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Thread: Are these things possible? | |
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e-lysander

 
  
Known Hero
Lysander
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posted August 14, 2009 08:47 PM |
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Are these things possible?
Hi, all of you may remember me as being the guy who was making the mod, "Heroes of Might and Magic: Classic" (yes, the project still exists!).
While it's going rather smoothly and will hopefully be the most faithful and accepted method of converting Heroes V to its old glory, there are some things I would like to do, and I was wondering if someone knows how to do these things. I will, of course, credit your work if you can tell me how.
- Is it possible to alter the battlefield size?
- Can a hero's starting units be changed?
- Can Stronghold heroes be given spellbooks instead of Blood Rage abilities? And the same for Dwarves and their Runes as well?
- Can the various Hero attacks (such as the Knight/Barbarian mounted strike, the Ranger's bow attack, and the Necromancer green gas wave) be taken out completely?
- Can hero models be altered so that they all mount horses instead of Mammoths, Elephants, Basilisks, etc.?
Thanks for reading, and I hope someone has some insight!
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alcibiades

    
      
Honorable
Undefeatable Hero
of Gold Dragons
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posted August 14, 2009 09:56 PM |
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Quote: - Can a hero's starting units be changed?
I'm very sure this can be changed, but must admit I don't know how, sorry to not be of much help.
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What will happen now?
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SimonaK

  
    
Promising
Supreme Hero
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posted August 14, 2009 10:52 PM |
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Quote: - Can Stronghold heroes be given spellbooks instead of Blood Rage abilities? And the same for Dwarves and their Runes as well?
yes, you must completly remove blood rage of...
however, you must delete HERO_CLASS_BARBARIAN to sucess to have a spellbook with barbarian.
anyway all heroes can learn blood rage but they will forget learned spell.
Quote: - Can the various Hero attacks (such as the Knight/Barbarian mounted strike, the Ranger's bow attack, and the Necromancer green gas wave) be taken out completely?
yes but not work well, especially for necromancer, "something" is hard-coded.
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evilp

  
  
Promising
Known Hero
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posted August 14, 2009 11:04 PM |
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Edited by evilp at 23:13, 14 Aug 2009.
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- Is it possible to alter the battlefield size?
Can be depend on the army in battlefield (highest creature level),
This is a feature when game is developing.
But we can use it in toe3.1
GameDir\profiles\autoexec_a2.cfg
find
combat_force_average_arena 1
change to
combat_force_average_arena 0
Small battlefield 7*7
Big battlefield 12*14
- Can a hero's starting units be changed?
I think it was hard coding, so we can't change it easily
- Can Stronghold heroes be given spellbooks instead of Blood Rage abilities? And the same for Dwarves and their Runes as well?
barbarian's spellbook was base on hero class, so if you change it, the barbarian hero won't learn war cry, and the skilltree will change ,etc...
example
- Can the various Hero attacks (such as the Knight/Barbarian mounted strike, the Ranger's bow attack, and the Necromancer green gas wave) be taken out completely?
We can change it kill 0 creature (but still deal 1 damage)
data.pak\GameMechanics\RPGStats\DefaultStats.xdb
<Melee>
<HeroDamageLevel1>
around line 1850
example
- Can hero models be altered so that they all mount horses instead of Mammoths, Elephants, Basilisks, etc.?
Only existing models
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Cepheus

    
     
Honorable
Legendary Hero
Far-flung Keeper
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posted August 14, 2009 11:13 PM |
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Happy to hear you're still alive and kicking, E-Lysander!
Er, sorry to fling this in your face, but do you still have the old Yog textures I sent you... All of my copies were destroyed.
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"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII
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e-lysander

 
  
Known Hero
Lysander
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posted August 15, 2009 02:23 AM |
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Quote: Happy to hear you're still alive and kicking, E-Lysander!
Er, sorry to fling this in your face, but do you still have the old Yog textures I sent you... All of my copies were destroyed.
Ah, good to see I'm still remembered. 
Thanks for the help, guys... it sucks that you can't definitively remove the hero attack, because to me, it comes to a certain point where it isn't fair. When you have a really long battle, and you have a few units left and your enemy has a few units left... somehow it just takes away from the strategy and tenseness of the end of a long fight.
Cepheus:
http://www.mediafire.com/download.php?ayiollzhh0q
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PvP

 
Tavern Dweller
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posted August 18, 2009 09:10 AM |
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Quote:
- Can a hero's starting units be changed?
The only real working way to do it today is changing armies through script modding. (though this technique has certain limitations. It would work if you start single player game on any map. But in multiplayer you might have to change MapScript tag of the map (somewhere on the forum should be guide how to do it))
You can check Tournament Edition 3.1 mod, there for example Jezebeth comes with 4-6 Succubs, Sorgal with some lizards and etc.
link to forum (warning! it's in russian): http://forum.heroesleague.ru/viewtopic.php?t=7029&postdays=0&postorder=asc&start=0
Download link:
http://heroesleague.ru/public/homm5/TE/TE_3.1.rar
Altered skill wheel (for convinience of mod use):
http://heroesleague.ru/public/homm5/TE/Doc_Skills_TE_3_1_HQ.rar
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Zenithale

  
   
Promising
Famous Hero
Zen Mind
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posted August 18, 2009 03:12 PM |
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Quote:
Quote:
- Can a hero's starting units be changed?
The only real working way to do it today is changing armies through script modding.
But you may change the creature numbers in the DefaultStats.xdb:
<HeroArmyGeneration>
<MinWeekGrowthCoef_Tier1>1</MinWeekGrowthCoef_Tier1>
<MaxWeekGrowthCoef_Tier1>1.5</MaxWeekGrowthCoef_Tier1>
<MinWeekGrowthCoef_Tier2>0.6</MinWeekGrowthCoef_Tier2>
<MaxWeekGrowthCoef_Tier2>0.8</MaxWeekGrowthCoef_Tier2>
<MinWeekGrowthCoef_Tier3>0.5</MinWeekGrowthCoef_Tier3>
<MaxWeekGrowthCoef_Tier3>0.7</MaxWeekGrowthCoef_Tier3>
<MinWeekGrowthCoef_SpecTier1>1</MinWeekGrowthCoef_SpecTier1>
<MaxWeekGrowthCoef_SpecTier1>1.5</MaxWeekGrowthCoef_SpecTier1>
<NumSuchStacks_SpecTier1>3</NumSuchStacks_SpecTier1>
<MinWeekGrowthCoef_SpecTier2>0.6</MinWeekGrowthCoef_SpecTier2>
<MaxWeekGrowthCoef_SpecTier2>0.8</MaxWeekGrowthCoef_SpecTier2>
<NumSuchStacks_SpecTier2>3</NumSuchStacks_SpecTier2>
<MinWeekGrowthCoef_SpecTier3>0.5</MinWeekGrowthCoef_SpecTier3>
<MaxWeekGrowthCoef_SpecTier3>0.7</MaxWeekGrowthCoef_SpecTier3>
<NumSuchStacks_SpecTier3>3</NumSuchStacks_SpecTier3>
</HeroArmyGeneration>
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TWITCH|YouTube | New Arenas MoD for TotE
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PvP

 
Tavern Dweller
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posted August 18, 2009 04:59 PM |
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Edited by PvP at 19:54, 18 Aug 2009.
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Quote:
<HeroArmyGeneration>
...
Wow! Didn't notice this parameters in defaultstats.xdb before. Thanks!
This way of modifying armies is easier than doing it through scripting.
However it is still somewhat inferior to scripts because you can't modify army of certain hero and can tweak only conventional armies (so you can't for example nerf Ossir without weakening Laslo and Kithra with this).
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