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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 · «PREV / NEXT»
Matrix4767
Matrix4767


Adventuring Hero
posted July 07, 2009 09:13 PM

What do you mean?I said I would do it if you don't want to.I know how to edit stats,but not adding abilities.
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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted July 07, 2009 09:17 PM
Edited by Nebdar at 21:19, 07 Jul 2009.

So you want to change basic(original) creature stats or/and further improve MY MODed creatures (Plague Zmobie, Rot Zombie, Ghost Dragon)
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Matrix4767
Matrix4767


Adventuring Hero
posted July 07, 2009 09:21 PM

If it is okay with you.Don't worry,I don't plan to steal it.If I made a MOD it would overwrite yours,but oh well,your permission.
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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted July 07, 2009 10:06 PM
Edited by Nebdar at 22:12, 07 Jul 2009.

So this you want...

Skeleton:+1 hit points,initiative and damage range(so 1-2 or 2-2 damage

Skeleton Archer:+1 to maximum damage

Skeleton Warrior:+1 hit points,-1 defence

Zombie:+1 attack,-1 defence,+1 hit points

Plague Zombie:+1 hit points, Poisonus Attack and Mana Destroy +1 to Initiative, Removed: Weakening Strike

Ghost:+1 to minimum damage

Spectre:+1 defence(helms for nothing,come on)

Vampire:+1 to minimal and maximum damage

Vampire Prince:+1 to minimal damage,-1 to maximum damage

Lich:Is a caster(should make more sense,since it's an undead mage),Spellbook:Suffering and Weakness on basic,+9 mana


Is so it will take me an 1 hour or so to get to home and about 30 mins to make this mod...
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Matrix4767
Matrix4767


Adventuring Hero
posted July 07, 2009 10:15 PM

Aw,just screw it.It's fine as it is.However,I want to edit necromancy's points per creature raised and point pool.Any tips on that?Also,what are magicelements for?

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Mirthless
Mirthless

Tavern Dweller
posted July 07, 2009 10:33 PM
Edited by Mirthless at 22:40, 07 Jul 2009.

Quote:
Aw,just screw it.It's fine as it is.However,I want to edit necromancy's points per creature raised and point pool.Any tips on that?Also,what are magicelements for?



I'm afraid you cannot mod the basic dark energy pool (however bonuses from buildings and heroes can be modded in defaultstats.xdb).

Creature dark energy cost is computed from the creature power (it is equal to power/25 or something like that as i recall, precise formula is written in the fan manual). Power can be changed in the creature xdb file, but i think this might affect AI behavior and quick combat results, so some testing would be necessary.

***************
If you are speaking about magic elements from creature xdb files, they are just redundant remnants of the elemental chains from the beta version. Now they do nothing, probably nival just forgot to remove them.

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted July 07, 2009 11:13 PM
Edited by Nebdar at 23:32, 07 Jul 2009.

I think that you will like this MOD that changes things about Dark Energy and other Necro stuff

Also look around for any other Necro MOD that is posted here in this Forum. Some of them are made by me.

Here is your MOD

Quote:
Also,what are magic elements


This is important to the Dungeons Warlock Elemental Chains, when you have this perk/skill you will see this type of element on the creature(one of two possible )
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Matrix4767
Matrix4767


Adventuring Hero
posted July 07, 2009 11:42 PM

Thanks for yor time,Nedbar.

Uh,why the heck do I keep thinking that mods balance the game 'incompletely'?It's like,with the mod,the creatures seem overpowered,while without it,they feel underpowered compared to other factions.Can't I cure this homehow?
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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted July 07, 2009 11:46 PM
Edited by Nebdar at 23:54, 07 Jul 2009.

Rather try learn how to play with the faction creatures as they are because every faction have different approach and different style of gameplay is requiered...

And i think that those MOD's make minor changes... to the gamplay but the balance of the game is always an subjective point of view

Tries and errors method approach seems the best. Make the MOD test it make improvments and so on.
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Matrix4767
Matrix4767


Adventuring Hero
posted July 08, 2009 12:01 AM

I guess you're right.I'm not an experienced strategist,the AI is very smart(always attacks my most useful troops,while leaving cannon folders and summoned armies alone) and I continuously hear from people "This unit is useless,let's not buy it and save the money for weaker ones(especially Undead dragons).Not to mention useful guides are rare and most of them just tell you Go to X,defeat Y,after that,collect N,and so on and so forth,never explaining each challenge exactly and most effectively HOW,like the creators were rushing or something.

End of rant.

On topic:Have you tested your mods and nerfed some of them?
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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted July 08, 2009 12:10 AM

Yes of course i left this creature mod as it is because i think they are fine but I had significantly nerfed The NecroPower Pack MOD
There are also some smaller MODs, changing building costs, relocating the Herald Of Death Skill... or so

For more question abot Necropolis go to this forum

The best way to learn is to watch replays so there are DuelMap Thread, Replays Thread, and of course the guides....
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Matrix4767
Matrix4767


Adventuring Hero
posted July 08, 2009 12:17 AM

"The best way to learn is to watch replays so there are DuelMap Thread, Replays Thread.... "

Unfortunately,these threads are either:
old,therefore any file uploaded is always deleted,
not working,because people just LOVE to use arenamods,which lag up my game bad.
corrupted,the replays that are playable are not complete (although,I think people can disconnect during the battle,so that's probably the reason).
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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted July 08, 2009 12:22 AM

Oh so you tried but... you can always ask for reuploading the replays

Elvin seemed to be always helpfull with these things and tips....

So ask there, because i haven't played for sometime so i'm not in best shape....
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Mirthless
Mirthless

Tavern Dweller
posted July 08, 2009 08:11 AM
Edited by Mirthless at 08:19, 08 Jul 2009.

Quote:

Quote:
Also,what are magic elements


This is important to the Dungeons Warlock Elemental Chains, when you have this perk/skill you will see this type of element on the creature(one of two possible )


That's not true, actually.
Element of creature warlock will see with Elemental vision perk is completely random (all 4 elements can be set to any crature with equal probability), ie elements are not taken from creature xdb file, but randomly assigned in the begining of battle and randomly reassigned after elemental damage to that creature has been done. Two predifined values in creature xdb file are left from beta, where all cretures had fixed element (upgraded ones had two elements) and elemental chains had different mechanic (were actual chains so to say).

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Seraphim
Seraphim


Supreme Hero
Knowledge Reaper
posted July 08, 2009 12:23 PM

I like the idea of lizard bite.

On my mod,i gave all vampires the pack hunter ability.Lizard bite is more useful imo.


Btw,you should give the spectral dragon the hexing attack ability.Reason:when you curse the entire army with expert weakness,the specrral dragon's arrack turns the weakness of a unit to basic skill.

The curse from the dragon cant be modified.

BTW,i renamed hexing attack to damnation.

ps:I forgot to change the name of the spectral,sounds stupid.Nether dragon,shadow dragon or dragon of death sounds better.

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Matrix4767
Matrix4767


Adventuring Hero
posted July 08, 2009 12:29 PM
Edited by Matrix4767 at 12:32, 08 Jul 2009.

EDIT:Nether Dragon gets my vote.

Another edit:Shouldn't Lizard Bite's name be changed?Vampires aren't reptiles,you know.


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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted July 08, 2009 12:45 PM
Edited by Nebdar at 12:50, 08 Jul 2009.

If i changed that... The Lizards would have Wampiric Bite instead because it is the same skill, and i can not make similar but new ability.. so they share the same...

Hmm Hexing attack yeah i will add to my list. of next changes
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Matrix4767
Matrix4767


Adventuring Hero
posted July 08, 2009 12:51 PM

Can you add an aging ability on the Ghosts?They had that in Heroes 4.
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Seraphim
Seraphim


Supreme Hero
Knowledge Reaper
posted July 08, 2009 02:13 PM

The difference between pack hunter and vampiric bite(lizard bite) is that while pack hunter deals 100% damage,it triggers only when a unit of the same stack attacks.Vampiric bite triggers everytime a unit attacks but deals 30% damage.


Good,the problem with my idea is that the nosferatu(Vprince) ability torpor is rendered useless because of the pack hunter ability.


I had the idea leave the pack hunter ability for the VLord but give vampiric bite to VPrince.

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted July 08, 2009 03:54 PM
Edited by Nebdar at 16:09, 08 Jul 2009.

Quote:
Can you add an aging ability on the Ghosts?They had that in Heroes 4.


there was time that we talk about that one but it seems impossible as far as i know...

Quote:
I had the idea leave the pack hunter ability for the VLord but give vampiric bite to VPrince.


Yeah Torpor Bite just put in right place and share the Torpor/No retaliation ability with other attacks.....
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