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TetraXiphos
Tavern Dweller
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posted December 21, 2009 07:49 AM |
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Restructuring of the buiding tree
Hello all. New modder here. After perusing the forum and attempting to make use of the search feature, I didn't find a suitably remedial answer for the question:
What files must be modified to alter the building tree? More to the point, I'd like to switch the level five and level six creatures of the Dungeon faction to make the hydra the level six. No idea where to begin. I should point out that I know to unpack the data.pak and I know where to find the creatures files that govern attack, defense, etc.
My overall plan is to make a mod that greatly increases the strength of the level seven units (think King's Bounty: Armored princess, where the black dragons have 1000 hit points), level six units and level five units. The others will scale down in strength from there and I will leave the level one's and two's alone.
As a side question possibly related to this, what does the attribute <Power> do/deal with? I've altered it in the scout (the only unit I've altered so far to get comfortable with modding) and saw no immediately discernable difference.
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SimonaK
Promising
Supreme Hero
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posted December 21, 2009 10:26 PM |
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Edited by SimonaK at 22:27, 21 Dec 2009.
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Quote: Hello all. New modder here. After perusing the forum and attempting to make use of the search feature, I didn't find a suitably remedial answer for the question:
What files must be modified to alter the building tree? More to the point, I'd like to switch the level five and level six creatures of the Dungeon faction to make the hydra the level six. No idea where to begin. I should point out that I know to unpack the data.pak and I know where to find the creatures files that govern attack, defense, etc.
My overall plan is to make a mod that greatly increases the strength of the level seven units (think King's Bounty: Armored princess, where the black dragons have 1000 hit points), level six units and level five units. The others will scale down in strength from there and I will leave the level one's and two's alone.
As a side question possibly related to this, what does the attribute <Power> do/deal with? I've altered it in the scout (the only unit I've altered so far to get comfortable with modding) and saw no immediately discernable difference.
the power value is probably one of more important of all.
that represents an appreciable measurement of the power of the creature in the total.
moreover, the threat level that we can read in the stack info tooltip uses these values.
so, if a titan is weak with 200 hit points..if you change its hits point to 1000, you must change too the power value.
if not, the level treat will stay to "weak"
for a best understanding, I suggest to you to visit this thread:
http://heroescommunity.com/viewthread.php3?TID=27847&pagenumber=1
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TetraXiphos
Tavern Dweller
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posted December 22, 2009 04:15 AM |
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Thanks and another question...
To change the amount of gold one recieves from the village hall, town hall, etc. which file must I edit? Nothing in 'TownBuildingSharedStats' looks promising. I've increased the cost of the fifth, sixth and seventh level units and I'd like to increase the amount of gold you recieve from the capitol upgrade and maybe the gold mine to compensate. Otherwise, I'd probably have to skip a few days worth of turns to accumulate that amount needed. I'm not even sure if the AI will account for it since the increase is quite extreme (I haven't even looked at the AI files yet).
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SimonaK
Promising
Supreme Hero
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posted December 22, 2009 07:36 AM |
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I'm not sure but pratically that it's not possible to modify the incomes we receive by villages, towns and capitols. same thing for gold mines.
all of this values being probably hard-coded in the exe. so unmmodable by xdb files.
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TetraXiphos
Tavern Dweller
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posted December 23, 2009 01:55 AM |
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There is no way around this? Why have the cost of units moddable but not the income? Is there maybe a modifier somewhere in there? Like something that is currently set to 1 that has to do with the income? I suppose you know better than me but its a bit hard to believe.
Had I built the game I'd have left many more avenues of modification, you know? Its what adds so much to the replay value... Like Command and Conquer 3. The devs distributed the SDK very promptly and even perused the forums to offer some feedback and answers.
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SimonaK
Promising
Supreme Hero
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posted December 23, 2009 02:59 AM |
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I'm sincerely sorry.
I agree other games can offer so much modding manners.
I rechecked data.pak and once more I concluded It's impossible
to modify the income.
Cost of unit probably moddable because we can create new units.
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TetraXiphos
Tavern Dweller
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posted December 23, 2009 09:30 AM |
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No need for an apology. The weight of resposibility does not fall on you for its occlusion. I am certain you're right. You've been on these forums much longer than I and have delved deeper than most into these files.
Question: If I were to do a bunch of tweaking and rebalanced the creatures stats in a big way, would there be an audience for it? Where would I uploaad it?
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Fauch
Responsible
Undefeatable Hero
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posted December 23, 2009 02:30 PM |
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well, I did that, so I might take some of your suggestions.
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SimonaK
Promising
Supreme Hero
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posted December 23, 2009 06:25 PM |
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Edited by SimonaK at 18:26, 23 Dec 2009.
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Quote: well, I did that, so I might take some of your suggestions.
for my share, I don't know of you an official mod in this sense.
only theses of Zenithale (base creatures for duel mode or remaking of inferno faction)
but anyway, you have a lot of good ideas.
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Fauch
Responsible
Undefeatable Hero
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posted December 23, 2009 07:49 PM |
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TetraXiphos
Tavern Dweller
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posted December 24, 2009 05:52 AM |
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I've finished it I think. All the Tier 7 creatures have between 600- 1400 HP depending on what they are. The Tier 6 ones have between 250- 500. I didn't mess with the stats of the Tier 1-3 creatures except for their growth rate. This will mean that it'll take hundreds of peasants or other Tier 1 creatures to take down a giant/Titan/Dragon/whatever like it should be. Titans are huge. The game didn't make them seem huge. Anyways...
Didn't see any mods that did this or I'd have downloaded in an instant. Maybe I'm looking in the wrong place.
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fluffypaw
Tavern Dweller
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posted December 24, 2009 05:10 PM |
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Hello there!
I've recently started playing base HoMM V again and was kinda sad when I saw how much Tribes of the East expands the skill trees for various heroes. Is it possible to mod TotE's skill trees into base HoMM V? There are some things I'm not so keen on in TotE so I haven't purchased it yet...
Thanks in advance
Fluffypaw
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Fauch
Responsible
Undefeatable Hero
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posted December 24, 2009 05:54 PM |
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Quote: I've finished it I think. All the Tier 7 creatures have between 600- 1400 HP depending on what they are. The Tier 6 ones have between 250- 500. I didn't mess with the stats of the Tier 1-3 creatures except for their growth rate. This will mean that it'll take hundreds of peasants or other Tier 1 creatures to take down a giant/Titan/Dragon/whatever like it should be. Titans are huge. The game didn't make them seem huge. Anyways...
Didn't see any mods that did this or I'd have downloaded in an instant. Maybe I'm looking in the wrong place.
hum, not exactly what I did, actually I changed the stats and abilities of some creatures to make them (hopefully) better balanced compared to other creatures of the same level.
I also changed some abilities to make more sense, there are many units that lose an ability when evolving, that's stupid. like why would the witch be able to shoot, but when you upgrade her in lady, she forgets how to do?
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SimonaK
Promising
Supreme Hero
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posted December 24, 2009 06:01 PM |
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Edited by SimonaK at 18:06, 24 Dec 2009.
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yes that's true, I have some exemples too: heaven archer lose the wide shooting when upgraded....or druid forgot lightning bolt...or gremlins the capacity to repair, or the double shot for sylvan hunters...I'm sure I forget other exemples
I like when an unit keeps a particular (personal) perk for all of its upgrades.
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Fauch
Responsible
Undefeatable Hero
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posted December 24, 2009 06:20 PM |
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Edited by Fauch at 18:21, 24 Dec 2009.
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well, for archers, it's not too bad, since they switch their bows for crossbows, so maybe they didn't learn how to scatter shots with crossbows. and that strange, because bows are supposed to be better than crossbows.
for the elfs, I think the arcane archer takes more time to aim, which explains the no range penalty.
but the vampires and rakshasas can strike without suffering retaliation, and when you upgrade them in nosferatus and kshatras, they forget how to do
the pit spawns forget how to cast spells, but I'm not sure what to do about it. with spells it would be too strong. if you remove spells from the pit fiend, he becomes too weak. you can compensate by giving him vorpal blade, but in this case, you have to give it to the pit spawn too, and it would be too strong. or you could give 50% magic proof, but it wouldn't be very exciting.
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SimonaK
Promising
Supreme Hero
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posted December 24, 2009 06:26 PM |
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Edited by SimonaK at 18:30, 24 Dec 2009.
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I understand but I think some perk choices make that players will always take the same upgrade. for my share, I have difficulty do not take the double shot for sylvan hunter...too cool. about no penalty shooting for other, just to hold the « licorn's bow »......when you have the double shot
but I put a new option in the RTMG allowing to have just an upgrade by town (the upgrade is randomly choosen between both while map generation) so during the game, you have not choice to take the offered upgrade.....of course you can find a hillfort to take the other one.
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Fauch
Responsible
Undefeatable Hero
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posted December 24, 2009 06:31 PM |
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that's evil
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SimonaK
Promising
Supreme Hero
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posted December 24, 2009 06:34 PM |
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Edited by SimonaK at 18:38, 24 Dec 2009.
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haha maybe!
but having none of choice to take the given upgrade makes the gameplay more funny! really. You learn what is the upgrade after the building of the upgrade dwelling.
anway that is an option, the guy can check or uncheck it.
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masonjo
Hired Hero
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posted January 04, 2010 03:36 AM |
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Edited by masonjo at 05:19, 06 Jan 2010.
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Recoloured Battle Mage
I didn't particularly like the yellow battle mage so I did a
re-texture and made it red and purple.
[url=http://rapidshare.com/files/330995329/RedBattleMage.h5u ]Download[/url] -[Edit]: The icon didn't work so I fixed it and re uploaded.
-[Edit]: I thought I had fixed the icon but I hadn't and can't figure out what Im doing wrong. Can somebody fix it and upload it?
It's my first texturing so it isn't perfect. (If someone could make a better version I would appreciate it )
Enjoy
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Fauch
Responsible
Undefeatable Hero
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posted January 05, 2010 04:27 PM |
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santa mage
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