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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Heroes 4 - Necropolis without demons mod.
Thread: Heroes 4 - Necropolis without demons mod. This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted September 02, 2010 06:23 PM

I agree that they suite Necropolis. The other idea is to use some hero model as lich, like the Equilibris team did.
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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted September 03, 2010 04:04 PM

I think to venom spawn don't need to be removed,just death magic have poision,right?
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Borton
Borton


Hired Hero
A lemming in my pocket
posted September 28, 2010 06:00 PM

Quote:
If you remove venom spawn, necropolis would be without any shooter.


I think that, even before welcoming back zombies, mummies, etc, it should be A MUST to get back liches. The "only problem" is that you should create them.

Anyway, good idea though, since I never liked the mix of inferno and necropolis
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tttttc
tttttc


Hired Hero
posted October 03, 2010 06:27 PM

I may have missed something, but what version is this? Why is devil's dwelling called Hall of Pain? In my version it's Temple of the Damned. Same with other differences.

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Willow
Willow


Adventuring Hero
Tree of Knowledge
posted October 11, 2010 06:21 PM
Edited by Willow at 18:23, 11 Oct 2010.

Very interesting. I've always thought that it would have been better to have a pure Necropolis and make the demons neutral creatures for this version of Heroes.
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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted October 11, 2010 06:30 PM

Quote:
I may have missed something, but what version is this? Why is devil's dwelling called Hall of Pain? In my version it's Temple of the Damned. Same with other differences.


the dwelling was renamed for mod
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Alustor
Alustor


Famous Hero
ooo da :)
posted October 11, 2010 07:57 PM

was this thing finished?

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hellburn
hellburn


Famous Hero
The efreet
posted October 11, 2010 10:29 PM

Sorry, I have no knowledge how to change units in adventure map dwellings...

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hellburn
hellburn


Famous Hero
The efreet
posted June 04, 2011 02:04 PM

UPDATE

As soon as I get my new computer I'll release Pure Necropolis mod finished in 99%.
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Fauch
Fauch


Responsible
Undefeatable Hero
posted June 04, 2011 02:19 PM

I don't have H4 anymore, but that looks cool. I only wonder how tactically useful are going to be the zombies?? if you had low level shooters, they would be great, but it's not the case...

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 04, 2011 02:55 PM

Looking forward to it
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hellburn
hellburn


Famous Hero
The efreet
posted February 14, 2012 01:06 PM
Edited by hellburn at 08:36, 15 Feb 2012.

Hello

UPDATE
This mod replaces demon/devil creatures and heroes in Necropolis. Mod is based on Equilibris mod. You need to install it first.

Version of mod 1.0
Creature changes:
- Zombies replace Imps, no changes in creature stats.
- Mummies replace Cerberi, no changes in creature stats.
- Dread knights replace Devils, attack decreased from 40 to 34, defense decreased from 40 to 30, removed regeneration ability, exp decreased from 1000 to 615.
- Venom Spawns are now undead.
- Monks have now unlimited shots ability. This is  unnecesarry here, but honestly I don't think it matters much. An element of my personal balance mod, that's all.
- Frenzied Gnashers cannot charge now (this was necesarry to replace all creatures in their dwellings on adventure map).
- Earth Elementals cannot teleport now (see above, besides it was stupid anyway...).

Text changes:
- Torture chamber renamed to Slaughterhouse (Zombie dwelling)
- Kennels renamed to Excavation grounds (Mummy dwelling)
- Temple of the Damned renamed to Halls of Pain (Dread knights dwelling)
- Dark champions renamed to Dread Knights.
- Desecrated grave renamed to Hell holes (Imp dwelling)
- Embalmer's lab renamed to Tartar gate (Cerberi dwelling)
- Dark knight's sanctum renamed to Forsaken palace (Devil dwelling)

Hero changes:
Necromancers:
- Ectra replaces Ash
- Hagath replaces Castrata
- Thant replaces Draezerak
- Lyda replaces Felina
- Ranloo replaces Hexx
- Minerva replaces Hsine
- Neira replaces Masqua
- Ethric replaces Sark
- Xsi replaces Yxia

Death knights:
- Clavius replaces Calh
- Lothar replaces Gargareen
- Maximus replaces Grok
- Shax replaces Harkenraz
- Yott replaces Malafar
- Vokial replaces Malustar
- Isra replaces Oddrema
- Morte replaces Panur
- Charity replaces Zaajuu

- All of heroes above have new portraits, some have brand new bios.

Known bugs:
- Devil cast Terror, while Dread Knights can summon Ice deamons. - I don't know how to fix this. Possible solution: Other abilities instead?
- Imps and Cerberi instead of Zombies and Mummies in necromancy menu. How to fix this and add Venom spawns and Dread knights?
- Imp dwelling looks like Zombie dwelling, Cerberi dwelling looks like Mummy dweling etc. - Cannot be fixed.

Download link: DOWNLOAD

Screens:





Credits also go to Mosqua from Behemoth's Lair, for help with hex editing.

Cheers
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Drakon-Deus
Drakon-Deus


Undefeatable Hero
Qapla'
posted February 15, 2012 01:54 PM

Cheers Hellburn! Time to put the Necro back in Necropolis...

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Kwarc
Kwarc


Adventuring Hero
posted February 20, 2012 09:13 PM

Great idea with this mod. Maybe you should replace Venom Spawn with some new creature? Maybe Evil Sorceress or Goblin Knight with new abilities? I think first one will be better. What do you think about this abilities for Evil Sorceress:
- Teleport
- Life Wand
- Undead
- Spellcaster (Sorrow, Aura of Fear, Curse)

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brink99
brink99


Hired Hero
posted February 26, 2012 09:09 AM
Edited by brink99 at 04:10, 27 Feb 2012.

Hi

Does anyone here know the exact steps for creature swapping in towns.
I was trying to swap imps with zombies, but the game crashes each time I start a map as Necropolis

Here is what I found so far searching forums...

Offsets for town creature buildings in Necropolis (equilibris_v3.51)

- Cemetery: .00985454
- Torture Chamber: .0098545C
- Barrow Mound: .00985464
- Kennels: .0098546C
- Mansion: .00985474
- Spawning Pit: .0098547C
- Dragon Graveyard: .00985484
- Temple of the Damned: .0098548C

When I ever I change the .0098545C (Torture Chamber) to 41 (Zombies) in the HIEW, game always crashes once I start as Necropolis...

I remember I did creature swapping before a long time ago with the help of BAD's post on Heroes IV mod, but now I can't find anything, all posts were deleted and never renewed for few years.

I keep looking at each towns recruitment, after that its followed by creatures 43-49, but where are all the elementals/mantis/gargoyles/zombie dwellings for recruitment?

I feel like I might be missing a step to swap creatures correctly, would anyone care to help me out

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brink99
brink99


Hired Hero
posted March 04, 2012 08:47 AM
Edited by brink99 at 08:50, 04 Mar 2012.

@hellburn
Quote:


- Devil cast Terror, while Dread Knights can summon Ice deamons. - I don't know how to fix this. Possible solution: Other abilities instead?
- Imps and Cerberi instead of Zombies and Mummies in necromancy menu. How to fix this and add Venom spawns and Dread knights?
- Imp dwelling looks like Zombie dwelling, Cerberi dwelling looks like Mummy dweling etc. - Cannot be fixed.




You were using slightly different offsets. The ones you need to use are:

Start from .009853D4, that will be the start of offset for the Life/Haven town. You will see the number 36 in the offset, which refers to squires. And then at .009853DC you will see 0B, the number for crossbowman.

That is pretty much the pattern from then on, im sure you'll see it, after Haven, you will see other towns and finally it will end with the new level 4 creatures 43,44,45,46,47,48,49.

So if you want to replace Devil with Dark Champion, you go to .0098548C (Temple of the damned) and replace 0F (Devil) with 46 (Dark Champion). And then you need to replace the original Dark Champion (.0098555C - Dark Champion) to '0F' (Devil). And that should work. Also you need to swap back the creature number for which you did your original swapping or else this will probably not work because the creature numbers should stay same as original Equilibris h4mod.exe


And if you want to replace creature like zombie with imp, you just replace 21 with 41 for .0098545C (Torture Chamber) and that's it since zombies don't have an offset in this town recruitment schema. Same with other creatures that are not the standard recruitable ones or any of the new level 4 creatures.

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hellburn
hellburn


Famous Hero
The efreet
posted March 05, 2012 06:17 PM

The creature changes are done, if you didn't notice...
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brink99
brink99


Hired Hero
posted March 05, 2012 11:34 PM

I know the creature changes were done, I played your mod yesterday.

I was talking about the known bugs section you wrote about the dark champions having the ice demon spell instead of terror.

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hellburn
hellburn


Famous Hero
The efreet
posted March 27, 2012 02:00 PM

brink99:
You are wrong. The first step is to switch creature places in town dwellings. It works very well. Dark champion can cast terror, devil casts summon deamon.
The problems start if you want to switch creature places in adventure map dwellings. After doing this, necormancy menu, spells change.

Unless you know how to add/remove/change spells nothing can be done. And I don't know how to do it so... I'll probably give them new abilites.
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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted March 29, 2012 07:38 PM

This mod is awesome,thanks for giving the old all-undead necro back.

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