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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 ... 8 9 10 11 12 ... 20 30 40 41 · «PREV / NEXT»
zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted January 06, 2021 10:05 PM

hello. I was wondering if it possible to enable SOD features to H3 ROE and AB campaigns(I know it somehow coded in exe). I have plans to rewrite and make them harder.

what i noticed it is hardcored in heroes3.exe, but would like to remove it, so moats work during sieges, 5th misc slot is enabled, you can combine artifacts into artifact sets etc.
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BTB
BTB


Famous Hero
Moist & Creamy
posted January 06, 2021 10:10 PM

zmudziak22 said:
hello. I was wondering if it possible to enable SOD features to H3 ROE and AB campaigns(I know it somehow coded in exe). I have plans to rewrite and make them harder.

what i noticed it is hardcored in heroes3.exe, but would like to remove it, so moats work during sieges, 5th misc slot is enabled, you can combine artifacts into artifact sets etc.


You just have to edit the maps and set them to SoD

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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted January 06, 2021 10:36 PM

Tried that, it doesnt work. with and without hd mod. It's something related to exe like double lose conditions in AB and SOD
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BTB
BTB


Famous Hero
Moist & Creamy
posted January 07, 2021 04:39 AM

How are you re-inserting the campaigns into the game?

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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted January 07, 2021 06:10 PM

tried both with mmarchive and as hd mod pack
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Famous Hero
Moist & Creamy
posted January 07, 2021 07:58 PM

It should work then. If you post the file you have, I can have a look.

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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted January 08, 2021 06:22 PM

http://heroescommunity.com/viewthread.php3?TID=46053

I used these for test. They are already in both SOD format(maps and campaign)
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BTB
BTB


Famous Hero
Moist & Creamy
posted January 11, 2021 02:30 AM
Edited by BTB at 10:58, 11 Jan 2021.

So, just a short list of what I've discovered in the last few weeks.

• Standard grail bonuses (+5,000 gold per week and creature growth)

• Defensive building bonuses (including Grail buildings)

---> Values and affected stats are fully editable
---> Can remove Attack bonus from Fortress grail if desired
---> I have code to swap the SP boosting effects of the Mana Vortex and Skyship

• Inferno's "every week is Imp week" bonus

---> Creature ID is editable, but textbox still says Imps
---> +15 bonus is also editable, but textbox still says +14
---> I have code to add this bonus to another faction if desired

(try Zombies for Necropolis - it's fun!)

• Necropolis's "+20% Necromancy" grail bonus

• How to change the X% spell damage resistance to other values

• How to make immunity to fire spells not block beneficial spells

---> Replaces code for immunity to Meteor Shower
---> Does NOT include immunity to Armageddon (*but can if desired)

• How to replace the Statue of Legion's growth bonus with one that acts as a "sixth" piece of the statue (i.e. 7th-tier growth +1)

---> The text on this one is still wrong

• How to replace the Titan's Bolt bonus on Titan's Thunder with immunity to Mind spells (*also Lightning spells)

• How to allow non-campaign assembly of Armageddon's Blade

---> Requires sacrificing another combo artifact - might I recommend the Ring of the Magi?

• How to increase the stat penalty for the disease effect

• How to replace the Devil "bad luck" effect with a luck boost to your own team

---> The text on this one is still wrong

• How to make Paralyze and Petrify not affect unliving units

---> You can also separate these and other resistances from the "living" flag so that you can grant immunity to them without making the unit unliving (i.e. immune to Resurrection)

Finally, speaking of Resurrection, I have also figured out how to make magic-resistant units not block it... sort of. By "sort of", I mean replacing spell immunity with a combination of damage resistance and Mind immunity, which combined block nearly every offensive spell

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gnollking
gnollking


Supreme Hero
posted January 11, 2021 04:24 AM

BTB said:
• Inferno's "every week is Imp week" bonus
---> +15 bonus is still hidden somewhere in the code

Doesn't it just come from the Imp growth value in CRTRAITS.TXT?

Interesting progress!

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BTB
BTB


Famous Hero
Moist & Creamy
posted January 11, 2021 06:23 AM

That's the base, not the bonus.

Found the bonus hiding in the Imp code. It loads from a specific area of memory which the (heretofore undiscovered) description also pulls from.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted January 15, 2021 09:16 AM

I can't remember if I have asked you this before BTB, but do you know if it's possible to exclude certain spells from Master Genies spell pool?
For example it can be dangerous if they cast Frenzy and you do not always want Anti-Magic and the fact that they can cast Slayer after enemy level 7 units are destroyed, is also kinda stupid.

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BTB
BTB


Famous Hero
Moist & Creamy
posted February 07, 2021 12:52 AM

Phoenix4ever said:
I can't remember if I have asked you this before BTB, but do you know if it's possible to exclude certain spells from Master Genies spell pool?
For example it can be dangerous if they cast Frenzy and you do not always want Anti-Magic and the fact that they can cast Slayer after enemy level 7 units are destroyed, is also kinda stupid.


Off-hand, no.

It seems that Enchanters and Master Genies share a lot of code, though, so you could take the Master Genie exit pointer and see if you can hook it into the Enchanter behavior, instead. Can't make any guarantees there. Honestly, I'd say balancing creature spellcasters is more hassle than it's worth - I just gave them the "dispel on attack" ability instead.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted February 07, 2021 10:00 AM

Okay, thanks for the answer.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted February 20, 2021 02:16 PM
Edited by phoenix4ever at 14:29, 20 Feb 2021.

Hi BTB

I just added your change with war machines not being permanently destroyed, so that they appear again after battle, just like the catapult.
This is a really great change and it also helps out First Aid and Artillery heroes a bit, nothing worse than having those skills, but no war machines. So great change.
(It does'nt work with HotA's cannon, but that does'nt really matter.)

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BTB
BTB


Famous Hero
Moist & Creamy
posted March 16, 2021 05:11 PM

Glad you like it, though that's not one I can take credit for.

I've been plugging away at updating this, but it's slow going since there's a LOT of new information to put in since I've started learning ASM.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted March 16, 2021 06:48 PM

Maybe, but you can take credit for your guide. I am sure it has helped some people, including me.

Perhaps you will learn how to do some interesting stuff with ASM then.
(I am not entirely sure what ASM is.)

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BTB


Famous Hero
Moist & Creamy
posted March 16, 2021 07:17 PM

Phoenix4ever said:
Maybe, but you can take credit for your guide. I am sure it has helped some people, including me.

Perhaps you will learn how to do some interesting stuff with ASM then.
(I am not entirely sure what ASM is.)


ASM is simply the most basic computer language. It's what any code in any language ends up being compiled down to, so it's kind of the main thing you need to understand if you're a hacker.

All of these hex edits you've been learning are translation of assembly. For example, the hack to prevent war machines from being lost in battle is just a return command stuck at the beginning of the routine to remove them if they've been destroyed.

My guide will never require the reader to know or even understand ASM - all hacks will be given in terms of "go to X address and write this hex code. But there will be a lot of information and learning points there for someone who is interested in knowing more.

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BTB
BTB


Famous Hero
Moist & Creamy
posted April 02, 2021 07:01 AM

Well, it's been a hot minute and a lot of work, but I finally got around to update the guide with everything I've learned since I got into ASM. There's still some minor cleanup to be done and a few bits and pieces to fill in (any ~~~ you see are my personal shorthand for this), but the information is all there and hopefully should be helpful to y'all.

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FfuzzyLogik
FfuzzyLogik


Known Hero
posted April 11, 2021 09:54 AM
Edited by FfuzzyLogik at 09:56, 11 Apr 2021.

Thanks for the modifications and improvments !

I was reading the "heroes specialists" part and as it was told many times, creatures specialists are quite weak excluding the very low level cretures specialists.
The bonus is divided by level of creature... Making it very weak on high creature specialist...
Normal : Bonus = (HeroLvl-CrLvl) x 5% / (CrLvl)

Lv1 : 5%/1Lvl starts lv1   Modif : 5%/1,5Lvl    3,3%xLv
Lv2 : 5%/2Lvl starts lv2   Modif : 5%/2,0Lvl    2,5%xLv
Lv3 : 5%/3Lvl starts lv3   Modif : 5%/2,5Lvl    2,0%xLv
Lv4 : 5%/4Lvl starts lv4   Modif : 5%/3,0Lvl    1,7%xLv
Lv5 : 5%/5Lvl starts lv4   Modif : 5%/3,5Lvl    1,4%xLv
Lv6 : 5%/6Lvl starts lv5   Modif : 5%/4,0Lvl    1,3%xLv
LV7 : 5%/7Lvl starts lv6   Modif : 5%/4,5Lvl    1,1%xLv

I was thinking for a modification like this one :
Suggestion : Bonus = (HeroLvl) x 5% / (CrLvl x 0,5 + 1,0)

The corresponding percentage per level bonus (for spell specialist) is calculated in red.

If someone knows better how to try such hex editings and find this idea cool...
Have fun in modding !
____________
FfuzzyLogik.

If I'm crazy ? Sure, because its madness to be normal...

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BTB
BTB


Famous Hero
Moist & Creamy
posted April 11, 2021 05:15 PM

I'm not quite sure what you're asking.

In any case, simpler is often better. Probably best to just figure out how to make spells just do extra damage per level without taking the target's level into account.

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