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Nmesa
Hired Hero
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posted October 06, 2018 05:40 PM |
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Edited by Nmesa at 17:55, 06 Oct 2018.
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verynice said: Is it possible to change the way spell specialties are calculated to increase the damage relative to the level of the spell instead of the level of the creature it is hitting?
I thought the same way and replaced this horrible unnoticeable in game formula with Luna mechanic:
- Damage and Resurrection spell specialists receive raw 50% boost. Their spells now viable even at higher levels.
- Buff specialization receive double bonus. +6 for Adv. Level Stone Skin, instead of +3, +12 to all creatures defence instead of +6 etc.
Exception is Haste, with +1 bonus.
Played hundreds of hours with those changes, nothing gamebreaking, feels good to actually see the power of Adelaide's Frost Ring or Alagar's Ice Bolt. Especially with modified Sorcery skill (another 50%), since damage spells were a joke at higher levels.
Check my dialog with RoseCavalier at http://heroescommunity.com/viewthread.php3?TID=42152&pagenumber=34 about making these changes, nothing that difficult. And feel free to ask about the details.
phoenix4ever said: I guess not, but would it be possible to give Fortress Mage Guild level 4?
All you need is to change spell probability chance at Spell.txt. The main problem is drawing new 4th floor and seemlesly adding to to Fortress. I have no idea what tool you need for that, but it definetly requires some skill.
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted October 06, 2018 06:24 PM |
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Nmesa said:
All you need is to change spell probability chance at Spell.txt. The main problem is drawing new 4th floor and seemlesly adding to to Fortress. I have no idea what tool you need for that, but it definetly requires some skill.
Really?, I only need to change the txt file? The visual aspect of Mage Guild 4 is not that important to me, but if they can learn level 4 spells just by changing the text file, I'll go ahead and do that. Should make Fortress and Witches more attractive.
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Nmesa
Hired Hero
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posted October 06, 2018 06:28 PM |
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Edited by Nmesa at 18:32, 06 Oct 2018.
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phoenix4ever said:
Nmesa said:
All you need is to change spell probability chance at Spell.txt. The main problem is drawing new 4th floor and seemlesly adding to to Fortress. I have no idea what tool you need for that, but it definetly requires some skill.
Really?, I only need to change the txt file? The visual aspect of Mage Guild 4 is not that important to me, but if they can learn level 4 spells just by changing the text file, I'll go ahead and do that. Should make Fortress and Witches more attractive.
I am not sure, probably I am wrong. Besides spell.txt, building.txt, new image, frame, I guess something need to be changed in .exe to let the game know about it.
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verynice
Hired Hero
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posted October 06, 2018 08:00 PM |
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Nmesa said:
I thought the same way and replaced this horrible unnoticeable in game formula with Luna mechanic:
- Damage and Resurrection spell specialists receive raw 50% boost. Their spells now viable even at higher levels.
- Buff specialization receive double bonus. +6 for Adv. Level Stone Skin, instead of +3, +12 to all creatures defence instead of +6 etc.
Exception is Haste, with +1 bonus.
I would much prefer being able to change the formula. The bonus has to be inversely proportional to the spell level for damage specialties to be relevant late game.
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Djangoo
Adventuring Hero
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posted October 06, 2018 11:48 PM |
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Nmesa said: [ Buff specialization receive double bonus. +6 for Adv. Level Stone Skin, instead of +3, +12 to all creatures defence instead of +6 etc.
Exception is Haste, with +1 bonus.
Check my dialog with RoseCavalier at http://heroescommunity.com/viewthread.php3?TID=42152&pagenumber=34 about making these changes, nothing that difficult. And feel free to ask about the details.
Wow that is great information, thanks! I thought Bloodlust/Haste/Prayer etc were all bound together and I had no idea how to balance properly. Nice to know that you can tie them to another forumla, works well!
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Djangoo
Adventuring Hero
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posted October 07, 2018 12:19 PM |
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Edited by Djangoo at 12:19, 07 Oct 2018.
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Nmesa said:
- Damage and Resurrection spell specialists receive raw 50% boost. Their spells now viable even at higher levels.
Played hundreds of hours with those changes, nothing gamebreaking, feels good to actually see the power of Adelaide's Frost Ring or Alagar's Ice Bolt. Especially with modified Sorcery skill (another 50%), since damage spells were a joke at higher levels.
Check my dialog with RoseCavalier at http://heroescommunity.com/viewthread.php3?TID=42152&pagenumber=34 about making these changes, nothing that difficult. And feel free to ask about the details.
Do you also know if the 50% multiplier can be changed, to e.g. 20%?
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Nmesa
Hired Hero
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posted October 07, 2018 05:19 PM |
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Djangoo said:
Do you also know if the 50% multiplier can be changed, to e.g. 20%?
I am afraid not, I have zero knowledge about coding and creating plugins. 50% was ideal for me.
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Rahkshi
Hired Hero
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posted October 09, 2018 09:43 PM |
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Anyone knows which DEF or BMP rule this (red arrow)? I want to edit it.
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avatar
Promising
Supreme Hero
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posted October 09, 2018 11:53 PM |
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You mean you want to change fonts?
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Rahkshi
Hired Hero
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posted October 10, 2018 05:06 PM |
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avatar said: You mean you want to change fonts?
No. I only want to change the text to Vietnamese
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Karyoplasma
Hired Hero
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posted October 10, 2018 07:29 PM |
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Djangoo said: Do you also know if the 50% multiplier can be changed, to e.g. 20%?
Not without a plugin. Bonus damage is applied by reading the base damage into the eax register and shifting it right once. You'd only have 5 bytes to write the desired bonus into the register and that's impossible.
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avatar
Promising
Supreme Hero
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posted October 10, 2018 07:52 PM |
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Rahkshi said:
avatar said: You mean you want to change fonts?
No. I only want to change the text to Vietnamese
All txt localization files are in txt files in h3bitmap.lod or HotA_lng.lod. No hexedit is needed.
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sandruse
Tavern Dweller
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posted October 12, 2018 05:44 AM |
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Is it possible to ban the construction of the Necromancy Amplifier? hex or plugin.
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FfuzzyLogik
Known Hero
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posted October 13, 2018 04:11 PM |
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sandruse said: Is it possible to ban the construction of the Necromancy Amplifier? hex or plugin.
Yes it is but how exactly, sorry I don't know. I suggest instead to change the percentage of bonus it brings to necromancy because this building is needed to upgrade vampires... So if you "delete it" it means "no upgrade for vampire" if you don't change buildings requirements too.
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FfuzzyLogik.
If I'm crazy ? Sure, because its madness to be normal...
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verriker
Honorable
Legendary Hero
We don't need another 'eroes
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posted October 13, 2018 04:40 PM |
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avatar said: All txt localization files are in txt files in h3bitmap.lod or HotA_lng.lod. No hexedit is needed.
any idea how to get into the Cove specific stuff including the campaign maps and texts, wouldn't mind trying my hand at tidying the English a bit lol
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sandruse
Tavern Dweller
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posted October 14, 2018 04:45 PM |
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Edited by sandruse at 16:45, 14 Oct 2018.
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hello FfuzzyLogik, so could you show me how to change its bonus? thanks!
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted October 26, 2018 01:02 PM |
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Is it possible to divide Galthrans skeleton bonus by 2?, or make him get bonus like a level 2 specialist?
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sandruse
Tavern Dweller
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posted October 26, 2018 05:15 PM |
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RoseKavalier said: [url=https://pastebin.com/uHQch4gM]Pastebin[/url]
hello RoseKavalier. I complie your code and the plugin works fine except one question. With the testhook4 the strength of the army might join your hero will be calculated half more which make it more diffcult for hero to have joiners. However the information shown with right buttom clicked is not changed. When you have rogue in your army you right click the neutral army on the map and it shows they will join you. But when you meet them they may give you a fight instead. That would be really odd. And could you find a way to amend that?Thank you again!
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RoseKavalier
Admirable
Supreme Hero
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posted October 28, 2018 05:07 PM |
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sandruse said:
RoseKavalier said: Pastebin
hello RoseKavalier. I complie your code and the plugin works fine except one question. With the testhook4 the strength of the army might join your hero will be calculated half more which make it more diffcult for hero to have joiners. However the information shown with right buttom clicked is not changed. When you have rogue in your army you right click the neutral army on the map and it shows they will join you. But when you meet them they may give you a fight instead. That would be really odd. And could you find a way to amend that?Thank you again!
Hmm, this was only meant to be an example for someone; not something I'm willing to support.
Taking a *really quick* look, try modifying EDX @ 0x4171F4 following the same logic.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2
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peter1985
Hired Hero
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posted October 28, 2018 05:23 PM |
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Greeting fans!
I have two new questions, can anyone help me?
1. On the map, how do you generate the unit buildings around the towns? Where can this be changed? For example, besides the conflux towns there should always be elemental conflux, or just in the desert, the pyramids.
2. There are units that give 50% more damage when attacking. Where to change the units for which the extra damage is valid? For example, genie not the efret gives the damage bonus but rather the behemoth.
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