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PeterFarkas
Adventuring Hero
LeBronTosaurus
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posted January 26, 2011 10:34 AM |
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Well, the fact is that the original objective is to defeat all and Human is allowed to play all 8 players.
Anyway, I'll have a look on it.
Thanks and have a nice day,
PF
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markkur
Honorable
Legendary Hero
Once upon a time
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posted January 26, 2011 05:01 PM |
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Quote: Well, the fact is that the original objective is to defeat all and Human is allowed to play all 8 players.
Ok, when does the problem show? Can you play all 8 in hotseat mode?
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PeterFarkas
Adventuring Hero
LeBronTosaurus
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posted January 27, 2011 08:33 AM |
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No, it does not show up in multiplayer maps (since it is a scenario)
But if I choose to play it single, I can go with every player.
BTW, I didn't try what you have written (I did not have too much time lately) so it is possible that it works.
Have a nice day.
PF
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xerox
Promising
Undefeatable Hero
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posted February 01, 2011 06:09 PM |
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where are the textures for the Academy alternate upgrades? I cant find them anywhere. :S
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted February 02, 2011 10:11 AM |
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So.. Anyone knows where you can modify the damage from chilling bones? They aren't in the rpgstats with the rest of the necro specific abilities
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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Fauch
Responsible
Undefeatable Hero
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posted February 03, 2011 05:33 PM |
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Edited by Fauch at 17:45, 03 Feb 2011.
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there's a file in GameMechanics/Spell/Hero_Skills/Feats but I wouldn't expect much. you might just be able to change the element (I could turn magma shield into ice shield)
forget it, might have found better, GameMechanics/Ref_Tables/Skills.xdb
Quote: <ID>HERO_SKILL_CHILLING_BONES</ID>
<obj>
<Texture>
<Item href="/Textures/HeroScreen/Feats/Necromancer/Defence_ChillingBones_gray.(Texture).xdb#xpointer(/Texture)"/>
<Item href="/Textures/HeroScreen/Feats/Necromancer/Defense_ChillingBones.(Texture).xdb#xpointer(/Texture)"/>
</Texture>
<CommonTexture/>
<NameFileRef>
<Item href="/Text/Game/Skills/Common/Defence/ChillingBones/Name.txt"/>
</NameFileRef>
<CommonNameFileRef href=""/>
<DescriptionFileRef>
<Item href="/Text/Game/Skills/Common/Defence/ChillingBones/Description.txt"/>
</DescriptionFileRef>
<CommonDescriptionFileRef href=""/>
<SkillType>SKILLTYPE_SPECIAL_PERK</SkillType>
<HeroClass>HERO_CLASS_NECROMANCER</HeroClass>
<spellBuffs>
<Item>SPELL_SKILL_CHILLING_BONES</Item>
</spellBuffs> <BasicSkillID>HERO_SKILL_DEFENCE</BasicSkillID>
<SkillPrerequisites>
<Item>
replace that spell by something else. SPELL_EFFECT_FIRE_SHIELD might work, though, it will probably be overpowered...
Xerox : Most likely in Characters/Creatures/Academy
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xerox
Promising
Undefeatable Hero
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posted February 03, 2011 10:15 PM |
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Thank you. I am recoloring the Academy creatures. Personally, I really think the alternate uppgrades are ugly! Plus I liked the Gremlins more when they had blue/green-skin.
Is it possible to change projectiles (arrows from Archers etc)?
I would like to make the Gremlins shots to look like the Eldritch Bolt spell instead of bullets.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill
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Fauch
Responsible
Undefeatable Hero
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posted February 03, 2011 10:56 PM |
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the academy ones don't look bad, the worst ones are probably the necropolis ones.
GameMechanics/CreatureVisual/Creature/Faction/Creature.xdb
look for this line and change the link.
Quote: <AnimShot href="/GameMechanics/Shot/Creatures/Academy/Magi.xdb#xpointer(/Shot)"/>
it is also possible to create your own projectile, I think there are some similarities with creating a creature. for example, I created a new projectile for my catapult, it is the normal catapult projectile but with a fireball effect.
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Azagal
Honorable
Undefeatable Hero
Smooth Snake
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posted February 04, 2011 01:03 AM |
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Dear modders of HC our VIP representative to Ubisoft concerning the development of H6 Cepheus just posted this
Quote: I may or may not have heard that we're looking for some redoubled discussions regarding the map editor at this time, specifically any major requests you might have. Not too late to implement your desires
Since some of you here are proficient like no others with the editor in H5 your input concerning this would be most appreciated considering you'll know the problems of the current editor the best and thus can provide the best input. I do hope some of you read this and find the time to post your suggestions and wishes here. You'd not only be helping yourselves for future projects but also people who'll start works of their own with the new editor. So please consider replying.
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"All I can see is what's in front of me. And all I can do is keep moving forward" - The Heir Wielder of Names, Seeker of Thrones, King of Swords, Breaker of Infinities, Wheel Smashing Lord
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markkur
Honorable
Legendary Hero
Once upon a time
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posted February 04, 2011 03:57 AM |
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Thanks for pointing this out Azagal.
For what it's worth, I put in my 2 cents and if needed, offered to collect everyones input. I know there has been a lot shared.
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e-lysander
Known Hero
Lysander
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posted February 06, 2011 05:21 AM |
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Hey, what do you guys think is the best way to replace existing creatures for a mod? Change the old creature's CreatureVisual to the new creature or edit the Creatures.xdb file? Or something else?
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Lichking012
Known Hero
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posted February 06, 2011 09:54 PM |
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Hi I was just looking through some old threads, and I came across this post,
Quote: All right I'll tell you the deal with creating new towns; in the case of creatures you can add as much as you like by increasing the number hard coded in the exe. Before Tote it was hardly useful since one couldn't add abilities. With towns all buildings', except for dwellings, marketplaces and blacksmiths, effects are hard coded in the exe file so in theory one could add a new town, but it'll miss the building effects. Unless someone can decompile the exe this cannot be done that's why we/I decided to use the TOWN_DUNGEON ID for Nexus so that it has the Dungeon town's effects, those are the only ones not specifically linked to creatures of that town (i.e. Bloodrage, Gating, Training etc.)
I wasn't quite sure what it meant, so I was wondering some things. Does this mean that even if the Exe was modified to added towns, that the towns would only be able to have creature dwellings, marketplaces and blacksmiths, meaning no mage guilds, horde buildings and special buildings, or does this mean that they can only already made buildings like mage guilds, blacksmith etc, and can't create a new building with a new racial.
Edit: I would like to start a project to decompile the exe so that I can view the games source code. If anyone has any advice, recommended software, etc, please post.
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Fauch
Responsible
Undefeatable Hero
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posted February 07, 2011 11:50 PM |
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someone knows how to change town's visuals? I want the stronghold to look like a haven town (but with different textures maybe)
I thought about swapping models files but at the first sight, it doesn't work.
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Lichking012
Known Hero
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posted February 09, 2011 02:04 AM |
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how do I change what spells/spell schools show up in the mage guild? For that matter, how do I change the values for making skills appear, for example giving a necromancer an incredibly likely chance to learn Light Magic.
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Fauch
Responsible
Undefeatable Hero
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posted February 09, 2011 01:51 PM |
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you are lucky, I might have just found it. in MapObjects. AdvMapTownShared files, at the end of the file.
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Fauch
Responsible
Undefeatable Hero
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posted February 19, 2011 07:00 PM |
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Edited by Fauch at 19:00, 19 Feb 2011.
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do someone else ever had problems with invisible effects?
I've checked all the links and paths multiple times and I see no mistake. the model I'm using for the effect is correct and has a texture. but whatever I try, it doesn't appear in game
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DoomLord66
Tavern Dweller
Epic Dude
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posted March 26, 2011 12:17 AM |
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Does anyone know where I can find the model for the cubes in the editor? I/E: The Random Resource box.
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Signature...
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ceken4
Hired Hero
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posted March 26, 2011 07:08 PM |
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Hi!
I have some question.
1. How can add script to spells or abilities? I found a directory named Script_Abilities.
2. How can add scripts to heroes like Zefir?
3. How work the spell_ability_custom1? If there are 4 custom abilities how can edit them?
Thanks!
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DoomLord66
Tavern Dweller
Epic Dude
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posted March 28, 2011 01:16 AM |
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Hey, what does hex editing do, and how can I do it?
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Signature...
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albolabris
Known Hero
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posted March 28, 2011 06:00 PM |
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Is there any way besides scripts of course to change the formula of the prismatic breath That's one of the most imbalanced abilities that sometimes completely ruins the whole battles at the beginning.
The random value [1-10] is to high, want to reduce to to [1-5] but i can't find any reference to that ability.
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