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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 10 pages long: 1 2 3 4 5 6 7 8 9 10 · «PREV
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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BTB
BTB


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
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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