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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted October 07, 2019 05:50 PM |
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Is it possible to make First Aid Tent able to resurrect and/or heal all units?
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wuxiangjinxing
Hired Hero
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posted October 27, 2019 02:48 AM |
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How to edit the quantity of initial troops for heroes added by HOTA? I can only find heroes from original SOD in the file HOTRAITS.txt from HOTA_lng.lod
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wuxiangjinxing
Hired Hero
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posted November 03, 2019 04:06 AM |
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Is it possible to always give heroes maximum number of initial troops? I know I could set the min and max in HOTRAITS.txt, but is it doable via modifying exe or dll?
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IlyaNev
Hired Hero
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posted November 04, 2019 01:40 PM |
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Background objects
Does anyone know how to change the background sounds of objects?
For example loopcave to loopbehd (for beholders dwellings)
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RoseKavalier
Admirable
Supreme Hero
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posted November 11, 2019 11:19 PM |
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wuxiangjinxing said: Is it possible to always give heroes maximum number of initial troops? I know I could set the min and max in HOTRAITS.txt, but is it doable via modifying exe or dll?
C946Ah = 48
C94FFh = 50
C9536h = 58
To guarantee the 2nd stack (if there's one):
[EDITED for wrong address]
C94A0h = 00
[END EDIT]
To guarantee the 3rd stack (if there's one):
C9522h = 00
IlyaNev said: Does anyone know how to change the background sounds of objects?
For example loopcave to loopbehd (for beholders dwellings)
There are 70 loop wav names pointers stored between 25F794h and 25F8A8h inclusively.
e.g.
0x65F794 (25F794h) points to 0x65FCE4 (25FCE4h) where you have written 'LoopAnim.wav' and so on as listed below.
Quote: "LoopAnim.wav"
"LoopArch.wav"
"LoopAren.wav"
"LoopBehe.wav"
"LoopBird.wav"
"LoopBuoy.wav"
"LoopCamp.wav"
"LoopCave.wav"
"LoopDead.wav"
"LoopDevl.wav"
"LoopDog.wav"
"LoopDrag.wav"
"LoopFact.wav"
"LoopFall.wav"
"LoopFire.wav"
"LoopFlag.wav"
"LoopFoun.wav"
"LoopGemP.wav"
"LoopGrem.wav"
"LoopGrif.wav"
"LoopHarp.wav"
"LoopHors.wav"
"LoopHydr.wav"
"LoopLear.wav"
"LoopLumb.wav"
"LoopMagi.wav"
"LoopMark.wav"
"LoopMerc.wav"
"LoopMill.wav"
"LoopMine.wav"
"LoopMon1.wav"
"LoopMon2.wav"
"LoopMonk.wav"
"LoopMons.wav"
"LoopOrc.wav"
"LoopPega.wav"
"LoopPike.wav"
"LoopSanc.wav"
"LoopShrin.wav"
"LoopStar.wav"
"LoopSulf.wav"
"LoopSwar.wav"
"LoopSwor.wav"
"LoopTita.wav"
"LoopUnic.wav"
"LoopVolc.wav"
"Loopair.wav"
"loopcrys.wav"
"loopcurs.wav"
"loopden.wav"
"loopdwar.wav"
"loopeart.wav"
"loopelf.wav"
"loopfaer.wav"
"loopgard.wav"
"loopgate.wav"
"loopgobl.wav"
"looplepr.wav"
"loopmant.wav"
"loopmedu.wav"
"loopnaga.wav"
"loopogre.wav"
"loopsire.wav"
"loopskel.wav"
"looptav.wav"
"loopvent.wav"
"loopwind.wav"
"loopwhir.wav"
"loopwolf.wav"
"loopocea.wav"
If I'm not commenting it's due to any of the following (not limited) :
* it's already been answered previously
* it's too complicated with hex editing
* I didn't look at previous pages
* I only look at heroes3.exe
____________
My Let's Plays: Metataxer's Revenge - The Empire of The World 2
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planetavril
Famous Hero
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posted November 12, 2019 05:32 AM |
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someone knows how to add creatures?
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted November 13, 2019 06:59 PM |
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Would it be possible to have Admiral's Hat require the two scouting artifacts as well? (I think it's too easy to assemble in it's current form.) Alternatively have it give no bonus at all.
Is it possible to make Gold Dragons immune to level 1-5 spells?
Also would it be possible to add the area effect of Fireball to Expert Disrupting Ray, Hypnotize and Fire Shield?
Finally would it be possible to improve Land Mine, either by adding "end turn effect" when someone steps on it, making it possible to place the mines manually and/or making them invisible even to creatures with native terrain? (If possible I don't want it to affect Tower's Land Mines.)
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wuxiangjinxing
Hired Hero
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posted November 14, 2019 05:16 AM |
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Is it possible to allow hero to dismiss/transfer his last troop?
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Nmesa
Hired Hero
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posted November 25, 2019 02:05 PM |
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RoseKavalier said:
C946Ah = 48
C94FFh = 50
C9536h = 58
To guarantee the 2nd stack (if there's one):
C949Fh = 00
To guarantee the 3rd stack (if there's one):
C9522h = 00
This doenst seem to work for me, game crashes when I start a new game.
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted November 25, 2019 11:10 PM |
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Dear RoseKavalier
Can you perhaps answer any of the questions in my last post?, I would really appreciate it.
Or perhaps tell me if any of it is possible with hex editing?
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wuxiangjinxing
Hired Hero
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posted November 26, 2019 01:17 AM |
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Nmesa said:
RoseKavalier said:
C946Ah = 48
C94FFh = 50
C9536h = 58
To guarantee the 2nd stack (if there's one):
C949Fh = 00
To guarantee the 3rd stack (if there's one):
C9522h = 00
This doenst seem to work for me, game crashes when I start a new game.
This works fine for me. Both for Hota.exe and H3era.exe
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Nmesa
Hired Hero
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posted November 26, 2019 01:15 PM |
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Edited by Nmesa at 13:41, 26 Nov 2019.
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wuxiangjinxing said:
This works fine for me. Both for Hota.exe and H3era.exe
Oh right, i keep forgetting that this is Hota thread. Which is a bit strange, isnt all starting hero troops one of it features by default?
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igor
Tavern Dweller
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posted November 27, 2019 08:04 AM |
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Edited by igor at 09:18, 27 Nov 2019.
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Hi.
1. Is there the way to edit building requirements? (Hydra pond: Wyvern nest, Basilisk pit -> only Wyvern nest)
2. How to modify HYPNOTIZE duration? (1 Round const)
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NimoStar
Responsible
Legendary Hero
Modding the Unmoddable
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posted November 27, 2019 04:26 PM |
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Edited by NimoStar at 16:32, 27 Nov 2019.
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Why does HD Launcher still SUPRESS plugin adding for HotA which was present in previous versions?
I think HotA team said they "did not intend" make any modifications... to their MODification of the original game. If such why not disable modding altogether, includiong HotA, since NWC didn't "intend" people to modify the original game. Why does a mod, quality as it may be, with few new assets and code get more purism than the NWC makers who did all the original code and assets and which never complained? It makes no sense. Plus, plugins aren't really mods on their own, and there are several plugins that were made for HotA in Russian forums for example, and which can't be used now due to some incomprehensible remove-feature policy for HD launcher.
For example, any other non-HotA modded exe has the possibility to add plugins.
Also, the launcher deliberatelñy Refuses to recognize any "Modded" exe version of hota.
This is practically nothing short of DRM, the oppossite of modding spirit.
They even went all the way to make versions of the HD launcher previous to HotA plugin features removal unavailable to the public to download.
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RoseKavalier
Admirable
Supreme Hero
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posted November 29, 2019 11:04 PM |
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Nmesa said:
RoseKavalier said:
C946Ah = 48
C94FFh = 50
C9536h = 58
To guarantee the 2nd stack (if there's one):
C949Fh = 00
To guarantee the 3rd stack (if there's one):
C9522h = 00
This doenst seem to work for me, game crashes when I start a new game.
I updated the post some time ago for a mistake on my end, check again.
wuxiangjinxing said: Is it possible to allow hero to dismiss/transfer his last troop?
If you're playing with HDmod, this is not worth looking into with hex edit.
igor said: Hi.
1. Is there the way to edit building requirements? (Hydra pond: Wyvern nest, Basilisk pit -> only Wyvern nest)
2. How to modify HYPNOTIZE duration? (1 Round const)
1. Look in thread, 0xFEA posted the base requirement lists and I posted a header to modify requirements as a plugin.
2. plugin
NimoStar said:
They even went all the way to make versions of the HD launcher previous to HotA plugin features removal unavailable to the public to download.
I'm not here to discuss other peoples' decisions but you can always use an older HDmod version which allows plugins or make your own loader. It's not like you get groundbreaking changes since the modification a bit before 5RC20; ERA uses an even older version and they do just fine.
phoenix4ever said: Would it be possible to have Admiral's Hat require the two scouting artifacts as well? (I think it's too easy to assemble in it's current form.) Alternatively have it give no bonus at all.
Is it possible to make Gold Dragons immune to level 1-5 spells?
Also would it be possible to add the area effect of Fireball to Expert Disrupting Ray, Hypnotize and Fire Shield?
Finally would it be possible to improve Land Mine, either by adding "end turn effect" when someone steps on it, making it possible to place the mines manually and/or making them invisible even to creatures with native terrain? (If possible I don't want it to affect Tower's Land Mines.)
1. Check the thread
2. 4A568h 05
3. No
4. No
To paraphrase myself
"Trying to add something that doesn't already exist in game under some format through hex editing is not going to happen".
____________
My Let's Plays: Metataxer's Revenge - The Empire of The World 2
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted November 29, 2019 11:31 PM |
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Thanks RK
Gotta see if I can figure something out about Admiral's Hat and I will test the Gold Dragon Hex Patch soon.
Too bad about the spells, oh well.
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peter1985
Hired Hero
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posted December 01, 2019 11:52 AM |
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I looked at the background sounds of the objects (loop). The sound of the building of the neutral units cannot be modified. The same sound is present in all but 4 Elementals. Is this modified in a dll file? I would like to connect the "LoopDrag.wav" sound to the Faerie Dragon, Rust Dragon, Crystal Dragon, Azure Dragon building. I want to associate the "LoopHors.wav" sound with the Nomad building and the "LoopDead.wav" sound with the Mummy building. Can you help me with this?
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peter1985
Hired Hero
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posted December 01, 2019 12:07 PM |
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phoenix4ever
"Is it possible to make Gold Dragons immune to level 1-5 spells?"
In 0004a663, change the number from 03 to 04 and then the Golden Dragon will be like the Black Dragon, immune to level 1-5 spells.
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted December 01, 2019 12:19 PM |
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Hmm RoseKavalier gave another explanation, but I guess I gotta try both then, thanks.
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IlyaNev
Hired Hero
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posted December 03, 2019 10:42 PM |
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1. How make combo artifact from fortress artifacts with mass cast stone skin, shield, air shield and magic mirror?
2. How make for non-upgraded wyverns poison cast on 20%?
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