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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Heroes 3 Hacking Reference Guide
Thread: Heroes 3 Hacking Reference Guide This thread is 41 pages long: 1 ... 5 6 7 8 9 ... 10 20 30 40 41 · «PREV / NEXT»
AlexSpl
AlexSpl


Responsible
Supreme Hero
posted July 07, 2020 03:44 PM
Edited by AlexSpl at 15:45, 07 Jul 2020.

46h = 70, and 47h = 71 stand for their IDs. You can replace them with your own IDs. If you want more creatures with such immunity, you have to write several lines of code.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted July 07, 2020 03:51 PM

Ah okay, so it will replace them. That's not really what I had in mind and I don't feel confident about adding code, but thank you very much any way.  

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wojtulace
wojtulace


Hired Hero
posted August 12, 2020 11:36 PM
Edited by wojtulace at 01:08, 13 Aug 2020.

Hello, thanks for the guide !


Does anyone know how to...

...make Spellpower scaling dependent on School of Magic level?

For example Implosion has 75% SP ratio. I want to change that to 55/65/75% SP depensing on school of magic advancement. The only spells
that have varying scaling are Summon Elementals.

...change spell duration SP scaling?



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BTB
BTB


Famous Hero
Moist & Creamy
posted August 13, 2020 04:48 AM

Direct damage spells have a "base" damage and an amount of damage that gets multiplied by your spell power. That second value is different for each level of expertise in the relevant school of magic.

So just... do some math.

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wojtulace
wojtulace


Hired Hero
posted August 13, 2020 07:12 AM
Edited by wojtulace at 07:17, 13 Aug 2020.

"That second value is different for each level of expertise in the relevant school of magic."


No it's not, that's true only for Summon Elemental.


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BTB
BTB


Famous Hero
Moist & Creamy
posted August 13, 2020 07:52 AM

Ah, yeah, that should say the FIRST value is different for each level, not the second one.

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wojtulace
wojtulace


Hired Hero
posted August 13, 2020 08:02 AM

I want Magic Schools to have more impact on destruction spells.
However, you can't make the base damages too high or it will become too strong early game. The ideal solution would be varying Spellpower scaling, as seen in Summon Elemental spell.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted August 13, 2020 08:04 AM

I think you can only alter the bonus values.

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BTB
BTB


Famous Hero
Moist & Creamy
posted August 13, 2020 07:28 PM

Yeah, you can't do that, at least not with the lower level spells. Stuff like Chain Lightning and Armageddon is high enough that you can give them larger bonuses for skill expertise without imbalancing them.

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wojtulace
wojtulace


Hired Hero
posted August 14, 2020 09:13 AM

I can always tinker with mana costs and base damages, to make Magic Schools feel more rewarding when using damage spells....but It will not be the same. Given that Elementals scaling changes (but has no base value, that's a problem too), maybe there is a hope. That's how has it been in HoMM V - the game where magic is relatively balanced.

And spell durations. Why have devs assumed that every spell should last for 1*SP turns? What a great design, especially for things like Blind.

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BTB
BTB


Famous Hero
Moist & Creamy
posted September 01, 2020 01:22 PM

I've updated the guide again with some more information I've discovered recently. So, too, however, has the "information I'm seeking" section grown.

A modder's work is never done >.<

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Baronus
Baronus


Legendary Hero
posted September 03, 2020 09:26 AM

Very usefull guide but I dont see horde 07,18,29 adresses?!

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BTB
BTB


Famous Hero
Moist & Creamy
posted September 03, 2020 11:27 AM

Baronus said:
Very usefull guide but I dont see horde 07,18,29 adresses?!


Horde buildings are, in theory, completely customizable. There are two tables: one specifying the (base)
creature whose growth to boost and by how much and a second table concerning the building itself. Since
horde buildings replace their respective dwellings, this table (two bytes per horde building) specifies
the tier of creature it should produce (why it couldn't just get this from the first table is beyond me)
as well as a second value that doesn't seem to do anything. One would expect it to tell the game which
dwelling to replace, except it doesn't. In the above example, telling the Captain's Quarters that Gnolls
are now tier 3 causes building it to erase the Fly Hive and completely halt Gnoll growth.

In short, the tiers associated with horde buildings appear to be hard-coded in a location that we don't
yet know and are therefore set in stone for the time being. Changing creature tiers with horde buildings
like we did above will thus change which buildings get "horde" upgrades, thus requiring either advanced
graphics editing or, in a pinch, just replacing the horde building graphics with those of the dwellings
they're replacing and copying their data over in the graphics table from earlier.

Anyway, here's the horde building table data:

TOWN CREATURE  GROWTH RATE  CREATURE TIER
----------------------------------------------------
Castle 2887F0    2887F4 (+3)  28A3B4 (2)
Rampart 288810    288814 (+4)  28A3B6 (1)
Rampart II 288820    288824 (+2)  28A3CA (4)
Tower 288830    288834 (+4)  28A3B8 (1)
Inferno 288850    288854 (+8)  28A3BA (0)
Inferno II 288860    288864 (+3)  28A3CE (2)
Necropolis 288870    288874 (+6)  28A3BC (0)
Dungeon 288890    288894 (+7)  28A3BE (0)
Stronghold 2888B0    2888B4 (+8)  28A3C0 (0)
Fortress 2888D0    2888D4 (+6)  28A3C2 (0)
Conflux 2888F0    2888F4 (+10) 28A3C4 (0)

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Baronus
Baronus


Legendary Hero
posted September 03, 2020 12:02 PM
Edited by Baronus at 12:03, 03 Sep 2020.

Baronus

Ok little unredable. I think that you can ad as I do it Hota thread because beginners can have troubles. And this 07 18 you miss second value.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted September 29, 2020 06:05 PM

Hello BTB
Castle's Lighthouse bonus is connected to external Lighthouses correct? There is no way to change one without the other?

In my map I allow starting towns to build Shipyards and Lighthouse, if Castle, but I think the Lighthouse bonus is very powerful, since it's a passive bonus and you don't need to visit the Lighthouse unlike Stables.
I could of couse just not allow Shipyards in starting towns, but I like the Shipyards, but the Lighthouse is a bit too much.

Do you know some way to disable the Lighthouse, without disabling Shipyards? Disabling building 18 in random towns won't work, as they should still be allowed to build their buildings.

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BTB
BTB


Famous Hero
Moist & Creamy
posted September 30, 2020 06:38 AM

It sounds like you're asking if you can flat-out disallow Lighthouses to be built, yes?

If so, then yeah, that's easy. Just set itself as a requirement.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted September 30, 2020 07:44 AM

For starting towns yeah, they are okay in secondary towns.

If I want to make them completely impossible to build, I could also just change resource cost to 9999 of each special resource or something like that.

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BTB
BTB


Famous Hero
Moist & Creamy
posted September 30, 2020 03:13 PM

Yeah, I don't have an easy answer for you on that one, brother.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted September 30, 2020 07:19 PM

Yeah I thought so, but thanks for the answer any way.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 04, 2020 08:49 PM
Edited by phoenix4ever at 20:50, 04 Oct 2020.

BTB I wanted to mention something about your guide.
About Town Portal you wrote:
"01D6D4 = Skill level required to select destination"
This is also correct, but it only applies human players, AI will select destination from advanced level no matter what, unless there is somewhere else to change it for the AI?

Have you tested it yourself?

Just thought I would mention it, so you could perhaps add it in the guide.

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