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

Tavern Dweller
posted February 21, 2021 12:18 PM

Now you can read about mod, and new information on this Site:
https://ym1mxe.webwave.dev/
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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted February 21, 2021 07:50 PM

Vexes said:
Now you can read about mod, and new information on this Site:
https://ym1mxe.webwave.dev/

Very impressive!
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Important H7 tips & tricks
H7 Community Patch (UCP)

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Slyen
Slyen


Adventuring Hero
posted February 21, 2021 08:01 PM

Excellent work ! Thank you very much Vexes

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Joker222
Joker222

Tavern Dweller
posted February 21, 2021 11:26 PM

The worst thing in Heroes VII is the AI....so stupid to much Heroes recruting and without army maybe Slyen you can find a way to improve this aspect!
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Pointer
Pointer

Tavern Dweller
posted February 27, 2021 01:13 PM

Slyen, did you make your units by taking graphics and animations from Heroes 6? How did you do that? I'm planning to add your Inferno to my Pointer's Mod Pack, but with some changes. It's because I want to make it compatible with Alternative Creatures Mod. Why didn't you use Maniacs and Breeders in your Inferno? Do you have animations of this creatures? Or tell me how to take them from h6.

P.S. Great work!

Link to the topic about my mod pack (in Polish): https://www.forum.acidcave.net/topic.php?TID=3479&page=1

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Slyen
Slyen


Adventuring Hero
posted February 27, 2021 01:31 PM

Hello , I used a lot of h6 resource, but something else too, for the devil for example I got a 3d printable Diablo model, and I created the texture, skeleton and animation. For the H6 resources, I created all the skeletons and all the animations on a blender. I didn t use all the creatures because I already had what I needed, the 2 remaining models did not fit into my plans, however, I will certainly find a use for them . you have the option to collect them give them away and include them in your mod easily. You just have to open the upk file in your editor and move them to your files, or just put the creature, hero, faction etc entries back in your own h7 config.

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Joker222
Joker222

Tavern Dweller
posted February 27, 2021 02:55 PM

Pls i need help If i instal Pointer's mod i lose Inferno and Xel.can someone make them together compatibil?
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slyen
slyen


Adventuring Hero
posted March 03, 2021 08:21 PM
Edited by slyen at 20:22, 03 Mar 2021.

Update 1.7:

-Added new icon and hero image
-Modification and correction of the SG_Hadess card (castle seat card, remember to replace it)
-Reduction in size of the castle tier 2 (test to see if more stable)

________________________________

Update 1.8 :

-Seat wall correct and better visual of destruction
-Modification of the Archidiable skin (Refining the emissive)
-Fixed some build icon incorrectly positioned or not positioned
-Added the missing seat unit in the heropedia section
– English translation fix
-Change of the name of the hero lucifer, in order to better stick to the lord of the character.

-Added an AI file for UCP mod players: Behavior improvement (The AI ​​recruits less heroes at the start of the game and in general)

Update 1.9 :

-Added new heroes:

-Grok: Specialization: resurect Demon or Horned Demon if the stack is destroyed at 80% of the base stack

: Ability Grandmaster Demonology: Inflicts a powerful
attack in relation to the hero’s level and heal allies at
target contact.

: Attack on 3 diagonal squares

-Lillith: Specialization: Gives a 10 hp bonus to the succubus and
Lillimes, plus she always shoots at long range.

: Grandmaster monology ability: Summons a creature
Maw of hell the number varies depending on the power
hero’s magic

Maw of Hell: 1 hp per creature, hits a large area with damage in relation to the hero’s level.
Ability Maw of Hell:

Protector of Lillimes: Whenever Hellmaw creature takes damage heals for 1 hp per creature in the Lilimes and Succubus creature stack on the field.
Belliqueu Sacrifice: The creature sacrifices itself and grants the double shot ability to all Lilim or Succubus creatures on the field.

-Added a new neutral creature, replacing Lillime from the original game:

Nosferatu: Creature elite strong:
capacitate:
Ghostly Charge: Charge an unlimited distance, granting after the first attack 100% chance to dodge all attacks until end of turn.

Merciless Riposte: This creature always retaliates twice before being
hit.

-Adding and modifying different Grand Master Demonology abilities for each hero:

-Veyer: Summons an Abyssal Worm which has power and hp depending on the hero’s level
Abyssal Worm Ability: Heals adjacent allied units at the end of their turn and inflicts damage to the adjacent enemy units at the start of their turn.
-Jedusor: Demonic Wrath: 1 time per fight, Riddle can attack any terrain by inflicting its base damage and prevents any ranged enemy units from firing until the end of the turn

Bellona: Queen of Phase Shift: Gain a much more powerful third phase shift

-Added new artworks for Magog and Diable

-Added hero description in heropédya

Fixed power value between Effret and Abyss Lords, which was incorrectly positioned in the recruitment section

Baal Spirit Attack Changed: Hit at 10% of target stack / now hit damage based on hero level.

Correction of the phase invocation formulas: 1 = 100% of the stack /
0.5 = 50% of the stack 0.2 = 20% of the stack etc …

Modification of the starting units of certain heroes

Speciale Thanks to vexes for the work of translation, creation and donation of artworks as well as the creation of creature and hero description

________________________

Fix:

-Anime Des hero rectify
-Icon hero and artworks rectify
-Translation rectify (Place the 2 files well for it to work)
-Lillithe talent wheel correct
-Changed demonic centaur base attack (test to see if this causes the unit to freeze)
Bonus:
Addition of the faceless unit, coming from the AC mod in neutral unit
Changed menagerie: they now contain more different creatures
-Added 2 new menagerie
Addition of 2 files to be placed with the hadess files:
Indeed the creatures of the xel and hades army were not generated on the random cards and most of the cards except exceptions, only the neutral creatures were. By placing its 2 files you will now have a much better chance of meeting the new units in site and object defense.
(Please tell me if it works well, with me it is ok)

attention after checking the files 0_Random créature stack and h7random créaturestack ! : these files must be placed in the root file of the game, provide a copy of the original files, in case. :

migth an magic 7 root / mmh7game / cooked pc / editor / interactive_object / army / creature

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Update 1.10:

-Added a new visual for the hades fort
-Real name added: Gates of Hell at Fort de l’hades
-New siege card for the fort of the hades (Only the door is left of the dungeon,             impossible to change it … sorry)
-Rectification of the sizes of all the castles
-Added scenario heroes from all factions

Thank you again for the support of vexes in my work and the work done on the site 🙂
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MoritzBradtke
MoritzBradtke


Known Hero
posted March 03, 2021 11:37 PM

looks promising! I'll try to check this mod out soon (-:

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dogtown1
dogtown1


Hired Hero
posted March 06, 2021 11:30 PM

THIS LOOKS EPIC! Acid Dragon had a number of very talented people with him working on his "AC Mod", is it possible to recruit additional help to make this a true work of art

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dogtown1
dogtown1


Hired Hero
posted March 07, 2021 12:25 AM

just curious if other modders have offered to jump in and help work on this, Acid Dragon and friends that worked on the ac mod had some pretty awesome stuff goin, but I think it was all dropped when trial by fire came out

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Joker222
Joker222

Tavern Dweller
posted March 07, 2021 12:50 AM

dogtown1 said:
just curious if other modders have offered to jump in and help work on this, Acid Dragon and friends that worked on the ac mod had some pretty awesome stuff goin, but I think it was all dropped when trial by fire came out[/quote
Slyen has done a perfect job whit the Mod 😁 and he is stil working on it 🔥🔥

Link for website?wanna check this out😁🙏
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dogtown1
dogtown1


Hired Hero
posted March 07, 2021 03:41 PM

quick question
has this been fully translated to english because I keep getting an overhead popup text on certain creatures about "bluten" which is blood something in german I think

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dogtown1
dogtown1


Hired Hero
posted March 07, 2021 03:51 PM

sorry for the double post
still learning here, I dont understand the numbers you posted joker, are those some kind of link to something?
and yes I agree, this man totally knows what he's doing, great work and easily my favorite thing to happen to mmh, inferno has always been my favorite

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Slyen
Slyen


Adventuring Hero
posted March 07, 2021 04:51 PM

Hello and thank you ,
the mod is in basic french and translated into english, i have trouble understanding how bubbles in german can appear ^^, do you have the moritzbradke mod because it is in german, maybe it comes from there?

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Joker222
Joker222

Tavern Dweller
posted March 07, 2021 05:14 PM

Slyen said:
Hello and thank you ,
the mod is in basic french and translated into english, i have trouble understanding how bubbles in german can appear ^^, do you have the moritzbradke mod because it is in german, maybe it comes from there?




Yes it come's from Moritz mod
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dogtown1
dogtown1


Hired Hero
posted March 07, 2021 08:38 PM

Joker222 said:
Slyen said:
Hello and thank you ,
the mod is in basic french and translated into english, i have trouble understanding how bubbles in german can appear ^^, do you have the moritzbradke mod because it is in german, maybe it comes from there?




Yes it come's from Moritz mod


thanks

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dogtown1
dogtown1


Hired Hero
posted March 07, 2021 09:02 PM

I found something odd
if you play as inferno on an existing old map (something I put together a long time ago) the ore and wood mills produce 1 and the others produce nothing, tried with a team AI player and the same for him, then tried the same map with another standard faction and it was back to normal
does the map need to be created in the editor with the new faction installed? if thats the case its not really a problem, just gives me a reason to play around with the editor again

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Slyen
Slyen


Adventuring Hero
posted March 07, 2021 09:22 PM
Edited by Slyen at 21:27, 07 Mar 2021.

Maybe, I didn't try this kind of thing, what I can guarantee is that on maps generated randomly, everything works fine, it should be the same for a map created in the editor, I noticed that I don't. not even see the relationship between the production of ore or wood and the fact that it is. a new faction, in any case I didn t change anything from. tel ^^

did you place a random castle, or directly a hades castle?

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dogtown1
dogtown1


Hired Hero
posted March 07, 2021 09:35 PM

Slyen said:
Maybe, I didn't try this kind of thing, what I can guarantee is that on maps generated randomly, everything works fine, it should be the same for a map created in the editor, I noticed that I don't. not even see the relationship between the production of ore or wood and the fact that it is. a new faction, in any case I didn t change anything from. tel ^^

did you place a random castle, or directly a hades castle?


actually I went back, used the ucp int files and dropped them in on top of the m7 mb localization files and now its working fine  ...... o_0

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