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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: My Wake of Gods Idea
Thread: My Wake of Gods Idea This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
E-J
E-J


Known Hero
posted January 18, 2010 01:03 AM
Edited by E-J at 01:06, 18 Jan 2010.

...but if it's possible to add 58 more creatures to the game, why arent all these defs added jet?

edit: just found out that no one knows how to reach those spaces

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted January 22, 2010 04:23 PM

That is beacause no one worked seriously on modding H3.There has been a NCF for heroes 5,that expanded unlimited slots,but now for H3 there is nothing.

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Ayreon
Ayreon


Famous Hero
posted January 22, 2010 04:26 PM

Quote:
That is beacause no one worked seriously on modding H3.


How dare you say such a thing?
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted January 22, 2010 04:28 PM

Heretic! Ban him!
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gnollking
gnollking


Supreme Hero
posted January 22, 2010 04:50 PM

How about WoG? Not serious? The unlimited possibilities to mod heroes 3 that WoG gave us, such as the ERM?
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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted January 22, 2010 05:12 PM

Quote:
That is beacause no one worked seriously on modding H3.There has been a NCF for heroes 5,that expanded unlimited slots,but now for H3 there is nothing.


I meant modding the exe.I haven't found a single thread discussing the exe problems,and it is sure that the key of unlocking the remaining slots is editing the exe.

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gnollking
gnollking


Supreme Hero
posted January 22, 2010 05:18 PM

WoG didn't modify the exe?

Then how exactly did they create ERM?

How they added all the artifacts, creatures, and all the many many other stuff?


WoG did modify the exe very much .

Slava is (or should I say "was"..) the God. The God of HoMM III.
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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted January 22, 2010 05:31 PM

Slava did modify the EXE,but he didn't unlock the slots for us.I mean that WE should modify the EXE and unlock the slots.

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted January 22, 2010 06:16 PM
Edited by Warmonger at 18:16, 22 Jan 2010.

Feel free to do that
But keep in mind that quite a number of teams failed at this point.
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Trith
Trith


Adventuring Hero
Not a Hero... Just a... Nobody
posted January 22, 2010 06:56 PM
Edited by Trith at 18:58, 22 Jan 2010.

There are hundreds "ideas" about WoG but:
Quote:
WE should (...)

means nothing. If you want something finished do it yourself. Maybe I can't help you with modding the *.exe but I've got some skills in graphics making and I try to use them anywhere I can.
If you can modify *.exe file just do it and show us something interesting. Everywhere I can read "we should", "they should", "somebody should" and it's boring because it isn't creative. Creative is "I should do something", "I'm doing something" and "I've finished something" even if it's something small.
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Forgive me my horrible English...

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 22, 2010 08:12 PM
Edited by Salamandre at 20:27, 22 Jan 2010.

Last night I dreamed that I could fly. The wake up was rather disappointing...

Edit: MOP from russians forums claims that he broke the limit and modified the exe.

As I know him being the most skilled of them, I am inclined to believe. Waiting for previews.
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gnollking
gnollking


Supreme Hero
posted January 22, 2010 08:41 PM


I think that's a little modded version of Heroes III.

Btw, some of those artifacts are from Heroes V. I have been working with the artifacts today (i planned to replace some old ones with HoMM V artifacts), but I got bored, and continued New Necropolis' campaign. And now I don't know what to do .
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 22, 2010 08:56 PM

MOP is using ERA platform and !!DL new command which allows new dialog boxes, but it is not very stable ATM. We will get it in 3.59, if one day out.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 22, 2010 09:25 PM
Edited by Salamandre at 03:01, 23 Jan 2010.

Quote:
[And now I don't know what to do :(.


If you want to get the project interesting, you need to find new possibilities, new abilities. Here is one for you, to use on necromancer ID=72 (Septienna) I made it one year ago when working on terrain tiles.

ZVSE

!?HM72;
!!HE72:P?y1/?y2/?y3;
!!VRy4:Sy2;
!!VRy5:Sy2;
!!VRy4:-1;
!!VRy5:+1;
!!VRy6:Sy1;
!!VRy7:Sy1;
!!VRy6:-1;
!!VRy7:+1;
!!TRy1/y2/y3:T00/26/d/d/d/d/d/d;
!!TRy1/y4/y3:T00/26/d/d/d/d/d/d;
!!TRy1/y5/y3:T00/26/d/d/d/d/d/d;
!!TRy6/y2/y3:T00/26/d/d/d/d/d/d;
!!TRy7/y2/y3:T00/26/d/d/d/d/d/d;

Septienna will create necro native terrain at each step(thanks to Vlaad for recalling me dirt is necro native) thus creating speed bonus

Of course the script can be modified and improved, create a circle, a hex, create road, etc.

I will try to get Jim Vogan to work on a Age of Wonders kinda script, where the power of armies depends of the native tiles number on the map. If you explore more than your enemy, you make more damage because you changed the tiles to your faction layout. I don't know if it is possible, as it needs checking the factions at start, change ALL the tiles to neutral (so the map will look really weird)...but worth a try.


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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted January 23, 2010 03:39 AM
Edited by Vlaad at 03:43, 23 Jan 2010.

Quote:
I will try to get Jim Vogan to work on a Age of Wonders kinda script, where the power of armies depends of the native tiles number on the map. If you explore more than your enemy, you make more damage because you changed the tiles to your faction layout. I don't know if it is possible, as it needs checking the factions at start, change ALL the tiles to neutral (so the map will look really weird)...but worth a try.
It's been a while since I played it, but it doesn't sound like Age of Wonders. When you explore the map you don't change the land to your native terrain. You CAN change it by powerful global spells (why we never scripted any of those?!), but that's not what you meant, is it? There's some land transformation in Disciples, but I'm not sure if it affects the damage of your troops... Then again, I'm just a noob when it comes to those games. Anyway, sounds interesting. Not that Acid Dragon will like it.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 23, 2010 03:54 AM
Edited by Salamandre at 04:01, 23 Jan 2010.

I remember one of those two games offered some bonuses when changing the land to your native one. Was Disciples? Yes! that was a victory condition in Disciples, having 75% of land converted, right?

In Heroes, it could affect the income, or the power of spells, or anything good. It would make exploration more interesting than just remove fog of war. Still remains the layout problem, and a serious one. Like changing the swamp to snow, but the objects around are still swamp type...horrible.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 23, 2010 03:58 AM
Edited by Salamandre at 04:04, 23 Jan 2010.

Quote:
You CAN change it by powerful global spells (why we never scripted any of those?!)


We can script it, simply by clicking on a tile, removing some resources and changing the terrain around with some visual effect. Not difficult at all. But as it offered no bonuses, why one would script such thing?
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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted January 23, 2010 04:11 AM

Quote:
Quote:
You CAN change it by powerful global spells (why we never scripted any of those?!)


We can script it, simply by clicking on a tile, removing some resources and changing the terrain around with some visual effect. Not difficult at all. But as it offered no bonuses, why one would script such thing?
What do you mean, would the change be only visual? What about the speed?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 23, 2010 04:21 AM
Edited by Salamandre at 04:26, 23 Jan 2010.

No, I mean creating a def which looks like a powerful spell. Of course the new terrain will be fully functional.

I am banging my head to script an road generator hero. So far, the subtypes of road explained by ERM either crash, either create only weird segments. Have no idea how to read the thing...

00,01,02,03,04,05 - 6 styles of segment:   +---+
¦ +-¦
+---+
06, 07 - 2 styles of segment: +---+
¦ ¦-¦
+---+
08, 09 - 2 styles of segment: +---+
¦---¦
+---+
0A, 0B - 2 styles of segment: +---+
¦ ¦ ¦
+---+
0C, 0D - 2 styles of segment: +---+
¦---¦
+---+
0E - segment +---+
¦ ¦ ¦
+---+
0F - segment +---+
¦ --¦
+---+
10 - segment +---+
¦-+-¦
+---+

00-10 works but create the same type of segment. 0A up to 0F crash the game.
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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted January 23, 2010 05:10 AM

No idea, never tried those. But if I remember well, there were some in Vanadia's Freedom?
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