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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Nimostar's Releases [WITH TOTAL CONVERSION "Greatest Mod"]
Thread: Nimostar's Releases [WITH TOTAL CONVERSION "Greatest Mod"] This thread is 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
nostradamus
nostradamus


Adventuring Hero
posted October 07, 2016 09:04 PM

With mirror 1,I could transfer the file safely.

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Karmakeld
Karmakeld


Known Hero
posted October 07, 2016 11:12 PM

So you could safely open it?
I'd still prefer a download that doesn't set off code red alarm.

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
Age of erwins is over
posted October 07, 2016 11:25 PM

Nice to see that h4 is still alive and well Unlike h7 I got a bug to report though, one of the changed buildings (if it was supposed to be changed) from Academy (alchemist shop) crashes the game when I click on it.
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Karmakeld
Karmakeld


Known Hero
posted October 07, 2016 11:28 PM

Well it Seems H4 has Been revived in several areas, though most are still in progress.

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NimoStar
NimoStar


Promising
Known Hero
posted October 08, 2016 02:19 AM
Edited by NimoStar at 08:54, 08 Oct 2016.

Strange, I use NOD anti virus and has never flagged my file.

For reference my .exe is just a modified version of equi 3.51

Maybe the upload site infests it?
Next time I shall use an encrypted.rar with password for additional security.

As for hero edits:
Why do you want that a mummy hero is stronger "By default"?
Youy can place the mummy hero in map editor and make him as strong as you like there.

As for default spells: Like Baronus, the only thing I know is how to change prestige classes. So by giving your mummy hero the right skills you can make him have Fear, give bad luck, maximum negative morale, or be undead.

The Champion bonus, if from 3.51, is retained in my mod.

Of course, artifacts are also useful for this. Most Hero effects in H4 are achieved with spells and artifacts, because skills are rather limited.

The only thing about map editing heroes I don't really like is that you cannot edit extra health (extra atk/def/speed/spellpoints)
So, the only way you have to add more health is to give him Ring/s of Health (give +50% health to the hero). Adding levels augments health, but it also changes almost all other hero stats too.

With the Hero Creature pack you can easily make a Mummy hero, Karmakeld, which can also cast spells and shoot (unlike original mummies)

Next version of Greatest Mod will probably include a Mummy hero by default, probably with one of your portraits too : P

* * *

LizardWarrior; Yes, I know of that bug and it is even referenced on the first page
It happens on all blacksmiths with small install.
Next version will correct the bugs (well, that one at least lol)

* * *

Soon 0.10 version will be posted, I have to iron out a few small problems first.
I will also provide an extra mirror for it.
____________

A whole new game experience...

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Karmakeld
Karmakeld


Known Hero
posted October 08, 2016 07:46 PM
Edited by Karmakeld at 19:53, 08 Oct 2016.

I don't want the mummy hero or any hero for that matter to be stronger by default, but like Nostradamus, I'm merely curious if you could edit the hero's hp - I'm well aware of the other stats, and there's also a limit to how much hp you can get by just increasing levels. As you say, you add +10 health pr. level and skills, spells and classes are somewhat limited options, compared to being able to add creature abilities to a creature hero, as well as being at the cost of something else. It's pure curiosity in regards of what's possible, but you answered my question.

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nostradamus
nostradamus


Adventuring Hero
posted October 08, 2016 08:38 PM

Karmakeld,normally with level 70,which is maximum,a combat hero gets 790 hit points,but with both health rings,dragon strength,giant strength,potion of toughness or hydra health, you get nearly 5000 hp!
Strength I managed to reach about 493 units with bless,which gives max!

NImo,I would like to see that hero could have a minotaur block ability,if possible,or perhaps some new made artifacts in upcoming mod,I have one question, I extracted the data content into homm iv data folder,is that enough or I must do something more, so that your changes in your modification have a effect,I thank you in advance.

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nostradamus
nostradamus


Adventuring Hero
posted October 08, 2016 09:12 PM

I apologyse Nimo,I found your new changes,and they look great,a masterpiece!

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NimoStar
NimoStar


Promising
Known Hero
posted October 09, 2016 01:36 AM
Edited by NimoStar at 01:38, 09 Oct 2016.

To Heroes IV all heroes are an empty template, they have no "soul" so to speak (unlike earlier Heroes III ... heroes... which had unique starting skills, armies, stats, artifacts, and specialties/abilities)

As it regards creature skills, this means sadly that only normal skills, spells artifacts and classes can bring them to a hero... you cannot directly add them to the heroes, because they have no such space to add abilities of their own.
Now as it regards the HP and other things, this means the only thing a hero differs from the other is the skills and stat bonuses they have.

About implementing an extra "health" bonus for the editor/triggers, it is currently beyond my abilities, but I will be made sure to ask eventually people on the Equi thing if they know more. It should be doable but no necessarily easy.

What would be easier would be to add extra artifacts for this purpose - like a "hardened amulet" that gives a hero +50% / +100% health by just being on the Misc slot. You could even copy the ring of health and just change the slot. But I have not yet added new artifacts, so it's something that will not be in next version yet, which is too near to release.

For now, the best way to "increase HP" is actually to increase defense and magic resistance. The Robe of the Guardian also gives three protections.

What IS going to be in the next version is full compatibility for 355 objects and map functionality, except for the new artifacts which will still not work ingame (as of 0.10)



Furthermore there will just be "quick install" which doesn't overwrite anything of the game and will be full without crashes (except if you try to use equi artifacts, that is, lol)

Cheers and if you have any other doubts I am here.
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A whole new game experience...

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nostradamus
nostradamus


Adventuring Hero
posted October 09, 2016 12:08 PM

I thank you Nimo for explaining,and your next release looks great with new adventure objects,I also vote and agree for adding this new artifacts and it is great idea,more adventure in game,I thank you for giving the homm iv game a little more life and especially taking your time and effort.

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NimoStar
NimoStar


Promising
Known Hero
posted October 10, 2016 05:51 AM

Thank you but the real creadit is to the makers of the game and the tools, and of course the community without which tutorials and feedback I would not have been able to deliver as polished a content as the next version.

The only thing I lament is that people have not been interested enpugh in modding the game all these years - the tools existed and Equilibris as proof of concept. So what was lacking?
A vision, maybe. Only that. Well, my mod provides the vision : P

Also, here's something new.
I have fully implemented a version of the red monster as a hero for the first time.
Take into account it never ceases to move ingame, but well, it's a first step :v
It is also HUGE on the adventure map.


More: http://s10.postimg.org/m0s1plqh5/2016_10_09_11_59_32_Heroes_4.png

More: http://s10.postimg.org/6cm952lhl/2016_10_09_12_02_12_Heroes_4_Equilibris_3_51.png

I am keeping other advancements a secret for the time...


Accidental giant wizard old man test :v
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A whole new game experience...

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nostradamus
nostradamus


Adventuring Hero
posted October 10, 2016 08:15 PM

Nimo,this is beyond my expections,not even in my dream I thought it was possible,looks like itīs not from this world,a masterpiece of might and secret magic.

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Karmakeld
Karmakeld


Known Hero
posted October 10, 2016 11:31 PM

Nostradamus, you miss my point. Why would I want to reach 5000 hp with my hero? The idea was to create a challenge or boss fight. AI don't use potions and would have to spend at least two turns to cast the spells, compared to starting the fight with the additional hp.
I'll leave at this. Nimo already supplied me with the needed answer.

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NimoStar
NimoStar


Promising
Known Hero
posted October 11, 2016 03:01 AM
Edited by NimoStar at 03:07, 11 Oct 2016.

If you want a challenging hero enemy I reccomend using one of the premade ones that come with my mod as reference that it is indeed possible.
The hero is located  Campaign Editor -> Personal -> Custom Heroes. He is level 40 rogue called "Mano de Trebol" (he was made by my brother as a final boss). He can defeat easily 20 black dragons.

Other techniques exist, such as creating triggers (scripts) that decrease the morale and luck of all your heroes and creatures upon starting the encounter with the ebnemy. You can also decrease the attack, defense, speed, and spell points of your heroes. The script can be put on the "encountered" on the enemy and target the opposing army.

Also, with only edited artifacts.table in a h4r (probably replace it in text.h4r copy) you *CAN* place rings of health in all other slots of the Hero in the map editor. THis is an advanced technique but then the map (and the hero) will work ingame (even without mods). In this way you can easily reach +650% health for a hero (4 misc = 200%, + 2 rings 100%, + head, + feet, + torso, + necklace, + 2 hands, + ranged weapon...) -you will have to have to switch the text.h4r for each slot-
Easier than this: Hex edit the text code of the hero in the editor and copy-paste ring of health for each slot.
So, even without actual actual modding, you could have heroes with over 7 times maximum health.

For a level 70 hero:
790 * 7,50 = 5925 health

So, who would have said! Nostradamus's Mummy Hero can be created -acnd surpassed- in the game even without any mods!

Anyways, I think other artifacts and bonuses are more powerful than extra health, try fighting the edited hero Mano de Trebol and then tell me otherwise
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A whole new game experience...

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nostradamus
nostradamus


Adventuring Hero
posted October 11, 2016 11:02 AM

Sorry,Karmakeld,now I see I misunderstood you,but I usually use a slow spell,so that a hero has enough time to get all this bonuses to upgrade himself,but your idea is good and promising.

I will try and test Nimo,I believe you fulfilled my wish,now a player can really fight with equal creatures,you have my thanks.

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Karmakeld
Karmakeld


Known Hero
posted October 12, 2016 11:20 AM
Edited by Karmakeld at 11:22, 12 Oct 2016.

I appreciate both of your suggestions. I'm not entirely unaware of stat in/decreases though
I'm also aware of the high levels increasing hp, but with the higher levels you also limit class option. F.x. it's more likely you end up with an archmage class compared to a lower level hero, who doesn't have all skill slots filled out.
I'm a total noob regarding hex editing as well, but it sounds quite interesting. I'll look into it, thank you nimo.
Nostradamus no problem, but that's the difference between playing yourself and setting up your 'own challenges' and creating a campaign for others to play, to me it would be weird to ask the player to wait at least 2 turns, in order for the boss hero to reach it's supposed strength

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verriker
verriker


Honorable
Legendary Hero
A Foul Erwind Is Blowing
posted October 12, 2016 06:52 PM

I'm just curious Nimostar mate sorry for a dumb question, but that egyptian building in your last screenshots, isn't that one of those cool looking new adventure tilesets Equilibris were planning?

did they ever actually release those objects or am I way out of the loop lol? or are you newly releasing it with your mod? would love to use those lol
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nostradamus
nostradamus


Adventuring Hero
posted October 12, 2016 07:27 PM

verriker said:
I'm just curious Nimostar mate sorry for a dumb question, but that egyptian building in your last screenshots, isn't that one of those cool looking new adventure tilesets Equilibris were planning?

did they ever actually release those objects or am I way out of the loop lol? or are you newly releasing it with your mod? would love to use those lol


Verriker,you can find all those adventure objects,quest huts,artfacts,banks,walls,prisons...in equilibris 3.55,with campaign editor,search a few sites,some require login,but some not,I found one without logging,when installing the mod check or apply also english campaign editor,for version 3.55,you dont need those heros4_sfx and camp_ed sfx,with campaign editor you can add and find all those objects on the right side of that tool,write backin case you dont know something.


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verriker
verriker


Honorable
Legendary Hero
A Foul Erwind Is Blowing
posted October 12, 2016 09:56 PM

nostradamus said:
Verriker,you can find all those adventure objects,quest huts,artfacts,banks,walls,prisons...in equilibris 3.55,with campaign editor,search a few sites,some require login,but some not,I found one without logging,when installing the mod check or apply also english campaign editor,for version 3.55,you dont need those heros4_sfx and camp_ed sfx,with campaign editor you can add and find all those objects on the right side of that tool,write backin case you dont know something.


mate huge thanks for your help, cheers a lot sincerely, I found that and it works! you know I was never aware that version even existed, looks like an unofficial leak from way back when lol
damn I just wish they'd release the remaining objects they teased those years ago, eg the Stonehenge and Easter Island and stuff, those all look like awesome tools to build a cool atmosphere lol
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iLiVeInAbOx05
iLiVeInAbOx05


Hired Hero
posted October 12, 2016 10:11 PM
Edited by iLiVeInAbOx05 at 22:12, 12 Oct 2016.

I haven't asked since I joined the Equilibris team, but it appeared that was a beta that was never released as a full version, so it can be  found here and there, but not on the main Equilibris download page.

And I agree, would love to have those objects and more available

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