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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 86 pages long: 1 10 20 30 40 50 60 ... 66 67 68 69 70 ... 80 86 · «PREV / NEXT»
phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted December 06, 2019 07:26 PM
Edited by phoenix4ever at 12:23, 31 Dec 2019.

I might have asked this before, but does anyone know how to make AI buy the buildings it never builds? (I can make a list if necessary)

and

How about making AI cast the spells it normally can't cast? (Remove Obstacle, Fire Wall, Quicksand, Land Mine, Force Field and Scuttle Boat) HotA "teached" AI Berserk, so it is possible somehow.

and

Is it possible to somehow "merge" two skills, for example First Aid and Ballistics or Archery and Artillery?

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perofake1
perofake1

Tavern Dweller
posted December 15, 2019 03:29 PM

New Unit Modifying Part 1(Horned Demons - "New" Ability)

Hello everyone,i'm back and i missed y'all.

I am currently rebalancing each factions units (to my preference)
and have been considering doing different types of changes(up to this time i've only been hitting stats of each creature/hero etc.(A/D,Speed,Cost etc.)) and now i wanna work on different,more complicated changes.
Which brings me to an idea i had in mind during my Inferno editing session,actually making Inferno okay.

One of the ideas is as follows: Make Horned Demons have the same ability as Behe's(not really,that'd be broken obviously,what i actually had in mind was the same ability but nerfed: 10% (or 15%) defense ignoring with attacks.(to me it makes sense,and it is also making other inferno units good(to me atleast.))

So,friends,I require assistance on giving Horned Demons a simillar passive as with Behe's (only 10% defense pen diff tho)

I'm excited to experiment with more complicated things than,yknow,just editing the .txt table of each creature's stats(hey,it did the trick tho.)
So yeah,
Thanks for reading this and i'll appreciate a good tutorial (whether you want to DM it to me or on this thread,we fine)
Have a nice day everyone <3

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Pollo2002
Pollo2002


Known Hero
posted December 15, 2019 05:06 PM

It's possible to modify the maximum amount of allowed heroes?

____________

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Orc
Orc


Famous Hero
posted December 16, 2019 02:02 PM
Edited by Orc at 14:02, 16 Dec 2019.

Which Hero is Bidley?
Edit: oh snow there are 59 pages here i missed.

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BTB
BTB


Known Hero
posted December 22, 2019 05:23 AM

I apologize if these questions have already been asked/addressed elsewhere in this thread, but I've looked and there's not much in the way of a search function on these forums.

• Can the "mass effect" function of elemental skill expertise be moved to advanced or basic level?

• Short of directly editing the map settings, can skills be excluded from appearing in Witch Huts (as I assume Necromancy is by default?)

• Same question as above, but for spells at shrines

• How can artifacts be effectively removed from the game? I was thinking either assigning them a 0 value or an invalid class in the artifact traits database; will this work?

I have a few others, but these are currently the most pressing.

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Pollo2002
Pollo2002


Known Hero
posted December 28, 2019 11:18 AM
Edited by Pollo2002 at 11:28, 28 Dec 2019.

BTB said:


• Can the "mass effect" function of elemental skill expertise be moved to advanced or basic level?



-You can make so its a mass version at all four expertises levels.

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Pollo2002
Pollo2002


Known Hero
posted December 28, 2019 12:53 PM

I found out thanks to exploring an era script that in the hex adress 1d860a is the value that determines how many heroes you can hire in tavern.

Howver, the script changes this value in 5 other places that ive not checked yet, im not sure why, but i guess at least one of them has to do with prissons, i dont know what the other 4 have to do with. but will post when i find out.

____________

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BTB
BTB


Known Hero
posted December 28, 2019 03:37 PM
Edited by BTB at 15:58, 28 Dec 2019.

Sweet, definitely let me know. I was shooting for mass effect at basic level, ideally.

Come to think of it... can you share how the script about heroes got tied into spell targeting?

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BTB
BTB


Known Hero
posted December 31, 2019 03:05 PM

So, responding a bit to my own questions up there...

Spell shrine exclusions turn out to be a non-issue since shrines will only teach spells up to level 3; simply set any spell you intend to remove from the game to level 4 (level 5 would make the spell teachable by the Spellcaster's Hat, and we don't want that).

Removing an ARTIFACT from the game appears to be a simple matter of designating it as class "S", which means it won't ever appear on the map (and, presumably, anywhere else).

Skills are really the only sticking point since skills that nobody can learn still show up in Witch's Huts and the like. However, as we all know, they can never teach Leadership or Necromancy - and this is NOT a setting of the map, meaning that there is a functionality somewhere in the .exe that hard-prevents skills from appearing in schools and huts. If we are ever to find an elegant way to remove skills from the game (because nobody likes Eagle Eye, do they really?), then we do want to find where this is.

That said, lowering the mass effect threshold remains my top priority at the moment, so I am looking forward to a response from Pollo!

Moving on... a few more, less significant questions.

• Much earlier in this thread, I read up on how to swap the First Aid Tent from Necropolis with the Ballista from Conflux (Castle causes issues with the Ballista Yard at Stronghold) and was able to make the swap. However, the Blacksmiths still claim to be selling the original artifact and do so at the original price.

• Do we know how to edit the production of resource silos? The wood/ore ones are quite possibly the worst buildings in the game as far as I'm concerned.

• Do we know how to edit the movement point reduction of Town Portal per level of expertise?

• Do we know how Xeron's speed bonus for Devils is applied, or if it is even a function of the static creature bonus for that matter (i.e. can it possibly be re-used for other heroes)?

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Winston
Winston


Adventuring Hero
posted January 04, 2020 12:48 AM
Edited by Winston at 21:06, 05 Jan 2020.

1) For making modifications without HD mod, is the only option hex editing?
2) I assume that would mean that the modification would break if you tried to use it with a different version of HotA?
3) Would the HD mod usage and plugins be able to cause modifications that would remain functional with different versions of HotA? Are there other ways of being able to avoid remaking a modification for every version of HotA besides this if so? It looks like plugins are the best method of doing this from my investigation.
4) I installed 4.208 rc4 of HD mod which still supports plugins for HotA, however it looks like HotA team has done their best to enforce DRM on it to prevent mods of HotA, because I get "Your HoMM3 HD version is obsolete and not compatible with HotA. You should update it or play HotA without HD." Essentially forcing us to install the version of HD that DOESN'T allow plugins, or we can't use the HD launcher that has plugins to run HotA. This is nothing short of malicious and trying to create a locked environment, which is hypocritical considering the original HoMM3 game was never meant to be modded so in return HotA would not exist if they respected the original developer software.

I'd like to fix HotA to restore all of the features it removed from the game like heroes, artifacts, and skills. Eventually also undo all of their multiplayer balance changes so that the only things left are purely new original content. Where would be a good place to start?

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vividzzan
vividzzan

Tavern Dweller
posted January 12, 2020 04:07 PM
Edited by vividzzan at 08:10, 13 Jan 2020.

I need a help

1)Sanwalker
4B177B push 0000008Eh; - Nomad
Is it possible to change the type of Sandwalker's bonus terrain to swamp terrain?

2)Is it possible to transfer the Dragonfly,s weakness ability to other creature and change the weakness effect to other effect like slow?

3)I wanna modify the AzureDragon's fear ability chance.


Sorry for my awful english..

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igor
igor

Tavern Dweller
posted January 14, 2020 07:52 AM

How to change the number of movement points needed to cast Town Portal and Dimension Door?

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igor
igor

Tavern Dweller
posted January 14, 2020 09:32 AM
Edited by igor at 09:39, 14 Jan 2020.

vividzzan said:

2)Is it possible to transfer the Dragonfly,s weakness ability to other creature and change the weakness effect to other effect like slow?.


Some abilities applied after attack are also in table switch() format at 412D8h starting with Vampire Lords and finishing with Rust Dragon.

0h ~ Vampire Lord type
1h ~ Thunderbird type
2h ~ Mighty Gorgon type
3h ~ Serpent Fly type
4h ~ Rust Dragon type (Reduced defense)
5h ~ None

http://heroescommunity.com/viewthread.php3?TID=42152&pagenumber=15

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vividzzan
vividzzan

Tavern Dweller
posted January 14, 2020 05:35 PM
Edited by vividzzan at 05:31, 15 Jan 2020.

igor said:
vividzzan said:

2)Is it possible to transfer the Dragonfly,s weakness ability to other creature and change the weakness effect to other effect like slow?.


Some abilities applied after attack are also in table switch() format at 412D8h starting with Vampire Lords and finishing with Rust Dragon.

0h ~ Vampire Lord type
1h ~ Thunderbird type
2h ~ Mighty Gorgon type
3h ~ Serpent Fly type
4h ~ Rust Dragon type (Reduced defense)
5h ~ None

http://heroescommunity.com/viewthread.php3?TID=42152&pagenumber=15


Thanks for the information
But the hex 3h means Dispel ability
Maybe Weakness is also located near the adress but i cant find

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 15, 2020 01:05 PM

Does anyone know how to change the resource in Resource Silos?
How do I for example make Castle produce gems or Stronghold crystals?

I would also really appreciate if someone could answer one or more of the things from my last post.

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igor
igor

Tavern Dweller
posted January 15, 2020 06:53 PM
Edited by igor at 15:55, 16 Jan 2020.

phoenix4ever said:
Is it possible to somehow "merge" two skills, for example First Aid and Ballistics or Archery and Artillery?

Is it you looking for?
@StrikerX
I suppose you should have your First Aid specialists turned to Artillery specialists. In that case you could edit something like this:
FirstAid specialist uses Artillery as specialty:
E4BC4h = 0x14 (0x1B)
First Aid Tent control comes from Artillery:
745FFh = 0xDD (0xE4)
73914h = 0xDD (0xE4)
First Aid Uses Artillery for calculation:
E4B98h = 0xDD (0xE4)
Catapult control comes from Artillery:
745C7h = 0xDD (0xD3)
Catapult uses Artillery for calculation:
735E7h = 0xDD (0xD3)
45AC6h = 0xDD (0xD3)

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 16, 2020 10:40 PM
Edited by phoenix4ever at 22:41, 16 Jan 2020.

igor said:

Catapult control comes from Artillery:
745C7h = 0xDD (0xD3)


Hmm that one might be interesting…
Does that mean Artillery works as normally, but you get the Ballistics skill as well?

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igor
igor

Tavern Dweller
posted January 17, 2020 04:27 PM
Edited by igor at 16:28, 17 Jan 2020.

phoenix4ever said:
Does that mean Artillery works as normally, but you get the Ballistics skill as well?

If you have Artillery skill you can control Catapult and Ballista. But only control, not bonuses.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 17, 2020 04:33 PM

Okay thanks.
I think I have decided just to change the 4 heroes that starts with Ballistics, to one advanced skill instead.
Ballistics sucks.

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zeryss
zeryss


Promising
Known Hero
http://i12.pixs.ru/storage/6/4
posted January 18, 2020 05:49 PM
Edited by zeryss at 17:50, 18 Jan 2020.

how to open def files of a new edition??

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