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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: DL Great&Terrible Mod [1st OPEN BETA!]
Thread: DL Great&Terrible Mod [1st OPEN BETA!] This thread is 2 pages long: 1 2 · NEXT»
NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted June 28, 2016 09:38 AM
Edited by NimoStar at 05:45, 13 Jul 2016.

DL Great&Terrific Mod [1st OPEN BETA!]

FIRST BETA RELEASED!
Help test and perfect it with your input


Write anything here in the topic, but take into account this is just a test yet! So please, hate will not take us anywhere! Balance has been taken a lot of care but still needs a lot to go, for example. Also possibly debugging and spell pictures. See notes for that.
One of my objectives was to produce a bunch of documentation, because other modders left nearly nothing, not even documentetion of their changes to the game! So, this will be different...

Download: CLICK HERE

Download only available for limited time, so make your copy if you want it, even for later

Promo Pics
Click to View More


SOON: Making of: In images (so that people can see some of the processes)

To look at the future plans for the mod, see my topic "Outline of the Greatest and Most Terrible Mod Ever" (?)

Thanks to all the community, modders, players, equilibris developers, original game developers, forum admins, and supporters for making this possible!

The mod is far from completed, however, this has more features than all other H4 mods that I know combined.
Of course, Equilibris was big in these regards, but it is now like 13 years old... this mod changes more creatures, spells and stats in a massive and radical way. And it is just beggining...
The current version is: BETA 0.05


_____________________________________________

GREATMOD install instructions
By NimoStar
Provisional contact at:
http://facebook.com/LiberateYourWorld
Game page pending

BETA 05

Mod includes hundreds of incredibly complex Brush files for map
*Some of them only fully compatible with equilibris, the full install covers it anyways.
Mod includes customized Map Editor layout, only compatible with equilibris editor or full install

______________________________________________________________________

Minimal install (UNTESTED)
Paste .exe file and Data folder into your Heroes 4 folder
Executable file and special data file will not overrite anything
NOTE: I have not tested the mod without Equilibris installed, so beware.
______________________________________________________________________

FULL INSTALL (Checked)

BACKUP FILES THAT WILL BE REPLACED IF ANY, BEFORE DOING IT
(Watch inside Data folder to see which ones to backup)

TO MAXIMIZE MOD IF YOU HAVE EQUILIBRIS INSTALLED:
- If your Storm.h4r is smaller than your Storm_Override.h4r, backup and move/delete Storm.h4r
-- Backup brush file, and map file
- Rename Storm_override.h4r into Storm.h4r
- Paste storm_override.h4r provided here,
-- or just paste and override entire data folder
- It is better than your updates.h4r has 12.526 kb. If not, check equilibris page for DL of this file.
Equilibris Downloads: http://equilibris.celestialheavens.com/spa/downloads.html
Updates Downloads: http://www.equi-map.narod.ru/downloads/camp_ed_sfx.exe

SEE: InstructionDataExample.JPG file included in downloaded mod folder to watch how it should look like

If you do this, the mod will be compatible with both Equilibris and Vainilla maps and features!

You can still play unchanged Equilibris by using the Equilibris Executable,
And Winds of War with minimal changes by using the Heroes4 Executable.
BUT IT WILL NOT BE COMPATIBLE ONLINE unless both have done the same.

++++++++++++++++++++++++++++++++++++++++++++++++++++++

To play, just execute the mod special exe
[ with the Treasure Chest image, because it's pure gold and jewels ]

You will notice that the mod uses the Gathering Storm image and music. This is an intended feature.

It is likely the application will crash upon exit of the program.
Although the causes for this bug are unknown,
the result is still that the game just exists, as was intended.
No known ill effects.

To know more about the mod, visit the other .txt files or the Heroes 4 Community Forum

Thanks are in the forum post.
But anyways, thank you all!

++++++++++++++++++++++++++++++++++++++++++++

Heroes 4 Copyrights of their respective copyholders.
Equilibris copyrights, same.
These files are provided under Fair Use
All Greatest Mod material is licensed under GPL 3.0 (Attribution Noncommercial)

Quote:

__________________________________________________________________

GREATEST MOD HEROES 4 CHANGELOG
& COMMENTS

By NimoStar
___________________________________________________

+++ IF YOU HAVE ANY SOLUTION FOR THE MARKED PROBLEMS, PLEASE PROVIDE IT IN A COMMENT

PROBLEM - squares where there should be line-breaks, including on the spellbook (line doesn't change)

INCOMPLETE - Mod still doesn't have map editor of its own
(Using regular map editor is OK for most things, no crashes)

INCOMPLETE - No solution yet for missing spell icons
(spells can be used anyways)

---- SPELLS:

- Ice Demon summoning spell added to Order

- Demon summoning spells nerfed. Now added to common spellbooks and scrolls too
(Prestige class "demonologist" bonus still works, and the book too)

- Many more spells now learnable
- Spell costs adjusted individually

PROBLEM - "Town Gate Cannot be cast in combat" still nags you, even if I configured it to ONLY be able to cast in combat. Have to see what can be done, Equi may have edited the exe to disallow it even when the spell's table would have been more than enough.

---- CREATURE ABILITIES AND POWER:

- Devils now summon Efreet, not Ice Demons

- Pirates more powerful, less in quantity, give more XP

- Black dragon now costs 8000 gold + 2 sulfur + 2 gems

-- Hydra: No Retaliation changed for Regeneration

-- Efreet: Now Teleports (instead of flying)
-- Is a berserker instead of fire attack [test]

-- Titan now has lightning attack [no chaos ward]
-- Instead of normal melee, two melee attacks
---> With Wolves ability, got Total Spell Immune (!) but no lightning... confirming it was strange.

-- Dwarf now Chaos Ward [instead of Magic Resistance]

-- Gold Golems now Magic Mirror [instead of Magic Resistance or immune to magic]

-- Orc has Strenght instead of Ranged Stun

V- Air Elemental Changed:
x-- Now teleports (instead of fly) [test]
---> Go back to fly!
-- Lightning attack [instead of negate first strike]

V- Earth Elemental changed:
-- Magic Immunity, not magic resist
-- Has Toughness, not Teleport
---> Changed to Stone Skin (toughness doesnt seem to do anything)

V- Gargoyles became the ultimate neutral infiltration unit
-- Not elementals, but stunning
-- Now Teleport instead of flying
-- They are also Stealth instead of stone skin
- Stats adjusted (def increased)
- Now Order instead of Death (more like H3)

V- Modified dark knight abilities (not undead, regeneration, etc.)
-- Changed Undead by Curse [change for Bind?]
-- Changed Regeneration for No Retaliation
- Stats adjusted (+50 HP)

V- Modified goblin knight abilities (not stone skin, etc.)
-- Changed Stone Skin by Stealth
- Stats adjusted (def increased)


-- Nagas now Block instead of No Retaliation
--- Block works but doesn't display animation. This may be tied to creature type (minotaur)

-- Mantis now Blocks instead of Binds [probably will be changed]
??... why/how block AND binding? And still flies? Can't complain.
-- Realized I accidentally replaced first strike, but will leave it like this
- HP reduced, XP augmented, stats adjusted

x-- Monk now Blinds instead of Death Ward
---> Blind only works face to face, better angel blinds and Monk resurrects
(at least try)

-- Minotaur now Magic Resistance instead of Block
- Stats enchanced

-- Bone Dragon now deals random curses to enemies (instead of Panic)
- Lower health, stats tweaked
- Now costs 4000 gold + 1 crystal + 1 mercury

-- Ghosts now deal Panic (instead of Aging)
- Slightly stronger to compensate

- Mummies now Order, level 3 (from 2), much more powerful.
-- Mummies have Aging instead of Curse.

-- Vampires have Hypnotize instead of No Retaliation;
- Vampire defense weakened, attack boosted (easier to kill)

- Venom Spawn defense and HP increased, attack and DMG decreased

-- Fire elemental no longer ranged. Instead, it now has breath attack.
-- Phoenix no longer breath attack. Now has Fire Shield.

- ALL CREATURE BANKS CHANGED, most of them mix of three creatures.
(they need the expansions to work with the mod)
Fights tend to be harder later on.
Most of rewards slightly increased.
No creature is repeated.
Some creature's starting number is zero (particularly level 4 ones). They appear randomly with time.
- Pirate Cove: Pirates, Ballistae, Phoenix
- Delirict Ship: Mermaids, Water Elementals, Sea Monsters
- Shipwreck: Air Elementals, Ice Demons, Bone Dragons
- Labyrinth: Minotaur, Naga, Venom Spawn
- Pyramid: Mummy, Gargoyle, Gold Golem
- Lair: Troglodytes, Evil Eyes, ???
- Mines: Dwarf, Halfling, ???
- Ivory Tower: Magi, Sorceress, ???
- Imp Cache: Imp, Cerberus, Devil
- Dragon City: Black Dragons, Faerie Dragons, Megadragon
And more.

_________________________________

- ALPHA FEATURES:
- Cheat manu always enabled (on window mode)
THis is for testing all creatures and spells easily.
If you don't want it, just ignore, or put the game on fullscreen.
NOTE HOWEVER that the alignement of creatures in the menu is not automated, but vainilla. Actual alignements in the mod have been changed from this, and the cheat menu not updated.

_________________________________
Notes:

- "Invalid" artifact locations on hero, placed on map editor, still work ingame and do not crash
- This could have uses for custom maps and campaigns

To do:

- Dont remember where I put the note (or if accidentally erased), but There is "mind" immunity... the artifact Mind Shield has it. It is only a matter of finding the ability code (many are lacking, skipped, etc.)

EXE:


CREATURE TABLE:
- Change mantis HP/stats

SPELL TABLE:
TEST - If a summoning spell can be turned into a Raise spell
(if so, use for Raise Golems, Raise Gargoyles (order))

- UPDATE creature descriptions
- UPDATE summon demon ability description

disabled- Fix Stone Gaze (Description, name, can be cast in combat)
- Fix Panic (Can be cast in combat, level?)
- Change to the alternate "raise" spells (skeleton->zombie,ghost->mummy,vampire->skeleton dragon)
-- Hope changing spell levels doesn't break maps!
- Check learnable on summon devil/darkknight, summon venom spawn, etc.

________________________________

FUTURE, THEORY AND NOTES
........................................................

- THE LAST "ABILITY" IS ACTUALLY THE CREATURE NAME POINTER, DO NOT CHANGE

STILL CAN'T MAKE WORK DATA JUMPS PROPERLY - THEY DON'T ALLOW TO LOAD EQUI MAPS
THAT "EMPTY" DATA MUST BE USED FOR SOMETHING OF THAT

- THE HEX VALUES OF LOCATION POINTING ARE "INVERTED" - EACH COUPLE OF NUMBERS GO IN MIRROR TO THE LAST

ALL "ADDITIONAL" CREATURES MUST HAVE FOUR ABILITIES! no matter if placeholder, else will repent later
- There seems to be no ability for mind spell immunity :/ only was used with undead, mechanical or elemental
- But there is "Negate mind immunity" há; and the "Mind" in spells... maybe in creatures table there is something? Very doubtful or would have seen it...

- Try more than 4 abilities? Would it be possible? Research if such end code exists, in theory or used at the end of a creature...
- In some windows of the GUI, there is five squares for abilities in the creature, no?
YES- In fact, in the combat window, you can see "five abilities"
RESEARCH- see where the referrals go, and if anyone has...
- Uses of fifth:
- Give Rebirth to fire elementals
- I would also LOVE berserker fire elementals, but no space on abilities...
- Give Spellcaster/Sparks to Phoenix (No fire shield?)
- See if spellcaster + rebirth spell counts as "rebirth" ability

- EFREET:
-- Teleport [no fly]
-- Fire attack
-- Fire Shield
-- Fire Resistance
¿5-- Berserker/Spellcaster? + Fire Aura

- MUMMY:
-- Undead
-- Ages
-- Curses
-- Toughness
¿5-- Spellcaster

- GARGOYLE:
-- Mechanical
-- Stealth
-- Teleports
-- Stuns
¿5-- Stone Skin

- TITAN:
-- Ranged
-- Lightning attack
-- Double Melee / Normal melee
-- Chaos Ward
¿5-- Strenght

- MINOTAUR:
[Take off block]
-- Give magic resistance,
-- charge,
-- Stealth,
-- mind immune? (like wolf, or Strike Twice like wolf (?) = Extra Melee / that or Strenght)
- Adjust stats

- AIR ELEMENTAL:
-- Elemental
-- Immaterial
-- Lightning Attack
-- Flying/Teleport
¿5-- Negate First Strike

- EARTH ELEMENTAL:
[Take off teleport]
-- Elemental
-- Magic Resist / Magic Immune
-- Toughness / Stone Skin
-- Stone Gaze / Strenght ?
¿5-- +1 of left off

- MERMAID:
-- Boosts Morale (how? Spell? "Mirth" ability?)
-- Bonuses At sea
-- Regeneration?/Block?
-- [still hypnosis]
¿5-- Long Weapon (see if anim)

- SEA MONSTER:
-- Bonuses At Sea
-- Terror (Panic)
-- Mind immune? / Or cold resistance
-- [still devouring]

- GOLD GOLEM:
-- Mechanical
-- Magic Immune / Resist
-- Stone Skin
-- "Taxpayer"
¿5-- Chaos Ward

- DWARF:
-- Taxpayer
-- Chaos Ward / Magic Resist? Or other.
-- Toughness/Stone Skin
-- Block
¿5-- +1 of left off

- IMP:
- Flying
- Mana Leech
- Spellcaster
- Long Attack

- PIRATE:
-- Is "taxpayer" (change ability name)
-- Bloodlust ? Or is it spell? / Block?
-- Has First Strike
-- [still bonuses at sea]
- Adjust stats

- BANDIT:
-- Poisons with attack
-- Attacks twice? (double dagger anyways) / If not, negate first strike
-- Is "Taxpayer"
-- [Still stealthy]
- Adjust stats

_____________________________________

EXTRA SPELLS
NOPENOPE---> ... Are there up to three extra spells per creature/quantity or even seven with the 00 00 00 00? Test
UNDERSTAND - First quantity, then spell. This for every time 01(Q)EE(S)-02(Q)EF(S), and so on (until you run out of that space allocated for the creature on the file)

Dark Knight should have his "terror" replaced...
As he will have anti-life spells
--- Spellbook: Life Ward, Drain Life, Unholy Song ;

Nightmare should also join the party (only chaos caster);
MP: 10
POW: 38 c/u
--- Spellbook:
Stone Gaze, Mana Leech, (2+ if pos) Terror

Imp Should be a Caster:
MP: 3/4/6? [If use the disintegrate, tailor it so it fits]
POW: 3 c/u
--- Spellbook:
(1)Sparks, (66+) Misfortune, (166+) Mana Flare, (666+) Disintegrate
---- Make Sparks spell more AI-friendly

TO REPLACE: (still don't know where, but maybe search "spells")
--- Magi should not have raise skeletons (zombies)
----> Switch for Raise Gargoyles (When change summons, perhaps elf)
-----> If not, just re-shuffle spell effects (both are "raisers")

+ SATYR
+ LEPRECHAUN
46 - Dark Champion
44 - Evil Sorceres
3e - Water Elemental
30 - Phoenix
2d - Ogre Mage
2b - Nightmare
23 - Mage
21 - Imp
18 - Genie
15 - Faery Dragon
0f - Devil
01 - Angel

THEORY:
if can make new spellcaster units work (no more than 5 extra, remember... but can change existing ones for up to 5 more)
- PERHAPS YOU CAN HAVE 10 EXTRA (think hex, up to 15 and the empty space)

NOT YET. MONKS CANNOT "SPELLCAST" RESURRECTION EVEN WHEN THEY HAVE IT
SOMETHING RELATED TO ADV.OBJECT AND/OR ANIMATION?

SEE: COMBAT_ACTOR files! (name is equal to pictures)
...not so hard to "decode"...
...see if breaks with normal builder?

- WAIT! perhaps adventure spells don't have such limitation.
This would also help see if the animation/actor theory is right or if the spellcasters are hardcoded... to adventure spells we go! (summon boat...)
-- Summoning ship with the monks crashes the game... but may be it is only hero spell? -works when hero, now there's to try on other "spellcasting"creatures... and other map spells on the monk and other creatures
- ALSO try with "spellbook" and not only "ressurection"
--> "Actual" spellcasters even with spellbook also crash summon ship
-- Perhaps even it is that it can't be a "mass spell", maybe no spell was designed to be cast on map that way
-- Or simply creatures werent designed to cast on map
---> Monk Endurance also crashes...
Genie Endurance = Last test

+ EXPERIMENT ...Can you add spells without spellbook abilities?

- WAIT! 2 ...maybe "passive" spells like Vampirism, Stone Gaze or Rebirth do work, since "spellcasting animation" doesn't ever have to be used? hmhmhm

- WAIIIIIIIT!!! Monks DO have spellcast animation, I just found it. It just must be not initialized -__- so it IS adv_actor probably...


FOR COMBAT:

COULD copy the "defense" frames/anims files, change them to "spell", see adv_object with hex editing, compare with spellcaster's adv_obj, change relevant parts,
re-build
(perhaps using .h4l files to not corrupt?
...and/or "adding" with resedit2)
I just hope none of them have "offsets", checksums and whatnot...


***

Mummy is the closest to "necromancer" we have (after Vampire maybe)
--- SpellBook: Aging, Raise Zombie, Gas Cloud ; Wasp Swarm

__________________________________________________


---> CONFIRMED: BREAKER CREATURE WAS DEVIL. COMPARE & FIX CREATURE TABLE
----> SEEMINGLY TOWNS CANNOT HAVE CREATURES OF NOT-ALIGNEMENT (!?)
-----> DO NOT use notepad for table edit, it destroys them
RESEARCH&FIX
why does the custom data make the Death town screen crash?
- See if it is because of Creatures, Spells, or combination of both
- Check for "bad lines"
- It is likely it is caused by the Devil
- It could be a bad character or line
- Or bad stats config (in creature or summon spell)
- Other option: Because of Imp Mana

___________________________________________

INCLUDE - thanks in post: Developers, Equi, Guides, Utilities, Community



TEST- if Megadragon works (the cheat doesn't)
YES -- No expansion cheat works, this doesn't seem to affect the creatures working ingame

YES - at least in equi-like games, Prison is always on
-- IF you put prison as "not built", still appears there as built

- Put cost to prison, see if it stills "auto-builds"
- EVEN if you disable prison, it appears. X- See if disabling prison works or not
- See if in default game this is like in equilibris/greatest

- Wolves seem to be immune to terror(panic). Why? Does it come with their ID, or ability?
_____________________________________________________________________



ENJOY!


This was basically the post for the readers... scroll, scroll, parchment, scroll...
____________

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Baronus
Baronus


Legendary Hero
posted June 28, 2016 03:42 PM

Good work! Congratulations! HIV needs work to be finished. We can do more things better than it is :-)

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted June 30, 2016 07:16 PM

It's better to write H4, not HIV, otherwise it sounds bad

Tough public, eh? xD

But what if I tell you... next version will have...

separate Necropolis and Inferno!

And I have already the creature lineup to show you...



All factions will be completely redesigned, including spells, default heroes, and creatures
____________

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master_learn
master_learn


Legendary Hero
walking to the library
posted July 01, 2016 08:18 AM

So the Frenzied Gnasher would be level 2 inferno unit?
____________
"I heard the latest HD version disables playing Heroes. Please reconsider."-Salamandre

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Karmakeld
Karmakeld


Responsible
Supreme Hero
posted July 01, 2016 11:43 AM

Although I don't agree with all of your planned changes, I follow your mod with interest. A few comments though.
You changed Mummy faction to Order? How does that make sense? And how come they aren't in your Necropolis line up, preferably instead of Medusas.
Do you intend to change the name of Goblin Knights? (I don't think 'goblins' match the undead).
Also I don't think the Ogre fits the Demon faction. Why not use the Venom Spawn? (also stumbled upon the Gnashers).
Will Ice Demons be neutrals? I recall you wrote you didn't feel they matched the fire theme, dispite being a demon.
Which faction will the Inferno faction be replacing?
And will Phoenix and Ogre Magi be replaced in their original faction?
I also get the symbolism of Vamps having Hypnotize, but gosh, with necromancy, all you'll need is an army of vamps and you'll be invincible (which kinda is the case already).
But I guess to some degree you already 'excused' stuff like this, with the mod title

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted July 01, 2016 03:21 PM

This is great!

keep it up
____________
It is with a heavy heart that I must announce that the cis are at it again.

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Gryphs
Gryphs


Supreme Hero
The Clever Title
posted July 01, 2016 03:32 PM

What are you going to replace the ogre with in might?
____________
"Don't resist the force. Redirect it. Water over rock."-blizzardboy

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Baronus
Baronus


Legendary Hero
posted July 01, 2016 07:22 PM

Ogre is rather black colored and has skull on mace.
I think that this mod sholud be finished and then we can comment. We see only 2 factions. Wait for others.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted July 05, 2016 06:37 PM
Edited by NimoStar at 20:53, 05 Jul 2016.

Sadly, only 6 factions are the maximum. This cannot be changed in the game without completaly rewriting all the exe code. Unfortunately, without the source, that is impossible (well, as close to impossible as something can be in programming).

Answering some questions:
- All creatures and factions are 100% unique. No two factions share the same creature.
- Yes, this means all the known creatures you see are "replaced" on their original factions.

- As Inferno replaces Might, Might as a separate faction cannot exist.
- However, don't be quick to cry. Might units are dispersed along the many new creature lineups.
- Mummy is on the desert faction. It also has Nomads and many other changes.
- Medusas are instead of Mummies in necropolis for BALANCE reasons. Medusas are archers, and the only necropolis ranged unit (there are no undead shooters)
-- The possible change is to switch them with Beholders which are now in the Dungeon faction. Why haven't I done this? Beholders look quite like a Death creature and also are archers with Death-like magic... but 1- Dungeon needs casters (I could technically change other creatures to be so, but they dont look like magical) and 2- Beholders are very established in Lore and Tradition as a Dungeon creature that crawls on the underground.
- Yes, unit names will be changed to fit new factions. Goblin Knights will be called Night Guardians or something. Their abilities are also changed.
- Vampires don't have no retaliation and are easier to kill now.
- There is no "raise vampires" spell any more (or any of the other raise spells; they got changed to Raise Zombie, Raise Mummy, Raise Skeleton Dragon)
- The new Shipwreck faction, for now, replaces Life as a castle
-- It "replaces" life in the sense life it out and Shipwrek is in. It doesn't have life magic but order magic. Desert faction has life magic.
-- life units still exist separately and you can put their dwellings on the map; this would allow "you" or a computer to "play" as life
- Ice Demon is on the new faction.
- As well as Ghosts (lvl1), Pirate, Ship Ballista, Mermaid, Sorceress, etc... and of course the dreaded Sea Monster
-- Later on, there will be a vote as to if you prefer the new faction inside the mod, or the Life faction back.

PENDING - I still don't know how to edit creatures available on Creature Portal so any help on that would be appreaciated.

As for advances in my knowledge, I will tell you I have been able to "hack" combat_actor files to allow for NEW spellcaster units. This before was considered impossible because the mechanism for spellcasting was not well known. If everything goes as planned, with the use of mass_spells section, we can have theoretically up to 15 new spellcaster units. These will probably be used for Monk, Mummy, Vampire, Mermaid, amongst others...

If you want to see all creature and faction lineups, there is a map which shows them provisionally.
(this doesn't change anything from your game, it is just a map used to view how the creatures and factions will be on the mod)

You can download it here:
CREATURE ARRANGEMENT MAP
ALL new creature arrangements for all factions are on this map, along with important info about them (on the signposts and bottles)
Default creature arrangements are on the surface.
Modified creature arrangements are on the underground.



See more here: Rest of unreleased factions
____________

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Baronus
Baronus


Legendary Hero
posted July 05, 2016 08:11 PM

You can build 12 factions. How? BUILDING TWO HEROES4.EXE :-):-):-)

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master_learn
master_learn


Legendary Hero
walking to the library
posted July 05, 2016 08:20 PM

Thank you for the new info and example!

But why would mummy be in a faction that have life magic?
Mummy have always been undead creature.
It's like Angels to be in faction that have Death magic.

I mean some things should probably be as intended to be.
____________
"I heard the latest HD version disables playing Heroes. Please reconsider."-Salamandre

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted July 05, 2016 08:58 PM

Yes, I get your point.
And I very much understand your concern.  

But you must also think about it in the new way, in its own context.

Mummies are not an "evil" creature for the culture that makes them. They would be their loved and venerated ones, much as "people in heaven" are for us. For them, as the Ancient Egyptians, it was an honorable way to get into immortality. Becoming a mummy was a sort of solemn and "healing" process.
The new life magic will be aligned with such a desert egyptian-like faction, and not with an european medieval faction that believes in something like christianity.
Anyways, I Hope my explanation was good enough!

(Also, in any case the Mummy will have cool hollywood-mummy spells like Plague and Wasp Swarm xD)
____________

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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted July 05, 2016 09:44 PM

Well, I wish you guys good luck on this endeavor, however I don't like most of the changes, nor find those logical nor practical.
____________
"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted July 06, 2016 12:33 AM

Oh come on, this actually "corrects" heroes 4 to be more like other Heroes in the factions, if this is "illogical" so are Heroes II, III, V... to me what was illogical was fusing Inferno with Necropolis (what do Devils and Vampires have in common other than they both are "evil"?), putting Efreeti, Orcs and Nightmares on "Dungeon", and making a golden desert-themed "order" town with a Snow homeland - in short, no Heroes IV faction was "logical" if we take it to comparison with the other games.

The "Great&Terrible" mod goes back to the roots, more "dissassembling" changes than making them per se. All the factions have similar color schemes in their creatures (you can see them in the lineup). It uses something much like Heroes V Academy, and Heroes III Inferno and Necropolis. The new Shipwreck faction is somewhat similar to the acclaimed "Cove" from the famous and well regarded HotA mod.

... but well, to each their own
____________

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master_learn
master_learn


Legendary Hero
walking to the library
posted July 06, 2016 07:24 AM

@NimoStar,maybe you should rename the mod from "Great&Terrible" to "Great&Interesting/Amaizing/Playable etc.".

I guess "Terrible" goes with "impractical,illogical,etc."
____________
"I heard the latest HD version disables playing Heroes. Please reconsider."-Salamandre

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Baronus
Baronus


Legendary Hero
posted July 06, 2016 08:58 AM

Somethig new will be good in HIV. Eg. elemental factions. Fire, water, earth, air. Or completly another. We mustnt play all the same faction. Mixed fast because 3DO was in financial troubles. HIV needs work to be better.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted July 13, 2016 01:08 AM

Well "terrible" actually means "scary", same as "awesome"; but perhaps will change it for "terrific" to not confuse (?)

Elemental factions can still not be used because of the existance of creature portal. Once anyone deciphers how to disable or change Creature Portal, it will be more possible.

As for making more .exe s to have more faction arrangements: Yes, this is possible. Buty they also neer another .h4r file, and changing stats and alignements of creatures all over again. It is like making multiple mods. Considering there are only enough creatures in the game for 9 full factions (at most), you cannot have *completely*¨different ones unless you also switch their abilities. New images as of now seem to be impossible (what opens or creates .df2 files?). In any case, it is too much work for me to do. I will focus in a single creature/faction arrangement, which is the one I posted.
That is already a lot of things to do for a single man.

__________________________________________________

PROGRESS REPORT to next version:
- All creatures and faction dwellings HAVE been changed
- AI can use the new factions correctly! (checked)
- Most original maps still compatible
- NINE new creature spellcasters in the game, with different spells each!
- Creature abilities reshuffled, some changed, others also added.

NOW WORKING:
- Changing hero looks to suit new factions.
- Also changing their skills.
- For example: Dungeon now has Warlocks, dark, aristocratic characters with Chaos Magic and Nobility.
- Making a new map to showcase all the new factions, in their context, playable free for all, high difficulty.



Who said Desert town could not be the good guys?


The new town, Inferno, to understand their place better.
____________

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Baronus
Baronus


Legendary Hero
posted July 13, 2016 11:34 AM

Very good looking maps.
1. Creature Portal is completly bugged. AI cant use it. And is to removing. No problem.
2.You can use two exe files and all the same resources. You can change things in exe.
Eg. One file Death is necro, second file death is inferno. You must change recruitment units.

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Karmakeld
Karmakeld


Responsible
Supreme Hero
posted July 16, 2016 08:48 PM

It's great you aim to document as much as possible, that would indeed be useful to others. But how about posting some pictures of the successful changes you made, creature spellcasters, new hero looks etc. That would say more, than a barbarian town surrounded by vulcanic terrain.

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nostradamus
nostradamus


Adventuring Hero
posted July 24, 2016 01:50 PM

new creatures

NimoStar said:
Well "terrible" actually means "scary", same as "awesome"; but perhaps will change it for "terrific" to not confuse (?)

Elemental factions can still not be used because of the existance of creature portal. Once anyone deciphers how to disable or change Creature Portal, it will be more possible.

As for making more .exe s to have more faction arrangements: Yes, this is possible. Buty they also neer another .h4r file, and changing stats and alignements of creatures all over again. It is like making multiple mods. Considering there are only enough creatures in the game for 9 full factions (at most), you cannot have *completely*¨different ones unless you also switch their abilities. New images as of now seem to be impossible (what opens or creates .df2 files?). In any case, it is too much work for me to do. I will focus in a single creature/faction arrangement, which is the one I posted.
That is already a lot of things to do for a single man.

__________________________________________________

PROGRESS REPORT to next version:
- All creatures and faction dwellings HAVE been changed
- AI can use the new factions correctly! (checked)
- Most original maps still compatible
- NINE new creature spellcasters in the game, with different spells each!
- Creature abilities reshuffled, some changed, others also added.

NOW WORKING:
- Changing hero looks to suit new factions.
- Also changing their skills.
- For example: Dungeon now has Warlocks, dark, aristocratic characters with Chaos Magic and Nobility.
- Making a new map to showcase all the new factions, in their context, playable free for all, high difficulty.



Who said Desert town could not be the good guys?


The new town, Inferno, to understand their place better.


I joined recently and I wonder is it possible to change colour , size or remove some objects from creatures to make them different?

I have some ideas for new creatures though. Thank you in advance.

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