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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 53 pages long: 1 10 20 30 ... 36 37 38 39 40 ... 50 53 · «PREV / NEXT»
RoseKavalier
RoseKavalier


Honorable
Famous Hero
posted January 10, 2018 10:30 PM
Edited by RoseKavalier at 22:34, 10 Jan 2018.

peter1985 said:
Unfortunately i do not know this program (ollydbg) and programming.
Do you know where these special abilities are?

sandy terrain +1 (Nomad)
Can spy (Rogue)
Immune to Blinding.(Troglodyte)
defence by 80% (Ancient Behemoth)
Fire shield. (Efreet sultan)
costs 2 more spell point (pegasus)

If a few things are still to be done, I will be able to show you what we have done.


Sultan: don't remember

All of the other abilities are in format if (creature == type) or if (hero_has_this_creature(type)). Without plugin, you can only replace, not give to other creatures. What are you trying to do with them?

e.g. Pegasus: I linked it in an image a few days ago.
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Urr
Urr

Tavern Dweller
posted January 11, 2018 11:02 AM

peter1985 said:
Unfortunately i do not know this program (ollydbg) and programming.
Do you know where these special abilities are?

sandy terrain +1 (Nomad)
Can spy (Rogue)
Immune to Blinding.(Troglodyte)
defence by 80% (Ancient Behemoth)
Fire shield. (Efreet sultan)
costs 2 more spell point (pegasus)

If a few things are still to be done, I will be able to show you what we have done.


Info from russian forum:

Fire Shield
:004225D6 837E3435 cmp dword ptr [esi+34], 00000035
:004225DA 740A je 004225E6
and
:00442E61 83793435 cmp dword ptr [ecx+34], 00000035
:00442E65 7507 jne 00442E6E

Magi -2 mana
766BFA cmp dword ptr [ebp-18h],00000022h - Mage
766BFE jz L00766C06
766C00 cmp dword ptr [ebp-18h],00000023h - Archmage
766C04 jnz L00766C0D
766C06 mov dword ptr [ebp-0Ch],00000002h - amount of bonus for minus mana

Pegasus +2 mana
4E554C push 00000014h - Pegasus
4E554E mov ecx,edi
4E5550 call SUB_L0044A850
4E5555 test al,al
4E5557 jnz L004E5566
4E5559 push 00000015h - Silver Pegasus
4E555B mov ecx,edi
4E555D call SUB_L0044A850
4E5562 test al,al
4E5564 jz L004E5569
4E5566 add esi,00000002h - amount of SP

Sanwalker
4B177B push 0000008Eh; - Nomad

Spy
4E605C push 0000008Fh; - Thief

Behemoth
75D4A0 cmp dword ptr [ebp-04h],00000060h -
75D4A4 jz L0075D4AE
75D4A6 cmp dword ptr [ebp-04h],00000061h -
75D4AA jz L0075D4E0
Doubt about this one, looks like its for WOG.

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peter1985
peter1985


Hired Hero
posted January 11, 2018 08:48 PM
Edited by peter1985 at 20:57, 11 Jan 2018.

Thank you very much for your help! What you use programs, I do not know them, unfortunately I can not program them.

In the hex editor, the following are the codes:
SOD 000409b3, HOTA 000406d3 (03) Mummy (Curse)
SOD 0004a9cb, HOTA 0004a69b (04) Black Dragon (Immune All Spells)
SOD 0003df14, HOTA 0003dc34 (0F) Ballista arrow
SOD 0004b605, HOTA 0004b2d5 (07) Diamond Golem (75% of damage resistance)

Unfortunately I just get these encodings I understand. :-)

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heroes3wog
heroes3wog


Hired Hero
posted January 19, 2018 12:50 AM

Hello.Anybody knows who can i play all the campaigns on impossible in this mod?
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FfuzzyLogik
FfuzzyLogik


Known Hero
posted January 19, 2018 10:13 PM
Edited by FfuzzyLogik at 22:57, 19 Jan 2018.

heroes3wog said:
Hello.Anybody knows who can i play all the campaigns on impossible in this mod?
Sorry but your english looks hard to understand... This thread is made to question "how to mod HotA". Standard campaign are not allowed but they made new ones for the new race. I don't know how to make the old campagn works on this mod but I don't understand why you won't play to them in launching the standard game ?
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FfuzzyLogik.

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

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peter1985
peter1985


Hired Hero
posted January 20, 2018 03:07 PM
Edited by peter1985 at 15:09, 20 Jan 2018.

Greetings to everyone!

On page 21 you wrote interesting things. The towns are changed to native terrain. I tried a really good idea!

However, these changes do not apply to the map editor. I would like to put the stronghold towns under the ground but it will not allow the program. In the Subterranean area there is a stronghold towns, but not underground, but always above ground.

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Elendion
Elendion

Tavern Dweller
PLZ HELP ME
posted January 21, 2018 11:34 AM

hello there. I've changed def files for some units. Could you say how change size of standard units and take away a flight from them in .exe?
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FfuzzyLogik
FfuzzyLogik


Known Hero
posted January 21, 2018 12:40 PM
Edited by FfuzzyLogik at 12:52, 21 Jan 2018.

Sorry Peter, I don't know how to change it for map editor... I hope someone knows better how to do it !

For now I'm thinking about experience and levels.
Experience added in fight is calculated by HP :
> For example 30 pikmens (10HP each) brings 300 exp. But 10 monks or zealots (30 HP) brings the same exp ! But killing 30 pikmens is faaaaaaaar easier in general case than 10 zealots...
> Other sample : 100 pimens (1000 exp) vs 1 azure dragon (1000 exp)... For a decent player, you can kill 100 pikmens turn 1 not too hardly. But even at end of week one, its quite impossible to be able to kill one azure dragon...

So I was thinking about using IA value who is on the same table to calculate experience. Actually, this value is a bit "high" for powerful creature (samples AAngel 8776 and its a bit more than 250 ; 78845 for Azure instead of 1000, pikmen 80). But these values looks more logical to me because more "near" reality of "how hard it is to fight them".
So using these values divided by ten looks quite nice : not too different for weak creatures (80/10=8 exp by pikmen), decently stronger for strong ones (in rounding to the nearest value 8776/10=878 for AAngel); and for azure dragon, it may be a more : 7885 exp but not insanly I think...

If its quite hard to change the division for exp calculation in simple hex editing, I had idea of divide by 10 the IA value in table. Normally, according to what I know, this value is just used to compare army value (for diplomacy and if ennemy flees...). So compare 50 and 100 or 5 and 10 is quite the same, its the doble.
But I'm not sure the division of this value cause not bad issues... If its just comparison, no matter if you doble or divide them by ten or twenty... But if in function there is some "bonus of +X" because of something or compare the difference between the value (5 or 50 is not the same), here comparison can be buggued if I divide value by 10 in the table. But I don't know how it works precisely...

If someone knows where experience calculations are or have an idea of how it can be changed, I thank him in advance.
Have a good day,
____________
FfuzzyLogik.

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

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RoseKavalier
RoseKavalier


Honorable
Famous Hero
posted January 21, 2018 03:04 PM
Edited by RoseKavalier at 21:56, 21 Jan 2018.

peter1985 said:
I would like to put the stronghold towns under the ground but it will not allow the program. In the Subterranean area there is a stronghold towns, but not underground, but always above ground.

I don't understand, please rephrase; you can already place towns anywhere in mapeditor.

FfuzzyLogik said:

For now I'm thinking about experience and levels.

There are a few things to consider here.
1) experience to level up is fixed for the first 18 12 levels
2) after that, it is simply previous * 1.20
3) while you can patch how much exp creatures will give you, the problem is that you need to do this for *every* instance where experience is calculated.
e.g. during battle, altar of sacrifice, ...
4) if you change how much experience creatures give, other items (Learning Stone, Treasure Chest, artifact sacrifices) will get unbalanced a lot. Also how about creature sacrifice?
5) what about Elixir of Life and other hp boosters?

When all is said and done, there is the problem of dividing by 10 ~ are you hoping for hex edit or is this for plugin?
While it's not too complicated to do in hex edit, you need quite a bit of room to do it which is just not available, for example here:

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FfuzzyLogik
FfuzzyLogik


Known Hero
posted January 21, 2018 04:11 PM
Edited by FfuzzyLogik at 20:01, 21 Jan 2018.

Hello RoseKavalier,

I think Peter is talking about "random map editor" who normally places each faction on his own land, no ? So when map is randomly done it will place the faction on his "old" native terrain.

For altar of sacrifice, it already gives 12,5% of this value for experience as far as I know. I searched and founs some Wub's words :
Wub said:
[...]The XP value can be simply calculated from the AI value. You just take the AI value, divide it by 8 and then round down to the number that is divisible by 5. For example, an AI value of 75 would give an XP of 5 (75/8=9.375; that is rounded down to 5).
Concretely, if you check the list you get 0 XP for sacrificing peasants, 5 XP for sacrificing all creatures between gremlins and hobgoblins, 10 XP for sacrificing pikemen halberdiers, 15 XP for archers gogs, 20 XP for stone gargoyles orcs, 25 XP for obsidian gargoyles harpy hags etc.

There is some other "kind" of "experiencing" depending on creature ? If not, just changing the "battle experience" shall be perfect.
1) Experience to level up is fixed for the first 18 levels.
> Ok for that, I may increase just a bit experience needed for those levels to make less easy to get experience when you fight "powerful creatures" for not levelling too fast on "start/mid game".
2) After that, it is simply previous * 1.20
> This is a "exponential" increase of experience who made "intelligence" a total uselesss skill if you don't use extreme value of experience bonus. I thought about decreasing needs of experience...
3) while you can patch how much exp creatures will give you, the problem is that you need to do this for *every* instance where experience is calculated.
e.g. during battle, altar of sacrifice, ...
> For me there is only "on battle" where HP is used to calculate experience ? But I may be wrong.
4) If you change how much experience creatures give, other items (Learning Stone, Treasure Chest, artifact sacrifices) will get unbalanced a lot. Also how about creature sacrifice?
> I already answered about Altar (12,5% of AI value). I won't change too much experience for low levels... So if you need 2200 exp for levelling instead of 2000, that won't change many things about experiencing...
5) what about Elixir of Life and other hp boosters?
Good reflexion ! But out of elixir of life (25% life I'll decrease to 12,5%), I don't know... For +1 or 2 life bonus per creature, I don't find this "major". When opponent have +10 attack or defense skill ; +30% offense or 15% armorer, you don't have bonus of experience... So...

For your tips thanks alot !
It looks easy with it to change the value on table right ? The only problem standing is the /10. As Wub explained how it is used by altar (/8 and rounded by something can be divided by 5), I fear changing it in table shall cause trouble for experience in altar.
But maybe we destroy the division by 8 here and then change values in table ?
I just fear how this value is used elsewhere... If it may cause some other bug...

Thanks,
____________
FfuzzyLogik.

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

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RoseKavalier
RoseKavalier


Honorable
Famous Hero
posted January 21, 2018 09:56 PM

Experience table is at 0x679C88 (0, 1000, 2000, ...)
2 bytes per level (WORD)
1~12 levels (sorry, I accidentally converted 12 to 12h = 18 previously thinking in hex )

20% exp increase is at 0x63AC20

Don't change AI values of creatures, it's used by, you guessed it, AI.

I only briefly looked at this but it seemed to me that when only AI is involved you have to patch separate area for experience ~ could be wrong I looked for 2 minutes.

Are you looking to make a plugin or just hex editing?
____________
My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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peter1985
peter1985


Hired Hero
posted January 22, 2018 10:18 PM
Edited by peter1985 at 22:19, 22 Jan 2018.

Hello FfuzzyLogik!

"I think Peter is talking about "random map editor" who normally places each faction on his own land, no ? So when map is randomly done it will place the faction on his "old" native terrain."

Yes, that's what I thought! When the map editor generates the new map, it is done using the original settings. I searched the map editor exe for setting towns and native terrain, but I did not find it.

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Pellish
Pellish


Famous Hero
posted January 23, 2018 11:36 PM

Is there any way to restore the old HiScore calculation?

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RoseKavalier
RoseKavalier


Honorable
Famous Hero
posted January 24, 2018 07:58 PM

@peter
I've never looked at RMG in mapeditor (and barely in heroes3.exe), no idea.

@Pellish
Do you use plugin with older hdmod version?
If no, then answer is almost impossible unless you spend a lot of time editing hota's DLL.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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AGiantPie
AGiantPie

Tavern Dweller
posted January 25, 2018 01:07 AM

Is the method for changing unit stats in HOTA different than vanilla? Looking to halve all unit costs but the standard crtraits method doesn't seem to have an effect.

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Urr
Urr

Tavern Dweller
posted January 25, 2018 03:46 AM

AGiantPie said:
Is the method for changing unit stats in HOTA different than vanilla? Looking to halve all unit costs but the standard crtraits method doesn't seem to have an effect.

Its the same method with crtraits, you just need to put edited .txt file back to HoTa_lng.lod.

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AGiantPie
AGiantPie

Tavern Dweller
posted January 25, 2018 06:04 AM

Urr said:
AGiantPie said:
Is the method for changing unit stats in HOTA different than vanilla? Looking to halve all unit costs but the standard crtraits method doesn't seem to have an effect.

Its the same method with crtraits, you just need to put edited .txt file back to HoTa_lng.lod.


Ah, of course... got lazy with the vanilla method. But what about the units added by HOTA? I noticed they were absent from the crtraits file, are they stored somewhere else?

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Promising
Supreme Hero
posted January 25, 2018 06:46 AM

Answer is in the previous post.
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AGiantPie
AGiantPie

Tavern Dweller
posted January 25, 2018 08:47 PM

Really? Because looking at the crtraits file extracted from the hota lod it only lists vanilla/SOD creatures. The cove creatures added by hota aren't in that file from what I can tell.

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Promising
Supreme Hero
posted January 25, 2018 09:47 PM

Sorry, I forgot - some of hota txt files are encrypted in HotA.dat file. You can use this small app to make the changes. App is in polish but it's intuitive.

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