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Heroes Community > Heroes 5 - Modders Workshop > Thread: [Mods ToTE] Necro creatures
Thread: [Mods ToTE] Necro creatures This thread is 4 pages long: 1 2 3 4 · NEXT»
Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted August 26, 2008 11:20 PM
Edited by Nebdar at 10:15, 18 Feb 2009.

[Mods ToTE] Necro creatures

***NEW***: Poltergeist , tier 6(Wights) PatternAttack, Liches

As i learn how to mod and change things, and take a great pleasure in doing so, i thought it's time to put more life, changes and power in Necro creatures(yes again but i hope they won't change balance of the game so much)

I Decided to mostly to give them new abilities some extra INIT OR ATT DEF.

Here There are:

***NEW***Plague Zombie***NEW***
Added: Poisonus Attack(same as assasin) and Mana Destroy(same power like imps <ManaStealPerWeekPopulation> divided by 4 so 15/4= 3.75 that means 1 ManaSteal per 3.75 Zombie(4)), +1 to Initiative

Update: thanx to help of VokialBG The Mana Destroy ability has animation of Zombie when he is happy and cheering and thanks to Kilreinnow it has its own animation/effect
Removed: Weakening Strike

Rot Zombie
Added: Weakening Strike, +1 to Initiative

***NEW***Poltergeistv.1.02***NEW***
Changes posted September 17, 2008 01:36 PM(see below)+1 Init

Vampire Lord
Added: Lizard Bite(Vampiric Bite)
Update:thanx to help of VokialBG Lizard Bite ability has aniamtion of standard attack(swing)

***NEW***Liches***NEW***
changes posted October 23, 2008 08:35 AM(see below)

***NEW***Scythe Swing For Wights, Wraiths & Banshees***NEW***
This mod gives 2 tiles attack to creature (Like This pattern xX, where large X is main target from which Wights will recive retaliation and small x additonal hit with no retaliation)Both creatures recive the same damage.

Bone Dragon
Added: +1 to Attack and Defense, +10 HP, +3 to Min&Max Damage, Crippling Wound

Spectral Dragon
Added: +1 to Attack and Defense, +20 HP, +3 to Min&Max Damage, Crippling Wound, Immunity to Curse

Ghost Dragon
Added: +1 to Attack and Defense, +15 HP, +2 to Min&Max Damage, Magic Proof 50%, Immunity to Air


After some time playing with these creatures and ToTE I see these mods where needed to balance the game and some alternative upgrades.

For example Vampire Lord is weaker then the Prince so in most games ppl choose only the Prince one, so the Lord needed an ability and i think lizard bite fits them very well.

Zombies of course where always of need some boost since the begining. The Rot Zombie has been superior to the Palgue on so i it also needed balancing. Now each of the Zombies play a different role one is for weakening(strike, aura), second destroys mana(it maybe so important that the enemy will focus it first second attack do destroy them and that can be a good distraction) and has posionous attack. One is good against some factions and the other can prove usefull against other.

I will not talk about the weakest tier 7 creatures why they need some boost it is obvious why

And of course Spectre and Poltergeist dillema. Who uses the Poltergeist in battle it one time steal ammuniton is isn't enough for -1 Init. So it needed an change to the first Necro creature with Strike and Return, and No enemy Retaliation combination. Now i call Poltergeist The Ghost of Blood Fury



Descriptions of the creatures new abilities added to.
Have fun playing
Waiting for comments, advices, game expierience

And don't forget to see and install the Kilrein mod which made the effects more breath taking and pretty

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted August 27, 2008 08:29 AM

Quote:
Immunity to Curse


I wonder why they have no Immunity to Curse in original.

Nice fun mod!
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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted August 27, 2008 12:45 PM

Thnx VokialBG for comment

about Immunity to Curse that's why i added it to Spectral Dragon because i think it should have.
The most problem i had with mana destroy abilitiy but managed to make it work.(It's funy to watch how they behave when this ability is activates because there is no animation tied with this ability)

Hmm can someone show me or tell me how to make such animation tied to ability

And i also wonder why plague zombie hadn't any poison, decay or plague attack in the first place.

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted August 27, 2008 02:08 PM

Maybe this will help you.
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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted August 27, 2008 05:59 PM

Quote:
And i also wonder why plague zombie hadn't any poison, decay or plague attack in the first place.


Its most likely becuase they thought plague's induce suffering, so suffering strike was the most effective perk for a Tier 2.

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted August 27, 2008 08:02 PM

the only suffering they gained was suffering of Necro players

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted August 28, 2008 12:27 PM
Edited by VokialBG at 12:31, 28 Aug 2008.

I'll show you the easiest way.

First open _(AnimSet)\Creatures\Necropolis\Zombie-arena.(AnimSet).xdb

You'll see scrips like the market one:



Every <Item> is anim in different situations (creature moves), the zombie has now anim for "specability". You can see the names of the situations in <Kind></Kind>, just an example:



What you need to do is to copy full item script, and

1. Edit the <Kind>*whatever it s standing here*</Kind> to <Kind>specability</Kind>.
2. Edit the <Anim href="*Address of the file*"/> to one of the zombie animations like here:


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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted August 28, 2008 08:32 PM
Edited by Nebdar at 16:59, 29 Aug 2008.

Thanks for Help

Thanks for Help VokialBG
Without you i would be lost reading some FAQ.
I gaveup yesterday when reading how to change the animations, so many new things that i didnt understand too much and it looks like i was searching for answers in wrong places(Effects folder)
Your my techer and Mentor Man
Thanx Very Much

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NIght_Heaven
NIght_Heaven


Adventuring Hero
Lonely star in heaven dream
posted August 29, 2008 05:04 PM

Sound like a very good mode however this will make all factions unbalanced. Making necropolis faction even stronger than before and leave all the others roting in dust is not fun

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Seraphim
Seraphim


Supreme Hero
Knowledge Reaper
posted September 01, 2008 11:15 PM

Quote:
Quote:
Immunity to Curse


I wonder why they have no Immunity to Curse in original.

Nice fun mod!



Nice,I have doe such things already and play sometimes so.



Well,they are nto balanced but well,at least logical.

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted September 07, 2008 10:47 PM

Quote:
Sound like a very good mode however this will make all factions unbalanced. Making necropolis faction even stronger than before and leave all the others roting in dust is not fun


Hmm tested while playing Sylvan on Hard when fighting against Necro (AI)Hero and the abilities change gameplay, especialy Vampre Lord now, but i don't feel overbalance(even with my mod NecroPowerPack On) and i finaly fell the might and respect for undead army not just for Necromancer.

The current links may not work so if anyone want download mod let my know by posting or HC Messenger and i will revive when needed

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WarLore
WarLore


Famous Hero
servant of urgash
posted September 17, 2008 12:04 PM
Edited by WarLore at 12:05, 17 Sep 2008.

you have wrong link in spectral dragon mod.it leads to mod rot zombie
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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted September 17, 2008 01:24 PM

Some changes may be a bit overpowered. But I do find that interesting:

Quote:
Vampire Lord
Added: Lizard Bite(Vampiric Bite)
Update:thanx to help of VokialBG Lizard Bite ability has aniamtion of standard attack(swing)


Vampires would be really fearsome with that one.

Although I would tweak the stats a little because the way it is with this ability and no retaliation they have the potential to crush entire formations once you'd get a large stack.

Just like in the old days.
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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted September 17, 2008 01:36 PM
Edited by Nebdar at 00:15, 23 Oct 2008.

Quote:
you have wrong link in spectral dragon mod.it leads to mod rot zombie


fixed that. sorry

Quote:

Vampires would be really fearsome with that one.

Although I would tweak the stats a little because the way it is with this ability and no retaliation they have the potential to crush entire formations once you'd get a large stack.

Just like in the old days.


I made a choice between greater stats and the ability. I think they are natural and they should be in the original and if you think they overpowered a little try to play against necro and you will se only slightest improvment in IMO

------------------------------------------------------------------------

After some palying i think that one alternative upgrade needs balancing and that is Poltergeist who use it in the game anyway

The change will be in the ability StealAmmunition, because now it is that" number of ammunitions stolen is equall to the size divided by weekly growth" so it means if want to steal 7 shots you need 63 of them so at beginig of the game its hard to use this ability.
I am thinking about further increase the speed form 6 to 7. so the ability can be more easily used and after all it is once per battle. About anyother changes i must rethink them

---------------------------------------------------------------------

Wait i have nice idea(hope that it won't be to much in "bye bye balance style")So here it goes:

Poltergeist

Att   5
Def   3
Dmg   2-4
Init  1112
Spd   7
HP    14

Flyer, Undead, Incorporeal, Steal Ammunition, Strike and Return, No Enemy Retaliation


Why such an idea? It's because i wondered how the steal ammunition should work or works. The Poltergeist is os fast that he can steal the ammo before the ranged unit even notice this. Being so fast has it price so it is more fragile then Ghost. The stats looks like soul of Blood Fury

So what do you say about this alternatives balancing

***NEW***: Poltergeist and tier 6(Wights) PatternAttack

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Fauch
Fauch


Responsible
Undefeatable Hero
posted October 23, 2008 12:44 AM

the wraith will be a real killing machine
but at least it seems to make sense.

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted October 23, 2008 08:35 AM
Edited by Nebdar at 09:48, 23 Oct 2008.

Only a neutral killing machine. I recently played against Dwarves and 100 of them dealt only 700 damage to Magma Dragons. Tier 6 is weak because of very small ATT bonus form Necromancer, they aren't big damage dealers only against lower tiers maybe.

---------------------------------------------------------------------

It is probably last mod because it is Liches time:

Archlich & LichMaster have now No Melee Penalty(no more blocking it) and +5 HP (60 HP now)

LichMaster has also Commanding Presence(or something like that)

Archlich has +2 Def
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ShinRA
ShinRA

Tavern Dweller
posted December 28, 2008 11:10 PM

:/ Re-upload please.
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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted December 29, 2008 11:18 PM

Links are updated
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legendary_hero
legendary_hero


Known Hero
Stronghold Warchief
posted June 23, 2009 10:21 AM

I don't tnink this is the place...But how can i add a creature from neutral to necro town...Like an example i want to make Death Knights Tier 7 and then put dragons in tier 6 and remove the wights as neutral? Does anybody have and idea? because i couldn't find anything relating to this issue?
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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted June 23, 2009 11:02 AM
Edited by Nebdar at 11:05, 23 Jun 2009.

Everything we can MOD it is found here:

Your Game Folder( My game folder is for example D:\Games\Heroes of Might and Magic V - Tribes of the East\)
So

GameFolder\data\data.pak(this file it is an zip file)

View this file with any kind of unpacking program there you find GameMechanics Folder(now follow this path)

GameMechanics\Creature\Creatures\Necropolis\(In this folder are all creatures , and in 3rd folder are the second alterantive upgrades)

Those *.xdb files are the key.

You find the creature file that you want change tier or town.

For example Bone_Dragon.xdb you unpack it in some other place so you would not mess with the originals.

If you open it with a NotePad you will find there this:

<CreatureTier>7</CreatureTier> (so you have to change this)
<CreatureTown>TOWN_NECROMANCY</CreatureTown> ( if you want to throw out of town this creature use this string <CreatureTown>TOWN_NO_TYPE</CreatureTown>

And you have to change three files for each tier the basic creature, 1st and 2nd upgrade.
I presume that you know how to make an MOD by yourself ( if you don't know ask or download any of my MODs here and look how they are done)


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