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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Hadess MoD (inferno)
Thread: Hadess MoD (inferno) This thread is 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
Slyen
Slyen


Adventuring Hero
posted January 18, 2021 08:05 PM

good evening thanks

I completely agree
as I said I will surely rethink something else for the demonology branch if this is really detrimental. For lilime and devastation I also agree, but I did not dare to remove creatures from the player, if several opinions go in the direction, it will be quickly and easily corrected.

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Slyen
Slyen


Adventuring Hero
posted January 19, 2021 08:01 AM
Edited by Slyen at 08:05, 19 Jan 2021.

hello, I have thought about a new idee, do not hesitate to give me your opinion:

juggeenaute hits an ally. Heals for 300% of damage inflicted once per battle.

Lilime remove nova basic version


Replaced the fire ultimate skill copy with:
Deals 0 damage but returns 5 to 10% damage for the whole unit or 50% for a summoned unit. It will depend on what I manage to do.

Change vitality of the hadess by satanic sacrifice: targets an ally, big damage to the adjacent uniter enemies 1 time per fight 0 Mana.
for the balance of the heroes, I think of creating 3 or 4 of them so I will certainly make them half strength and magic: their progression will be as follows: 33% attack / 33% defense / 33% magic / 1% spirit knowing that each rank of demonology gives 3 of spirit.

Removed efreet, lilime, and juggernaut from the neutral creature list.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted January 19, 2021 10:33 AM

If I was playing h7, what would bother me in the first place is the townscreen. I do know it's a gigantic amount of work though.
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MoritzBradtke
MoritzBradtke


Known Hero
posted January 19, 2021 12:04 PM
Edited by MoritzBradtke at 12:06, 19 Jan 2021.

these units are also part of a few neutral creature dwellings, it is prob the best to leave the base archetype of these creatures alone while removing em from the game data so they dont appear in neutral critter stacks, also to replace the neutral dwellings slot of them with something else (magic manegerie), and then to create a copy of the lilim etc. archetype as inferno faction, that is probably the best way without breaking any maps

about skills and abilities, it should not be so difficult to create decent stuff if u create it for the player like in the umbramancer mod with mutagens, if i change things or add something new, i always make sure that the AI can use it as well for obvious reasons(game being very MP unfriendly), however if u create a new faction the options would be too limited imho without acces to more options to affect the AI think progress(teach AI how to use abilities basically), so it should not be so diff. as u have way more options this way but the contra is u cant not really play against the faction when it is controlled by the AI ( well, u can but it would be no challenge and be boring if AI is too handycaped)

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Rimgrabber
Rimgrabber


Famous Hero
It's a fixer-upper
posted January 19, 2021 02:27 PM

In a pinch, you could always just import the H6 town screen.
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http://heroescommunity.com/viewthread.php3?TID=46284&pagenumber=1
^ Part 2 of my proposal for Heroes 8 (Part 3 coming soon)

you lost your internet privileges

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Slyen
Slyen


Adventuring Hero
posted January 19, 2021 05:46 PM

good evening, thank you for your advice,

for the AI ​​skills I haven't yet tested its reaction, I may not have understood your point of view, but I find that replacing only passive skills so that the IA can manage is not very fun in terms of game play , anyway the AI ​​is very bad lol ... besides I am testing at the moment limiting it to 2 heroes maximum to see if the difficulty and enhance and prevent it from stupidly recruiting 8 heroes and restarting its weapon on it.
For the town screen, I spent a lot of time just changing the colors, I can't change the background, even with mr lordgraa's video I don't understand everything, if I can do it I will but it won't be now. When on the screen of heroes 6, I do not have these give. After if someone is motivated for such a project, I gladly agree to share my work. For the moment I am working alone on the creation of all the content .... I will post a video on which I have refined and reworked the visual of several creature. thank you.

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MoritzBradtke
MoritzBradtke


Known Hero
posted January 19, 2021 08:02 PM

i've found a way to reduce the amount of heroes the AI spawns by changing the gold cost of heroes, mostly... it changes things a little bit and i think for the better but AI still does the same, just with less heroes as it doesnt have enough gold to buy a lot, it is part of my global mod if ure interested...

well, i was just saying that AI should be able to handle the stuff the real player can do as well, else there is not much point in fighting the AI, AI can use some active abilities as well, not only passives, if u know how to do it, i did quite some of such stuff in my mod as well...
the AI is not perfect for sure but even more reason to improve it if u ask me and there are some ways, there is not much point in this game without a decent AI, so it is an important aspect for me but like i alrdy said custom factions can be designed for the player like the xel faction, u just dont want to fight em if u do usually...
the AI wont use any abilities it is not scripted to do, no need to test it, only way is via injecting altered scripts to add new stuff which is far from easy or and that it what i do, i work with the editor and the "command action" in the ability' archetype to simulate artifical behaviour, what works quite well but has its limits

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slyen
slyen


Adventuring Hero
posted January 19, 2021 08:34 PM

This is very interesting, on occasion and if you have the time I would like to learn more about it, as I said from the beginning, nothing is burned even once the mod is in use a lot of things can be done .

in the meantime here is a little video of the retouching made:

https://youtu.be/7xk6t0VJOBU
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MoritzBradtke
MoritzBradtke


Known Hero
posted January 20, 2021 12:24 AM

sure, i'll take a look on the vid later, alraedy late here ^^'
i forgot to say that u can use the ingame abilities like nova or feralcharge or jump as well but u can not duplicate em or AI wont recognize it, so the use is limited as the archetype has to keep the original name but truth be told i didnt try it, it might be possible to use em like the imprinted spells, which are also use by the AI to some degree... it could be worth a try f.e "A_Ability_Nova_Imprinted"
similiar copy but just an idea, no clue if that would work, depends on the scripts

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Slyen
Slyen


Adventuring Hero
posted January 20, 2021 09:43 AM
Edited by Slyen at 09:43, 20 Jan 2021.

hello, after several tests, if I rename my capacitor ex: piercing shoot, like the one already present, the game accepts it, and uses it, I have tested with magma lays the elements using theirs (15 damage zone etc) and I have to name my skill on magog magmapond, the game also uses it with the stats that I have adjusted. that's a very good thing for once

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slyen
slyen


Adventuring Hero
posted January 20, 2021 10:02 AM


Cool !!!!!! Small snippet of AI using my retort summon

https://youtu.be/sQ1ncno6iYg
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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted January 20, 2021 01:05 PM
Edited by Antalyan at 13:07, 20 Jan 2021.

MoritzBradtke said:
i've found a way to reduce the amount of heroes the AI spawns by changing the gold cost of heroes, mostly... it changes things a little bit and i think for the better but AI still does the same, just with less heroes as it doesnt have enough gold to buy a lot, it is part of my global mod if ure interested...

well, i was just saying that AI should be able to handle the stuff the real player can do as well, else there is not much point in fighting the AI, AI can use some active abilities as well, not only passives, if u know how to do it, i did quite some of such stuff in my mod as well...
the AI is not perfect for sure but even more reason to improve it if u ask me and there are some ways, there is not much point in this game without a decent AI, so it is an important aspect for me but like i alrdy said custom factions can be designed for the player like the xel faction, u just dont want to fight em if u do usually...
the AI wont use any abilities it is not scripted to do, no need to test it, only way is via injecting altered scripts to add new stuff which is far from easy or and that it what i do, i work with the editor and the "command action" in the ability' archetype to simulate artifical behaviour, what works quite well but has its limits

Sounds interesting, can you describe me more the changes you have done and how?

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MoritzBradtke
MoritzBradtke


Known Hero
posted January 20, 2021 04:59 PM
Edited by MoritzBradtke at 17:04, 20 Jan 2021.

Slyen said:
hello, after several tests, if I rename my capacitor ex: piercing shoot, like the one already present, the game accepts it, and uses it, I have tested with magma lays the elements using theirs (15 damage zone etc) and I have to name my skill on magog magmapond, the game also uses it with the stats that I have adjusted. that's a very good thing for once



hmm, if that works that is good, i was worried because u cant have the same name archetype x2 and of course u dont want to overwrite the original abilities but i guess it works if they are in a different package, i thought it had to be the specialcreatureabilities archetype so it works but like i said i didnt try it...

Antalyan said:

Sounds interesting, can you describe me more the changes you have done and how?


what exactly? about the heroes? in config.upk i moded adventure config archetype by adjusting the gold cost for heroes so that they become more expensive with each additional hero, so f.e you have 3 heroes already the next hero will cost like 9000 gold i think, as the AI doesnt cheat on such stuff it will have to wait to gather this amount and it will slow it down by a lot on hero rcruitement, i also modified AIadventuremapconfig in adventuregeneralAI.upk, there u have different values which modify hero recruitement, creature recruitement and town developing... this one is more complicated and i still dont understand everything but basically it manages the gold of the player, what to save gold up for and the priorities as well i think...

however, i didnt change a lot as it is too easy to break things, i only did minor changes here and mostly modified the gold cost in config.upk and from my tests everything worked as always with the exception that the AI buys heroes much slower

edit: i forgot i also modified the economic values for the AI on skirmish maps, i reduced the gold income for the AI by a LOT, it is the same as for campaings i think, else the AI has way too much gold, i think these are the most important changes u were interested in


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MoritzBradtke
MoritzBradtke


Known Hero
posted January 20, 2021 05:20 PM

slyen said:

Cool !!!!!! Small snippet of AI using my retort summon

https://youtu.be/sQ1ncno6iYg


i checked the videos and it looks like u are making good progress!
i think u are on a good way (; just dont stress yourselve too much and take ure time, i would release the mod if u think it is in a good shape even if it takes a while, personally i think the best way to introduce something like this would be a small scenario map which would feature such a faction, i think lord gra wanted to do the same for the xel faction but he if was too much effort in the end and yes, creating maps is some effort, so it it only a suggestion, so keep up the good work on this, i def like some of the animations and effects of these creatures and the flying lady certainly looks interesting (;

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Histoire
Histoire

Tavern Dweller
posted January 21, 2021 07:28 AM

Which model edit software are you using?I am using motionbuilder,and changing scale in it's animation seems not work in h7.So i use milkshape ,and in that changing model scale don't affect joints correctly so i have to reposition all the joints if the model need a scale change.
Is there any way to change the scale of a model in h7 editor that won't return to it's orinal size.I have looking for that for a long time but no result.

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Slyen
Slyen


Adventuring Hero
posted January 21, 2021 08:09 AM

Hello ,

thank you, actually I didnít go too fast lol, I spent the last few days reworking the demonology branch to remove the duplicates but I donít get the result I wanted. for the moment i have changed mind of the ha dess it no longer inflicts any direct damage but grants a throw up to 20% of any attack combined (i'm testing in game at the moment for balancing). I also adjusted the summoning spells, limit to 1 time per fight, I wanted to put a 3 day couldown on the ultimate spell but it doesn't work ....

I've also made changes so that the AI ​​uses creature and hero abilities. I get stuck on the summons, I can't get him to summon more than one thing, I can do everything, he only uses 1 and ignores the others ...

For animations and modeling I work with blender, but know that h7. will never take a change of scale on an animation. You have to work in editor to change the size. I don't know what you want to do but know that there is a way to cheat or give the impression of simple things, for example if you want to enlarge a sphere, you can place a bigger one under the ground and replace it during the period. animation ... I don't know if I am understandable. Otherwise the. creature size can be changed in h7 if you want extra big or small creature. to do this, go to the visual archetype of the army or the object and go down to the bottom, see type in the search bar: scale / scale army then modify as you wish.

For modeling

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lordgraa
lordgraa


Promising
Famous Hero
The Whisperer
posted January 21, 2021 12:37 PM

Great to see another mod coming to life!

I wish you all the best and as less crashes as possible

BTW if you manage to find out how to add town theme (music) to new/custom town, let me know because I didnt find it. Good for you that the base game already has Inferno town theme
____________
World of Heroes (Czech fansite)
The Shadows Over Ashan (H7 community DLC)

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Slyen
Slyen


Adventuring Hero
posted January 21, 2021 01:21 PM
Edited by Slyen at 14:07, 21 Jan 2021.

thank you that does honor to your part !!! I will do the best possible, alas I am far from having your talent . No problem if I find it I'll let you know.

i was thinking about something, the bug of ai no longer leaving zones appeared with the expansion and the runes? I don't know anything about AI but I think they must have introduced a scrypt so that the dwarves remain in the boost rune and that this shema is applied to all? it is maybe a lead or maybe it was already thought?

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Histoire
Histoire

Tavern Dweller
posted January 21, 2021 04:10 PM

Thak you so much.It turns out that I misunderstanded the meaning of army scale being number multiplyer of troops and ignored it for so long.

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slyen
slyen


Adventuring Hero
posted January 24, 2021 11:34 PM
Edited by slyen at 23:38, 24 Jan 2021.

hello,
here is a new video presenting:
-Improvement of the visual of the 4 stadiums of the castle
-visual improvement of the Kyubi Summon.
-Modified the mantaeu abiliter of the hadess: no longer deals damage, but returns 20% of any source of damage inflicted on the unit

-modification of vitality of the hadess: No longer deprives 10% of additional hp, but gives immunity and reinforcement to damage from fire magic sources provided the allied unit does not use any skill or attack during the turn .

- I also reviewed the progress of heroes: 25% in each stat (spirit, strength, magic, defense)
Decrease in Spirit Gain by 3 this goes to 2 per rank.


Modification of the skill of efreet evolve: infernal shield: absorbs 8000 points of damage by targeting a unit (fixed value: this becomes: Place infernal armor on any allied unit around it for 3 turns in the form of a flame rune, absorbs a amount equal to 40 damage per hero level.

https://youtu.be/GbGFBLy3bOU

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