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Heroes Community > Heroes 5 - Modders Workshop > Thread: [MOD TotE 3.1] Heroes of Skills and Abilities
Thread: [MOD TotE 3.1] Heroes of Skills and Abilities This thread is 2 pages long: 1 2 · NEXT»
SimonaK
SimonaK


Promising
Supreme Hero
posted December 18, 2008 03:41 AM
Edited by VokialBG at 10:48, 28 Dec 2008.

[MOD TotE 3.1] Heroes of Skills and Abilities

This MOD breaks links of dependence which have abilities between them and
no more ability needs prerequisites to be learned with exception of the
corresponding basic level skill.

That makes so it's possible to discover all potentials of all possible
combinaisons between all skills and abilities for all races.

Ex: the 8 races can learn Guardian Angel just with Basic Light Magic
and the abilities perfectly works for each race.

This MOD also modifies the percentages of probability of each primary stats
and common skills to equal them between each races.

Ex : A Knight has the same chance to get +1 Attack than +1 Power and a Sorcer too.
and a Knight has the same chance to learn Destructive Magic that Light one.

All Races can learn these 16 common skills:

Logistics
Attack
Defense
War Machines
Leadership
Luck
Enlightenment
Sorcery  (Shout
for Stronghold)
Light Magic
Dark Magic
Summoning Magic
Destructive Magic
Shatter Light
Shatter Dark
Shatter Summoning
Shatter Destruction


==============================================================================================
Some Heroes Pictures










==============================================================================================

Features

- Unlock All Heroes  (includes campaign ones)
- All Heroes begin with their own Basic Racial Skill + Basic Logistics
- All Heroes keep their own Specialisation and Spells.
- All Heroes have Attack=0, Defense=0, Power=1, Knowledge=1 at the start.

- All Heroes get their Absolute Skill with the same abilities:

Expert Logistics with

Scouting
Swift Mind
Warpath

Expert Enlightenment with

Wizard's Reward  (Bloodfire for Stronghold)
Graduate  (Intelligence for Stronghold)
Mentoring






...and of course Expert Racial Skill with the 3 abilities are important.

Note: 3 slots so are still available for others skills.


=================================================================================

While a Level Up

Probability to get a primary stat for each Hero

Attack  (25%)
Defense  (25%)
Power  (25%)
Knowledge  (25%)


Probability to learn a skill for each Hero

The Racial Skill  (8%)
Logistics  (8%)

Attack  (4%)
Defense  (4%)
War Machines  (4%)
Leadership  (4%)
Luck  (4%)
Enlightenment  (4%)
Sorcery (Shout for Stronghold)  (4%)
Light Magic  (4%)
Dark Magic  (4%)
Summoning Magic  (4%)
Destructive Magic  (4%)
Shatter Light  (4%)
Shatter Dark  (4%)
Shatter Summoning  (4%)
Shatter Destruction  (4%)


List of Abilities by Skill

All Heroes can learn 3 of all abilities for a skill but still second level
is required to get a second ability and so on.

Some abilities stay reserved for just one race if its effects are directly
linked to the racial skill or just because they don't work for others
races in the game.

Heroes not Stronghold are able to learn Shatter Magic Skills.

Stronghold cannot learn a ability directly linked to magic but is able
to learn Magic School Skills because some of their abilities are not
directly linked to magic. (Ex: Guardian Angel, Haunted Mines)


Logistics

Death March
Familiar Ground  
(Haven and Sylvan only)
March of the Golems  
(Academy only)
Navigation
Pathfinding
Scouting
Silent Stalker
Snatch
Swift Gating  
(Inferno only)
Swift Mind
Teleport Assault
Warpath


Attack

Archery
Battle Frenzy
Cold Steel
Excruciating Strike
Flaming Arrows
Nature's Wrath
Offensive Formation
Power of Speed  
(not Stronghold)
Retribution
Stunning Blow
Tactics


Defense

Chilling Bones
Defend Us All  
(Stronghold only)
Defensive Formation
Evasion
Hellwrath  
(Inferno only)
Last Stand
Power of Endurance  
(not Stronghold)
Preparation
Protection
Resistance
Stand Your Ground
Vitality


War Machines

Ballista
Brimstone Rain
Catapult
First Aid
Goblin Support  
(Stronghold only)
Imbue Ballista  
(Sylvan only)
Plague Tent
Remote Control
Runic Machines
Tremors
Triple Ballista


Leadership

Artificial Glory
Aura of Swiftness
Battle Commander  
(Sylvan only)
Battle Elation  
(Stronghold only)
Diplomacy
Divine Guidance  
(Necromancer can use it just on not undead creatures)
Empathy
Estates
Gate Master  
(Inferno only)
Herald Of Death  
(Necropolis only)
Recruitment
Runic Attunement  
(Fortress only)


Luck

Dead Man's Curse
Dwarven Luck
Elven Luck
Luck Of The Barbarian
Magic Resistance
Resourcefulness
Soldier's Luck
Spoils of War
Swarming Gate  
(Inferno only)
Tear of Asha Vision
Warlock's Luck  
(not Stronghold)


Enlightenment  
(not Stronghold)

Arcane Exaltation
Arcane Intuition
Dark Revelation
Graduate
Intelligence
Know Your Enemy  
(Sylvan only)
Lord of the Undead  
(Necropolis only)
Mentoring
Scholar
Tap Runes  
(Fortress only)
Wizard's Reward


Enlightenment  
(Stronghold only)

Battle Lore
Bloodfire
Dark Revelation
Intelligence
Mentoring
Stamina


Sorcery  
(not Stronghold)

Arcane Brillance
Arcane Excellence
Arcane Training
Boneward
Counterspell
Distract
Erratic Mana
Magic Insight
Mana Regeneration
Soulfire  
(Inferno only)


Shout  
(Stronghold only)

Distract
Mana Regeneration
Mighty Shout
Shout of Rage
Shout Training


Light Magic

Eternal Light  
(not Stronghold)
Fire Resistance
Guardian Angel
Master of Abjuration  
(not Stronghold)
Master of Blessings  
(not Stronghold)
Master of Wrath  
(not Stronghold)
Refined Mana
Storm Wind
Suppress Light
Twilight  
(not Stronghold)


Dark Magic

Corrupted Soil
Dark Renewal
Fallen Knight  
(not Stronghold)
Master of Curses  
(not Stronghold)
Master of Mind  
(not Stronghold)
Master of Pain  
(not Stronghold)
Seal of Darkness
Shrug Darkness
Weakening Strike


Summoning Magic

Banish
Elemental Balance
Exorcism  
(not Stronghold)
Fire Warriors  
(not Stronghold)
Fog Veil
Haunted Mines
Master of Conjuration  
(not Stronghold)
Master of Earthblood  
(not Stronghold)
Master of Life  
(not Stronghold)
Runic Armour  
(not Stronghold)


Destructive Magic

Cold Death  
(not Stronghold)
Fiery Wrath
Ignite  
(not Stronghold)
Mana Burst
Master of Fire  
(not Stronghold)
Master of Ice  
(not Stronghold)
Master of Storms  
(not Stronghold)
Sap Magic
Searing Fires  
(Inferno only)
Secrets of destruction  
(not Stronghold)


Shatter Light

Corrupt Light
Detain Light
Fire Resistance
Refined Mana
Storm Wind
Weaken Light


Shatter Dark

Corrupt Dark
Corrupted Soil
Detain Dark
Weaken Dark
Weakening Strike


Shatter Summoning

Back to the Void
Corrupt Summoning
Detain Summoning
Fog Veil
Weaken Summoning


Shatter Destruction

Corrupt Destruction
Detain Destruction
Fiery Wrath
Mana Burst
Weaken Destruction


=======================================================================================

- Tested from Version TotE 3.1

- This MOD will conflict with other MOD using HeroClass.xdb, Skills.xdb and the Heroes's MapObjects xdb files.

- Skills and Abilities's text and description are not modified.

- Special musics from campaign heroes are removed.

- A perfect MOD for random maps because you never know how your hero will evoluate
 and may be also interesting for campaign and scenario maps.

=======================================================================================

Download


http://heroescommunity.com/filespace/file/HeroesAllSkillsAllAbilities.rar



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Zenithale
Zenithale


Promising
Famous Hero
Zen Mind
posted December 18, 2008 04:51 AM
Edited by Zenithale at 05:01, 18 Dec 2008.

Seems strange but very interesting, it's like a new Heroes. I will try it!
____________
TWITCH|YouTube | NewArenas2023 MOD

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Willow
Willow


Adventuring Hero
Tree of Knowledge
posted December 18, 2008 10:49 AM

This mod looks very cool, but unfortunately I have mods with which it will clash. Is it possible for you to release a version which would contain only the skill changes?

In other words, the mod would only remove the requirements for the abilities and equalize their chance at getting a skill, but the mod would not alter any hero stats like starting skills and so on.


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DarkCrystal
DarkCrystal


Promising
Supreme Hero
Staright out of line
posted December 18, 2008 01:29 PM

It's a great mod. Thank you!
____________
Sometimes I'm about to yell: "It is flat you idiots!" But I don't wanna die in fire.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted December 18, 2008 01:30 PM

Fun Mod but it's a little imbalanced in my opinion... those prerequisites were there for a reason.
____________

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted December 18, 2008 01:38 PM
Edited by Azagal at 13:40, 18 Dec 2008.

Ok this RAPES balance. But if you're looking for mayhem and fun this might be a good thing.
Personally I prefer the prerequest thing better (also this way you're leveling won't be completely unplannend. Like this you can't narrow down the abilities that will show up when you level up)


But the changeing of the stats growth doesn't make much sense to me. I mean where is the adversaty? You can pratcially forget any destruction builds since you're chance to get SP is only 25% instead of say 35~ etc.
____________
"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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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted December 18, 2008 03:48 PM

Broken, but fun
____________
Coincidence? I think not!!!!

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Fauch
Fauch


Responsible
Undefeatable Hero
posted December 18, 2008 10:08 PM

it looks a bit too random, but it's interesting.
btw, stronghold can have eternal light, the shamans cast haste.

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SimonaK
SimonaK


Promising
Supreme Hero
posted December 18, 2008 10:35 PM
Edited by SimonaK at 00:21, 19 Dec 2008.

Quote:
it looks a bit too random, but it's interesting.
btw, stronghold can have eternal light, the shamans cast haste.


I think Eternal Light's Effects are just for the Heroes....when its him that cast.


Quote:

Fun Mod but it's a little imbalanced in my opinion... those prerequisites were there for a reason.



what reason? anyway: why blocking abilities for some races when it enough to give them prerequisites too...

and for now this MOD is just not interested by dependencies.

Quote:

But the changeing of the stats growth doesn't make much sense to me. I mean where is the adversaty? You can pratcially forget any destruction builds since you're chance to get SP is only 25% instead of say 35~ etc.



Heroes must trust themselves to improve their destiny. Why does a Knight must have a high probability to get attack point
just because he is a Knight....look, find and wear attack's artifacts....

Life is not just the « need » but also the « hasard »


H5's heroes are too hung on a destiny already sealed for their race.

this MOD is also for those which are « nauseated » to know at beginning how will finish their hero.


Quote:

This mod looks very cool, but unfortunately I have mods with which it will clash. Is it possible for you to release a version which would contain only the skill changes?

In other words, the mod would only remove the requirements for the abilities and equalize their chance at getting a skill, but the mod would not alter any hero stats like starting skills and so on.



ya, just remove MapObjects folder from inside of h5u file.


Quote:

Broken, but fun



fun. the first goal of that


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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted December 18, 2008 11:09 PM

Quote:
what reason? anyway: why blocking abilities for some races when it enough to give them prerequisites too...

and for now this MOD is just not interested by dependencies.
For example, Swift Mind is very strong for Dungeon, so it must have some pretty high prerequisites IMO.
____________

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SimonaK
SimonaK


Promising
Supreme Hero
posted December 18, 2008 11:21 PM
Edited by SimonaK at 23:27, 18 Dec 2008.

Quote:
Quote:
what reason? anyway: why blocking abilities for some races when it enough to give them prerequisites too...

and for now this MOD is just not interested by dependencies.
For example, Swift Mind is very strong for Dungeon, so it must have some pretty high prerequisites IMO.


So work to find a combinaison of abilities for any race or a particuliar race to get a dungeon calm down.

Ex: Expert Shatter Destruction, CounterSpell, Luck Of The Barbarian, Sap Magic, etc etc, be ingenious, be creative.

You know how dungeon deals about its racial skill, so accept his hit and prepare your-self the retaliation.

anyway perhaps your dungeon ennemy will be a Hero of Light Magic!





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Willow
Willow


Adventuring Hero
Tree of Knowledge
posted December 19, 2008 07:42 AM

Quote:

Quote:

This mod looks very cool, but unfortunately I have mods with which it will clash. Is it possible for you to release a version which would contain only the skill changes?

In other words, the mod would only remove the requirements for the abilities and equalize their chance at getting a skill, but the mod would not alter any hero stats like starting skills and so on.



ya, just remove MapObjects folder from inside of h5u file.



Thanks!


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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted December 19, 2008 04:44 PM

Removing all pre-requisits and making all skill even seems both pointless and stupid to me, essentially it removes about 50 % of what's strategy in the game. But that's just my 5 cents.

I have a question for you: Does Offensive Formation and Defensive Formation work for other factions? It was my impression that it only works with Dwarven units. If you answer yes to the above, I would like to know whether you have actually tested this and seen an effect of having the skill for, say, a Knight.
____________
What will happen now?

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted December 19, 2008 05:35 PM

Quote:
Heroes must trust themselves to improve their destiny. Why does a Knight must have a high probability to get attack point
just because he is a Knight....

Yes that is exactly why he should have a high probability of getting attack and defense.
See if you already bring up the destiny argument then look at it from both sides. If you are born a Knight, your family has an endless history of military service as MELEE fighters, etc. you grow up and train to be a Knight (MELEE) therefore it is only natural to get attack and defense. Your destiny think is all cool etc. but sacrificing this EPIC ammount of strategy just to get some weirdish free for all brawl is not what I'd want.


And no need to get so defensive. Your mod is broken and f***s up balance big time. That's a fact.
But that doesn't mean it's something bad, people can have fun with it.
____________
"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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SimonaK
SimonaK


Promising
Supreme Hero
posted December 19, 2008 11:36 PM
Edited by SimonaK at 23:37, 19 Dec 2008.

Quote:

I have a question for you: Does Offensive Formation and Defensive Formation work for other factions?



This MOD has been tested. I don't give scraps.

You will be able to get more attack and more defense with others factions too. This ability begin to work
with at least 3 creatures and the majority of creatures must be behind.


Quote:

Removing all pre-requisits and making all skill even seems both pointless and stupid to me, essentially it removes about 50 % of what's strategy in the game. But that's just my 5 cents.



for my share, the value of this opinion is really 5 cents. That allows at least to double number of strategies.


Quote:

Yes that is exactly why he should have a high probability of getting attack and defense.
See if you already bring up the destiny argument then look at it from both sides. If you are born a Knight, your family has an endless history of military service as MELEE fighters, etc. you grow up and train to be a Knight (MELEE) therefore it is only natural to get attack and defense. Your destiny think is all cool etc. but sacrificing this EPIC ammount of strategy just to get some weirdish free for all brawl is not what I'd want.



so, you will do what your father done as he done what his father done

Someone being born knight's son can dream well to become a wizard and so mixed haven power and magic power.

with a open mind you can see chaos has its own balance.

I think you are enough wise to imagine simply pre-requisits don't exist
and you simply choose abilities you want from those in the bag.

Anyway the most important is the fact to be able to obtain abilities from others faction for yours.

Now, if you also want pre-requisits for that ....at least you know that these abilities can work.



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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted December 20, 2008 01:17 PM

Quote:
so, you will do what your father done as he done what his father done

Someone being born knight's son can dream well to become a wizard and so mixed haven power and magic power.

with a open mind you can see chaos has its own balance.


I think you're argument here is completely invalid. You fail to address the point that the Knight is not BORN Knight - he has the Knight class because that's what HE DOES. He gains his experience through his actions as KNIGHT, which is why he learns mostly of Defense and Attack, since that's what his work as Knight is all about.

Essentialy, that's like saying that if you study to become a doctor and start working in a hospital, you are likely to gain a lot of knowledge about diseases and how the human body works - whereas you won't gain a lot of knowledge about engineering and technology out of the blue air when working in that profession. Of course, you may get to learn about some special machines which work in your area, but your overall knowledge about machines is still likely to be less than someone who studdied engineering.

In a similar vain, a Knight through his opperations as Knight will learn mostly of Attack and Defence and related skills like War Machines and Leadership. You may think that's unfair, but hey, that's life. Of course, he may choose to start a whole new profession as Wizard instead, but then he would no longer be a Knight - and that's not possible within the framework of the game, the Heroes have the proffeciency they've chosen, and they cannot gain another class tag (unlike Heroes 4).
____________
What will happen now?

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Willow
Willow


Adventuring Hero
Tree of Knowledge
posted December 20, 2008 01:46 PM

Er, just from an outsider's perspective, this discussion seems a little pointless. If you don't like the mod, just don't download it... it's as simple as that.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted December 20, 2008 01:49 PM

Agreed but does that mean we can't criticize the Mod? I mean, I do agree perfectly if SimonaK will not change anything, I just provide some feedback.
____________

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Willow
Willow


Adventuring Hero
Tree of Knowledge
posted December 20, 2008 03:18 PM

Quote:
Agreed but does that mean we can't criticize the Mod? I mean, I do agree perfectly if SimonaK will not change anything, I just provide some feedback.


No, of course comments and discussion is good I just think sometimes people tend to go on and on about how pointless something is or go a bit overboard with the negativity for no reason.

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SimonaK
SimonaK


Promising
Supreme Hero
posted December 20, 2008 04:21 PM

Quote:

Essentialy, that's like saying that if you study to become a doctor and start working in a hospital, you are likely to gain a lot of knowledge about diseases and how the human body works - whereas you won't gain a lot of knowledge about engineering and technology out of the blue air when working in that profession. Of course, you may get to learn about some special machines which work in your area, but your overall knowledge about machines is still likely to be less than someone who studdied engineering.



In this mod Heroes are able to be autodidact.

Quote:

In a similar vain, a Knight through his opperations as Knight will learn mostly of Attack and Defence and related skills like War Machines and Leadership. You may think that's unfair, but hey, that's life. Of course, he may choose to start a whole new profession as Wizard instead, but then he would no longer be a Knight - and that's not possible within the framework of the game, the Heroes have the proffeciency they've chosen, and they cannot gain another class tag (unlike Heroes 4).



I can release another mod in which one knights or any heroes will be able to learn gating or necro or all others.

Quote:

I do agree perfectly if SimonaK will not change anything



I will change if we discover an ability which doesn't work with evidences for a faction.
then I will remove it to it.




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