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PeterFarkas
Adventuring Hero
LeBronTosaurus
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posted October 20, 2011 12:12 AM |
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Hi!
I just wanted to ask something:
I have downloaded the campaigns' maps as scenarios and I'm trying to edit Flamboyant Exit. The problem is that I can't seem to edit the reserve heroes' properties.
Is there a solution for this?
Thank for your help in advance.
Best regards,
PF
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"The one who makes most mistakes often loses" - Elvin
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DawnCrusader
Tavern Dweller
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posted October 25, 2011 04:19 PM |
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Hi there
I've been visiting from some time these forums now, and I've looked hard for what I want but I couldn't find an answer...
When I'm playing Hot Seat in HommV, and when I have a total of 6 heroes it says "You can't hire any more heroes".
Is there any way to hire more heroes, through editing of the data.pak? I've looked through alot of files and I couldn't find the field to edit the maximum number of heroes.
Also, when I have 7 or more heroes (placed in the map editor), when they die during the game, there's no way to buy them again because it probably has reached the maximum cap of 6 heroes per faction...
Any help would be appreciated.
Thanks,
Pedro
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markkur
Honorable
Legendary Hero
Once upon a time
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posted October 25, 2011 04:32 PM |
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Have you looked through the "ME help and tips" in the maphaven thread also?.
I've not tried anything with this yet but I've found that If I place a "custom Hero" and I flee, etc. then it never appears in the tavern again.
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DawnCrusader
Tavern Dweller
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posted October 25, 2011 04:54 PM |
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Hello Markur,
That issue I have resolved, editing the field "campaignheroe" or "scenarioheroe" (not sure which one now) field to "no" in the data.pak allows the "special heroes" to be bought in the tavern (after they loose a battle).
My issue here is:
When I have, for example, 7 heroes, and one of them dies, the tavern says "You can not hire any more heroes", and I suppose it's because of the 6 heroes maximum cap the game has...
I'm wondering if anyone has tried to change / remove this number of heroes cap.
Thanks,
Pedro
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markkur
Honorable
Legendary Hero
Once upon a time
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posted October 25, 2011 06:42 PM |
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Quote: That issue I have resolved, editing the field "campaignheroe" or "scenarioheroe" (not sure which one now) field to "no" in the data.pak allows the "special heroes" to be bought in the tavern (after they loose a battle).
Thanks for sharing that. Heroes parameters I've not really looked into. Btw, I didn't know that MP reduces the number.
Anyway, I'll ask some others that might know this, that are not here very often.
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"Do your own research"
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DawnCrusader
Tavern Dweller
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posted October 25, 2011 08:04 PM |
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Thanks Markkur, it would be great if anyone knew how to change this cap
I've tried reducing the number of players in the map (could be the case where the total numbers of heroes available were divided by the total number of players) but it didn't work too.
Thanks,
Pedro
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falcore55
Tavern Dweller
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posted October 27, 2011 05:26 PM |
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Hello,
I want to change the damage heroes do when they click and attack creatures on the battlefield. What file do I need to change in the data pak for this?
I swear I tried to search the forum, but the information is really hard to find...
Also, I saw in the AI mod that they added 2 extra skills to heroes. How did they do that?
Thanks a lot
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Fauch
Responsible
Undefeatable Hero
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posted October 30, 2011 10:04 PM |
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I think it is in RPGStats.xdb
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LarkinVB
Known Hero
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posted November 01, 2011 02:44 PM |
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Is there a creature/spell balance mod for TotE 3.1 ?
It is a long time since I played and like to restart with the eternal essence AI patch.
I only play hotseat and faintly do remember some imbalances with creatures and spells being under/overpowered.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted November 01, 2011 05:21 PM |
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@Larkin, read the 2nd post of this thread (to see if it interests you):
http://heroescommunity.com/viewthread.php3?TID=32305
The creature ability balance changes are not compatible with EE unless you extract and repack them from the core mod.
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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LarkinVB
Known Hero
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posted November 01, 2011 08:12 PM |
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Quote: @Larkin, read the 2nd post of this thread (to see if it interests you):
http://heroescommunity.com/viewthread.php3?TID=32305
The creature ability balance changes are not compatible with EE unless you extract and repack them from the core mod.
Thanks for the hint. What abilities are not compatible ? I guess these are ? :
Creature Abilities
These changes are largely based on duel maps and H5: TE
weakening aura = +1 attack decrease
unicorn spellpower =14
precise shot range = 4
warding arrows proc factor=1.5
torpor proc factor=2.5
treant +5 heal per treant
agility +1 def per cel
ride-by-attack dam = 0,4 instead of 0,25
aura of bravery gives +2 morale
death wail damage x1,5, range +1
call Storm damage per creature = 20
Call Storm shoot penalty = 0,02 instead of 0,01 up to 0,8
liquid flamebreath = 20 dam per creature
leap distance = 8, retaliation = x1.2 + 0,1 per leaped cell.
piercing arrow = ignores 0,25% defense
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted November 01, 2011 09:41 PM |
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You guessed right, to summarize everything dealt with in defaultstats.xdb
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rotor_unicorn
Tavern Dweller
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posted January 22, 2012 12:47 PM |
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Hello, Heroes!
Help me, please! I have installed the mod “Epic War Age” on the version of game the Tribes of the East. And in it mod, in the main menu there is flight of the Heaven town. And I would like that there was flight of the Sylvan town. Tried to install the mod “++ NewMainMenu”, into folder User MODs inserted a file “+++ Sylvan MainMenu.h5u”, but has changed nothing (: . If I installed on the clear version of the game, this mod works. And on "Epic war age" on not clear to me to the reasons does not work (: .
How to make that all the same there was flight of the Sylvan Town??
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Warmonger
Promising
Legendary Hero
fallen artist
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posted January 22, 2012 01:45 PM |
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Try unpacking and repacking the mod (it's just .zip file). Files with newer modification date have priority over the older ones.
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The future of Heroes 3 is here!
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flonembourg
Known Hero
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posted January 25, 2012 10:07 PM |
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Hard coded abilities or just not in DefaultStats.xdb by default? (+other queries)
So there are numerous abilities that naturally would have coefficients/floating point variables to determine the bonus granted by them that are not in defaultstats.xdb and it seems as if there is no way to edit them, but you would really think, with very similar sorts of bonuses for other skills and perks that grant bonuses, that there are actually specific programmed command lines (correct term?) to edit the other skill variables.
I type this without much hope as I've never come across any of the information I was after in my searches, but perhaps someone knows more than I have found.
The sorts of things I was looking for were, as well as a few other questions I have:
EDIT: I just realised I did end up posting a shorter list of these last year (completely forgot ), but you never know, maybe in 16 months, someone may have found something. You'd think someone with all their knowledge, maybe in the French or Russian communities instead, would have found a way to fiddle with the EXE or something found hidden commands from testing obvious names/codes.
Main modding queries:
¤ Is there a way to make the WhiteKnight_PrayerMultiplier and DarkEissary_DeathScreamMultiplier affect Initiative OR attack&defence/morale&luck (by, for example, 5% of the base amount per level, i.e. a total of 15% initiative reduction at level 10, 20% at level 20 etc.)?
Currently, the level of the hero only increases the spell's duration, through PrayerLevelMultiplier and DeathScreamPrayerLevelMultiplierby setting the abilities' duration each (individually) to hero level×0.25.
It would be nice if someone could figure out a way to fix the first two parameters/command lines (you can tell me which term I should be using for these) so that the specialised heroes, Deirdre and Godric can improve some of, ANY of the other effects through achieving higher levels. This task though, I'd have thought, would require messing around with the executable or something like that, whereas other changes would at least seem like they'd have not yet entered commands programmed already. Was Ubisoft so lazy that they only added commands when they needed them? I seem to recall patch 3.1 of TotE only added the patch .pak files, so if that's right and I'm not just forgetting it changing the executable as well, it doesn't seem like they did it on the spot, but rather that the commands already were hard-coded and they only just added changes to defaultstats.xdb when necessary.
¤ Protection should really provide 20% Magic Protection, not 15%. Chilling Bones' damage increase command line is there, the Attack and Defence skill level increases are there, the Evasion and Archery perks are there, similar others like Fog Veil and Storm Wind are there, one would think that there would be equivalents for Protection, Boneward, Cold Steel and Fiery Wrath, but there are not any in defaultstats.xdb.
Just on the off chance, I tried <Protection_DamageReduce>0.9</Protection_DamageReduce> to see if having the skill would suddenly grant 90% protection, but it doesn't work, unless the ability reduces damage only from enemy spells, as I used my own Stone Spikes to test the damage.
Surely there are some! SURELY! Get in here NOW Ubisoft and contribute to your community! NOW!
it's not my post ( Endelite's post) but i'm very interesting of having somme answers please!
chillin
My English is too bad sorry! I'm French
I'd like to know how to edit a starting army in all maps? is it possible?
And if not, how to edit existing maps? where are the data?
Thanks.
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flonembourg
Known Hero
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posted January 28, 2012 03:23 PM |
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hello every body! i have lot of questions without answers!
is tere a way to mod:
1)hauted mines
2)scholar
3) dark revelation
4) arcane exaltation
5)basic, advanced, expert logistic
6)Dead man's curse
7) chilling bones ( again and again)
8)sap magic
9) protection
10) last stand
11) Estates
12)recruitment
13) magic insight?
where are the files to edit? i don't find them in data->game mechanichs-> RPGSTATS->Defaultstats.....
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rotor_unicorn
Tavern Dweller
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posted February 05, 2012 08:09 PM |
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Hello!
Help me, please.
In a tavern of any town there is an own music. But in the tavern of the dwarfs town the music same as well as in the city. How to make so that music in a tavern there was another?
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arxur
Adventuring Hero
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posted March 01, 2012 11:47 AM |
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Hi guys!
I'm working on a map for H5 ToE, which involves a lot of travels by ship. This is a multiplayer map and I'm looking for a way to make it less annoying to get in and out of the ship.
Mainly I'm looking for a sript that allows me to give every starting hero the ability snatch. I have no idea how scripts work and I dont know if its possible.
If anyone has any idea how to solve this without modding the game, plz post.
Thank you in advance!
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For my Heroes 5 maps and other game stuff visit
projectarxur.wordpress.com
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markkur
Honorable
Legendary Hero
Once upon a time
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posted March 01, 2012 12:26 PM |
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Why not just place each faction's starting-Hero and give them snatch.
Heroes have several tabs and one is skills and perks.
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"Do your own research"
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arxur
Adventuring Hero
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posted March 01, 2012 01:31 PM |
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If I do that than players wont be able to pick thier own hero or their faction. I don't want to force them to play pre-made heroes.
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For my Heroes 5 maps and other game stuff visit
projectarxur.wordpress.com
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