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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 10 ... 14 15 16 17 18 ... 20 27 · «PREV / NEXT»
Andrew
Andrew

Tavern Dweller
posted April 11, 2011 01:45 PM

magnomagus, thank you for your reply.

Quote:
The witch hut bug is known, hardcoded and might be fixed if RPE will be mixed with eternal essence project.


It's pity and too bad... I was afraid that it's hardcode... Very inconvenient on maps where there is a plenty of witch huts and mentor is present. One of strategies of fast skill building is to get all possible skills at huts and change them at mentor if necessary.

Quote:
The combo of chain attack + avenging strike seems powerful, something I can look into if EE and RPE are combined.


Please take into account that I DIDN'T APPLY "Chain attack" mark in combat - I only had this perk in spellbook. I applied only "Avenging strike" mark. So it seems it's a bug since "Avenging strike" should not strike on retaliation (IMHO).

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Andrew
Andrew

Tavern Dweller
posted April 11, 2011 03:53 PM

One more thought regarding to War machines vs Destructive magic.

There is the same situation that was in 3.1 that it's possible to destroy both Ballista and Tent (having tonns of HP) with one shot of weak Cold Ring, if the caster has "Cold Death" perk.

Is it possible to forbid "Cold Death" ability to affect War Machines?

This would make war machines skill more useful in practice.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 11, 2011 09:52 PM

Quote:
So it seems it's a bug since "Avenging strike" should not strike on retaliation


I don't think it is a bug, it is also that way in H5 vanilla.

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Andrew
Andrew

Tavern Dweller
posted April 12, 2011 03:13 AM
Edited by Andrew at 03:16, 12 Apr 2011.

I've tried Avenging Strike in RPE several more times - now it works OK, as in 3.1 standard ("Mark of the Damned" perk):
- you mark the monster with Avenging Strike
- it attacks your unit
- your unit receives damage
- the hero punishes monster (1 time)
- then your unit retaliates
So hero strikes 1 time.

The problem that I encountered and decsribed earlier was the following:
- you mark the monster with Avenging Strike
- it attacks your unit
- your unit receives damage
- the hero punishes monster (1-st time)
- then your unit retaliates
- then without a break the hero punishes the monster again (2-nd time)
So hero strikes 2 times the same monster.

If I reproduce it, I'll post more detail description.
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mfdoom
mfdoom


Hired Hero
posted April 30, 2011 05:03 PM

How's the AI turn time in this mod?Is it quicker than Eternal Essence?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 30, 2011 05:37 PM

No, but it is faster than TOE, since the AI is set to build 2+1 heroes for every town instead of 3+2. Integration with EE will come later.


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Fauch
Fauch


Responsible
Undefeatable Hero
posted April 30, 2011 05:37 PM
Edited by Fauch at 17:38, 30 Apr 2011.

I was wondering why avenging strike works both when the marked stack attacks and retaliates, while counterstrike only works when the marked stacks is attacked (not when it suffers a retaliation) and powerful blow works only when the marked stack attacks (not when he retaliates)

(lol, for some reason, I thought it was quantomas' thread, but whatever)

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 30, 2011 05:43 PM

You should understand that the perks of the counterstrike skill are basically perks that where formerly only available to the barbarian and demon lord classes. I just renamed some of them to suit all classes. It is not possible for me to change the behaviour of any skills with the exception of the ones that contain parameters in the defaultstats.xdb.
This is another thing that will have to wait for the EE project.

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mfdoom
mfdoom


Hired Hero
posted April 30, 2011 06:45 PM

EE will kick ass.Speed + good A.I. = no sleep.

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Jukhta
Jukhta


Hired Hero
posted May 07, 2011 04:26 AM

I got 2 questions...

1) Is this mod compatible with the Eternal Essence mod?

2) Is there a good RMG that is compatible with RPE?


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 07, 2011 01:08 PM

1. Not yet
2. Any RMG compatible with TOE is compatible with RPE, so you should be able to use the ones you consider 'good'.

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PeterFarkas
PeterFarkas


Adventuring Hero
LeBronTosaurus
posted May 11, 2011 12:35 PM

Quote:
Sorry for late reply, I don't login very often, better use the forum for questions.
you cannot modify existing heroes without doing it for the whole game, but you can add new heroes to the game (not map) by adding them to the mapobjects/advmapsharedgroup/(faction)+any.xdb
Quote:
HI!

I am trying to make some maps for RPE, and I have a few issues with the editor.
The most intriguing is how did you add new heroes (like for instance Arniel or Belketh) to the Ashan core? And I would like to ask the same question for the whole Axeoth core in Editor.
I know I can change Hero classes, looks, specs etc. so I could give Rusher spec to a Knight but if I do that it is taken for the whole game. Is there a way to avoid this?

Thank you for your help in advance.

Have a nice day,
PF




Sorry that I ask such a noob question but with what kind of program can I edit that file and what data do I need to provide for those heroes? (I guess, photo in a .tga format which will be a first major obstacle, spec, class, etc)

Thanks for help in advance.

Have a nice day,
PF
____________
"The one who makes most mistakes often loses" - Elvin

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 11, 2011 01:22 PM

.xdb files can be edited with notepad, but some people might prefer a more advanced xml editor and yes if you want to create a whole new hero you also need to create a tga portrait.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 18, 2011 10:04 PM

Just to clarify,

The latest beta build 3.1.8 Eternal Essence AI project released on page 12 can be used with RPE:

http://heroescommunity.com/viewthread.php3?TID=34594&pagenumber=12

Classes are working fine. NCF creatures have been reported to be problematic, but I still need to conduct my own tests. Please report any further issues.

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Boptoa
Boptoa

Tavern Dweller
posted May 20, 2011 05:10 AM
Edited by Boptoa at 05:18, 20 May 2011.

Quote:
Just to clarify,

The latest beta build 3.1.8 Eternal Essence AI project released on page 12 can be used with RPE:

[url]http://heroescommunity.com/viewthread.php3?TID=34594&pagenumber=12[/url]

Classes are working fine. NCF creatures have been reported to be problematic, but I still need to conduct my own tests. Please report any further issues.


EDIT: Magnomagus, I got RPE to work with it, but I have several issues to report.

1. Certain class titles are not appearing in game. For instance, Kha-Beleth the Sorcerer, does not have his Sorcerer class displayed underneath his name when you double click on the hero portrait to examine him. This effects others classes as well, such as Zoltran from the Necropolis faction.  

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 20, 2011 09:00 AM

In my case Zoltan and kha Beleth work fine. I think you installed it wrong. You are aware you also need to install the framework?

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rpgyay
rpgyay


Known Hero
posted May 23, 2011 02:45 AM
Edited by rpgyay at 10:08, 23 May 2011.

I seem to be having trouble with using the Conflux mod with this, in particular when you level up the skill tree seems broken, any suggestion on how I can resolve this?


Edit: Actually I was able to fix the skill tree but another new problem I encountered was that the Conflux heroes automatically would gain a +1 to defense on level up.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 23, 2011 11:45 AM

RPE is not compatible with any mods that add new heroes with new skill trees.

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rpgyay
rpgyay


Known Hero
posted May 23, 2011 09:49 PM

Yes I figured that was the problem, I tried deleting Skills.xdb and HeroClass.xdb but i'm very new at modding so i'm just experimenting.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 23, 2011 10:10 PM

you can try to remove heroclass.xdb and skills.xdb from the conflux mod and then modify all *heroname*.xdbs in the mapobjects folder from the conflux mod to be one of the classes from RPE if you really want to make the two compatible.

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