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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 20 ... 22 23 24 25 26 ... 30 40 42 · «PREV / NEXT»
NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted February 02, 2022 01:03 AM

1-3 spells + mind spells + Armageddon + Lightning spells only leaves like 2 spells able to damage them...
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Never changing = never improving

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BTB
BTB


Famous Hero
Moist & Creamy
posted February 02, 2022 02:21 AM

From a purely programming perspective, the answer is - technically - yes, but not at a level of coding you're comfortable with. You'd basically look at the lv 1-3 routine and then add in another check just for Armageddon.

From both a design and programming perspective, it's easier on everyone if your rules are consistent. It's better to aim for having simpler rules with fewer exceptions than what you're trying to do with dragons. Lv. 1-3 Immunity + Mind + Armageddon is really just one or two spells away from total magic immunity, so either just go with that or, if Resurrection is still a sticking point, do 95% damage resistance + mind immunity. And if you REALLY want to, it's a lot easier to just put in an exception for Implosion to ignore natural magic resistance than it is to shove a square peg into a round hole.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted February 02, 2022 07:27 AM
Edited by Phoenix4ever at 08:10, 02 Feb 2022.

The problem with spell damage resistance is it can't be removed with Orb of Vulnerability, unlike magic resistance.
If they were immune to 1-3 + mind + Arma + lightning, they could still be hit by Meteor Shower, Inferno (which is buffed in my game), Fire Shield and Implosion, possibly also Chain Lightning (and Titan's Lightning Bolt) so that's still a few spells they would'nt be immune to.
But thanks for the answers guys.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted February 02, 2022 10:22 AM
Edited by NimoStar at 10:23, 02 Feb 2022.

Regular lightning is a level 2 spell which is already included in level 1-3 spells so I assumed that by lightning immunity you were meaning chain lightning and titan's lightning, after all that's how it works in Earth Elementals; and otherwise it would be immaterial...
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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted February 02, 2022 12:26 PM

The reason I mentioned lightning immunity was because I knew the Arma immunity was connected to lightning immunity, like the Earth and Magma Elemental immunities.
But Gold and Black Dragons does'nt have to be immune to Chain Lightning and Titan's Lightning Bolt. I was just trying to find out if 1-3 + mind + Arma was possible.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted February 03, 2022 09:25 PM

BTB do you know how to fix the Counterstrike bug? (Counterstrike works for the current round, even after it's dispelled.)

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BTB
BTB


Famous Hero
Moist & Creamy
posted February 04, 2022 02:22 AM

phoenix4ever said:
BTB do you know how to fix the Counterstrike bug? (Counterstrike works for the current round, even after it's dispelled.)


Never noticed. Would have to figure out how you want it to behave. I can only check for the presence of the status, not the level of expertise. So if I find one retaliation left on the unit I have no way of knowing if that is their one actual retaliation or if they've already used one up.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted February 04, 2022 08:10 AM
Edited by Phoenix4ever at 08:12, 04 Feb 2022.

You can test it with Expert Counterstrike, even after it's dispelled, units will still have 2 additional retaliations.

Ahh okay, just read your post again. Perhaps it is difficult to fix this bug then.

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BTB
BTB


Famous Hero
Moist & Creamy
posted March 05, 2022 01:26 PM

I put off keeping this thing current late last year when I was pushing hard to get my hack out. With that done, this thing has been long overdue for an update, so... yeah.

As always, it's still a little messy near the end, but information-wise I'd say it's getting to a fairly complete state.

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BTB
BTB


Famous Hero
Moist & Creamy
posted May 15, 2022 10:20 PM

So I've been knocking out a lot of long-term wishlist items this last week, which I'll eventually put into the guide once I'm done. Once I do that, I'll have done pretty much everything I set out to accomplish with this game and the guide will pretty much be finished as far as I'm concerned.

Here are the major items to be added:

• Mage guild to sell spells instead of them being auto-learned
• Wisdom needed to cast high-level spells instead of learning them
• Necromancy to be ineffective on unliving units
• External taverns to have different heroes available for hire
• Retreated/surrendered heroes not lost on week rollover
• Swap positions of mercury and ore on the main interface
• Fix artifact display on Kingdom overview to include fifth Misc slot
• Selecting to play a new game defaults to the map menu
• Add shortcut button to the build menu on the town display
• Garrisons to (properly) act as forts with moats
• Ships purchased in town are cheaper than from external shipyards
• Ammo Carts to stop working when destroyed (but not permanently removed)

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted May 16, 2022 12:31 AM
Edited by NimoStar at 00:32, 16 May 2022.

Very interesting, yes. The selling spells is nice.

Did you think/do that each Refugee Camp to have a different unit atthe same tme instead of all being in sync (example, if a camp has Gold Dragons, they all do, and thus with every creature)? I seem to remember that was a problem in original H3. ANd it goes with your external tavern stuff.

The ammo cart is contentius tho, tis basically gives much less of a role to Ammo blacksmiths, hich are already of little use as-is.
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Gandalf196
Gandalf196


Disgraceful
Supreme Hero
posted May 16, 2022 12:52 AM

How close are you to implementing unique secondary skills?
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BTB
BTB


Famous Hero
Moist & Creamy
posted May 16, 2022 01:13 AM

Ammo Carts are useful in my hack because I have a few units that only have one shot without one. There's really not other way to make it very competitive.

I wasn't aware that refugee Camps did that. I'm not really a big fan of them and tend not to visit them very often.

And I've no interest in doing custom secondary skills; I'm pretty satisfied with the current spread.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted May 16, 2022 01:43 AM

Quote:
I wasn't aware that refugee Camps did that. I'm not really a big fan of them and tend not to visit them very often.


Well, competitive players will always visit them at least with a secondary hero because there could be unguarded level 7 creatures early on in the game.

But anyways, It was more about enabling stuff like a map full of Refugee Camps, for example, whereas evry one has a unique creature, instead of all being the same.

Presumably, both external taverns and rfugee camps are the same for multiplayer game balance, so for example a player doesn't get black dragons and another hobgoblins. Or in tavern, a player doesn't et Gathran and another Eagle Eye specialist. (That or lazy programming). But since you are making one with independent RNG, might as well go for both.
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Never changing = never improving

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted June 04, 2022 10:30 PM
Edited by Phoenix4ever at 22:32, 04 Jun 2022.

Hi BTB

Sorry if I have asked something similar before, but do you know if it is possible to let the Sorcery skill affect more spells?
For example Cure, Hypnotize, Animate Dead, Resurrection and the Summon Elemental spells?
Or would it be possible to simply let Sorcery increase the Power stat in general?

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BTB
BTB


Famous Hero
Moist & Creamy
posted June 04, 2022 11:17 PM

Phoenix4ever said:
Hi BTB

Sorry if I have asked something similar before, but do you know if it is possible to let the Sorcery skill affect more spells?
For example Cure, Hypnotize, Animate Dead, Resurrection and the Summon Elemental spells?
Or would it be possible to simply let Sorcery increase the Power stat in general?


Good question. I'll get back to you on that one.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted June 04, 2022 11:21 PM

Thank you.

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BTB
BTB


Famous Hero
Moist & Creamy
posted June 08, 2022 10:15 PM

So, I won't say it's impossible because I could probably figure something out, but it's not exactly going to be simple. There's no easy intercept point because other spells all run through different routines, so it looks like I'd have to individually call out each one.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted June 08, 2022 10:21 PM

Yeah okay, I kinda expected it to be tricky, so I did'nt have my hopes up.
But if you want to tinker with it and perhaps figure something out, I won't stop you, but only if you feel like it.

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BTB
BTB


Famous Hero
Moist & Creamy
posted June 09, 2022 04:55 AM

phoenix4ever said:
Yeah okay, I kinda expected it to be tricky, so I did'nt have my hopes up.
But if you want to tinker with it and perhaps figure something out, I won't stop you, but only if you feel like it.


I may look at it somewhere down the line, but I've recently reached a comfortable stopping point with working on this game, at least code-wise. I've accomplished over the last few years everything that I set out to do with this game, and so I'm pretty happy leaving it as-is for now.

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