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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 42 pages long: 1 ... 10 11 12 13 14 ... 20 30 40 42 · «PREV / NEXT»
BTB
BTB


Famous Hero
Moist & Creamy
posted April 25, 2021 02:46 AM

purerogue said:
@BTB

while you're at it, what do you think about this:
A "Oppression" specialist that acts like the artifact, and a "Evil Hour" hero that kills luck..(also the illusive the negative luck effect) which would work real well as a counter to mega-leadership and luck specialists, while being limited to that.


I don't like 'em. I think those artifacts are bad on a conceptual level, born from the fact that luck and morale both cap at an anemic 12.5% bonus and thus aren't really very significant factors in combat. This has the effect of trivializing the many methods by which the game gives you to boost them and largely invalidating an entire mechanic. A better approach would be to raise the bonus caps for luck and morale, which would in turn make such artifacts way too overpowered to be left in the game.

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purerogue
purerogue


Known Hero
posted April 25, 2021 03:01 AM

@BTB

You can modify them to whatever you like.. you can't think of any condition under which you could make use of them? It's not OP-ed in any way because if you want this protection you naturally give up having any other speciality.
Yeah that's why they would come into play..
Anyways, the ability to mod one thing, give rise to endless posibilities in terms of gameplay.
An example; I killed the 'bonus/double damage' for the ballista, compensated by increasing base damage (which is multipled by attack), so that luck could come into play, which is much less important before when 'double damage'=+1 (or 20att pts) reduces the effect of luck to <25%. Also i reduced the att for dwarves to zero, so every luck really is +100.. so you would choose luck for heroes that command low-att creatures, and the converse etc.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 27, 2021 11:31 PM
Edited by Phoenix4ever at 23:33, 27 Apr 2021.

Hmm I was kinda considering raising the morale and luck caps to +6 or +9, but I'm not sure if it will make Castle and Rampart OP.
Or maybe I should just change Melodia's specialty. Having both Luck and Fortune specialty is really useless + Rampart's Fountain of Fortune, which also adds +2 luck, that's +8 luck for Melodia.

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FfuzzyLogik
FfuzzyLogik


Known Hero
posted April 28, 2021 10:27 AM

I was also thinking about changing the cap and value.
Problem is if you're expert, no matter items of boosting morale/luck, you already are at maximum...
I thought about +/-6 morale (and luck but its implemented only in HotA or other mods).
As the two abilities does "quite the same" in a way, I was also thinking about making them more different. I just explain :
- Morale makes you play a second time with unit so quite doble damage in a way but you can also moove again and focus other unit. Weakpoint : if you have "no moral unit".
- Luck dobles the damage but if your unit has enough to already kill the stack, it have no use. Only advantage is if you attack and with luck do enough to not suffer a great retaliation. In all other situations, morale is better...

I'm not thinking 12,5% is "nothing"... When you have a "big stack" who plays again or don't play, its far to be trivial. The problem is "it is verrry strong" ! So if we increase too much probability, we'll broke this mechanic (and same in opposite way).
My point was to let morale have a "tiny" probability but being very strong (play again with your stack) but for luck I hoped to increase the probability but decrease the bonus. I thought about +50% damage (instead of +100%) but increasing a lot the probability (10% per luck point in bonus and, for negative luck, 15% to decrease damage by 33% ?).

Globally :
- Morale : -6 to +6 ; -8% chances/negative point to play (max -48% or maybe -10% and max at -60%) for negative +4% for positive (+24% maybe 5% for a max as 30% ?).
- Luck : -6 to +6 ; 15% chances/negative point to get -33% damage (max 90%). 10% chances/positive luck to get +50% damage (max 60%).

The question is then, do we know how to change the % damage added by luck effect and can we change it without too much difficulties ?
Just some suggestions.

____________
FfuzzyLogik.

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

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purerogue
purerogue


Known Hero
posted April 28, 2021 10:47 PM

@Phoenix
I so far have one each of the following, luck, fortune(spell), leadership, mirth(spell).. distributed across castle, tower, and haven't decided. Depending on your max#, you can have fortune/mirth at +2/all@expert, with +2 each for the spell.spec.


@Fuzzy
It's tempting to have if/add payoffs/conditionalities but I feel things are better in the long run with clear cut methodologies/formulas. That is what makes a game enduring or a classic. Eg. stick to numerically spaced steps, rather than arbitrary ones we 'feel' give a better solution locally.

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BTB
BTB


Famous Hero
Moist & Creamy
posted May 05, 2021 01:10 PM
Edited by BTB at 13:11, 05 May 2021.

So, I fell down something of a rabbit hole the other day looking Logistics specialists. They're generally thought of as overpowered due to how many extra movement points they can get at higher levels, but the specialty is kind of crap at earlier levels. It's not like, say, an Offense specialty where just a little extra damage helps - you need at least 100 extra movement points to be able to move just 1 more tile in most cases.

Point is that it just doesn't scale well and the thought occurred to me that what if Logistics specialists instead got a bonus to the speed of the slowest creature in the army? This helps them out a lot earlier on by giving them a tangible movement bonus while also putting an effective cap on how much of a movement bonus they can ultimately provide. And then I realized I just needed to take this whole idea one step further and make logistics function that was as a whole.

Here's the code:

Quote:

0E4ECE:

8A 83 CB 00 00 00 ; mov al,[ebx+000000CB]
0F BE D0 ; movsx edx,al
84 C0 ; test al,al
7E 1D ; jle 004E4EF8
8B 43 1A ; mov eax,[ebx+1A]
8B 0D 80 9C 67 00 ; mov ecx,[00679C80]
8D 04 80 ; lea eax,[eax+eax*4]
8D 04 C1 ; lea eax,[ecx+eax*8]
83 38 00 ; cmp dword ptr [eax],00
75 09 ; jne 004E4EF8
83 78 04 02 ; cmp dword ptr [eax+04],02
75 03 ; jne 004E4EF8
6B D2 02 ; imul edx,edx,02
8B 4D FC ; mov ecx,[ebp-04]
01 D1 ; add ecx,edx
8B 14 8D E8 8A 69 00 ; mov edx,[ecx*4+00698AE8]
89 55 08 ; mov [ebp+08],edx
EB 37 ; jmp 004E4F40

0E4F4D:

90 90 90 ; -



In short, logistics now gives a bonus of 1 per skill level to the speed of the slowest unit in your army for the purposes of movement point calculation; Logistics specialists double the effect of the skill. A logistics master can have an army of speed 7 units moving as fast as an army of 10-speed units while a specialist master can do the same with speed 4 units. However, those Logistics masters won't gain anything from upgrading their units to speed 10 (assuming 10 is the highest speed at which you provide any extra movement in Movement.txt).

tl;dr - Logistics is still an effective speed bonus, but it has a much more easily-controlled cap.

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BTB
BTB


Famous Hero
Moist & Creamy
posted May 05, 2021 01:40 PM

Similar to the above, if you want your Mystcism specialists to simply regen 1 extra spell point per level instead of percentage-based nonsense...

Quote:

0E41F3 = 01 CB ; add level (ECX) to EBX (mana regen)
0E41F5 = EB 22 ; jump to 0E4219 (creates free space)



I could probably figure out how to make Mysticism as a whole percentage-based rather than static, but I kinda like it with static values instead TBH.

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purerogue
purerogue


Known Hero
posted May 05, 2021 06:47 PM
Edited by purerogue at 19:31, 05 May 2021.



In short, logistics now gives a bonus of 1 per skill level to the speed of the slowest unit in your army for the purposes of movement point calculation


This is perfect.. wow

add: it emphasises the lowest speed of an army, which makes organisation (splitting armies,'fast'/'slow') and actual logistics an important consideration, rather than the menagerie/'take everything' approach -makes the game much more nuanced.

It's a philosophical question whether the reg.skill should be +1(or2) to min. speed, or the hero.spec should be, and the other a %bonus(possible?).

I got it, +2/sk.lvl and +1/n*hero.lvl  and increase the top creature speed /movepts. by a few(need to nix your lvl7s, ppl.)

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BTB
BTB


Famous Hero
Moist & Creamy
posted May 06, 2021 03:32 PM

When you're dealing with something that has such a binary effect as this (i.e. you need a certain amount of extra movement points to be able to move just one more tile), a percentage scaling bonus just doesn't fit. I just went with double the effect of the skill and left it at that.

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BTB
BTB


Famous Hero
Moist & Creamy
posted May 06, 2021 04:21 PM
Edited by BTB at 16:40, 06 May 2021.

Costs for Hill Fort upgrades:

Tier 1: 23EB4C (00 00 00 00 = 0.00)
Tier 2: 23EB50 (00 00 80 3E = 0.25)
Tier 3: 23EB54 (00 00 00 3F = 0.50)
Tier 4: 23EB58 (00 00 40 3F = 0.75)
Tier 5: 23EB5C (00 00 80 3F = 1.00)
Tier 6: 23EB60 (00 00 80 3F = 1.00)
Tier 7: 23EB64 (00 00 80 3F = 1.00)

Calculate new costs:

https://gregstoll.com/~gregstoll/floattohex/

---

In addition to the above edits for Mysticism and Logistics, I've also edited the other skill bonuses to be additive rather than multiplicative, i.e. every level is +1% to your offense skill rather than your offense bonus*(1+(Level/20)).

Necromancy

0E3F92 = E4 EA 63 00 (0.05) -> 68 EA 63 00 (0.01)
0E3F96 = 90 90 90 90 90
0E3F9F = D8 (45) FC (mult -> add)

Offense

0E4569 = E4 EA 63 00 (0.05) -> 68 EA 63 00 (0.01)
0E456D = 90 90 90 90 90
0E4573 = D8 (45) FC (mult -> add)

Armorer

0E45C9 = E4 EA 63 00 (0.05) -> 68 EA 63 00 (0.01)
0E45CD = 90 90 90 90 90
0E45D3 = D8 (45) FC (mult -> add)

Resistance

0E499C = E4 EA 63 00 (0.05) -> 68 EA 63 00 (0.01)
0E49A0 = 90 90 90 90 90
0E49A6 = D8 (45) FC (mult -> add)

Sorcery:

0E4B69 = E4 EA 63 00 (0.05)
0E4B6D = 90 90 90 90 90
0E4B73 = D8 (45) FC (mult -> add)

Learning:

0E46E0 = 0D E4 EA 63 00 (0.05; no change, Learning wants a 5% bonus per level)
0E46E4 = 90 90 90 90 90
0E46EA = D8 (45) FC (mult -> add)

---

Estates is kinda different. For that, I want a static gold bonus of 50 per level.

0E4641 - 6B D2 32 ; imul edx,edx,32
0E4644 - DB 45 FC ; fild dword ptr [ebp-04]
0E4647 - 01 D0 ; add eax,edx
0E4649 - EB 1C ; jmp 0E4667 (creates free space)

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 06, 2021 04:46 PM
Edited by phoenix4ever at 16:47, 06 May 2021.

BTB do you have any idea how to give neutral units native terrain? (I guess they are all supposed to be native to dirt, but they does'nt actually get any bonusses.)
Mummies in sand and Azure Dragons in snow etc. would make sense.

If neutral creature dwellings could be spawned in random dwellings, that would also be interesting.

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BTB
BTB


Famous Hero
Moist & Creamy
posted May 06, 2021 06:45 PM
Edited by BTB at 18:50, 06 May 2021.

Native terrain for neutral units is a low priority thing I've been meaning to look into. Seems the check for the unit's terrain is at 03D4F2, so that's a starting point.

So far as dwellings go, I have been looking into adjusting their guards.

0B87BB is the maximum tier (4) for dwellings with no guards. Set it to 0 and every dwelling will be guarded. At 7, nothing will be.

0B87C3~5 (8D 0C 49) is a command that triples ECX in a roundabout way, which holds the base growth value of the creature. This will be the number of guards that the dwelling has. We can assume a little more control over it by replacing it with a Multiply command: 6B C9 XX, where X is the desired multiple.

Getting neutral creatures to appear there will probably be a lot trickier since that's a function of the map, not the game.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 06, 2021 06:57 PM

Okay thanks, yeah I suspected it would'nt be that easy.

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BTB
BTB


Famous Hero
Moist & Creamy
posted May 07, 2021 01:58 AM

Ok, so I'm very stupid. In the guide I state that the way to increase the strength of the speed-boosting artifacts is to jump to free space and increment the variable between checking artifacts, but this will just result in the speed bonus happening in any case.

What my dumb ass completely missed is that the first artifact to be checked (the necklace) sets the variable to 1 (0E6634) rather than increment it, making it very easy to change.

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted May 08, 2021 12:02 AM

2BTB: You might wish to check this thread and join us in our shared attempts to modify the game

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BTB
BTB


Famous Hero
Moist & Creamy
posted May 08, 2021 12:18 AM

AlexSpl said:
2BTB: You might wish to check this thread and join us in our shared attempts to modify the game


Do any of y'all speak English? Language barrier is gonna be a bit of an issue if not.

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted May 08, 2021 12:27 AM

Well, most of us. But we share code which is written in C++ (with addresses of interesting things in the code) and it is self-explanatory.

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted May 08, 2021 12:35 AM

Maybe you will be interested in our code for enhanced Magic Mirror: NewMagicMirror. It's the biggest plugin so far, and it introduces reflection of AoE spell, which is fun.

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BTB
BTB


Famous Hero
Moist & Creamy
posted May 08, 2021 06:10 PM

I assume you've got Magic Mirror working properly (IIRC, it only worked for the AI, never players) before that, yes?

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wuxiangjinxing
wuxiangjinxing


Hired Hero
posted May 09, 2021 04:52 AM

AlexSpl said:
Maybe you will be interested in our code for enhanced Magic Mirror: [url=https://handbookhmm.ru/forum/viewtopic.php?f=56&t=529&start=40#p21971]NewMagicMirror[/url]. It's the biggest plugin so far, and it introduces reflection of AoE spell, which is fun.


Could you give us a brief introduction on how to use those plugins?

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