Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
New Server | HOMM1: info forum | HOMM2: info forum | HOMM3: info forum | HOMM4: info forum | HOMM5: info forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Can you modify heroes 7 creature stats?
Thread: Can you modify heroes 7 creature stats? This thread is 2 pages long: 1 2 · «PREV
The_Green_Drag
The_Green_Drag


Supreme Hero
posted October 15, 2017 03:35 PM

I really don't know what I'm doing wrong

-> I copied the whole dungeon town buildings file into a new package.

-> I changed the strider/soulless buildings to produce manticores. Saved it.

--> closed the editor

-> changed the name of the package to match the default one "H7TownbuildingDungeon" and replaced the files.
-> I also moved the manticore to dungeon creatures and out of neutrals

And I thought that was all I needed to do but nothing changes when I start up the game. When I open the editor again and go to Dungeon's buildings it shows the strider dwellings are modified to produce manticores and those buildings are now uncooked for some reason so I can change them without making copies.

What am I missing?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted October 15, 2017 05:12 PM

cronex said:
Still trying to figure out how to add an extra Retaliation Charge to a creature.

Changing the value to "2" doesn't help.

I belive you need a correct "Retaliation Ability" path.
The standard one is H7CreatureAbility'H7CrAbilitiesDefault.A_Retaliation'


Anyone know how to add an additional retaliation ?

Make sure you have changed both skirmish and ordinary/campaign stats value.

If just changing the value doesn't help, you can try to assign a custom ability, made from Retaliation Ability and/or Unlimited Retaliation ability.

The_Green_Drag said:
I really don't know what I'm doing wrong

-> I copied the whole dungeon town buildings file into a new package.

-> I changed the strider/soulless buildings to produce manticores. Saved it.

--> closed the editor

-> changed the name of the package to match the default one "H7TownbuildingDungeon" and replaced the files.
-> I also moved the manticore to dungeon creatures and out of neutrals

And I thought that was all I needed to do but nothing changes when I start up the game. When I open the editor again and go to Dungeon's buildings it shows the strider dwellings are modified to produce manticores and those buildings are now uncooked for some reason so I can change them without making copies.

What am I missing?

Did you save files with "dungeonbuildingabilities" subpath to a subpackage as in the original one?


____________
Important H7 tips & tricks
H7 Umbramancer Project

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
The_Green_Drag
The_Green_Drag


Supreme Hero
posted October 15, 2017 06:51 PM

I did not. I'm totally new to this so I'm just going by your guy's indtructions. I'll be sure to add that to the list though, is it as simple as saving it like you said?

I'm trying to understand this stuff as I go and it mostly makes sense when I find where I skrewed up, but I don't get why my changes are doing nothing. Even if they crash the game that at least tells me something. From what I can see the dwellings all say they're producing manticores yet striders and soulless are spawned instead what do these building abilities do?


 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted October 15, 2017 07:20 PM

The_Green_Drag said:
I did not. I'm totally new to this so I'm just going by your guy's indtructions. I'll be sure to add that to the list though, is it as simple as saving it like you said?

I'm trying to understand this stuff as I go and it mostly makes sense when I find where I skrewed up, but I don't get why my changes are doing nothing. Even if they crash the game that at least tells me something. From what I can see the dwellings all say they're producing manticores yet striders and soulless are spawned instead what do these building abilities do?



It doesn't matter at all, the trial and error method is exactly the way I am made to use as well, that's why I understand how frustrating it can be

Now to the point: if there is any subpackage of the package, like dungeonbuildingabilities in this case, you have to first choose all those ones and save them to your custom package using their special adress (notice that they save to a special subpackage even in your new, custom one) and then choose manually the rest of the package with no subadress (=  belongs to no subpackage).



____________
Important H7 tips & tricks
H7 Umbramancer Project

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
The_Green_Drag
The_Green_Drag


Supreme Hero
posted October 16, 2017 02:01 PM

Finally got it work

Time to really have some fun with this! Goodbye Ashan Thanks for answering all my annoying questions!

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted October 16, 2017 04:31 PM

The_Green_Drag said:
Finally got it work

Time to really have some fun with this! Goodbye Ashan Thanks for answering all my annoying questions!

You're welcome, if you come to anything unclear again, I hope I'll be able to help again
____________
Important H7 tips & tricks
H7 Umbramancer Project

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
cronex
cronex


Hired Hero
C# Coder
posted October 17, 2017 05:41 PM
Edited by cronex at 17:43, 17 Oct 2017.

So, let's say I want to switch the Emeral Dragon for Gold Dragon in Sylvan town.

I have to make a copy of all the Sylvan dwellings (H7TownDwelling) ?
Or do I have to include the other buildings aswell (for example City Hall, Stables, Magic Guild) ?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted October 17, 2017 06:05 PM

cronex said:
So, let's say I want to switch the Emeral Dragon for Gold Dragon in Sylvan town.

I have to make a copy of all the Sylvan dwellings (H7TownDwelling) ?
Or do I have to include the other buildings aswell (for example City Hall, Stables, Magic Guild) ?

You have to always replace the whole package (one .upk file in the file explorer), which is H7TownBuildingSylvan in this example.

So yeah, you have to include other buildings as well (as mentioned above, be careful because of the subpackage sylvanbuildingabilities).




____________
Important H7 tips & tricks
H7 Umbramancer Project

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
The_Green_Drag
The_Green_Drag


Supreme Hero
posted October 18, 2017 12:56 AM

Anything special you need to do in order for descriptions of dwellings to show up? Or renaming the buildings? Changing it in the properties doesn't seem to do anything. I want my Phoenixes to come from the red tower!

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted October 21, 2017 06:39 PM

The_Green_Drag said:
Anything special you need to do in order for descriptions of dwellings to show up? Or renaming the buildings? Changing it in the properties doesn't seem to do anything. I want my Phoenixes to come from the red tower!

I'm sorry for delayed response.
Nothing else should be needed, only replace Red Dragon with phoenix in Properties > Creature pool @ Creature pool - skirmish (only those 2 lines).
____________
Important H7 tips & tricks
H7 Umbramancer Project

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
cronex
cronex


Hired Hero
C# Coder
posted October 25, 2017 01:41 PM

Sorry for a late reply aswell!

Well I never include the buildingabilities in my UPK.


I've replaced alot of creatures to the towns line-up.

All elementals are brought back to it's fitting town.

Since I have always been a WOG fan, I've started my own project, making extended creature upgrades like in WOG for each town.

The dwellings are soon done (will start a new thread with pictures) and this is the line-up so far!

More will come ofc, but starting with these as "Test objects".


HAVEN:

Dire Wolf --> Silverback --> Griffin --> Imperial Griffin (Balanced stats)
Guardian --> Justicar --> Black guard (Balanced stats)

Cavalier --> Cuirassier --> Light Elementals (Blanced stats)

Seraph --> Celestial --> Gold Dragons


Fortress:

Lava Elemental --> Magma Elemental --> Fire Elemental (Balanced Stats)

Red Dragon --> Ardent Dragon --> Firebirds (Balanced stats)

Sylvan:

Hunter --> Master Hunter --> Arcane archer (Balanced stats)

Treant --> Ancient Treant --> Earth Elemental (Balanced stats)





 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted October 27, 2017 10:55 AM

cronex said:
Sorry for a late reply aswell!

Well I never include the buildingabilities in my UPK.


I've replaced alot of creatures to the towns line-up.

All elementals are brought back to it's fitting town.

Since I have always been a WOG fan, I've started my own project, making extended creature upgrades like in WOG for each town.


When replacing official packages with buildings, you should include the buildingabilities too as they belong to the original package. If it doesn't work,bit might be because of that.

The project sounds very interesting, reminds me a bit of Alternative Creatures Mod which is already in progress but it's future is uncertain because its creator doesn't have time.
____________
Important H7 tips & tricks
H7 Umbramancer Project

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
The_Green_Drag
The_Green_Drag


Supreme Hero
posted October 27, 2017 04:27 PM
Edited by The_Green_Drag at 16:36, 27 Oct 2017.

I've got a project of my own I'm working on. Removing many units I find uninteresting and changing up faction line ups to include more monsters increase diversity between factions. Tweaking stats here and there and converting dwarf fortress to the h3 (sorta) fortress, eventually.

Currently my changes for haven include:
-Replacing wolves with Griffins
-swapped cavaliers and abbot's tiers, changed stats accordingly. Also increased growth of abbots because they're now the weakest strong elite by far, but also cheaper and more plentiful.
-greatly reduced stats of swordmasters and increased growth to 3 per week. Reduced cost and Also made them 1x1 sized.

For Stronghold:
-Replaced centaur with dire wolves. Replaced unilimited retaliation ability for double attack and increased stats because they're now elites. Also made them 1x1 sized.
-swapped tiers of wyverns and basilisk riders and tweaked stats accordingly. Increased wyvern regeneration. Wyverns are awesome now

For Dungeon:
-replaced trackers with centaurs and removed their abilities. Decreased size of centaurs to 1x1 and tweaked their stats. Strongest normal core unit but they're expensive.
-trashed the striders (of course) and replaced them with manticores with balanced stats.

For Necropolis:
-replaced spiders with vampires! Now there is a flier in the strong core spot and makes necro early game much more enjoyable. Made them a lot weaker of course.
-moved lich's tier to the strong elite spot and increased their stats. Strong attack with weak defense and low Hp.
-added black guard to the line up as a normal elite and gave them the undead skill.
Necro is a lot more fun to play

For Sylvan:
-moved treants to strong elite spot in replace of the deer. Their very tanky and very slow with a slightly below average attack. Removed ranged attack.
-added fire birds as the new champion and gave them the inspiring presence ability (sun deer's passive)


Still lots to do. Many other units to replace. I'm saving h3 fortress conversion for last. Currently trying to make upgrades for manticore, black guard, and firebird. Will later rework the building costs so factions have favorite resources like every other game before 7.

Mostly doing this for my own enjoyment. Modding this game has been a blast

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted October 29, 2017 03:50 PM

The_Green_Drag said:
Mostly doing this for my own enjoyment. Modding this game has been a blast


Lizard got PTSD from it and I nearly died, never touching this game nor its editor again unless someone comes with a miracle mod but good luck with your project, you have some nice ideas (would personally swap Vampires with Black Guards in tiers but that's your mod).
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 2 pages long: 1 2 · «PREV
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0786 seconds