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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»
Lepastur
Lepastur


Known Hero
The Red Taskmaster
posted February 11, 2010 09:00 AM

This is awesome, I can't get the point about the third class yet, but it seems interesting anyway. BTW, the only problem I see atm it's the lack of a manual, although I see it's scheduled, and an automatic tool like the Aurelain Skillwheel in order to prepare the builds. In addition to this, I can't get the point about same chances about Primary Skills in the Barbarian branch either. I mean, maybe as Chieftains focus in Attack, Veterans could do the same in Defense, and Shamans could focus in SP just if they could be able to use any Magic School somehow. Good luck with the project and count with the spanish community support about translating!

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 11, 2010 12:04 PM
Edited by magnomagus at 12:16, 11 Feb 2010.

Quote:
Yes you are right,but this is only the begining


I don't know if you intend to work further on this, but in that case I should probably need to provide you with better background textures, since the pdf manual is compressed and the layout is not very suitable.

Quote:
Also a question about the skill trees in general, i'll use the Offence tree as an example: Say you pick Tactics as your first ability, does Offensive Formation have to be your ability in the second branch? (mean obviously you couldn't get Power of Speed), or are you able to pick the ability up and across the tree,Retribution, allowing you to get Power of Speed?


You can only get power of speed after retribution, unfortunately the H5 skill system does not allow 'OR' prerequisities.

Quote:
Can anyone tell me why the NCF creatures don't show up in the map editor with this mod downloaded? Also, maps that have NCF creatures in them show up as distorted Yetis when I try to play them. Has this happened to anyone else?


You did use the RPE map editor or NCF map editor right?

Quote:
Allow for/include the custom hero models. I almost always use female heroes, and it is just wierd when they have male avatars.


I surely allow for it, but there is not much available. Many models in the unique heroes models thread are old and not very good quality. Psathka has done some great new work, but hasn't released anything yet. I will first try to get at least one model for every class, then for males/females.

Quote:
PS - Welcome me to the site!! ;P


Welcome to the site

Quote:
This is awesome, I can't get the point about the third class yet, but it seems interesting anyway.


I'm currently thinking about making some of the classes a little less equal (between factions), because I admit the initial numeric system was a little conservative (talking about primary skills only).

Quote:
BTW, the only problem I see atm it's the lack of a manual


What are you talking about?, there are 4 manuals ~200 pages included in the mod, most of them work with pictures so the language doesn't matter very much.

Quote:
I can't get the point about same chances about Primary Skills in the Barbarian branch either. I mean, maybe as Chieftains focus in Attack, Veterans could do the same in Defense, and Shamans could focus in SP just if they could be able to use any Magic School somehow.


As I already explained I would have done this, but it isn't possible because of many technical reasons. All stronghold heroes have to follow the same build up.

Quote:
Good luck with the project and count with the spanish community support about translating!


Great!



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Fauch
Fauch


Responsible
Undefeatable Hero
posted February 11, 2010 12:27 PM

just a few ideas :

-enchanted arrow could be a combat perk, I don't think it requires favoured enemies to work.
for example, might heroes could have access to excruciating strike while magic heroes could pick enchanted arrow

-weakening strike could be a combat perk too

-the war machine tree could be changed the following way :
runic machine would be a basic perk, which makes it easier to boost the war machine you want (maybe you want a super fast triple catapult for taking down a fortress?)

the ballista perks could be like this : ballista, triple ballista, flaming arrows for might heroes, enchanted arrows for magic heroes.
maybe triple ballista should be unavailable to magic heroes.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 11, 2010 01:04 PM
Edited by magnomagus at 13:14, 11 Feb 2010.

@Fauch:

Not bad ideas, but when you move something you should also think about how to refill the open places.

Quote:
-enchanted arrow could be a combat perk, I don't think it requires favoured enemies to work.


Maybe, but most might heroes don't shoot arrows, I renamed all combat perks to 'strikes' to make them unbiased.

Quote:
for example, might heroes could have access to excruciating strike while magic heroes could pick enchanted arrow


Magic heroes cannot learn combat at all.

Quote:
weakening strike could be a combat perk too


Funny, this also came to my mind after release of the mod, preparation should move and replace power of endurance, but where can power of endurance go?

Quote:
flaming arrows for might heroes, enchanted arrows for magic heroes.maybe triple ballista should be unavailable to magic heroes.


To keep the system simple and effective I want to prevent these kind of exceptions, many magic heroes cannot learn war machines at all. In H5-RPE classes are determined by the secondary skills they can learn not by creating enormous lists of exceptions in branch constructions like H5TOE. Take a close look at the warlock class in the manual for example and compare it with the overlord.


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Crispy_Critter
Crispy_Critter


Hired Hero
posted February 11, 2010 11:59 PM

You did use the RPE map editor or NCF map editor right?

Magnomagus,

Yes I did. I don't see anyone else having this trouble, so maybe it is something I did wrong.

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Crispy_Critter
Crispy_Critter


Hired Hero
posted February 12, 2010 12:10 AM

I uninstalled H5 and reinstalled it without any other mods, but I still can't get the NCF creatures to appear. Do you think this might be an issue with Windows Vista?

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Chadmr93
Chadmr93

Tavern Dweller
posted February 12, 2010 12:44 AM

I'm having the same problem as Crispy_Critter.  The NCF creatures don't appear in the editor, and in game if one spawns it spawns as a disfigured floating yeti (wolf model, yeti name.)

The NCF worked before I installed this mod, and I've tried installing it to data folder, and later tried usermods folder.

Any ideas?  
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SimonaK
SimonaK


Promising
Supreme Hero
posted February 12, 2010 12:46 AM

if index.bin is present in your data folder then kill it.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 12, 2010 12:51 AM

No, sorry it's my fault I included the wrong index.bin , the current index.bin supports the level 4-7 dwellings but not the creatures! I hope soon to upload a new H5-RPE-Frame.pak
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SimonaK
SimonaK


Promising
Supreme Hero
posted February 12, 2010 12:52 AM

I looked your index.bin and it is correct. no need to change.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 12, 2010 12:55 AM

LOL, then I seem to have fallen in the same trap , perhaps some of you forgot to rename the NCF creatures to .pak files and place them in data folder?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 12, 2010 01:03 AM
Edited by magnomagus at 01:04, 12 Feb 2010.

Wait, I think I found the problem, somewhere in the process the file dates from the NCF framework were updated, now they are more recent then from the creature mods. Simonak do you think that can be the problem?
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SimonaK
SimonaK


Promising
Supreme Hero
posted February 12, 2010 01:04 AM
Edited by SimonaK at 01:07, 12 Feb 2010.

yes that is a real problem.

you would keep the original dates from the ncf framework, just to copy files...

for now, someone using your mod with RTMG doesn't have this problem thanks to rtmg.pak

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 12, 2010 01:06 AM

Allright, no panic I will revert them to old and reupload the framework soon.
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SimonaK
SimonaK


Promising
Supreme Hero
posted February 12, 2010 02:13 AM
Edited by SimonaK at 02:21, 12 Feb 2010.

magnomagus,

are you interested of 304 heroes for your mod?

you know, since your heroes of axeoth mod, I made my own mod including all the 304 heroes from IV.

so...304 / 8 factions = 38 heroes per faction = about 12 per classes.

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

and you manage them as you want for you RPE mod.

Heroes V is already ready to take 304 heroes....by modifying the
"\MapObjects\_(AdvMapSharedGroup)\Heroes\Any.xdb" file

of course, I will give this modded file as well...


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SKPRIMUS
SKPRIMUS


Promising
Supreme Hero
The One and the Prime
posted February 12, 2010 11:39 AM

um...might be silly question...where is resourcefulness?
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too many idiots in VW
"to lose is to win, and he who wins shall lose"
bashing orcus

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festuc
festuc


Adventuring Hero
Modding
posted February 12, 2010 03:19 PM

Quote:


I don't know if you intend to work further on this, but in that case I should probably need to provide you with better background textures, since the pdf manual is compressed and the layout is not very suitable.




That cuold be great,and for size of the backgrounds,if its possible a 1024*1024 will be perfect because problems of misframing

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 12, 2010 04:07 PM

I have uploaded the new framework, that solves the NCF issues.
I decided not to reupload the whole mod, because I have more things in mind for the next version and need more time. Just remove H5-RPE-Frame09.pak en replace it with this file:

Framework Version 0.91
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 12, 2010 04:34 PM

Quote:
you know, since your heroes of axeoth mod, I made my own mod including all the 304 heroes from IV.


Great, during the process of building the mod I deliberately kept many parts separated, so it would be easier to create new versions with other heroes style. I think you understand it is not my intention to mix up axeoth and ashan, so that would simple become a second version of the mod. That being said there are still many other things higher on my priority list related to improving the normal edition. I would like to see the files you mentioned to take a look at the amount of work that needs to be done. You can send them to my email.

Quote:
um...might be silly question...where is resourcefulness?


Since many great skills like elven luck, dwarven luck and erratic mana are now available to all classes in the luck skill, there was no place left for less popular skills like resourcefulness, tear of asha vision and estates.

Quote:
That cuold be great,and for size of the backgrounds,if its possible a 1024*1024 will be perfect because problems of misframing


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.
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chadmr93
chadmr93

Tavern Dweller
posted February 12, 2010 08:45 PM

Thanks for the update!
Besides that problem, everything else in the mod is excellent!

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