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Heroes Community > Heroes 5 - Modders Workshop > Thread: Heroes V Modding
Thread: Heroes V Modding This thread is 8 pages long: 1 2 3 4 5 6 7 8 · «PREV / NEXT»
Ma_trix
Ma_trix


Adventuring Hero
Carpe Diem
posted June 26, 2006 12:34 AM
Edited by Ma_trix at 00:36, 26 Jun 2006.

I suppose that abilities are divided into two groups:
- static abilities - like flying, undead, endless retaliation (creature has tis ability constantly)
- activated abilities - like harm touch, repair, ressurection (these abilities could be 'used' or 'activated' by player's interaction)
As I understanded Alcibiades, it looks like only activated abilities could be changed at the moment ('cause we know where to look for them).

EDIT: while i was writing my reply I hadn't seen sfidanza's post, so it could look a bit weird

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Zeldor
Zeldor


Known Hero
The Bringer of Pestilence
posted June 26, 2006 02:17 AM

sfidanza:

2147483647 exp could fit probably even 100 levels [I have to find h3 tables to be sure]
I have also spent many hours searching for it in data.pak and it seems it isnt there. Also didnt find any hint where it is stored

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Millsy
Millsy

Tavern Dweller
posted June 26, 2006 02:58 AM

whats this console you're talking about?  sounds useful

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Zeldor
Zeldor


Known Hero
The Bringer of Pestilence
posted June 26, 2006 03:10 AM

Quoting wrongusername post from celestial heavens forum:

Quote:


Found a way to execute LUA script engine commands from console. You need to put "@" before them. Now all power of LUA scripting engine + core console commands lie at your fingertips.
Revealing fog-of-war, adding any numbers of any creatures, getting specific spells. Replenish movement points. Want that funny artifact? Set any hero stats to any values. Used a trainer and screwed your game? No problem, with a couple commands you can fix your character. Encountered a critical bug and mission just won't end? Better ask what you can't do now than what you can. Unpack your paks and start looking at lua script examples.
@Win()
@Loose()
@GiveArtefact( 'Isabell', ARTIFACT_RING_OF_HASTE );
@OpenCircleFog(64,125,0,15,PLAYER_1);
Btw use this command
bind showfps 'F1'
Or better yet perma-bind this in your input.cfg
Besides other usefull info it shows you camera coordinates which you can use to functions which require this as argument.

@TeachHeroSpell("Isabell",SPELL_PHANTOM);

@AddHeroCreatures( "Agrael", CREATURE_HELL_HOUND, 1000 );
ChangeHeroStat( 'Isabell', STAT_MOVE_POINTS, 30000 );

Bypass campaign-set town building limits?

SetTownBuildingLimitLevel('Town3', 13, 1);

Ofcourse this is just examples most of which need to be passed different arguments. E.g. you need to know internal script hero names, town ids. Consult data/scripts first for some function syntaxis and many constants. Then start looking at actual mapscripts examples.

Use search to look in data folder in files of type *.lua



So you simply use ` to bring console up and then enter cheat code [some campaing heroes have different names in code than in game, you must check it in data.pak if you want to cheat them].

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sfidanza
sfidanza


Promising
Supreme Hero
posted June 26, 2006 09:06 AM

Curio's cheating guide has just become available on AoH:
http://www.heroesofmightandmagic.com/heroes5/heroes5_cheats.shtml

And it has a dedicated thread:
http://heroescommunity.com/viewthread.php3?TID=18589

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 26, 2006 09:30 AM

Sfidanza > Thanx for the reply. I was referring to a list of in-game codes for the abilities. It's a bit dissapointing we can't readily add or remove these abilities from monsters, I had actually hoped it would be possible to remove the Death Strike ability from the Death Knight, and even that it might be possible to provide the Wraith with the Death Stare ability, if that code was included in the game. But if I understand you correctly, that will not be possible?


Also, about the level 40 restriction - the reason for this would be, that the XP maximum you mention corresponds to number 1111111111111111111111111111111 in binary numbers (1 and 0 only). And when you work with 32 bit encrypting, you can't have numbers with more that 31 ciphers. However, one could argue that the XP scale could need some modification, indeed my own experience tells me that levels beyond level 27 are veeeeery tough to reach, which is somewhat stupid when you need to get to at least level 31 to get to the ultimate ability.


Anyway, this does remind me of an old joke:
There are 10 kinds of people: Those who understand Binary numbers, and those who doesn't.

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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted June 26, 2006 10:02 AM

Quote:
you need to get to at least level 31 to get to the ultimate ability
It's less than that; in most cases it's 29 or 30, but remember that certain heroes start with some of the requirements (not to mention Witch Huts).
____________

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Zeldor
Zeldor


Known Hero
The Bringer of Pestilence
posted June 26, 2006 04:55 PM

Comparison od xp needed to level up:

Heroes 3:

Level Experience Required

1 - 0
2 - 1,000
3 - 2,000
4 - 3,200
5 - 4,500
6 - 6,000
7 - 7,700
8 - 9,000
9 - 11,000
10 - 13,200
11 - 15,500
12 - 18,500
13 - 22,100
14 - 26,420
15 - 31,604

Beyond level 13, the number of experience points needed to advance to the next level is 1.2 times that needed for the current level.

20 - 78,640
25 - 195,684
30 - 486,924
35 - 1,211,622
40 - 3,014,902
100 - 169,882,235,455



In Heroes5:

1 - 0
2 - 1,000
3 - 2,000
4 - 3,200
5 - 4,600
6 - 6,200
7 - 8,000
8 - 10,000
9 - 12,200
10 - 14,700
11 - 17,500
12 - 20,600
13 - 24,320
14 - 28,784
15 - 34,140
16 - 40,567
17 - 48,279
18 - 57,533
19 - 68,637
20 - 81,961
21 - 97,949
22 - 117,134
23 - 140,156
24 - 167,782
25 - 200,933
26 - 244,029
27 - 304,363
28 - 394,864
29 - 539,665
30 - 785,826
31 - 1,228,915
32 - 2,070,784
33 - 3,754,522
34 - 7,290,371
35 - 15,069,238
36 - 32,960,630
37 - 75,899,970
38 - 183,248,970
39 - 462,353,978
40 - 1,215,939,194


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trier
trier

Tavern Dweller
posted June 26, 2006 06:24 PM

sfidanza

Quote:
Thanks Val.

To answer trier's question, _LOD_ refers to adventure models and textures, as opposed to combat models.

Now, let's try to tell more about 3D models, which textures are clearly a part, btw:
there are different elements necessary for the 3d representation of a creature:
- the Model, composed of
* the Skeleton
* the Geometry
* the Material, that is, ultimately, the Texture(s)
- the AnimSet, pointing for various situations (idle, cast, ...) to
* the BasicSkeletonAnim

There are two models/animsets per creature, one for combat, one for adventure map (_lod). ------------skip--------------



thanx a lot for You explanation!
but the question is still actual.

what tool should i use to open/modify upper set of 3d representations
let it be Geometry for example. suppose i'd like to make bigger head for some hero.


____________

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 26, 2006 07:10 PM

Quote:
Comparison od xp needed to level up:

Heroes 3:

Level Experience Required

1 - 0
2 - 1,000
3 - 2,000
4 - 3,200
5 - 4,500
6 - 6,000
7 - 7,700
8 - 9,000
9 - 11,000
10 - 13,200
11 - 15,500
12 - 18,500
13 - 22,100
14 - 26,420
15 - 31,604

Beyond level 13, the number of experience points needed to advance to the next level is 1.2 times that needed for the current level.

20 - 78,640
25 - 195,684
30 - 486,924
35 - 1,211,622
40 - 3,014,902
100 - 169,882,235,455



In Heroes5:

1 - 0
2 - 1,000
3 - 2,000
4 - 3,200
5 - 4,600
6 - 6,200
7 - 8,000
8 - 10,000
9 - 12,200
10 - 14,700
11 - 17,500
12 - 20,600
13 - 24,320
14 - 28,784
15 - 34,140
16 - 40,567
17 - 48,279
18 - 57,533
19 - 68,637
20 - 81,961
21 - 97,949
22 - 117,134
23 - 140,156
24 - 167,782
25 - 200,933
26 - 244,029
27 - 304,363
28 - 394,864
29 - 539,665
30 - 785,826
31 - 1,228,915
32 - 2,070,784
33 - 3,754,522
34 - 7,290,371
35 - 15,069,238
36 - 32,960,630
37 - 75,899,970
38 - 183,248,970
39 - 462,353,978
40 - 1,215,939,194





Interesting - they are identical, more or less, up to about 30th level, and from there, it seems like you need ridiculously much XP to gain another level.

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Ma_trix
Ma_trix


Adventuring Hero
Carpe Diem
posted June 26, 2006 11:07 PM

I've got a question:
How game recognizes which version of file read while opening? I suppose it's done by comparing dates of creation. Am i right?

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marlboroo
marlboroo

Tavern Dweller
posted June 26, 2006 11:27 PM
Edited by marlboroo at 23:46, 26 Jun 2006.

mixed neutral monsters

i cannot make new thread so i post here

rite now im making a new mod, this mod make 1 neutral armies (monsters that guard treasures, mines, etc) consist of 2 different creatures, the unupgraded and the upgraded version of different creatures, I already try it with succes, its fun when u see lots of horned demon then in fight theres actually some cerberus fight alongside them. or maybe gremlin with war dancer... even pit fiend with archangel.. so much possibility there. More thinkin and strategy will be required to beat them

but now i cannot decide what unupgraded creatures paired with what upgraded creatures... you think, what is the greatest? i use gremlin as the pair or paired creatures here

-the base (what u see in world map) unupgraded lower tier paired with upgraded upper tier from the same faction ex: gremlin and obsidian gargoyle, harder coz com see the number (lots, horde, etc) of creature by the base creatures (while actually obsidian gargoyle in there)
-base gargoyle with master gremlin, easier
-base gremlin with sprites (same tier, diff faction, same good side, more variety)
-base gremlin with war dancer (higher paired tier, diff faction, same good, mo variety, harder)
-easier version of above (war dancer as base)
-gremlin with assasin (not realistic, good side fight alongside badside, chaotic but with the most variety)
-gremlin with blood fury (wit higher tier, harder)
-easier version of above (blood fury as base)
-or maybe other recommendation?

some info:
-maybe mixed armies from dif faction options eliminates moral of town based creatures (no more same town higher moral of creatures in your army) but im not sure
-to make the mixed neutrals army show as much as possible, your army has to be fewer or weaker than the neutrals (the system is if u have stronger or more army then the neutrals will come in one stack of base creatures) i still dont know how to edit this, so choose higher difficulty to see more results (because neutrals will have more armies), u can also make more neutrals monster growth in rpgstat.xdb
-i cannot make a random monster paired with other random monster, so maybe theres not much variety from diff faction as same faction (imp paired wit marksmen will forever imp wit marksmen)

what do u think?

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marlboroo
marlboroo

Tavern Dweller
posted June 26, 2006 11:38 PM

its not new castle, but random neutral monsters u see in worldmap (that guarding mine, etc) will consist of 2 diff creatures... much like heroes 4... sometime u come and face magi with golem guarding gold mine, etc

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Ma_trix
Ma_trix


Adventuring Hero
Carpe Diem
posted June 26, 2006 11:46 PM

I'm sorry for my former post(deleted) I'm a bit tired and i haven't read it with full understanding.
IMHO the best idea would be to mix the same fraction creatures. There would be no morale penalties and fractions are quite balanced so creatures support each other in one fraction. I support idea of mixing 1st level unupgraded and 2nd level unupgraded an so on.

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OnionKnight
OnionKnight

Tavern Dweller
posted June 27, 2006 12:24 AM

Can't make threads so I'll port here. I want to change the lower section of the right-click box on skills when you level up so that I can add a "Contributes to: <picture of abilities + description>" like it's done on AoH's skill page (http://www.heroesofmightandmagic.com/heroes5/knight_skills_abilities.shtml) and I'd also like to add a text if the skill/ability contributes to the ultimate ability.

The right-click box:
http://img397.imageshack.us/img397/1746/scrnshot2606062337260fy.jpg

I can only find the files for changing the skill name (displayed at the top) and description (underneath) but I can't find anything that changes what's after the "Allows to learn abilities:" text.



Also, anyone knows how to fiddle with animations? I know lots of mods have some of this in it so someone should. I want to change the tree animations so they're standing still instead of moving. It's bound to increase FPS since most of the time I'm experience heavy lag it's because there's lots of tress on the screen.
____________

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Zeldor
Zeldor


Known Hero
The Bringer of Pestilence
posted June 27, 2006 02:16 AM

marlboro:

I think that if you want 2 slots [can you make more?] you should go for creatures lower by one level of the original creature and about 50% of them. But it would be best to make some sort of showing on map [after highlighting or clicking on creatures], but it looks like hard and long work for team of modders.
[Hmm... I confused myself a bit while writing, it is too hot here...]

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marlboroo
marlboroo

Tavern Dweller
posted June 27, 2006 03:21 AM

Zeldor : I cant make it more than 2 creatures, the way i make it is to  "fool" the computer so it thinking the upgraded different creatures (obsidian gargoyle)is the upgraded version of base creatures that show in adv map (gremlin). Sometimes you have to fight gremlin and master gremlin, i change the master gremlin to obsidian gargoyle in this version.

devilnighthawk : i cannot change creatures based from adventure map objects, it will only change the creatures looked in adventure map, while in battle the creatures revert to original creatures.

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Homer171
Homer171


Promising
Supreme Hero
posted June 27, 2006 07:13 AM

Creature specials

It's easy to change creature stats and others whit .xdb file paths but how can i change creature specials? I mixed necro town. Bone dragons to lv6 creatures and wraights to lv7. Fly ability was easy to add. But i try to copy Vampires ability (no enemy retalation)whit no luck.. Everything else is obvious but what means <Power> ? I first think it was special but.. What it means and how we change creature specials??
____________
Don't be too proud of this technological terror you've constructed. The ability to destroy a planet is insignificant next to the power of the Force.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 27, 2006 12:13 PM

If I understand things correctly, you cannot change creature specials. What you can do is to take the base from of one creature, and then change the name, stats and graphics to make a new creature, but unfortunately, we cannot mix special abilities at will. At least, that's how I understand it.

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Ma_trix
Ma_trix


Adventuring Hero
Carpe Diem
posted June 27, 2006 12:53 PM

I still have the proble i described few posts above - how game checks which copy of one file use while running (original one or this from mod), because my mod doesn't work and i don't know why (as i checked it many times it looks OK from technical side - everything is on properly place). PLZ help :/

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