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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 67 pages long: 1 2 3 4 5 ... 10 20 30 40 50 60 ... 63 64 65 66 67 · «PREV / NEXT»
BTB
BTB

Tavern Dweller
posted May 23, 2019 03:37 PM

Ok, I think I understand what you're saying. Even if I were to edit the executable to have Sorcery default to being unavailable under a new map, the settings of all of the existing maps would override it because that default setting only applies to the creation of a new map, not any hard-coded behavior that exists outside of the map data?
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Maurice
Maurice

Hero of Order
Part of the furniture
posted May 23, 2019 04:44 PM

Exactly. There are multiple aspects involved to make that work.
____________
The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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BTB
BTB

Tavern Dweller
posted May 24, 2019 03:09 AM

Phoenix, I was reading some of the other threads you posted and I saw that you'd reduced the 5% per-level bonus for skill specialists?

I also saw you talking about level 7 creature specialists which turned a bit into a conversation about how creature specialists in general are fairly lackluster... I asked a few posts back here if there has been any investigation into the formula behind creature bonuses.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 24, 2019 08:21 AM
Edited by phoenix4ever at 08:35, 24 May 2019.

Yes I reduced skill specialists from 5% to 3% per level, as I considered Logistics, Offense, Armorer and Intelligence specialists pretty OP.
I did however buff a lot of the weaker skills.

Yes a while back I consired adding level 7 creature specialists to the standard heroes, but I dropped the idea again, since level 7 are usually the creatures you use the most, so it makes more sense to give a bonus to level 1-6 creatures. (I did make a new centaur, gremlin and medusa specialist though.)

Creature specialty works like you get a bonus every level of the creature. Say you specialise in a level 4 creature, every 4th level, they might get attack and/or defense. (plus the +1 speed they all start with) In general the higher a creatures stats is the better bonus, so Galthran has the very best bonus (+ Necromancy) while a pixie specialist, would get a very low bonus, due to their low stats. (Galthran is also OP, except if playing very short/low level maps)

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BTB
BTB

Tavern Dweller
posted May 24, 2019 01:24 PM
Edited by BTB at 13:26, 24 May 2019.

Ah, yes, I was asking because I'd like to know where that hex address  is

I've read up on how the creature specialties work, and was also hoping that was something that might be changeable on a mechanical level. I just haven't put any thought into how since, as I don't know where the address is, I'm not sure what my options might be.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 24, 2019 01:35 PM

Do you also want 3%? It is very easy to change:
At 23EAE4 you change CD CC 4C 3D -> 8F C2 F5 3C what this does is change "the float" from 0.05 (5%) to 0.03 (3%)

Regarding the creature specialists, it would be fair if they all gained the same bonus, but I don't see how that is possible.
You can give them a static bonus so they all get +5 attack +5 defense for example, but I don't know how to add the speed bonus or if that is even possible with a static creature bonus.

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BTB
BTB

Tavern Dweller
posted May 24, 2019 01:47 PM

Yes, and that makes it difficult since the speed bonus is ostensibly the best part of the creature bonuses... I wonder if it might be possible for some of the unused (?) bytes in the hero struct to allow a speed bonus to be placed there, too... either that or just find where the calculation for the leveled bonuses exists and edit that. Not sure what the better avenue to explore would be.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 24, 2019 01:58 PM

You are welcome to experiment, just maybe keep a copy or write down how things were originally or you might f*** things up.
I have looked into it before, but could'nt find out how to add the speed bonus.
Perhaps some other members know more about this...  

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Karyoplasma
Karyoplasma

Tavern Dweller
posted May 28, 2019 03:11 AM
Edited by Karyoplasma at 03:14, 28 May 2019.

phoenix4ever said:
I have looked into it before, but could'nt find out how to add the speed bonus.


With hex editing, you can choose between a creature bonus per level, a static bonus for ATK/DEF/Damage or a creature speed bonus for all creatures like Sir Mullich has. For other creature bonuses, you'll need a plugin. Refer to Maurice's post here for more info.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 28, 2019 03:53 AM

Yes, but what about a static bonus for speed? Not possible without plug-in?

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RoseKavalier
RoseKavalier


Honorable
Famous Hero
posted May 28, 2019 10:49 PM

From what I remember of creature specialists, the speed bonus is a single byte of instruction (e.g. INC EDI), you need at least 3 bytes to add a custom amount so it becomes quite a bit of work for hex editing. Plus, there are several places where the creature specialty is referenced so that's even more compounded.

@BTB
Even if you found room in the hero structure to "store speed bonus", there is no routine to read that code; it would be useless without plugin and if you go the plugin route then you don't need to do this.
____________
My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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Gryphon
Gryphon

Tavern Dweller
posted July 01, 2019 06:49 AM

Hi everyone, I have some ideas I could use some help with. I would like:

- Marksman to have Behemoth ability when shooting.
- Black Knight and Dread Knight Curse chance to 100%.
- Devil and Arch Devil to lower morale instead of Luck.
- Wraith no Mana Drain.
- Ghost Dragon ignore 30% enemy Attack (Nix ability, if possible...).
- Lizardman and Lizard Warrior Basic Slow when shooting.

That's all for now. Thanks in advance!

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Sir_Juas
Sir_Juas


Adventuring Hero
posted July 01, 2019 01:42 PM

Gryphon said:

- Marksman to have Behemoth ability when shooting.
- Black Knight and Dread Knight Curse chance to 100%.
- Devil and Arch Devil to lower morale instead of Luck.
- Wraith no Mana Drain.
- Ghost Dragon ignore 30% enemy Attack (Nix ability, if possible...).
- Lizardman and Lizard Warrior Basic Slow when shooting.




Hi Gryphon,
I really don't like some of them or don't see them necessary. But i do like Ghost Dragons having the "ignore attack" ability, i believe it suits them much more since theyre ghosts so it has sense they dodge or absorb some of the damage.

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Gryphon
Gryphon

Tavern Dweller
posted July 01, 2019 08:11 PM

Sir_Juas said:

Hi Gryphon,
I really don't like some of them or don't see them necessary. But i do like Ghost Dragons having the "ignore attack" ability, i believe it suits them much more since theyre ghosts so it has sense they dodge or absorb some of the damage.


First, thanks for the reply. Actually, I have already made (and plan to make) many more changes than the ones listed here. For example, I want the Marksman to pierce Defense but only shoot once. And Curse is for Wights/Wraiths (I gave them the ability instead of the Black Knights). Lizardmen feel a bit "plain", so I thought it would be neat is they had poisoned arrows, hence the Slow. And the Ghost Dragon would ignore enemy Attack instead of the Aging chance. Of course, these are all a matter of personal preference...

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Sir_Juas
Sir_Juas


Adventuring Hero
posted July 02, 2019 12:32 AM

Gryphon said:

First, thanks for the reply. Actually, I have already made (and plan to make) many more changes than the ones listed here. For example, I want the Marksman to pierce Defense but only shoot once. And Curse is for Wights/Wraiths (I gave them the ability instead of the Black Knights). Lizardmen feel a bit "plain", so I thought it would be neat is they had poisoned arrows, hence the Slow. And the Ghost Dragon would ignore enemy Attack instead of the Aging chance. Of course, these are all a matter of personal preference...



Hey yeah that sounds pretty cool, i dont know how to change those stuff yet

I see, i believe i understand what youre saying, when i mod i see it in a similar way, so i like it but i differ on the "taste side" at some point, for example, i like the idea of lizardmen having poisoned arrows, but why give them slow when you can give them poison?

Thank you for your reply

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Gryphon
Gryphon

Tavern Dweller
posted July 02, 2019 01:16 AM

Sir_Juas said:

Hey yeah that sounds pretty cool, i dont know how to change those stuff yet

I see, i believe i understand what youre saying, when i mod i see it in a similar way, so i like it but i differ on the "taste side" at some point, for example, i like the idea of lizardmen having poisoned arrows, but why give them slow when you can give them poison?


Yeah, I thought about that, but Wyverns already have it and I like each creature to be unique as possible. I like Slow because it's kind of a defensive ability, and the Fortress is all about Defense.

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Sir_Juas
Sir_Juas


Adventuring Hero
posted July 02, 2019 01:25 PM

Gryphon said:

Yeah, I thought about that, but Wyverns already have it and I like each creature to be unique as possible. I like Slow because it's kind of a defensive ability, and the Fortress is all about Defense.


Allright, that sounds fine then i guess, its a pity we can't add new abilities for that matter.

I wish i could help, but im at basic level on hex editing so i don't have any clue on changing abilities yet.

Tell me, what changes have you done to the game?

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Gryphon
Gryphon

Tavern Dweller
posted July 02, 2019 10:08 PM

So many that it's hard for me to remember all of them...here's a list of what I consider to be the major ones:

Hero classes
- Might heroes (Except Alchemist) can only learn two magic schools, determined by class (Ranger: Earth and Water; Demoniac, Fire and Earth...)
- Magic heroes (except Wizard) can learn three magic schools, determined by class (Cleric: Water, Air and Earth; Necromancer: Earth, Fire and Air...)
- Alchemists can learn Air, Earth and Water, while Wizards can learn all of them.
- Resistance cannot be learned by Knights, Rangers, Demoniacs, Overlords, Barbarians or Beastmasters.
- Eagle Eye and Learning no longer appear on level up.
- Primary and Secondary skill probabilities changed.  
- Individual Hero starting Secondary Skills and armies changed.

Spells
- Quick Sand, Sorrow, Mirth, Forgetfulness, Scuttle Boat, Disrupting Ray, Misfortune, Disguise, Precision, Fortune and all Protect From... are now Level 1.
- Slow, Shield, Curse, Summon Boat, Cure, Bless, Fire Wall, Land Mine, Slayer, Dispel and Haste are now Level 2.
- Sacrifice and Magic Mirror are now Level 4.
- Armageddon is now level 5.
- Mass spells cost double.
- School, cost and power/percentage adjustments.

Secondary Skills
- Mysticism: 5/10/20
- Armorer: 10%/15%/20%
- Intelligence: 20%/40%/60%
- Sorcery: 10%/20%/30%
- Resistance: 10%/20%/30%

Creatures
- Green Dragon/Gold Dragon: +Acid Breath, -2 hex attack
- Wight/Wraith: +Curse, -Regeneration
- Orc/Orc Chieftain: +No Melee Penalty
- Hydra/Chaos Hydra: +Regeneration, +50 HP (Chaos Hydra)
- Many stat and cost adjustments.

That's all I can think of for now. I also plan on adjusting artifacts and changing Hero specialties.

 

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Sir_Juas
Sir_Juas


Adventuring Hero
posted July 03, 2019 12:10 AM
Edited by Sir_Juas at 00:12, 03 Jul 2019.

I like this changes

- Might heroes (Except Alchemist) can only learn two magic schools, determined by class (Ranger: Earth and Water; Demoniac, Fire and Earth...)
- Primary and Secondary skill probabilities changed.
- Individual Hero starting Secondary Skills and armies changed.

- Quick Sand, Sorrow, Mirth, Forgetfulness, Scuttle Boat, Disrupting Ray, Misfortune, Disguise, Precision, Fortune and all Protect From... are now Level 1.
- Slow, Shield, Curse, Summon Boat, Cure, Bless, Fire Wall, Land Mine, Slayer, Dispel and Haste are now Level 2.
- Sacrifice and Magic Mirror are now Level 4.
- Armageddon is now level 5.
- Mass spells cost double.
- School, cost and power/percentage adjustments.

- Mysticism: 5/10/20
- Armorer: 10%/15%/20%
- Sorcery: 10%/20%/30%
- Resistance: 10%/20%/30%

- Wight/Wraith: +Curse, -Regeneration
- Orc/Orc Chieftain: +No Melee Penalty
- Hydra/Chaos Hydra: +Regeneration, +50 HP (Chaos Hydra)
- Many stat and cost adjustments.


It notes youre are pretty good at changig stuff from Heroes 3, I'd like to learn that stuff to make some changes on my own mod. It would be nice to test yours sometime.

And i wanna say something from my experience on changing everithing i could from the .TXTs about magics, the thing that ballanced the most the schools of magic for me was making "Town Portal" level 5 and available for the four magic schools. Althoug i modified almost 70% about the magics to make them more useful overall and more ballanced, that change to town portal made it clear every school became useful the same way compared to the others... and it is cool to test the different schools without having to worry to absolutely get earth magic, and magic heroes are more diverse now and thats more fun.
I hope you try it and tell your experience with it

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Gryphon
Gryphon

Tavern Dweller
posted July 03, 2019 05:00 AM

Sir_Juas said:

It notes youre are pretty good at changig stuff from Heroes 3, I'd like to learn that stuff to make some changes on my own mod. It would be nice to test yours sometime.


Well I'm not really making a mod, just tweaking some things to make the game a bit more fun for me. Almost everything I know I've learned on this thread; it's all here...somewhere...

Sir_Juas said:

And i wanna say something from my experience on changing everithing i could from the .TXTs about magics, the thing that ballanced the most the schools of magic for me was making "Town Portal" level 5 and available for the four magic schools.


That's an interesting idea. I'll have to play a bit more and see how it is.

If you tell me what you would like to change I might be able to help.  

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