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Fauch
Responsible
Undefeatable Hero
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posted April 19, 2010 11:12 PM |
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oh I see, he edited the death knight and the mummy, and renamed the files "zombi something"
doesn't seem like the best way to do it.
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SimonaK
Promising
Supreme Hero
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posted April 19, 2010 11:20 PM |
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now it's harder to swap to outside of RTMG than to inside of.
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Mossep
Tavern Dweller
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posted April 20, 2010 08:42 PM |
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So what should I do?
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Fauch
Responsible
Undefeatable Hero
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posted April 23, 2010 09:06 PM |
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didn't simonak said it?
if you want to change the zombies, edit directly the zombies files, it is more logical and easier.
I'm thinking of releasing a new version of 3rd upgrades with completely new abilities (some coming from zenithale's mod, he had some nasty ideas )
Haven :
LV1 : Taxpayer, Wound
LV2 : Shooter, Scatter arrows
LV3 : Enraged, Large shield, Dash, Bash
LV4 : Flyer, Immunity to blind, Double attack, Fast attack
LV5 : Shooter, No melee penalty, Magic proof 25%, Mana feed, Spellcaster (Dispel, Deflect arrows)
LV6 : Jousting, Anti-giant
LV7 : Flyer, Divine sword (Strikes every creature behind the targetted one with 20% damage)
Sylvan :
LV1 : Flyer, Spray attack, No retaliation, Spellcaster (Arcane crystal)
LV2 : Anti-giant
LV3 : Shooter, Double shot, Purger
LV4 : Shooter, Mana drain, Spellcaster (Stoneskin, Lightning bolt)
LV5 : Blinding attack, Magic proof 75%
LV6 : Entangling roots, Enraged, Immune to earth, Aura of earth vulnerability
LV7 : Flyer, Acid breath, Fire shield, Regeneration
Academy :
LV1 : Shooter, Warding arrow
LV2 : Flyer, Elemental, Enraged, Immune to Lightning, Purger
LV3 : Mechanical, Immune to slow, Magic proof 50%, Taunt, Stand your ground
LV4 : Shooter, No melee penalty, Lightning breath, Spellcaster (Magic fist, Dispel)
LV5 : Flyer, Magic proof 50%, Large shield
LV6 : No retaliation, Agility
LV7 : Shooter, Mind Immunity, No melee penalty, Stormstrike
Fortress :
LV1 : Enraged, Armored, Large shield, Magic proof 25%
LV2 : Shooter, Wound, Bravery
LV3 : Enraged, Berserker rage, Treachery
LV4 : Mind immunity, Battle rage, Fierce retaliation
LV5 : Shooter, Immune to fire, Aura of fire vulnerability, Mark of fire, Explosion, Spellcaster (Deflect arrows)
LV6 : Flyer, Aura of bravery, Commanding presence, Magic proof 50%, Bash
LV7 : Elemental, Immune to fire, ???
Necropolis :
LV1 : Undead, Large shield, Immune to fire, Fire shield
LV2 : Undead, Enraged, Acide blood
LV3 : Undead, Flyer, Incorporeal, Enraged
LV4 : Undead, Life drain, Cleave
LV5 : Undead, Shooter, Hexing attack, Spellcaster (Vulnerability, Weakness)
LV6 : Undead, Undead army (Once per battle, can summon a stack of phantoms on the battlefield)
LV7 : Undead, Flyer, Life Drain, Vorpal sword
Inferno :
LV1 : Demonic, Mana destroyer, Mana feed
LV2 : Demonic, Enraged, Fierce retaliation
LV3 : Demonic, 3 headed attack, No retaliation, Fire shield
LV4 : Demonic, Shooter, Ranged retaliation, Unlimited retaliations
LV5 : Demonic, Fear attack, Horror of the death, Spellcaster (Sorrow)
LV6 : Demonic, Weakening aura, Spellcaster (Vulnerability, Mass vulnerability, Frenzy)
LV7 : Demonic, Flyer, Immune to slow, Unstoppable (This creature can teleport anywhere on the battlefield)
Dungeon :
LV1 : Shooter, No melee penalty, Range penalty, Weakening strike
LV2 : Strike and return, Agility
LV3 : Bravery, Jousting, Rider charge
LV4 : Lizard bite, Strike and return, Armored
LV5 : Enraged, No retaliation, 6 headed attack, Frightful aura
LV6 : Whip strike, Canalization of mana, Spellcaster (Slow, Vulnerability, Righteous Might, Dispel, Teleport)
LV7 : Flyer, Lava Breath, Magic proof 50%, Horror of the death
Stronghold :
LV1 : Blood rage, Cowardice
LV2 : Blood rage, Shooter, No melee penalty, Range penalty, Precise shot
LV3 : Blood rage, Enraged, Magic proof 25%
LV4 : Blood rage, Sacrifice goblins, Agility, Immunity to slow, Spellcaster (Haste, Slow, Mass Haste)
LV5 : Blood rage, Brutality, Battle rage, Anti-giant
LV6 : Flyer, Regeneration, Weakening strike
LV7 : Blood rage, Swallow goblins, Immunity to blind, No retaliation, Sleeping strike
You may notice some new abilities such as "Divine sword", "(Ranged) Mana drain", "Aura of earth vulnerability", "(Ranged) Lightning breath", "(Ranged) Stormstrike", "(Ranged) Hexing attack", "Undead army", "Unlimited (Ranged) retaliations", "Unstoppable", "(Ranged) Weakening strike"
though, I haven't tested them yet...
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Zenithale
Promising
Famous Hero
Zen Mind
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posted April 23, 2010 09:52 PM |
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newcomer
Tavern Dweller
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posted May 01, 2010 05:46 AM |
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Could somebody please tell me how to make the vampire's life drain ability to 100% damage drained in combat.
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Warmonger
Promising
Legendary Hero
fallen artist
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posted May 01, 2010 09:31 AM |
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VokialBG
Honorable
Legendary Hero
First in line
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posted May 02, 2010 06:34 AM |
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Quote: Could somebody please tell me how to make the vampire's life drain ability to 100% damage drained in combat.
Here.
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spy46
Hired Hero
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posted May 05, 2010 09:17 PM |
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so i dont know EXACTLY what im doing, made a few mods here and there for some games, the coding isnt much of (but some times is) a problem for me.
what i want to do is up the number of creatures that spawn on the map during that week of .... what ever for that monster.
but i also want to add some other things too.
like have the larger of the buildings for the factions, provide all teir monsters for that faction and provide some thing like $500 to the owner of it.
neutral buildings like the cripts spawn enemys faster, like every 2 weeks, or every week.
i also want to increase the number of units you can hire from the farms by a small amount.
and if this is possible, i was wondering about adding another slot for monsters in the heroes army, too often i find that i have a full army of my faction and then some creeps want to join me, they have a good number but the monsters i have i can add to and yet the creeps would be very useful.
can any of this be done, if so, how.
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dale
Known Hero
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posted May 09, 2010 08:00 PM |
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Quote: and if this is possible, i was wondering about adding another slot for monsters in the heroes army, too often i find that i have a full army of my faction and then some creeps want to join me, they have a good number but the monsters i have i can add to and yet the creeps would be very useful.
My approach to this problem is to keep empty slots. My favored class is necro, and in the early game my normal set of creatures consists of vampires, lich, skeleton archer, and either zombies or ghosts to help block the archers from medley attack. As time goes on, I may add dragons (and upgraded creatures).
That gives me two or three empty slots for creaturs that want to join -- if I want them.
A mule to follow me helps also.
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Grey Beards of the world, Unite :-}}
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spy46
Hired Hero
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posted May 09, 2010 08:14 PM |
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that is true and a good point, but is this possible to mod or no?
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spy46
Hired Hero
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posted May 11, 2010 11:08 AM |
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what files define how much resorces are provided by buildings.
like the resorce silo for the haven/humans, i found alot of stuff in here
C:\Program Files\Ubisoft\Heroes of Might and Magic V\data\GameMechanics
there i found the silo data file
what do i need to do to change the amount or kinds of resorces it provides, i want to make ALL the towns provide some thing of each resorce.
is there a read me that tells you how to do this?
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AkivaHorvitch
Tavern Dweller
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posted May 14, 2010 04:58 PM |
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I'm new here...
Hi...
I'm new to the forum, and i was wandering if anyone could help me understand how this all works...?
Thanks
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BBird28
Tavern Dweller
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posted May 15, 2010 04:26 AM |
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Quote: what files define how much resorces are provided by buildings.
like the resorce silo for the haven/humans, i found alot of stuff in here
C:\Program Files\Ubisoft\Heroes of Might and Magic V\data\GameMechanics
there i found the silo data file
what do i need to do to change the amount or kinds of resorces it provides, i want to make ALL the towns provide some thing of each resorce.
is there a read me that tells you how to do this?
i'm pretty certain how much resources are produced is hardcoded. you can do a backwards solution by changing how much buildings cost to build and how much units cost to produce. This will be tedious though as you will have to mod every creature and building cost. Sorry.
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SimonaK
Promising
Supreme Hero
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posted May 15, 2010 04:31 AM |
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data.pak\GameMechanics\RefTables\TownTypesInfo.xdb
Searching <ResourceSiloIncome>
for each TOWN <ID>
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spy46
Hired Hero
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posted May 16, 2010 12:24 PM |
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SimonaK, i found the file that you said, but there does not appear to be a line wiht the resorcesilo in it in any of the towns.
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alibaba7737
Tavern Dweller
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posted May 26, 2010 05:15 AM |
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Hi I'm new here and I'm trying to install the Cleric Mod to ToE and cant figure out how to make it work. I have placed it into my UserMod file and it has not done anything
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spy46
Hired Hero
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posted May 30, 2010 06:02 PM |
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is there a way that i can change the neutral buildings, like the cript, arcane vault and the other buildings like that, so that you can fight the monsters there every week instead of every ..... 4 or what ever its set to
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spy46
Hired Hero
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posted June 04, 2010 09:08 PM |
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can you change how often the Crypt *not the necro building* regerates the monsters so that you can fight them and gain the resorces from it instead of the 3 or how ever many weeks it takes.
i want it to regenerate every week.
if it can be done
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datmax
Tavern Dweller
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posted June 10, 2010 06:11 PM |
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Quote: can you change how often the Crypt *not the necro building* regerates the monsters so that you can fight them and gain the resorces from it instead of the 3 or how ever many weeks it takes.
i want it to regenerate every week.
if it can be done
data\GameMechanics\RPGStats\DefaultStats.xdb
(Ctrl+F) Find "<BankCrypt>"
<RechargesCount>-1</RechargesCount> --> <RechargesCount>-1</RechargesCount> (0 = noregen, -1 = regen)
<DaysForRecharge>28</DaysForRecharge> --> <DaysForRecharge>7</DaysForRecharge>
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