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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: How to edit HotA?
Thread: How to edit HotA? This thread is 51 pages long: 1 10 20 30 40 ... 43 44 45 46 47 ... 50 51 · «PREV / NEXT»
phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted June 13, 2018 05:10 PM
Edited by phoenix4ever at 17:11, 13 Jun 2018.

@Djangoo Having Town Portal belong to all schools is easy. Open sptraits.txt with txtedit and put an "x" in Air, Fire and Water Magic. (Earth is already there.)
Use MMArchieve to add sptraits.txt to HotA_Ing.lod and that's it.  
(You might wanna keep the original file as back-up.)

I actually tried this myself before and it can actually make AI surpricingly strong, but when you have Town Portal yourself, there is nothing to fear, right?

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Djangoo
Djangoo


Hired Hero
posted June 13, 2018 06:25 PM
Edited by Djangoo at 18:29, 13 Jun 2018.

Wow thats cool, it works! Thanks!

Yes,its a game breaker. I really want to play some games vs AI with it though, I probably limit myself with some "inhouse rule usage".

Now that it is available on all schools I will probably move the chose town effect to expert school only, I think you did something similar? The info is somehwere here in the thread if I remember correctly, I keep looking.

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted June 13, 2018 06:32 PM

What I did was make Town Portal only take me to nearest town, while AI can go anywhere, like normal.
That also makes for a nice challenge.

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portus
portus


Hired Hero
posted June 14, 2018 09:32 AM

FfuzzyLogik said:
Good evening Portus,
I truly find flying creatures are fast and increasing their speed will mean "shooter are quite useless" because they will be immediately engagned. You want them to get "same speed" but less initiative that's it ?

The problem, in H3 its not easily possible because the speed determines order creature plays... So if you want to change it you'll have to do alot of changes (quite impossible in hex). With some plugin who add for each creature a new characteristic stored somewhere will be "initiative" and "flyer" shall have "+3" may be an idea... But I can't help you to do a such thing.
And no never heared about this before. If you have attempts to show, I'd be pleased to hear about that.

Good luck and sorry to not be able to answer something truly useful...



Sorry for the late reply, I have somehow overlooked this thread for the past few days! I'll try to explain better:

Let's take H2 as a good starting point; in H2 the creatures' speed is expressed as adjectives that correspond with number of hexes, from very slow (2hex) to ultra fast (8hex if I'm not mistaken). This attribute works the traditional way, determining both movement ability and initiative.

I really liked that system because the difference between various creatures' speed was not as big as in H3, where the gap between a dwarf and most tier7 units can become frustrating. In H2 it is more interesting to include slow creatures in your strong army because they'll get more chances to be useful. The only thing I didn't quite enjoy in H2 was flying creatures crossing the whole field in one action (THIS made shooters truly useless).

However, we can't deny that flyers should somehow take certain advantage of their flying ability. That is why I intend to set all the creatures' movement to values between 3 and 8 hexes, and at the same time I wanna provide flyers with a little extra movement BUT I don't want this little boost to be taken into account when calculating who's next in turn.

This way, the first creatures to act will be those more "quick-minded" and not necessarily those who can travel further like in H3. A good example is the pixie from H2, with average speed, that turns out to be one of the quickest creatures to act in early stages in her H3 version. I don't want that. I would give her a speed value of, say, 5, but then she'll be able to move further than 5 hexes, perhaps even up to 9, but at least she'll not act before a walking creature of speed 6, for instance.

I'm hardly a noobie at modding. It's something I've wanted to do for years and something I've always admired the modders on this forum for. I have plenty of ideas written and every now and then I share a few. And now I mean to take action at last. One of the first things I wanna try is this whole speed experiment. It may take a while before I get to any conclusions, but when I do, I'll let you guys know, in case someone shares my dislike for the way speed is developed originally in H3.

Thanks for reading, guys!
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RoseKavalier
RoseKavalier


Honorable
Famous Hero
posted June 14, 2018 02:17 PM

^^^^As I posted previously, if what you're trying to achieve with the base game is not possible (there are no similar mechanics) then it's usually impossible to achieve with hex editing, which leaves you with making a plugin (no longer supported by HDmod) or going straight to WoG.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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Portus
Portus


Hired Hero
posted June 14, 2018 08:18 PM

Yeah, I suspected so. As I've said, these are my first true steps as a modder, so I'm still checking the possibilities that each way has to offer. Since I guess it'll take me quite a while to get some remarkable achievements, maybe by then VCMI can host scripting. The good news is that this is already so exciting and fun (and it is now when seasoned modders laugh at me for my naive, enthusiastic attitude because there's some serious frustration coming up haha).
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Ssssshhhhhhhpp!! Ah! (crimson cloud and I'm gone)

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deusmisereatur
deusmisereatur

Tavern Dweller
posted June 17, 2018 04:23 AM

A noob here with a question:

Is it possible to hex edit how Scholar works to be like the edit made to Eagle Eye that would determines the eligibility of spells based on the hero's Wisdom level?

Thank you!

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RoseKavalier
RoseKavalier


Honorable
Famous Hero
posted June 17, 2018 03:47 PM

deusmisereatur said:
A noob here with a question:

Is it possible to hex edit how Scholar works to be like the edit made to Eagle Eye that would determines the eligibility of spells based on the hero's Wisdom level?

Thank you!

If I understand correctly, max spell level that can be learned is equal to scholar level + 2 ? Currently set to + 1.

So...
basic scholar -> up to level 3
advanced ... 4
expert ... 5

Yes it is possible, but please make requests as clear as possible.

A2663h 01
Scholar level bonus
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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deusmisereatur
deusmisereatur

Tavern Dweller
posted June 17, 2018 04:19 PM

It works! Thanks, RoseKavalier.

I assumed Scholar's coding was something similar to that of Eagle Eye's, that's why I thought the only way to do something like that was to edit the .exe in a similar way as to what you did with Eagle Eye. In any case, it's working, so thank a ton!

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Djangoo
Djangoo


Hired Hero
posted June 17, 2018 04:41 PM
Edited by Djangoo at 16:45, 17 Jun 2018.

Is it possible to edit what secondary skills the AI is more likely going to pick via HexEdit? Something like this guy tried to achieve:

http://heroescommunity.com/viewthread.php3?TID=42617

I specifically want to lower the AI's desire to pick Estates since the it cheats anyway with resources on Expert and Impossible and make it more likely to pick Wisdom on might heroes.

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verriker
verriker


Honorable
Legendary Hero
Frank Erwinatra
posted June 17, 2018 11:31 PM

I am actually curious if it would be possible to do something which the original game of H3 promised but failed, and which I am not aware that has been done before in Heroes 3, which is to carry over a hero over multiple campaigns in the campaign mode lol

if you bothered with the campaigns in the SoD and you remember that, the text says the heroes you have built will carry over from past campaigns to the Unholy Alliance, but when you play it that simply does not happen and they carry over not a jot, they are different heroes functionally, which for sure was a middle finger moment to find out after doing four campaigns to max out stats lol

if a wizard in this thread would know how possible that is to actually do it would be very cool, finally that promise/lie of 3DO may or may not be corrected cheers lol
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 18, 2018 12:07 AM

verriker said:
after doing four campaigns to max out stats lol


In that campaign is not so much a stats concern but the spells you got. I remember Gelu and Gem first maps have dimension door unchecked, I got it several times and then the whole campaign fun was screwed, there was no longer any challenge. So before enabling such tool one should revisit the editor carefully too. But would be nice for new campaigns to have more flexibility with heroes, not just adjacent maps.

In wog it could be done easily, by exporting heroes stats and spells to some external file then read it when last campaign starts. I thought to it once but felt too lazy to correct the other flaws I specified before.

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verriker
verriker


Honorable
Legendary Hero
Frank Erwinatra
posted June 18, 2018 12:43 AM

there is a variety of small quality control issues with those campaigns for sure, the free-for-all on gamebreaking spells as you mentioned and weird things like Seer Huts with no reward and such, I would be up for doing corrections but would not have a clue how to handle the carryover unfortunately lol
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RoseKavalier
RoseKavalier


Honorable
Famous Hero
posted June 18, 2018 07:03 AM

Djangoo said:
Is it possible to edit what secondary skills the AI is more likely going to pick via HexEdit? Something like this guy tried to achieve:

http://heroescommunity.com/viewthread.php3?TID=42617

I specifically want to lower the AI's desire to pick Estates since the it cheats anyway with resources on Expert and Impossible and make it more likely to pick Wisdom on might heroes.

Seeing that poster do that, I'd say it's possible

If you want to have a look with a disassembler look at 0x52C0B0, there's a switch(skill_id) at 0x524C12 that calculates the AI weight for each of them.
The function gets called up to 28 times(!depending on if the skill is available to this hero class) whenever there's a choice for the AI, the higher weight gets picked.

Anyway, for Estates this is relevant info:
0x64039C int[3] list of base value per skill level (725, 725, 1550) (none, basic, advanced)
0x692A30 QWORD(8 bytes) with a multiplier for base value - player 1
0x692AC8 ... player 2
0x692B60
0x692BF8
0x692C90
0x692D28
0x692DC0
0x692E58 ... player 8

Weight = baseValue[skill_level] * multiplier

The QWORDs are calculated by the game (function 0x428740) every day it seems so if you want to nerf it without too much pain, go with 0x64039C[3], these are hard-coded.

verriker said:
I am actually curious if it would be possible to do something which the original game of H3 promised but failed, and which I am not aware that has been done before in Heroes 3, which is to carry over a hero over multiple campaigns in the campaign mode lol

if you bothered with the campaigns in the SoD and you remember that, the text says the heroes you have built will carry over from past campaigns to the Unholy Alliance, but when you play it that simply does not happen and they carry over not a jot, they are different heroes functionally, which for sure was a middle finger moment to find out after doing four campaigns to max out stats lol

if a wizard in this thread would know how possible that is to actually do it would be very cool, finally that promise/lie of 3DO may or may not be corrected cheers lol

I agree with what Sal said. It's not really harder in SoD but to me it's not worth it, there would be balance issues and whatnot.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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verriker
verriker


Honorable
Legendary Hero
Frank Erwinatra
posted June 18, 2018 12:42 PM

RoseKavalier said:
I agree with what Sal said. It's not really harder in SoD but to me it's not worth it, there would be balance issues and whatnot.


not a related balance issue we mentioned there but rather an issue which already exists literally with the maps themselves of Shadow of Death, bear in mind it's a totally different problem from the lack of carryover,

they left the checkboxes for certain game killing spells and artifacts unchecked in a few of the maps which screws the gameplay, but one can correct that in basically no time with the map editor lol
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Djangoo
Djangoo


Hired Hero
posted June 20, 2018 08:26 PM
Edited by Djangoo at 20:27, 20 Jun 2018.

RoseKavalier said:

If you want to have a look with a disassembler look at 0x52C0B0, there's a switch(skill_id) at 0x524C12 that calculates the AI weight for each of them.
The function gets called up to 28 times(!depending on if the skill is available to this hero class) whenever there's a choice for the AI, the higher weight gets picked.



Thanks for taking the time to write this up! I have not yet done it, but it is on my to-do list.

and another small one (hopefully) ;D  Sry if it has been asked before, have not seen it yet:

Is it possible to give Resurrection the permanent effect on basic level/ without having Earth Magic skilled? (like Animate Dead)

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RoseKavalier
RoseKavalier


Honorable
Famous Hero
posted June 20, 2018 11:33 PM

^^^
1A1C88h = EB

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Djangoo
Djangoo


Hired Hero
posted June 22, 2018 11:26 AM
Edited by Djangoo at 11:32, 22 Jun 2018.

Great, works, thanks for continued support!

and: is it possible to give Magic Mirror the "remove negative effect" feature from Anti Magic?

This would make this spell much more useful and you could opt to use Magic Mirror instead of Anti Magic vs e.g. blinded targets.

This would be my final change to magic, after that I'm done.


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RoseKavalier
RoseKavalier


Honorable
Famous Hero
posted June 22, 2018 06:14 PM

With very extensive hex editing, or very easily with a plugin.

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Djangoo
Djangoo


Hired Hero
posted June 30, 2018 06:27 PM

Ok, sounds promising, but  I'll have to put this idea on hold for now until I get help from friend who knows programming.

something else:

I changed some hero specialities (e.g. swapped First Aid for socery on Rion) but I  can't figure out how to change the speciality icon.

The files to look for are un32.def & un44.def in h3ab_spr.lod, right?

I can extract the .pcx with DevPreviewer but how do I swap these .pcx pics? (First Aid symbol for Sorcery)

Can someone point me in the right direction?

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