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Heroes Community > Heroes 5 - Modders Workshop > Thread: [Mega-Project] The HOMM5 Role Playing Edition
Thread: [Mega-Project] The HOMM5 Role Playing Edition This thread is 27 pages long: 1 2 3 4 5 ... 10 20 ... 23 24 25 26 27 · «PREV / NEXT»
festuc
festuc


Adventuring Hero
Modding
posted February 13, 2010 12:09 AM

Quote:
Yes it is needs to be a 1024x1024, but it is a lot of work to come with a good design. I'm thinking about dividing the skillwheel in 3 pages: might (12 skills) magic (12 skills) and barabarian+warlock and all extra requirements. That means I will require 3 buttons instead of the current 8. Perhaps I should also place the skill probability values for all classes somewhere.


You also have 5 buttons left,we can utilise all of them,for example in the first,we can do an introduvtion of the new classes,in the second we can put the classes table,the third,fourth,fifth for the attributes probabilities for each class,and in the end the last 3 buttons for the skillwheel.only a idea

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 13, 2010 12:26 AM

Quote:
You also have 5 buttons left,we can utilise all of them,for example in the first,we can do an introduvtion of the new classes,in the second we can put the classes table,the third,fourth,fifth for the attributes probabilities for each class,and in the end the last 3 buttons for the skillwheel.only a idea


Certainly not a bad idea, but to bring all those things in game the layout has to fit in the heroes 5 interface, also I will require new icons for the buttons.


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 14, 2010 04:08 PM

Quote:
I can give to you, xdb files + icons (high quality) + name and desc texts of them.


Simonak, I suddenly noticed you mention 'high quality', do you mean you were able to increase the quality of the icons from the HoA mod? I'm really curious.
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SimonaK
SimonaK


Promising
Supreme Hero
posted February 14, 2010 04:15 PM
Edited by SimonaK at 16:19, 14 Feb 2010.

yes...first, I took icons from Age of heroes site's pages dedicated to Heroes IV's Heroes....
a tool I made has "sniffed" the pages and dump all that in database. (texts+pictures).

second, I created a Photoshop add-ons, to convert automatically all icons with a masterized texture work
(resizing, blur sharpen,constrast etc etc) to DDS format.

finally, I modified proprieties into the xdb textures files (linking the dds) to take the best graphic method and type.

the result is really cool.

308 heroes (not 304 as I said) no "hand" manipulation, just programmation.

I will send it to you soon.


I you want to manage these 308 heroes, i don't suggest to you a "hand" manual manipulation!



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Crispy_Critter
Crispy_Critter


Hired Hero
posted February 14, 2010 06:41 PM

Magnomagus

I just downloaded the fix and it works like a charm. Thanks a million.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 14, 2010 11:02 PM

Quote:
I you want to manage these 308 heroes, i don't suggest to you a "hand" manual manipulation!


Do you have a useful program for 'automatic' manipulation then?

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SimonaK
SimonaK


Promising
Supreme Hero
posted February 14, 2010 11:04 PM

Quote:
Quote:
I you want to manage these 308 heroes, i don't suggest to you a "hand" manual manipulation!


Do you have a useful program for 'automatic' manipulation then?

maybe I will offer you a excel sheet allowing you to manage easily them.
then a vbexcel code will create xdb heroes files.


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 14, 2010 11:09 PM

Mm, I didn't know you could use excel for that. How did you program RTMG, did you use C++?

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SimonaK
SimonaK


Promising
Supreme Hero
posted February 14, 2010 11:14 PM
Edited by SimonaK at 23:20, 14 Feb 2010.

RTMG is VB6

I think the best for 308 heroes for you is the excel sheet method
...because we can create easily data into cells.

no code to make (I provide it)...for you
just put the faction, attributes, spells, tent ballista..etc...

and all that allows to see a "big" picture of all heroes in same time.

finally, you click the button to re-generate all xdb files....without grammatical mistakes or what ever..


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 14, 2010 11:21 PM

Sounds good, I think the main things that need to be changed are specializations and starting skills. When you send me the portraits can you also send the 'hero'.xdb files, since I guess you have already connected them with the 'most appropriate' models?

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SimonaK
SimonaK


Promising
Supreme Hero
posted February 14, 2010 11:33 PM
Edited by SimonaK at 23:35, 14 Feb 2010.

the 308 heroes files I will send you will be close of their "appropriate model" i speak about the faction.
I divised them by 8.

for my own gameplay, i decided to distribute some necro (heroes 4) in inferno (heroes 5) just to balance
the heroes quantity per faction. there are other distribution (heaven 4-->sylvan 5) etc etc

the first skill is logistic for all and their attribute is same for all (1 1 1 1)

if i want i can generate 308 heroes with the same first skill or just one unique specialization etc etc
that the magic of programmation......

my mod is about 39 heroes per faction and pratically all specializations in the game exists at least once for
each faction (except for creatures specialization)

ex: each faction has a breakspell hero, a pathfinder hero, a windspeaker hero, etc etc

you, don't care of specialisazations i decided for them, change all as you want. create your mod.
at worst, I can provide you each hero with logistic and pathfinder specialization just to make "stem cell"
of them

in the excel file, their origine of heroes 4 will appear, you will see their faction, race and sex from the 4.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 14, 2010 11:37 PM

Quote:
for my own gameplay, i decided to distribute some necro (heroes 4) in inferno (heroes 5) just to balance
the heroes quantity per faction. there are other distribution (heaven 4-->sylvan 5) etc etc


Yeah I did something similar, but I remember H4 really had a shortage on suitable heroes for the fortress faction. Most halflings were too 'cute' if you know what I mean.

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SimonaK
SimonaK


Promising
Supreme Hero
posted February 14, 2010 11:44 PM


yes...surely you will change original faction of some heroes for balancing quantity..


because the quantity of heroes is 308
perhaps, you can forget few of them to reach the perfect balance per faction like:

8 factions *  3 classes * 12 heroes = 288 heroes

remains 20 heroes....maybe campaign heroes...because there are all there.

3d model of them i gave is only the standard for each faction....so you will be able
to associate nicer model as you made for RPE

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cotillion
cotillion


Hired Hero
posted February 14, 2010 11:48 PM

Thanks a lot for contributing this big one, magnomagus! It's indeed a "megaproject" - a complete rework of H5's famous skill system.

I want to try your mod, but looking at the skill system there are some glitches I don't understand:

1. The unique racial specials, like gating, training, artificer, etc:
I see that you wanted the 3 racial heroes as only heroes to learn their special. But why have you put "necromancy" as choice to warlock/dungeon and elementalist/academy hero. Do they even have dark points? Will they mix up their troops with undead? I think it's a bad skill choice for them.

2. The perk "twilight" requires light and dark magic choices (a bless and a curse). So far no hero of Haven will be able to get it, because no haven class - knight, paladin, heretic - can get both light AND dark. So they will never get twilight. Is this an error?

looks like I need some time to adopt to the new skill system...

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 15, 2010 12:03 AM

Quote:
1. The unique racial specials, like gating, training, artificer, etc: I see that you wanted the 3 racial heroes as only heroes to learn their special. But why have you put "necromancy" as choice to warlock/dungeon and elementalist/academy hero. Do they even have dark points? Will they mix up their troops with undead? I think it's a bad skill choice for them.


Infernal, elemental and mechanic creatures suffer no morale penalties, dungeon creatures very few. All other factions will receive dark energy points (with expert necromancy 400+), I tested this and it works fine. Furthermore Necromancy can be used by inferno and dungeon as meat for their sacrificial pits. I just wanted this in the game to add some more variation and fun, but the probabilities to get necromancy are only 4% so it won't disturb anyone who wants to go for a regular build.

Quote:
The perk "twilight" requires light and dark magic choices (a bless and a curse). So far no hero of Haven will be able to get it, because no haven class - knight, paladin, heretic - can get both light AND dark. So they will never get twilight. Is this an error?


Dark doesn't fit the paladin and light doesn't fit the heretic, so it's not an error. It was not necessarily intended that every class can learn every skill, many classes cannot learn preparation for example because they cannot learn offense+defense+combat, this privilege is reserved for might classes.

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cotillion
cotillion


Hired Hero
posted February 15, 2010 12:39 AM

Quote:

Furthermore Necromancy can be used by inferno and dungeon as meat for their sacrificial pits. I just wanted this in the game to add some more variation and fun, but the probabilities to get necromancy are only 4% so it won't disturb anyone who wants to go for a regular build.



good point - I forgot about sacrifice. Additional undeads are an interesting option for dungeon/inferno. Maybe use a vampire stack for your army and give the rest to the pit...well

Hats off - the new skill system is a smart work!
Also your balance mods reagrding spells and creatures are well thought.

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chester_a_r
chester_a_r


Hired Hero
posted February 15, 2010 01:27 AM

This is ideed a great mod. It is exactly what Heroes 5 needs to actually be complete. A lot of people have been looking forward to this.
Congratulations for your work.

But I have two questions and I'm sorry if they'll seem noobish:

1) Why did you choose to have Heretic with dark magic as the third hero class for Haven instead of a normal Cleric. Wouldn't it fit the whole Haven theme better? Why did you choose this?

2) How are models going to be used. Are you going to use a model for each class (maybe a female and male model for each class) or are you going to have unique models for each hero? Or are you just going to leave only one model for each race?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 15, 2010 01:54 AM

Quote:
1) Why did you choose to have Heretic with dark magic as the third hero class for Haven instead of a normal Cleric. Wouldn't it fit the whole Haven theme better? Why did you choose this?


The problem with haven is the nature of dark and light magic, they are not spellpower-focused, so more then a 30% probability for spellpower or knowledge would 'break' a haven class. So basically paladins and heretics are both balanced classes, with a totally different secondary skill tree. If I would add in a normal Cleric I would have another light magic caster that would be too similar to paladins, now i have two really different classes. Furthermore the only available markal model is much more useful for a 'bad' class. I personally think its a good thing the haven faction has a bad side, after all they are human!

Quote:
2) How are models going to be used. Are you going to use a model for each class (maybe a female and male model for each class) or are you going to have unique models for each hero? Or are you just going to leave only one model for each race?


I simply want to use suitable high quality models that are available. I don't like creature models. I'm not a very talented skinner myself (the heretic model is my only work so far), so I merely have to rely on work from others. First priority is one model for every class, next priority is male/female, last priority unique models for all heroes.

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SimonaK
SimonaK


Promising
Supreme Hero
posted February 15, 2010 03:58 AM
Edited by SimonaK at 04:01, 15 Feb 2010.

magnomagus

the tool that i offer could be associate the ballista/FirstAidTen/AmmoCart setting about a particular specialization.

so, for each heroe you don't need to flag (true/false) these 3 proprieties
it is enough to give the specialization to the heroes and the ballista/FirstAidTen/AmmoCart setting
is directly put depending the specialization taken.

you know what i mean?

ex: for Siege Engineer (HERO_SPEC_WAR_MACHINES) the setting you can make is:

ballista = true
FirstAidTen = false
AmmoCart = false

ex: for Embalmer (HERO_SPEC_FLAGBEARER_OF_DARKNESS) the setting you can make is:

ballista = false
FirstAidTen = true
AmmoCart = false

etc etc Archer Commander the AmmoCart = true, etc etc

so, when a specialization is given to a heroe, then automatically his ballista/FirstAidTen/AmmoCart shape
is set depending the specialization. no need to set that each time.


it's correct?

in fact, it means that ballista/FirstAidTen/AmmoCart shape doesn't depend of the heroe but of the specialization.

i can do same thing about start spell for the heroes....about the specialization..

their attributes depending the faction, class....

so, for a hero you choose his specialization, faction, classe and so his attributes, spells, machines
are automatically set.

and of course, later if you decide to change idea about a set for specialization/faction/classe then modifications will be automatically considered for each heroes xdb file without reediting
(following the regenerate of the files)



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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 15, 2010 12:04 PM

In h5 RPE all might classes start with a war machine, but never a ballista for balance reasons. All magic and balanced classes start with a spell. The war machines or spells are also specific for the class, for example all rangers start with an ammo cart, all paladins start with bless and all necromancers start with raise death. There are of course some exceptions when a specialization conflicts with those choices.

But in any case I was not intending to settle you with a lot of work modifying xls tables. I also have a lot of real life obligations to attend to so I thought you could just send me what you have and then I can make a good assessment of the amount of work that needs to be done.

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