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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 ... 65 66 67 68 69 ... 80 100 120 126 · «PREV / NEXT»
triplebigfoot
triplebigfoot


Hired Hero
posted June 19, 2009 08:08 PM
Edited by triplebigfoot at 20:13, 19 Jun 2009.

Thank you Warmonger!, But can you give me the download link?        (please)

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted June 19, 2009 08:56 PM

But it's in the first post of my NCF thread...

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triplebigfoot
triplebigfoot


Hired Hero
posted June 19, 2009 11:45 PM
Edited by triplebigfoot at 23:49, 19 Jun 2009.

I am sorry to tell you that, but when I try to dowload it, it says that because the file is too old, it had been deleted...

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simonak
simonak


Promising
Supreme Hero
posted June 20, 2009 04:11 AM
Edited by simonak at 04:13, 20 Jun 2009.

Hi triplebigfoot,

the beta version is not provided anymore, I invite you to wait the official version
for TotE 3.1, the releasing date is planned about a month.

an user manual will be also available with.

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triplebigfoot
triplebigfoot


Hired Hero
posted June 20, 2009 04:34 PM

oooooh! I see! Thank you for the info, I am not very constant in my presence on the forum so... well I could not know

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PsicheAlCubo
PsicheAlCubo

Tavern Dweller
posted June 23, 2009 06:24 PM

Hi guys..I new of the com and absolutely excited about all ur works!!I'm trying to get into the matter so I downloaded few new creatures, the framework (3.1) and the mapemaker..

Now I have a little problem: only the creature with .pak extension I put in the data folder are recognized (actually just the crystal dragon...) whereas all the other creatures with .h5u extension to b put in UserMod folder are not seen at all...what did I wrong?
This is even more strange considering that Xazardus mode works perfectly fine from the same UserMod folder!!

Help please
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted June 23, 2009 07:34 PM

Map editor doesn't read Usermods folder, just the Data one.

But most recent creatures are provided with their data package and mapmaker icon, just look better.

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PsicheAlCubo
PsicheAlCubo

Tavern Dweller
posted June 23, 2009 09:09 PM

Quote:
Map editor doesn't read Usermods folder, just the Data one.

But most recent creatures are provided with their data package and mapmaker icon, just look better.


Thank you very much 4 ur quick answer..but let me now ask u something else than: I thought all the new creatures were to use firstly from the map editor..if not..is this meanin I can hire them in the various cities depending on their faction? EG. I can hire the MystoDrango in the Necropolis just after having copied all the .h5u files in the UserMods folder and launched the proper exe??
Sorry for the beginner questions..but I'm still trying to find the right way through this
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MeVII
MeVII


posted June 26, 2009 08:22 AM

AI Magic Casting Tweaks

- Lich King -
The option to have each diff level use spells is located in the defaultstats.xdb file

Quote:

<AI>
<Combat>
<DifficultyEasy>
<MaxSpellLevelToCast>3</MaxSpellLevelToCast> ...etc

<DifficultyNormal> ... and etc ...



also, in the skills.xdb you can set the value for each skill for the three AI types. If you set the magic skills to a higher value they will more likely use spells of higher level. The only annoying thing is you would need to change it 3 times for each skill for each race. See example below.
Quote:

<ID>HERO_SKILL_LOGISTICS</ID>
(etc...)
<AIRacesValues>
<Haven>
<CommanderValue>1000</CommanderValue>
<CollectorSupplierValue>4000</CollectorSupplierValue>
<FreelancerValue>1000</FreelancerValue>
</Haven>
<Sylvan>
<CommanderValue>3000</CommanderValue>
<CollectorSupplierValue>4000</CollectorSupplierValue>
<FreelancerValue>3000</FreelancerValue>
</Sylvan>



This then continues on for each race. So each skill has 24 values to change. Each commander type for each race.

To answer your question I have also noticed that sometimes capturing an AI town even late in the game, they still have no mage guild. I looked everywhere and couldn't find a "AI Value" string for buildings. I would guess the "Commander" may be the top one to build them, as magic is more than less a combat thing.

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Lich_King
Lich_King


Honorable
Supreme Hero
posted June 27, 2009 05:50 PM

Ah thank you, I have run some tests myself and noticed that with add-on or without it, AI will choose to build up everything that generates more creatures, given that AI has resources for it.

When AI run out of buildings that increases its army size, it will choose to build mage guild. In most of my tests, when it had alot of towns and infinite resources he would build up only main town first, and usually ignore others more or less. Same went for mage guild: it would build up a town, switch to other and so on, and only when most were built in, it would build a mage guild. So I suppose its hardcoded somehow.

Thank You for answer.
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Trashid
Trashid


Famous Hero
posted June 29, 2009 05:44 PM
Edited by Trashid at 18:07, 30 Jun 2009.

Ive made a wolf-kind creature instead of Fire Hound.
I wanted it to be large, it takes 4 squares, but it looks small.
How can i make it bigger?

EDIT: You dont need to answer me anymore, cos i wont be here for 2 months.
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rbermanseder
rbermanseder

Tavern Dweller
posted July 07, 2009 09:51 AM

hi all i am just wondering i am doing some modding with h5 tote, and ive made Ballistae creatures and its upgrades lvl 5 for fortress instead of rune mages, But i cant get the monsters generator ie runic academy i think its called that gives a added creature growth per week to work thanks all.

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted July 07, 2009 01:58 PM

Quote:
Ive made a wolf-kind creature instead of Fire Hound.
I wanted it to be large, it takes 4 squares, but it looks small.
How can i make it bigger?



I think you can't, or I can't remember. It will take 4 squares but they wont look bigger...

Quote:
So I bought the game pack on steam and I was wondering if it is possible to install mods if you have purchased the game on steam. I've had issues with this before with games like mass effect.


What do you mean with "on steam"?

Quote:
But i cant get the monsters generator ie runic academy i think its called that gives a added creature growth per week to work thanks all.


You mean that they can't use runes, or...?
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rbermanseder
rbermanseder

Tavern Dweller
posted July 07, 2009 02:18 PM

I mean where the rune priests generated from the building in your town. ive replaced rune priests with ballistae and its upgrades, but its add on structure the runic academy that increases rune priests generation by 1 per week i cant get it to work. thanks  

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted July 07, 2009 07:11 PM

Hm... maybe if you use the priest's ID's for Ballistas.... by changing the priest's visual with one of the ballista, so it's going to be priest looking like ballista... and you'll hae just to change it's stats...on other side, this way if you'll like to use the priest, you'll have to remake one more creature... lot of work...

If you keep the priest as lower level anyway, you can keep the building, so it's going to affect the prists again...
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rbermanseder
rbermanseder

Tavern Dweller
posted July 08, 2009 09:05 AM

Quote:
Hm... maybe if you use the priest's ID's for Ballistas.... by changing the priest's visual with one of the ballista, so it's going to be priest looking like ballista... and you'll hae just to change it's stats...on other side, this way if you'll like to use the priest, you'll have to remake one more creature... lot of work...

If you keep the priest as lower level anyway, you can keep the building, so it's going to affect the prists again...


Thx vokialBG i understand what you are saying. yea the building is effecting the priests, but the keepers with the arena for berserkers growth, i will have to actually try what you have said thx for your help.

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Seraphim
Seraphim


Supreme Hero
Knowledge Reaper
posted July 08, 2009 02:43 PM
Edited by Seraphim at 14:51, 08 Jul 2009.

Can someone tell me how to change the look of the inferno town visual?

After that I build the capitol,the town in adventure map should look as the biara citadel in the campaign.

Hope it is clear.

Thanks in advance.

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rbermanseder
rbermanseder

Tavern Dweller
posted July 09, 2009 01:58 PM
Edited by rbermanseder at 14:30, 09 Jul 2009.

Quote:
Quote:
Hm... maybe if you use the priest's ID's for Ballistas.... by changing the priest's visual with one of the ballista, so it's going to be priest looking like ballista... and you'll hae just to change it's stats...on other side, this way if you'll like to use the priest, you'll have to remake one more creature... lot of work...

If you keep the priest as lower level anyway, you can keep the building, so it's going to affect the prists again...


Thx vokialBG i understand what you are saying. yea the building is effecting the priests, but the keepers with the arena for berserkers growth, i will have to actually try what you have said thx for your help.


Ok VokialBG I changed the Keepers id with the brawler and its working, but the camera view at the creature hire screen is way to close now. Do you know how to make the camera zoom out further? thx.

Edit nvm i have found out now ive modified the heroes and creatures got the added creature generators working, ie like arena for brawlers now generate added keepers per week woot thx for your help all.

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MeVII
MeVII


posted July 10, 2009 02:00 AM

Value Data Calls

Someone Somewhere in this Forum Must Understand this Better than I do.

This is the string in the PredictionKills.txt for the combat prediction text...

Quote:
<value=action_sort>: <value=action_name>. Damage: <value=damage> (Kills: <value=kills>. <value=retaliate>


This is the string in the StackInforFormat.txt file...

Quote:
<creatures_count><center>


This is the string in the number.txt file...

Quote:
<value=number>


Creature Quantity appears in the Monster Info box, the ATB, and on the Battle Grid in the little boxes.

If you add a text string to any location, for example ...

Quote:
<value=action_sort>: <value=action_name>. Damage: <value=damage> (Kills: <value=kills>/<value=number>. <value=retaliate>


or...

Quote:
<value=action_sort>: <value=action_name>. Damage: <value=damage> (Kills: <value=kills>/<creatures_count>. <value=retaliate>


or anything else so that in game it should look like ...

Quote:
Attack. Damage:100 (Kills: 10/20. Will Retaliate


It just ignores any and all edits, so it looks like...

Quote:
Attack. Damage:100 (Kills: 10/. Will Retaliate


Why? Where is it getting the values from? Where does it store the values? Why is it being ignored? How can you call for a value in a non native text string? How do you add values/data to a text box?

Does anyone know how this works? And why its not as simple as any of the above "solutions"?

Ive been working on this for weeks, its driving me nutz ...

Anyone? Anything? Anyone know who MIGHT know? Ill Im them.

There has got to be a way to do this.

Someone have mercy and tell me the secret I dont know.

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Seiat
Seiat


Hired Hero
posted July 10, 2009 03:50 AM

Hey guys.. just wondering, is there a way to switch a single scenario to a multiplayer map? i've built like 85% of my extra large map with underground, then realized it was single scenario X.X... i'm a noob modder, i'll admit it. If there isn't a way to change it, is it possible to mass copy/paste?

Also, I was curious if you can add special effects like haste or decay to either the hero/enemy creatures at the start of a battle... but I'm mainly concerned about the single/multiplayer issue.

Anyone willing to share some info?
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