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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 17 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 · «PREV / NEXT»
verynice
verynice

Tavern Dweller
posted February 12, 2017 11:30 PM
Edited by verynice at 12:39, 13 Feb 2017.

How can I change the bonus for per level creature specialities?

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Maurice
Maurice

Hero of Order
Part of the furniture
posted February 13, 2017 08:00 PM

verynice said:
How can I change the bonus for per level creature specialities?


That's ... complicated. The reason for this is that the game seems to call on a value that's used for other purposes as well. As such, if you change that value, you will also change those other uses.

To start off, the game divides the Hero level by the creature Tier and then multiplies this result by 0.05. This is the value you're looking for. The result of this multiplication is then used to multiply the creature's Attack and Defense scores (to be precise, the game rounds up the result of the multiplication and adds it to the creature's base values).

The only value you can manipulate in this calculation is the value of 0.05, which is stored at address 0x0023AC58h through 0x0023AC5Fh. The hex value there is 9A 99 99 99 99 99 A9 3F, which is the Little Endian representation of a Double Precision 0.05. Double Precision values are always 8 bytes in size, by the way. If you wish to change that value, you can find online converters to find the hexadecimal representation of the value you want, like this one.

To check the value above, 9A 99 99 99 99 99 A9 3F, first invert the byte order so it becomes 3F A9 99 99 99 99 99 9A. If you fill that one in on the converter, you can see the decimal representation is 0.05. By filling in another decimal value that you prefer, you can find the corresponding hexadecimal value. Just keep in mind to invert the byte order when you overwrite the bytes at the address above.

However, as said, you also affect other stuff with what you're doing, because other functions refer to this value, too. As such, it might be better to refer to another location, that holds another Double Precision number in hexadecimal representation. However, since you have to refer to a number that already exists within the exe file, your options are more limited.

The instruction referencing the Double Precision value is found at memory location 0x000E6540h and onwards: DC 0D 58 AC 63 00. The bolded part here is the location where the Double Precision value is found, but then in Little Endian format. The memory location is the inversion of this, i.e. 63 AC 58, or better said, 0x0063AC58h. Keep in mind that the game adds 0x00400000h to the memory locations as it loads the game into memory during runtime, so to find this address within the exe, you need to subtract 0x00400000h from the listed value; this yields 0x0023AC58h, where you can find the 0.05 value as detailed above.

A value of 1.0 is found at offset 0x0023AC50h, by the way. So you'd only need to change the 8 in the instruction DC 0D 58 AC 63 00 to 0, so it reads DC 0D 50 AC 63 00, to address the 1.0 instead of the 0.05. However, keep in mind that this is a factor of 20 larger .

For reference, I checked to see if the Double Precision value of 0.1 appears anywhere in the exe file, and found one such occurence at address 0x00242340h. To use this one in the instruction above, change it to read DC 0D 40 23 64 00.

Likewise, I found values for 0.15 and 0.3 as well: respectively at address 0x002779A0h and 0x002779A8h. The instructions above to use either of those values is DC 0D A0 79 67 00 or DC 0D A8 79 67 00 respectively.

I couldn't find a value for 0.2, for instance, so not all values can be used.
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The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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verynice
verynice

Tavern Dweller
posted February 13, 2017 10:40 PM

Thank you so much! That is exactly what I was looking for.
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Serp
Serp


Adventuring Hero
posted February 14, 2017 06:32 PM

Is it possible to remove the Magic School from requirements to upgrade pixies in conflux town? This really bothers me in hota =/

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Maurice
Maurice

Hero of Order
Part of the furniture
posted February 15, 2017 11:04 PM
Edited by Maurice at 00:27, 17 Feb 2017.

After my previous exploration of the Heroes3 exe file, I stumbled across the subroutine that handles Hero Spell specialities. Curious as ever, I decided to explore its effects and how the sometimes cryptic descriptions of those respective Heroes actually work out ingame. The results are interesting.

Basically, there are several spell categories. I'll discuss each individually.

Static buffs: general
In this category, the spells Bloodlust (Ash, Inteus), Precision (Zubin), Weakness (Cuthbert, Olema, Mirlanda), Stone Skin (Xsi, Darkstorn, Merist, Labetha), Prayer (Loynis) and Haste (Cyra, Terek, Brissa) are grouped with the same effective benefit.

The bonus provided is a flat one, based on the Tier of the monster they're buffing (or in the case of Weakness, debuffing). This bonus is added to the effect the spell already has on whatever it is cast on.

Tier 1 & 2: +3
Tier 3 & 4: +2
Tier 5 & 6: +1
Tier 7: no additional effect

The specific bonus type depends on the spell. Bloodlust and Weakness both affect ATK, Precision affects Ranged ATK, Stone Skin affects DEF, Prayer affects ATK, DEF and Speed altogether and Haste affects Speed.

As can be seen, these spells have the greatest effect on lower Tier creatures. The flat bonus can be found in a data string, located within the .exe file. It can be found from address 0x0023EAA8h onwards and reads as follows: 03 00 00 00 03 00 00 00 02 00 00 00 02 00 00 00 01 00 00 00 01 00 00 00 00 00 00 00. Each monster Tier effect is 4 bytes, starting with Tier 1, going up to Tier 7.

Static buffs: Slayer
Slayer (Coronius) is pretty much the same as the above buffs, but has a different gradient. It can be found from address 0x0023EAC4h onwards. As can be seen, it's a neighbor to the above string and reads 04 00 00 00 03 00 00 00 02 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00. Translating this to a flat bonus per monster Tier, we get the following:

Tier 1: +4 ATK
Tier 2: +3 ATK
Tier 3: +2 ATK
Tier 4: +1 ATK
Tier 5, 6 and 7: no bonus.

Specific spells: Fortune
Fortune (Melodia, Daremyth) simply gets maximized off at a value of 3, regardless of spell school level. As per the SPTRAITS file, the bonus for Fortune is as follows:

Unskilled: +1 Luck
Basic: +1 Luck
Advanced: +2 Luck
Expert: +2 Luck

When the game considers the Hero specialisation, it simply adds a bonus equal to (3 - SkillBonus). In other words, writing the total formula down, the effect equates to:
Fortune effect = SkillBonus (see table directly above) + (3 - SkillBonus)
Getting rid of the brackets and performing the subtraction yields a simple:
Fortune effect = +3 Luck.

The value of 03 from the (3 - SkillBonus) part can be found at address 0x000E62CEh. Increase it to increase the effective bonus to Luck ... although, given that Luck caps at +3, raising the cap is relatively pointless.

Specific spells: Fire Wall
Fire Wall (Luna) simply has its damage doubled. As a specialty effect, the damage component is just added to it again. No address to easily manipulate for this spell, however.

Specific spells: Disrupting Ray
Disrupting Ray (Aenain) has a flat +2 bonus to DEF reduction when cast. The value of 02 can be found at address 0x000E62E6h. Increasing or decreasing it has an effect that doesn't need further explanation.

Specific spells: Magic Arrow
Magic Arrow (Ciele) is the second damage Spell that has its own bonus regulation. In this case, as bonus the damage is effectively increased by 50%. The game does this by simply taking the spell damage, dividing it by 2 (through a register shift of the variable holding the amount of damage, so nothing to easily edit within the exe) and adding that on top of the spell damage.

Spells: general formula
All other spells follow a specific formula to calculate their bonus. They come in two forms:

Non-damaging spells:
Bless (Adela)
Cure (Uland)
Animate Dead (Thant)
Resurrection (Alamar, Jeddite)
Hypnotize (Astral)

Damaging spells:
Chain Lighting (Solmyr)
Death Ripple (Septienna)
Fireball (Xarfax)
Frost Ring (Adelaide)
Ice Bolt (Alagar)
Inferno (Xyron)
Meteor Shower (Aislinn, Deemer)

The base effect of these spells is calculated as SpellPower * Effective Power (found in the SPTRAITS file for each spell) + Schoollevel Effect. For example, Magic Arrow has an Effective Power of 10, and an additional Power based on Spell School of 10 (unskilled), 10 (Basic), 20 (Advanced) or 30 (Expert). As such, for a Hero with an Advanced Magic School and 10 spell Power, the Magic Arrow deals 10 * 10 + 20 = 120 damage.

Note that this damage is further augmented by effects such as Sorcery or Artifacts (like the four Orbs for the four Elements), before the Hero Specialty bonus is calculated.

Once this Hero Specialty bonus is calculated, it is done based on the following formula:

Bonus = ROUND_UP(SpellEffect * 0.03 * TRUNC((Hero Level) / (Creature Level + 1)))

As you can see, Creature Level plays a role: the higher the Creature Level, the lower the overall bonus will be. For most creatures, the Creature Level is 1 less than the Tier at which they can be recruited (essentially, it's counted up from 0 instead of 1).

As an example, let's take Alagar at level 10, with 10 Spell Power. With Expert Water Magic School, but excluding his Bonus, his Ice Bolt would do 250 damage. Let's say he casts it on a Level 1 creature (i.e. Tier 2). The Bonus then becomes 250 * 0.03 * TRUNC(10 / 2) = 37,5, which is rounded up to 38. Against a Level 1 creature, in this particular case, his Ice Bolt deals 288 damage.

Now let's assume a Level 6 creature instead. The calculation then becomes 250 * 0.03 * TRUNC(10 / 7) = 7,5, which is rounded up to 8. Against a Level 6 creature, in this particular case, his Ice Bolt deals 258 damage.

The 01 value from (Creature Tier + 1) can be found at address 0x000E6309h, while the 0.03 is found through a reference. At address 0x000E631Dh and further is the string DC 0D 08 AC 63 00, where the bolded part is a memory reference in little Endian. Inverting it, the pointer is to address 0x0063AC08h during runtime, which is 0x00400000h higher than where it's in the exe itself. As such, the value the pointer is aiming at can be found at address 0x0023AC08h within the exe. The string there reads B8 1E 85 EB 51 B8 9E 3F, which is the hexadecimal representation of 0.03. Surrounding addresses (8 bytes each) contain other values:

0x0023ABF8h: 7B 14 AE 47 E1 7A C4 3F = 0.16
0x0023AC00h: 8F C2 75 3D 00 00 00 00 (not a proper Double, it's a Floating Point value, of 0.06)
0x0023AC08h: B8 1E 85 EB 51 B8 9E 3F = 0.03
0x0023AC10h: B8 1E 85 EB 51 B8 8E 3F = 0.015
0x0023AC18h: 9A 99 99 99 99 99 F1 3F = 1.1
0x0023AC20h: 33 33 33 33 33 33 F3 3F = 1.2
0x0023AC28h: 00 00 00 00 00 00 08 40 = 3.0
0x0023AC30h: 00 00 00 00 00 40 7F 40 = 500.0
0x0023AC38h: 00 00 00 00 00 00 00 00 = 0.0
0x0023AC40h: 00 00 00 00 00 00 00 40 = 2.0
0x0023AC48h: 00 00 00 00 00 00 14 40 = 5.0
0x0023AC50h: 00 00 00 00 00 00 F0 3F = 1.0
0x0023AC58h: 9A 99 99 99 99 99 A9 3F = 0.05

By changing the memory location pointer, another value for the 0.03 multiplier can be chosen. It's not recommended to change the actual hexadecimal double representations, as the game refers to these values from different locations within the exe.
____________
The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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avatar
avatar


Famous Hero
posted February 16, 2017 06:31 PM

Is it possible to change town's native terrain by change exe file?
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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted February 16, 2017 06:38 PM

I think, yes. This and many other fixes are possible with patcher_x86 by baratorch.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted February 16, 2017 10:24 PM
Edited by Maurice at 00:28, 17 Feb 2017.

For some reason, my above calculation is off with respect to what the game is showing me ingame. I just made a quick test map with Alagar and gave him enough experience to reach level 10. His Spell Power exceeded the 10 I wrote above, pumping it to 13 and 14 instead on several testruns. I made sure to avoid giving him skills like Sorcery, to keep it pure. I did give him Expert Water Magic.

Both on 13 and 14 Spell Power, his base damage was as expected: respectively 310 and 330 (which confirms to the formula of Spell Power * Base Power + Spell School Bonus, which for Ice Bolt in this case is Spell Power * 20 + 50 for Expert Water Magic).

But the bonus damage is off. Against a Tier 7 creature, the bonus damage is +10 in both cases. Against a Tier 1 creature, it's +93 and +99 respectively. The formula as I see it within the exe, though, is as follows:

(signed __int64)ceil((double)(Damage * HeroLevel / (MonsterLevel + 1)) * 0.03)

Filling in the details, we get:

At Spell Power 13, Hero Level 10, against the Pikeman:

(signed __int64)ceil((double)(310 * 10 / (1 + 1)) * 0.03) = 1550 * 0.03 = 46,5 (which is half of what the game gives during playtime).

And at Spell Power 14, Hero Level 10:
(signed __int64)ceil((double)(330 * 10 / (1 + 1)) * 0.03) = 1650 * 0.03 = 49,5 (which is again half of what the game gives during playtime).

However, at the same time, against the Angel, the calculation would be:
At Spell Power 13, Hero Level 10, against the Pikeman:

(signed __int64)ceil((double)(310 * 10 / (7 + 1)) * 0.03) = 387,5 * 0.03 = 11,625 (which is more than what the game gives during gameplay).

And at Spell Power 14, Hero Level 10:
(signed __int64)ceil((double)(330 * 10 / (7 + 1)) * 0.03) = 412,5 * 0.03 = 12,375 (which is also more than what the game gives during playtime).

The reported damage is indeed correct though, when considering casualties. With respectively 429 damage against the Pikemen at Spell Power 14, indeed 42 perished and the top one on the stack survived with 1 remaining hitpoint. Similar applied to the Angels. There's something weird going on ...

I am suspecting somehow that creature Tiers are counted from 0 to 6 instead of 1 to 7. That would put the Pikemen in the right bracket ... but puts the Angels even further off the mark.

Update: I've found the table within the .exe file that details creature specifics. The creature levels are indeed counting from 0 to 6 for the ones regularly appearing in Towns. Only Conflux seems a bit ... off for a few of the Elementals.

Update 2: I've found the culprit! I actually consider it a bug ...

Anyway, the formula, as detailed above, is as follows:
(signed __int64)ceil((double)(Damage * HeroLevel / (MonsterLevel + 1)) * 0.03)

Here, the Damage, HeroLevel and MonsterLevel are all integers. What happens is that the division of HeroLevel by (MonsterLevel + 1) is then also cast into an integer. Essentially, everything after the dot is simply slashed, i.e. the result is rounded down. The division is calculated before any multiplication is applied, which compounds the issue.

For each of the Monster levels (where Tier 1 is level 0 and Tier 7 is level 6), for a Hero of level 10, the division of HeroLevel by MonsterLevel + 1 results in the following result:

Level 0: 10
Level 1: 5
Level 2: 3
Level 3: 2
Level 4: 2
Level 5: 1
Level 6: 1

Multiplying this by 330 (damage from an Ice Bolt with Spell Power 14 and Expert Water Magic) as well as 0.03, the results are:

Level 0: +99
Level 1: +50
Level 2: +30
Level 3: +20
Level 4: +20
Level 5: +10
Level 6: +10

I've been able to confirm all of these numbers ingame. Personally, I think this is actually a bug and the calculation misses a few brackets. If it would read as follows:

(signed __int64)ceil((double)((Damage * HeroLevel) / (MonsterLevel + 1)) * 0.03)

the bonus damage would instead be:

Level 0: +99
Level 1: +50
Level 2: +33
Level 3: +25
Level 4: +20
Level 5: +17
Level 6: +15

which seems more natural as it varies across all Tiers, instead of becoming identical at higher Tiers.
____________
The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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Maurice
Maurice

Hero of Order
Part of the furniture
posted February 17, 2017 01:06 AM

I've found a discrepancy in the levels of the Elementals and the Tier they appear in, with the Conflux Town. I suspect this is a left-over from the Elementals as they existed before the Conflux Town was added and perhaps never corrected properly. With regards to damage bonus from spells due to Hero Spell Specialties, the game uses incorrect Levels with respect to the Tiers they come from.

Air and Storm Elementals are correct, but of the other 3 types there's a mismatch between the base and the upgrade:

Water Elementals: Level 2, Tier 3 (correct)
Ice Elementals: Level 3, Tier 3 (incorrect)
Ice Elementals will take less damage from Spell Specialties than their Tier should allow them to.

Fire Elementals: Level 3, Tier 4 (correct)
Energy Elementals: Level 4, Tier 4 (incorrect)
Like the Ice Elementals, the Energy Elementals are also one step higher than they should be.

Earth Elementals: Level 4, Tier 5 (correct)
Magma Elementals: Level 2, Tier 5 (incorrect)
Where the Ice and Energy Elementals take less effect from Spell Specialty damage by 1 step each, Magma Elementals are actually 2 steps down and as a result, take much more damage from Spell Specialties than their Tier would warrant.

I suspect that they were messing around with which Elemental they wanted to have at which Tier and forgot to correct the creature level in the final version. A minor bug, which was either not noticed or too low a priority to fix.
____________
The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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Sav
Sav


Known Hero
posted February 17, 2017 08:30 AM

Spell speciality is +3% for each n-th hero level, where n is level of target (see the description in HotA in-game texts, many descriptions in HotA were improved) . So, hero level 10 has the same effect of speciality for creatures level 6 and 7. Hero level 12 will have different effects.

Elemental upgrade level bug was fixed in HotA.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted February 17, 2017 09:54 AM
Edited by Maurice at 09:56, 17 Feb 2017.

Sav said:
Spell speciality is +3% for each n-th hero level, where n is level of target (see the description in HotA in-game texts, many descriptions in HotA were improved) . So, hero level 10 has the same effect of speciality for creatures level 6 and 7. Hero level 12 will have different effects.


I realise this, but this is due to the formula that was originally implemented is clunky. As I wrote, the formula is as follows:

(signed __int64)ceil((double)(Damage * HeroLevel / (MonsterLevel + 1)) * 0.03)

I found it within the code of the game itself.

The 0.03 in it is the 3% you refer to, but the caveat is that there is a mathematical truncation during the calculation of the bonus value, as they didn't cast the HeroLevel and the MonsterLevel to a float or double, so the result of the division is of the same type as these two: an integer. As a result, it's 3% extra damage per TRUNC(HeroLevel / (Monster Level + 1)). This truncation causes strange clunkiness in the resulting bonus damage at low(er) Hero levels with respect to Monster Levels.

The text in HotA doesn't mention the division, nor the truncation of the intermediate value; at work at the moment, so I don't have the exact text at hand.

Quote:
Elemental upgrade level bug was fixed in HotA.


That's good to know .
____________
The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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Sav
Sav


Known Hero
posted February 17, 2017 11:06 AM
Edited by Sav at 11:08, 17 Feb 2017.

Maurice said:
As a result, it's 3% extra damage per TRUNC(HeroLevel / (Monster Level + 1))

It is exactly what HotA text means:
"Casts Frost Ring with damage increased by 3% for every n hero levels (n - target creature level)."

The count of that "every n hero levels" things is exactly TRUNC(HeroLevel / n). Level 15 contains 2 6-th levels (6 and 12) or 3 5-th levels (5, 10 and 15).
I am not sure it is strictly formulated in English, but it has the same meaning as your formula without straight indication of division and truncation.


In code creature level is 06, while in descriptions it is 17, so "+1" is obvious.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted February 17, 2017 11:59 AM
Edited by Maurice at 12:00, 17 Feb 2017.

Sav said:
Maurice said:
As a result, it's 3% extra damage per TRUNC(HeroLevel / (Monster Level + 1))

It is exactly what HotA text means:
"Casts Frost Ring with damage increased by 3% for every n hero levels (n - target creature level)."


I guess this is a thing that's lost in translation then. With your explanation and reading that sentence a few more times, I think my confusion is in the - sign that is in the text between brackets. What it means to say is that n is the creature tier; the proper mathematical sign to use there is the = sign, but that may be a translation issue; I read it as "n minus the creature level", so it didn't make any sense to me.

More general, I don't think it's a good idea to use a mathematical symbol in a descriptive text (except for percentages), but maybe that's just me . I'd have written it as follows: "Casts <spell> with damage increased by 3% for every n hero levels, where n is the level of the targeted creature."
____________
The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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Sav
Sav


Known Hero
posted February 17, 2017 12:57 PM
Edited by Sav at 12:57, 17 Feb 2017.

Yes, of course it is a dash and not minus. Ok, I will fix it.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted February 17, 2017 02:54 PM

But regardless of this, I still think the original developers made a slight error with their formula, in which the bonus damage was multiplied after the division, rather than before . But that's my personal opinion .
____________
The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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graenfur
graenfur


Hired Hero
posted February 27, 2017 11:00 PM

Few years ago made a thread asking if/how is it possible to change random map generator behavior regarding zone alignment without towns. Didn't get an answer back then.

In SoD it was like this..
Every mention of fractions has 25 % chance have the territory in the area to be its type.
      Dirt: Castle, Rampart, Necropolis, neutrals
      Sand: Stronghold, neutrals, Castle, Castle.
      Grass: Castle, Rampart, neutral, Castle.
      Snow: Tower, neutral, Castle, Castle.
      Swamp: Fortress, Necropolis, neutrals, Castle.
      Rough: Stronghold, Conflux, neutral, Castle.
      Subterrain: Inferno, Necropolis, Dungeon, neutral.
      Lava: Inferno, neutral, Castle, Castle.

HotA has a little different values..

Could this be edited in .exe file?

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted March 01, 2017 09:43 PM
Edited by phoenix4ever at 18:01, 10 Mar 2017.

Serp said:
Is it possible to remove the Magic School from requirements to upgrade pixies in conflux town? This really bothers me in hota =/
I would also like to know this, if anyone knows.

Also HotA removed Pit Lords requirement of Mage Guild level 2, anyone know how to change this back?

Arch Devils should only give -1 to enemy Luck, not 2.

Finally I would like Firebirds to become Immune to Fire again, does anyone know how?

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krs
krs


Famous Hero
posted March 10, 2017 07:23 PM

Is there a way to add a icon to a message box?

I would like to add an icon to "creatures want to flee" and another to "creatures want to join"

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted March 14, 2017 06:50 PM

Is there any way to determine whether a spell is cast as a mass spell or not?, would it be possible to change Disrupting Ray, Fire Shield and Slayer into mass spells for example?

Also bump for my last post.

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FfuzzyLogik
FfuzzyLogik


Adventuring Hero
posted April 04, 2017 08:35 PM
Edited by FfuzzyLogik at 20:41, 04 Apr 2017.

phoenix4ever I read some of your old posts on this topic and haven't read well if you've your answers.
Q=> "So it's only possible to change the percentage huh?, so it is'nt possible to make the First Aid Tent more durable, make the ballista more powerful or make Eagle Eye learn level 5 spells?"
R=> If I don't make mistake with what you want ; to make First Aid Tent more durable, you can enhance its life and armor in creature text (CRTRAITS.txt). Samly for ballista's strengh too ?

"So you only need to change the txt file to change the spells?
Agreed Fireball, Frost Ring, Land Mine and Inferno are bad for their level. I might also consider Death Ripple and Destroy Undead.
Then there are spells like Hypnotize, Slayer and Magic Mirror which are also bad for their level and Slow, Haste, Bless and Curse which are extremely good."
=> In the try I'm still but slllllllooooooowwwwllllyyy continue (because lack of time IRL and less motivation because its quite hard alone but I still don't know how to share my work), I changed levels for spells like slow, haste, bless &... Because they are some of the best spells in game. Level 1 or 2 spells are near to be the most strong ones... Is that logical ? And most/worst of all they cost verrry few mana points ! They are strong at start and insane at end... If you wish I can give you my attempt to change spells (the table) for testing and see what modifications you like in my ideas.
I'm very intrested in changing spells for affecting "all ennemy" or "all ally" in expert state...
I suggested (but don't know how to do, esepcially without stuff like era) to make new spells... Changing "slow" who affects then one and only one creature and "mass slow" who'll affects a small square of 7 hexagones (like fireball) at basic, a high "hexagone" at advanced (like berserk) and all (ally or ennemy) for expert. But this "mass slow" will cost many mana point and be a level 4 spell... Then samely we could make "mass haste", "mass bless", "mass stone skin", ...

Q : In my attempt one thing I'd like is to no get 2 level 7 creature per week (even with castle). For now I changed the cost of castle making it very hard to buy. But I'd like to change the growth bonus to 25% (or 30%) for citadel and 50% (or 60%) for castle. So, it will increase growth of all creature less and not enough to get 2 level 7 by week.

I hope it helped, sorry if not,
____________
FfuzzyLogik.

If I'm crazy ? Sure, because its madness to be normal...

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