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Heroes Community > Heroes 5 - Modders Workshop > Thread: ~ QUESTIONS Topic and FAQ - Modders Workshop ~
Thread: ~ QUESTIONS Topic and FAQ - Modders Workshop ~ This Popular Thread is 126 pages long: 1 20 40 60 80 100 ... 114 115 116 117 118 ... 120 126 · «PREV / NEXT»
dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 19, 2016 08:45 AM

I saw that. I will keep those as per original game.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 19, 2016 10:48 PM
Edited by Elvin at 23:08, 19 Sep 2016.

So back to an old problem, trying to make unit starting morale at +1 instead of +2.

1) The -1 morale script works fine but messes up gating! Gated units start at 0 morale(unlike normal demons that start at +2) so the script turns gated unit morale to negative(-1).

2) Changing demon faction from inferno to something else makes you unable to gate.

On to potential solutions!

- Has anyone found any gated creature files? Starting at 0 morale I can only assume that they are considered as neutrals so maybe changing their faction to inferno would do the trick. Or perhaps add bravery to them. Unless they are hardcoded?

- Changing demonlord faction from inferno to say dungeon might work as inferno armies under them would get a morale penalty while gated units might not(if they are indeed considered neutrals). But then demonlords would appear in dungeon instead of inferno! Any workaround?

- Is there a script that affects gated creature morale separately from normal demons? Or perhaps a script that affects inferno units separate from their hero? Because a hero morale script would affect normal and gated units alike.

- Is it possible to tweak the original conditions perhaps? The +2 starting morale comes from being led by native hero(+1) and all army being from the same faction(another +1). If I could assign one of the two from +1 to 0 that would also solve the problem.
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Map also hosted on Moddb

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HeroicDman81
HeroicDman81


Hired Hero
posted September 20, 2016 06:46 AM

working on project

Although not all my questions been answered, I'm slowly figuring some things out...

But I've got another question.
I'm making an 8 player map, and specifying which race is of which castle on map, so not to be random, depending on race chosen. I wanted to know...

.. can the map be made where any user going to play map can choose allies, or teams, during game setup? Or must I preset Teams in advance during map setup to allow teams?

Or must I accept, anyone playing on map, will be playing on an 8x player FFA no matter what?

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted September 20, 2016 05:37 PM

HeroicDman81 said:
Or must I preset Teams in advance during map setup to allow teams?


Yes

HeroicDman81 said:
Or must I accept, anyone playing on map, will be playing on an 8x player FFA no matter what?


iirc, the player can take a 8 Multi-player map in the "Create-phase" and can turn off how ever many A.I. factions they want down to only two players of desired. I think this is also true on a single-player map too but I'm not positive.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 22, 2016 04:12 PM

How does the hero melee attack work in the game files? For instance, the original values are:

                      <Melee>
       <HeroDamageLevel1>
<Item>2</Item>
<Item>1</Item>
<Item>0.8</Item>
<Item>0.5</Item>
<Item>0.3</Item>
<Item>0.2</Item>
<Item>0.1</Item>
<Item>0.01</Item>
</HeroDamageLevel1>
<HeroDamageLevel30>
<Item>12</Item>
<Item>9</Item>
<Item>6.5</Item>
<Item>4.5</Item>
<Item>3</Item>
<Item>2</Item>
<Item>1.5</Item>
<Item>0.15</Item>
</HeroDamageLevel30>
</Melee>

I assume that those values are damage modifiers towards tiers 1-8, yes? If so what is the level progression? If I increase the values of HeroDamageLevel30 and leave HeroDamageLevel1 as it is, will it increase the damage per level? What if I increase HeroDamageLevel1 while keeping HeroDamageLevel30 the same?
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 24, 2016 07:05 PM

you define max and min and the game draws a graph between them automatically.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 24, 2016 07:42 PM

Handy, thanks.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted October 10, 2016 06:20 PM

How can I patch campaign maps to work with Reanimation Mod?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 15, 2017 11:01 PM

Back in the day, fiur had somehow unlocked some map editor functions. Things like particles, faction icons and so on.

Does anyone know how to unlock those? All I remember was that it was a simple copy paste.
____________
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Map also hosted on Moddb

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 15, 2017 11:44 PM

I don't know where the mods are but in the mapobjects/ advmapobjectlink folders object appearance is dependant on following:

<HideInEditor>false</HideInEditor>

also answer to question from 26 nov is no.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 16, 2017 12:09 AM

So where would I find that line so that I can change it? From within the editor? From files elsewhere?
____________
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Map also hosted on Moddb

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 16, 2017 12:40 AM

these are .xdb files in data.pak
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 16, 2017 12:41 AM

these are .xdb files in data.pak
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AlfWithCake
AlfWithCake


Known Hero
posted January 16, 2017 06:59 PM
Edited by AlfWithCake at 21:13, 16 Jan 2017.

 I tried to find how to change heroes specialization, but failed to do so. In "data" folder there seems nothing, unless I want to change text of specialization. Is it possible to mod heroes specialization? 5.5 mod does it somehow, there must be a way, or it isn't as easy as modding things like creature stats etc.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 16, 2017 10:10 PM

a limited number of specs have parameters in the defaultstats.xdb, new specs must be scripted.
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AlfWithCake
AlfWithCake


Known Hero
posted January 18, 2017 01:08 AM

Thank you, that was right what I needed! I wonder how I missed it in tutorial

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 20, 2017 12:54 AM
Edited by Elvin at 00:59, 20 Jan 2017.

Is there a mod that turns arcane archer hood and cloak green? Or anyone interested in making one if it's not too much trouble?

I see cepheus had made one, anyone still have it?


____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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vulcancolak
vulcancolak


Famous Hero
posted March 31, 2017 02:02 PM

I have started to create mod. I have a lot of experience about modding in several games and i want to use it for heroes 5. I can change many things about the game. I can edit creature abilities, attribuites, i can add new spells or remove existing spells, i can edit buildings requirements and costs, artifacts atttributes

BUT

Still i haven't found how to edit spells (i mean damage values or bonuses)

How can i edit the abilities and spells? I am looking for it.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted March 31, 2017 09:11 PM

vulcancolak most abilities are in defaultstats.xdb.
Spell files are in GameMechanicsSpellCombat_Spells and are divided by spell type.

I got a question as well for whoever knows the answer.

How do you calculate creature power ratings? What is the formula that is used when making NCF creatures for example ? Does anyone know what is the formula Nival used? Any advice on this will be appreciated.
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vulcancolak
vulcancolak


Famous Hero
posted March 31, 2017 11:08 PM

dredknight said:
vulcancolak most abilities are in defaultstats.xdb.
Spell files are in GameMechanicsSpellCombat_Spells and are divided by spell type.

I got a question as well for whoever knows the answer.

How do you calculate creature power ratings? What is the formula that is used when making NCF creatures for example ? Does anyone know what is the formula Nival used? Any advice on this will be appreciated.


Thank you i will go and try to find where is the defaultstats.xdb

I haven't started calculate things. I was just changing buildings costs, creatures stats and abilities. Changing abilities is second part is my work. First i need to remake everything -without doing any NEW things-, then i will start to deep calculations. Thank you so much.

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