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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 68 pages long: 1 2 3 4 5 ... 10 20 30 40 50 60 ... 64 65 66 67 68 · «PREV / NEXT»
Maurice
Maurice

Hero of Order
Part of the furniture
posted May 16, 2019 10:23 AM
Edited by Maurice at 10:23, 16 May 2019.

phoenix4ever said:
Sadly I found out Stronghold's Ballista Yard is connected to Castle's blacksmith, which mean if Castle had First Aid Tent, so would Stronghold in their Ballista Yard.


Didn't we discuss this issue a while back in this very thread, with me detailing a somewhat complex work-around to fix this issue?


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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 16, 2019 10:36 AM
Edited by phoenix4ever at 10:39, 16 May 2019.

Did we find a solution to the Castle Blacksmith and Stronghold Ballista Yard issue, Maurice? I can't remember, it's been a while and honestly I thought the exchanging of war machines seemed quite complicated, so I guess I dropped it.

If I could decide though, this would be the towns war machines:
Castle: First Aid Tent
Rampart: First Aid Tent
Tower: Ammo Cart
Inferno: Ballista
Necropolis: Ballista (Then Vokial can at least buy a ballista)
Dungeon: Ammo Cart or perhaps even First Aid Tent, Dungeon could use First Aid with dragons like Rampart
Stronghold: Ammo Cart + Ballista from Ballista Yard
Fortress: First Aid Tent
Conflux: Ballista
Cove: Cannon
Factory: ???

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Maurice
Maurice

Hero of Order
Part of the furniture
posted May 16, 2019 10:42 AM
Edited by Maurice at 10:57, 16 May 2019.

The discussion can be found here, starting on page 4 of this thread. The main part is on page 5, though.

I think the part of interest, is this part:

Maurice said:
What you can do, though, is swap the pointer addresses for the various Towns. That's basically what 0xFEA did, when he instructed you on those 60 and 80 values; the locations he pointed at are within the memory location pointers. For instance, you can swap the pointer address for Rampart and Castle. That way, you're free to choose an Artifact ID you wish to present in Rampart Towns, while you restrict Castle to one of the two values held in either register ECX or EDX.

Basically, you have 3 Town Types where you can freely assign an Artifact ID to be provided through the Blacksmith, while the other 6 have to derive it either from the value held in ECX or EDX.


This one came out of this post.

Edit: I see that it doesn't detail the memory pointer for the Stronghold Ballista Yard, though. Knowing how the game works internally, it shouldn't be hard to find, though. It's been a while since I went in that deep, though, and I am pressed for time these last few months as it is - girlfriends do tend to cut into gaming time a lot .
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Sir_Juas
Sir_Juas


Adventuring Hero
posted May 16, 2019 01:57 PM
Edited by Sir_Juas at 14:01, 16 May 2019.

phoenix4ever said:
Changing stats of war machines (minus cannon) can be done by editing the crtraits.txt file.
The changes I did:
Ballista: 2-3 damage -> 3-4 damage
Ammo Cart: 5 defense -> 10 defense 100 HP -> 250 HP
First Aid Tent: 0 defense -> 10 defense 75 HP -> 250 HP (also made the First Aid skill heal more)

Dismissing war machines is done by hex editing.


Nice changes, I'll try upgrading ballista's damage aswell since it is too weak and almost useless with vanilla stats.
I wonder what is the use of making war machines undismissable

Maurice said:
Didn't we discuss this issue a while back in this very thread, with me detailing a somewhat complex work-around to fix this issue?


Yes, and it seems too complicated. One has to change the blacksmith animation and also the warmachine on another side of the .exe...
What i dont completely get is, you canīt put any war machine on the blacksmith you want, you have to replace one with another?

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 16, 2019 02:05 PM
Edited by phoenix4ever at 14:06, 16 May 2019.

@Maurice Thanks, but you don't have to waste time searching for a solution unless you want too, I'm not entirely sure I could make it work anyway. Like Sir_Juas said it's also a bit weird to me you have to switch war machines around the towns, instead of freely assigning a war machine to a town.

@Sir_Juas Thank you, yeah I also found ballista pretty weak, especially compared to cannon, but now it's okay and First Aid Tent does'nt break from someone looking at it.

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RoseKavalier
RoseKavalier


Honorable
Famous Hero
posted May 16, 2019 05:43 PM bonus applied by Maurice on 16 May 2019.
Edited by RoseKavalier at 17:44, 16 May 2019.

Blacksmiths

You can just condense the code (and if you really need more room, do everything through EAX) and place what you want where you want it...


...or move to the big leagues and do it through DLL.
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Sir_Juas
Sir_Juas


Adventuring Hero
posted May 16, 2019 10:12 PM

I managed to accomodate all skills the I wanted, and now i'm stuck on the last piece.

I wanna make Estates = 250 - 500 - 750

I know 250 is FA 00 00 00, and 500 is F4 01 00 00...

Can anyone tell me the value for 750, please?

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Maurice
Maurice

Hero of Order
Part of the furniture
posted May 17, 2019 10:29 AM
Edited by Maurice at 10:30, 17 May 2019.

Sir_Juas said:
I managed to accomodate all skills the I wanted, and now i'm stuck on the last piece.

I wanna make Estates = 250 - 500 - 750

I know 250 is FA 00 00 00, and 500 is F4 01 00 00...

Can anyone tell me the value for 750, please?


EE 02 00 00.

The standard Windows Calculator has an option (under the "View" sub menu) to switch to a programmer mode. That one allows you to convert between binary, decimal and hexadecimal at will. It also has octal, but I doubt that's used very often.

Otherwise, I am sure that there are many online tools that allow you to do this. Keep in mind that the byte order is according to Little Endian, i.e. the least significant byte first, as opposed to Big Endian, which would put the most significant byte first. In Big Endian notation, the value for 750 would be written as 00 00 02 EE, for instance. Little Endian is the default for pretty much all applications, including Heroes 3. However, the Windows Calculator will show it in Big Endian.
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Sir_Juas
Sir_Juas


Adventuring Hero
posted May 17, 2019 01:58 PM

Thank you Maurice!

I didn't know that about the calculator, I'm gonna use it

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BTB
BTB

Tavern Dweller
posted May 18, 2019 09:50 PM
Edited by BTB at 03:33, 22 May 2019.

So, after reading this entire thread, I'd say the only major question I have left is what is the best/most elegant way to go about REMOVING something from the game, namely a spell, artifact, or secondary skill?

(EDIT: I actually do have one other question, which is something of a corollary to the above. Is it possible to make secondary skills specifically excluded from Witches Huts and Scholars like Necromancy is?  I'm considering making Sorcery unlearnable by most might heroes.)

(EDIT 2, Electric Bugaloo: Ok, there is one other thing I need to ask... see below)

rosekavalier said:
Removing dice roll on hit points:
0x47852C = EB0A (jump over random call)


So, probably a bit of a noob question here, but the address 0x47852C doesn't exist in the game's hex, meaning I'm not reading/converting it properly. Can someone provide any insight?
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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 22, 2019 08:06 AM

BTB said:

So, probably a bit of a noob question here, but the address 0x47852C doesn't exist in the game's hex, meaning I'm not reading/converting it properly. Can someone provide any insight?

You need to subtract 400000 from 47852C, so the address is actually 07852C.
It's the First Aid always heals max change, very good change.

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BTB
BTB

Tavern Dweller
posted May 22, 2019 08:21 AM
Edited by BTB at 08:24, 22 May 2019.

Yep, it is a good change. I'm glad you've been here before me since you seem to think a lot like me and have done a lot of the legwork ahead of time!

I figured I just had to subtract 40k, but I wanted to be certain. Thanks!

EDIT: so, another question now. I see you've discovered how to flag a spell as "mass at expert level", but has anyone discovered how to change that check globally) to a different level, say "mass at basic" or "mass at advanced" instead?

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 22, 2019 08:39 AM

Hmm no I dont know. Which spells would you change?
But I did make Slayer and Magic Mirror mass spells at expert level, I really think they deserved that.

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BTB
BTB

Tavern Dweller
posted May 22, 2019 09:50 AM

I'm considering changing it globally. As it stands, actually gaining a spell school (Fire/Earth/whatever) at basic level does nothing except lower the spell cost, and for most every spell concerned (Haste, Bloodlust, etc.) you're really only interested once they become mass effect. I would rather see them become mass spells quicker, but with a weaker effect, and then advancing your skill in the relevant spell school makes them stronger. It feels like a more gradual progression than currently, where the difference between advanced and expert is way more significant than any growth up until that point.

I think where my design philosophy differs - if at all - from a lot of the folks here, it's that if I don't think something is going to work, I'd rather cut it than try to make it workable. Things like, say, Magic Mirror or Eagle Eye... I'd rather just trash them and focus more strongly on what DOES work, hence why I was asking in my earlier post about the most elegant ways to go about removing things.

Anyway, I won't muck up this thread with too much discussion on that front... someone said earlier that this is a thread to talk about how to mod things, not whether or not it's a good idea, so I'll respect that. But you're definitely someone whose brain I'd like to pick if you ever feel like chatting... dunno if you're on Discord, but there's a Might & Magic server that I can toss out an invite to, if you'd like.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 22, 2019 10:06 AM
Edited by phoenix4ever at 10:10, 22 May 2019.

I understand and agree with you completely and it does feel like most of those spells you won't cast much unless they have become expert. Sadly I don't know how to change it, maybe somebody else does?

I improved both Eagle Eye and Magic Mirror and while they are not very good, they are at least better than before and I generally don't like removing things from the game, unless it is OP broken, then rather nerf them to make them reasonable like Town Portal, Dimension Door, Cloak of the Undead King and Wizard's Well.

About removing skills from the game, there is a txt file, I can't remember what it is called, but I can find out if you are interested? In that file you can change hero classes chance to gain certain skills at level up. If you put all might heroes to 0 at Sorcery they can't learn it. (Cove heroes are not in those txt files though.)

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BTB
BTB

Tavern Dweller
posted May 22, 2019 10:17 AM
Edited by BTB at 10:17, 22 May 2019.

A bit of wisdom that I adhere to when modding is one of the first things you learn in filmmaking: no scene is worth a line and no movie is worth a scene. If it's not serving the greater picture, then it needs to go. Removing something that isn't working allows for a greater focus on what's there, which is the approach I try to take with game design

Anyway... spells, secondary skills, and artifacts are the things I am looking at removing some of for the time being. For secondary skills, I'm aware that I can simply set the learn chances to 0 for all heroes, but that doesn't remove them from witches huts and the like. That said, I know there is something in the code that prevents Necromancy from showing up there, and that could be something worth looking into as it would allow me to completely restrict the sorcery skill to magic heroes only.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 22, 2019 10:24 AM

Yeah Necromancy and Leadership are not found in Witch Huts and Necromancy not in Universities.
You could of course open a map in map editor and remove Sorcery manually from Witch Huts, but on a more global level, I don't know.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted May 22, 2019 10:37 AM

For the presence (or lack thereof) of Necromancy and Leadership at Witch Huts, I think you need to look at the map editor instead. When maps are created, default Witch Huts are placed without those skills.

The game exe only parses the maps along with everything that was placed in it by the map editor.
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BTB
BTB

Tavern Dweller
posted May 23, 2019 02:29 AM
Edited by BTB at 04:28, 23 May 2019.

Unless I'm misunderstanding you, that's backwards from what I'm working toward. It's not an interest in making things that don't appear by default do so, but rather look into what makes those skills not appear by default and apply it to other skills.

Also... I saw your post earlier in this thread about hero spell specialties, Maurice. Have the relevant addresses for creature bonuses been discovered?

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Maurice
Maurice

Hero of Order
Part of the furniture
posted May 23, 2019 11:59 AM

I am guessing you are misunderstanding me.

Someone creates a map through the map editor, in which Witch Huts are placed. If the map creator doesn't make any custom changes to it, those Witch Huts will randomly offer one skill out of the entire skill pool, minus Leadership, minus Necromancy. The bitmask that details which skills are available when the game executable determines which specific skill is used for each Witch Hut is saved with the map and the game executable simply parses this bitmask.

If you want to remove Sorcery (or whatever other skill) from this default listing, you will either need to edit the map to change this bitmask, or somehow create an extra conditional statement in the function that handles the population of the Witch Huts with skills.
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The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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