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Heroes Community > Heroes 5 - Modders Workshop > Thread: [project] Dual Hero Classes
Thread: [project] Dual Hero Classes This thread is 13 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 · «PREV
Mirthless
Mirthless

Tavern Dweller
posted May 02, 2009 06:46 PM
Edited by Mirthless at 19:14, 02 May 2009.

Yes it sure is, and it's not all the main features of the project.
(unfortunately it's gained at a price of a slight loss of compatibility with heavy scripted maps, but it's not serious)

Howerver, as i said we could not find a man who can provide some binary file tweaking for the project.(or at least give some tips to help me do this stuff). As i've said alrady we are interested at least in some additional skill id's (the way analogous to ncf project and this project).

Well, i don't want to bother anyone if it's a time consuming task, but we would really appreciate the effort.

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Mirthless
Mirthless

Tavern Dweller
posted May 03, 2009 10:10 AM
Edited by Mirthless at 10:14, 03 May 2009.

Well, if no one is interested you may consider my previous posts as offtop and delete.

And giving my 5 cents to the project:
1. Already told about barbarian luck
2. You also may consider adding script mod to your project adding even more diversity to the classes this way.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 06, 2009 01:43 PM

A Tournament editon for TOE? sound interesting, but is there a thread somewhere around the internet with more details about the project (don't care if it is foreign language). If you are looking for someone who is able (and willing!) to implement such complex changes in the exe file, I'm afraid you won't find him here, actually I don't think you will find him anywhere. The problem with map scripts is the changes will not extent to random generated maps. Including all the reworked multiplayer maps is not a problem, in fact my current class mod already does it to unlock the heroes.

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Mirthless
Mirthless

Tavern Dweller
posted May 06, 2009 06:52 PM
Edited by Mirthless at 19:16, 06 May 2009.

Yes this mod is being developed for quite a long time already, some tournaments were already played on it's previous version. (you can check its main thread on heroesleague.ru forums heroes 5 section, if you read russian, of course). I'm planning to create thread on this forum, once next release will be out.

And about map scripts, you are almost right, but you have to rework map only if it doesn't have it's own script, ie it's <MapScript> tag in map.xdb is empty. Funny thing is that to make script mod work you have to add there any href (even href to non existent file work).
So it's easy to correct each map that way (we are thinking about the tool that will do that automatically: unpack map, check if MapScript is empty, and if it's empty place dummy href there and pack again). If you want to play random map in multiplayer you will have to leave game anyway to send map to friend, so it's not a problem to modify one line in map.xdb there.
And also new IRMG random map generator (from version 1.20 i think) generates maps with enabled scripts (not empty MapScript tag) to make maps compatible right away.
Another strange thig is that you don't have to do anything to make script mod work in single player, no matter what map you play.

PS: I know it's difficult to find person able to modify exe, but this forum people added ids for cretures, added ids for classes, i was just curious how hard is it to add ids for skills same way.

PS2: Have you tried MegaAI mod, it's also a script mod and it's quite popular (at least among russian players). It resembles your Classic AI mod in terms of tweaking defaultstats.xdb, but also provides some additional advantages for AI throught scripts.


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 07, 2009 12:42 AM

Quote:
Yes this mod is being developed for quite a long time already, some tournaments were already played on it's previous version. (you can check its main thread on heroesleague.ru forums heroes 5 section, if you read russian, of course). I'm planning to create thread on this forum, once next release will be out.


I found the thread, I'm able to read it roughly with google translate , however the features of the mod do not seem to be shown on the first post, only download links, but they don't work for me.

Quote:
PS: I know it's difficult to find person able to modify exe, but this forum people added ids for cretures, added ids for classes, i was just curious how hard is it to add ids for skills same way.


If you only need skills to be unlocked that should be possible, but I can't do it. I actually thought there are more hex-editors in the russian community then here.

Quote:
PS2: Have you tried MegaAI mod, it's also a script mod and it's quite popular (at least among russian players). It resembles your Classic AI mod in terms of tweaking defaultstats.xdb, but also provides some additional advantages for AI throught scripts.


Yes I know about, but I couldn't figure out what the scripts do, could you tell me? aside from the scripts it lacks features compared to the advanced Ai for 3.1, like the massive treasure building overhaul and having 'normal' difficulty as the lowest. Merging both mods could lead to an even better Ai mod.

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Mirthless
Mirthless

Tavern Dweller
posted May 07, 2009 09:22 AM
Edited by Mirthless at 09:24, 07 May 2009.

Quote:

I found the thread, I'm able to read it roughly with google translate , however the features of the mod do not seem to be shown on the first post, only download links, but they don't work for me.


There are a link with file containing all the changes, but it's  actually dead by now (server recently moved to a new hosting and they probably haven't restored it fully yet, i hope it would be back soon)

Quote:

Yes I know about, but I couldn't figure out what the scripts do, could you tell me? aside from the scripts it lacks features compared to the advanced Ai for 3.1, like the massive treasure building overhaul and having 'normal' difficulty as the lowest. Merging both mods could lead to an even better Ai mod.



Mod main page is (http://all4heroes.net/forum/viewtopic.php?f=10&t=166), however i think you won't find full feture list there.

What it does (I am not the creator, so i may forget something):

1. Traditional priorities tweaking in defaultstats.xdb (i wonder if this thing actually works )
2. Changes skills priorities for AI in skills.xbd (making AI hero pick skills he can use)
3. And about script part:
a. Makes AI hire heroes only of it's own race
b. Gives some experience bonus to AI
c. Gives some additional creatures to AI
d. Gives some additional stats to AI main hero
e. Makes defeated AI main hero stay in AI's tavern, so he won't be lost
f. Makes AI heroes visit Spell Library once they can buy something    usefull there
g. Fixes (in some sense) bug with deflection spell (by giving AI hero mass spell version once he has basic)
and probably some more things i can't come up with now...

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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted May 08, 2009 11:22 PM

where do i put the exe.
____________
Protection From Everything.
dota

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SimonaK
SimonaK


Promising
Supreme Hero
posted May 09, 2009 12:14 AM

why not in the bin folder like others H5 exe...

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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted May 09, 2009 12:44 AM
Edited by mamgaeater at 00:50, 09 May 2009.

Quote:
why not in the bin folder like others H5 exe...


thank you.


edit: ehh forget it.
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Protection From Everything.
dota

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Mirthless
Mirthless

Tavern Dweller
posted May 09, 2009 07:40 AM
Edited by Mirthless at 07:40, 09 May 2009.

Quote:
where do i put the exe


If you are talking about my request than any file hosting will do
(rapidshare.com for example)

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 09, 2009 07:27 PM

Quote:
Changes skills priorities for AI in skills.xbd (making AI hero pick skills he can use)


I wonder if this actually works, the strange thing is with 3.0 all skills for barbarian were set to 0, making me belief it is handled from somewhere else since 3.1/3.0. For the dual class mod, I did a lot of tweaking anyway, just to be sure I used an opportunity for improvement.

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Wanana
Wanana

Tavern Dweller
posted July 18, 2009 11:49 PM

That could be cool, yeah.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 23, 2009 08:54 PM

Just for proper forum organization, I would like to announce that this thread can be unsticked. At least I'm no longer working actively on a dual classes project, and that very likely means nobody does. I have recently worked out some new ideas for a class system that can be created without having the balance/technical issues from this one. The thread can be found here:

Faction independent class system

At this point I cannot promise the mod will be created but ideas are always welcome.

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Festuc
Festuc


Adventuring Hero
Modding
posted November 11, 2009 03:48 PM

well,when i saw this mod i began to make a traduction to the mod,i then i began to work in the Mod and(with some bugs)I still worked on it and
with old mod(but without the new skillwhell, i used the original one)i
Added new classes(but killing rune mages and barbarians).And i think this mod were too good for be canceled.
This my version of the modif you like my version of this mod i will go working on it so,please test it)
http://rapidshare.com/files/305500577/Dual_classes.rar.html
the link contens a file .rar with 2 h5u files
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted November 11, 2009 05:19 PM

Good to see people are still interested, but the mod is not cancelled.
I'm working on a new one as stated in my earlier post.

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festuc
festuc


Adventuring Hero
Modding
posted November 11, 2009 08:17 PM

did you test my mod?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted November 11, 2009 11:28 PM
Edited by magnomagus at 23:28, 11 Nov 2009.

I did what I mostly do with mods: unrar them and look inside.
I couldn't find anything that can help me develop my new project further.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 07, 2010 01:42 PM

All right now this project is definitely closed, any further comments on the subject of modding might and magic classes should go here:

The HOMM5 Role Playing Edition

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