - like talks about adding 10th town and publishing old beta of HOTA).
I think it's some programmer from HOTA crew (possible, feanor or Óýô).

Zenofex=Ãîñïîäèí Óýô. He is minor HotA Crew member and not the programmer.

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Chagoux
Chagoux


Hired Hero
posted July 07, 2013 08:57 PM

HoTA made awesome work with its mod, it's not even a mod, it is truly some real quality expansion. I'm really looking forward to their next releases, screenshots from forge are gorgeous.

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Erathianer
Erathianer


Adventuring Hero
posted July 08, 2013 09:12 PM

can you send me the link from the forge-screenshots? are there new informations about the new runemagic-system?

another question: few years ago i built a xl map that took me a lot of time and imo it looks very good and is fun to play and very complex. do somebody know a good popular side where i can upload that map, so people can downlaod it?
____________

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ArchDruid
ArchDruid


Adventuring Hero
posted July 08, 2013 09:46 PM

Hi everybody! I have two questions for the mod-masters4

First:
Does anyone know, how can I replace creatures in towns? For example:

I want to change the Lizardman with the Serpent fly, but no matter I replace the defs in h3sprite.lod and replace the stats in CRTRAITS.txt and DWELLING.txt, the 3rd level Lizard can't shoot and can fly over obstacles and really fast, the serpent fly cannot fly and really slow.

Is this possible somehow in h3 complete, or only in Wog? (I don't want to change creatures in specific towns, but in the whole game)

And the second one:
Is this possible to change the town incomes from 500-1000-2000-4000? Or this is hardcoded and doesn't changeable?

Please help!

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solitaire345
solitaire345


Promising
Famous Hero
posted July 09, 2013 10:25 AM
Edited by solitaire345 at 10:31, 09 Jul 2013.

Not hardcoded enough to be unchangeable

However the answer might scare you a little.

The town creature list is at memory 0x6747B4. The formula to calculate the address for particular dwelling is ((int *)0x6747B4+7*2*TownType+7*IsUpgraded+DwellingLevel)


The town incomes are integers stored at these addresses:
0x5BFA1A+1 - basic (500)
0x5BFA2D+1 - town hall (1000)
0x5BFA48+1 - city hall (2000)
0x5BFA63+1 - capitol (4000)
0x5BFABD+1 - grail bonus (5000)

Also you can add bonus to gold income given by resource silo:
The table of integers is at 0x688F04. There are 7 ints per town, corresponing to different resources. The last one is the value for gold.

All addresses are memory and are valid for Heroes III SoD 3.2 executable (the one used as a base for WoG, size 2,732,032 bytes)

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ArchDruid
ArchDruid


Adventuring Hero
posted July 09, 2013 08:58 PM

Thank you very much, Solitaire this seems very useful. Only One thing I have to ask:

With which program can I modify the exe?


(And what chance do I have after modifying and trying to run the exe it says: "The file is corrupt" )

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Hobbit
Hobbit


Supreme Hero
posted July 09, 2013 09:15 PM

Use some hexeditors, like Hex Editor Neo. File is going to be corrupt only if you mess up something, but anyhow you should backup exe file before editing it.
____________
Horn of the
Abyss on AcidCave

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ArchDruid
ArchDruid


Adventuring Hero
posted July 09, 2013 10:46 PM

Yee, a good old backup file is always necessary!

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Erathianer
Erathianer


Adventuring Hero
posted July 10, 2013 03:45 AM

do somebody know a good popular side where i can upload maps that i created, so people can downlaod it?
____________

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 10, 2013 03:51 AM

The most complete H3-4-5 maps site
____________
Era II mods and utilities

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Erathianer
Erathianer


Adventuring Hero
posted July 10, 2013 04:37 PM

Quote:
The most complete H3-4-5 maps site


ah yes i know this side, thanks. a couple of days ago i clicked on the link "add map" and sent an email to the owner of this side and attached to the email two maps i created. i hope he will add the maps soon. i think this was the correct way to do this because i didnt find an option to upload maps by myself.
____________

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Erathianer
Erathianer


Adventuring Hero
posted July 10, 2013 07:45 PM

by the way, here is a very good german hereos-side where you can find many maps!

http://www.kartenarchiv.de/index.php?area=h3
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ArchDruid
ArchDruid


Adventuring Hero
posted July 12, 2013 12:12 AM

I'm succeeded to modify some skill stats, and checked the 0x6747B4 memory line, but it is empty.

All the lines after 0029b000 are empty... or I just missed something?

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted July 12, 2013 02:06 AM

ArchDruid said:
I'm succeeded to modify some skill stats, and checked the 0x6747B4 memory line, but it is empty.

All the lines after 0029b000 are empty... or I just missed something?

0x6747B4 is memory address.
For calculating the exe address you should substract 0x400000.

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Morn
Morn


Hired Hero
posted July 12, 2013 09:22 AM
Edited by Morn at 09:22, 12 Jul 2013.

Macron1 said:


PPS SO HERE I SAY, THAT I WILL NO MORE SHARE ANY MODS, THAT USE ANY HOTA GRAPHICS. IF I'LL DO THIS, THIS WILL BE BY MISTAKE OR BY SOME PERSONAL PERMISSION. I WILL BOYCOTT WHOLE HOTA WORKS IN MODS THAT I WILL SOMETIME SHARE, SO LET THEY THEMSELVES USE THEIR WORKS, IF THEY ARE SO PROUD OF THEM.


Gosh! It was the most best present on my birthday!

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ArchDruid
ArchDruid


Adventuring Hero
posted July 16, 2013 08:26 PM

solitaire345 said:
Not hardcoded enough to be unchangeable

However the answer might scare you a little.

The town creature list is at memory 0x6747B4. The formula to calculate the address for particular dwelling is ((int *)0x6747B4+7*2*TownType+7*IsUpgraded+DwellingLevel)


The town incomes are integers stored at these addresses:
0x5BFA1A+1 - basic (500)
0x5BFA2D+1 - town hall (1000)
0x5BFA48+1 - city hall (2000)
0x5BFA63+1 - capitol (4000)
0x5BFABD+1 - grail bonus (5000)

Also you can add bonus to gold income given by resource silo:
The table of integers is at 0x688F04. There are 7 ints per town, corresponing to different resources. The last one is the value for gold.

All addresses are memory and are valid for Heroes III SoD 3.2 executable (the one used as a base for WoG, size 2,732,032 bytes)


I found the table of the creatures, but it not contains the neutral ones. It starts with Hexadecimal 00 (pikeman) and ends with Hex 83
(Phoenix)
On which memory line can I find the neutral creatures?

And is it possible to add new abilities to creatures? For example I'd like to give "Poisoning" to Lizard Warriors..

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LakeQueen
LakeQueen


Hired Hero
posted July 19, 2013 06:45 PM

I volunteer to translate HotA to English. I'm Finnish and Russian isn't my native language, but I can manage decently well. How do I go about doing that?

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SquigPie
SquigPie


Adventuring Hero
posted July 19, 2013 10:32 PM

I don't think they'll let you help, there is an ancient russian prophecy written by Rasputine on the back of a vintage vodka bottle that prophecises the immediate heat death of the universe if HotA is translated into english.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 19, 2013 10:56 PM

Someone already explained why an english translation can not be done by outsiders: some of text is encrypted thus you need more than only english skills to do it.

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solitaire345
solitaire345


Promising
Famous Hero
posted July 20, 2013 07:39 PM

I found the table of the creatures, but it not contains the neutral ones. It starts with Hexadecimal 00 (pikeman) and ends with Hex 83 (Phoenix). On which memory line can I find the neutral creates?


That table is for town dwellings only. Table of external dwellings is at 0x0063D570 (dwellings that sell one creature) and 0x00677938 (dwellings that have 4 creatures). Their order is the same as in crgen1.txt/crgen4.txt files.


And is it possible to add new abilities to creatures? For example I'd like to give "Poisoning" to Lizard Warriors..

It's complicated. I think without ERM, code hooking is the only way. Something like applying "Poison" spell after missile impact when the shooter is Lizard Warrior.

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