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Thread: Master of Puppets v.3.07 - Battery | This thread is pages long: 1 2 3 4 5 · «PREV / NEXT» |
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bushez
Hired Hero
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posted January 31, 2017 07:00 PM |
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where i can get more maps for this mod ???
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Puppet_Master
Adventuring Hero
Villain
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posted February 02, 2017 04:58 PM |
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tupaz, I'm glad.
bushez said: where i can get more maps for this mod ???
Do it yourself... Or play on random maps. Now there are only a few russian maps.
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Puppet_Master
Adventuring Hero
Villain
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posted February 03, 2017 03:29 AM |
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My starting location on the last day of the game (diff. 200%, banned all transport spells).
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tupaz
Adventuring Hero
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posted February 12, 2017 11:41 PM |
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Edited by tupaz at 00:06, 13 Feb 2017.
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So i tried to create a new alternative creature that got no upgrade (bats)
i created a new entry in the creature editor (#263), named it Royal bats, and slyghtly improved the stats to reflect the upgrade, also made bats upgradable to Royal bats, made a copy of the bat portrait and named 263.jpg under /data/MoP/Tools/MCrEdit/pic
look like all is displayed correctly in the editor:
However in the game the creature appear without portrait:
and when i exit town screen i get a CTD:
What i'm doing wrong?
Also, what is the use of these nodes? (water,earth,fire,air)
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Puppet_Master
Adventuring Hero
Villain
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posted February 13, 2017 02:27 AM |
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tupaz said:
What i'm doing wrong?
You have to add the portraits of creatures in MWCRPORT.DEF and MOPSMALL.DEF. JPG-pictures only for editor.
tupaz said:
Also, what is the use of these nodes?
+50% of basic magic damage for each captured object.
Oh, your added hero portraits is pretty good.
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tupaz
Adventuring Hero
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posted February 13, 2017 08:13 AM |
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Puppet_Master said:
You have to add the portraits of creatures in MWCRPORT.DEF and MOPSMALL.DEF. JPG-pictures only for editor.
Oh, should had the suspect that the game didn't accept .jpg format, used a DEF editor and it's working now
Thanks!
Puppet_Master said:
Oh, your added hero portraits is pretty good.
Yes, revamped almost all hero portraits, still work in progress
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Puppet_Master
Adventuring Hero
Villain
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posted February 13, 2017 08:20 AM |
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tupaz said:
Yes, revamped almost all hero portraits, still work in progress
Cool, but... However, sadly, that all men are replaced with portraits, while you can add them in catalogs 1-99... it's so easy:
(catalog_number)UH(size_letter)(portrait_number).pcx
For example, the fifth picture in the second row of the female catalog of the user directory #31 will have the file names: 63UHS31.pcx, 63UHL31.pcx and 63UHX31.pcx.
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tupaz
Adventuring Hero
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posted February 13, 2017 09:49 AM |
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Yes i noticed i can add many new portraits to the game, that's a pretty cool feature but i prefear to use my portraits as default.
Don't get me wrong i like most Masper or Puppets portraits
but i wanted to replace the original ones so i can recognize them in the game since i use these portraits for every HoMM3 mod i play like HoTA or WOG and don't want to change them manually every time i hire a new hero.
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Puppet_Master
Adventuring Hero
Villain
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posted February 17, 2017 06:58 AM |
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Nostalgia.
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tupaz
Adventuring Hero
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posted February 18, 2017 11:31 AM |
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Edited by tupaz at 12:43, 18 Feb 2017.
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I'm still a noob but slowly i'm beginning to understand how to import new creatures to the game, and thanks to master of puppets editors i'll say it is easier and faster than i thought.
My quest to give every faction a alternative unit is started, this is what i made so far.
Every new creature alredy got an upgrade and some even a third upgrade
However these creatures need new external creature dwellings and i have no idea how to do that, also heroes need new creatures specialities.
I don't know if this is the right place to ask, but how i do that? is there a guide or something i can check?
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Darland
Tavern Dweller
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posted March 01, 2017 05:35 PM |
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XXL map
How to create in random map very large map?
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Puppet_Master
Adventuring Hero
Villain
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posted March 02, 2017 03:08 AM |
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tupaz said:
Every new creature alredy got an upgrade and some even a third upgrade
However these creatures need new external creature dwellings and i have no idea how to do that, also heroes need new creatures specialities.
I don't know if this is the right place to ask, but how i do that? is there a guide or something i can check?
You need to rebuild MoP.exe by modifying files Dwellings.txt and Specializations.txt.
Darland said: How to create in random map very large map?
While that is not supported.
Preview of MoP v.4
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tupaz
Adventuring Hero
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posted March 02, 2017 12:33 PM |
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Edited by tupaz at 12:37, 02 Mar 2017.
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Puppet_Master said:
You need to rebuild MoP.exe by modifying files Dwellings.txt and Specializations.txt.
Aw, i'm not sure i can do that...i need access to the source code and even after that i'm not sure i can compile the executable after i modify the files.
Anyway i almost finished my alternative creature project that will also include new musics (from HoM&M and M&M series), new hero portraits and modified creature stats. I need to do just one faction.
preview screenshots:
With your permission i will post what i have done so far, and who knows maybe you can find something useful for your next versions of MoP
Puppet_Master said:
Preview of MoP v.4
Cool! can't wait
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tupaz
Adventuring Hero
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posted March 21, 2017 02:04 PM |
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I was noticing sometime the creatures was dealing less damage that expected and i was unable to found out what was the reason...now i think i found out the culprit:
When a in a group a creature have the ability "Damage to enemy when passing by" or "Damage to passing by enemies" all the creatures from that group will deal less damage depending on the amount of that variables.
So for instance, if in a group there is a creature with 50% damage to passig by enemies all the creatures will deal 50% damage unless they attack without moving, in that case they will deal regular damage.
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Puppet_Master
Adventuring Hero
Villain
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posted March 21, 2017 03:41 PM |
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Hmm... Hmm... This is the only place where used [Óðîí_â_%]-variable (corrected phys. damage):
.if signed [Óðîí_â_%] > -1;
or eax, -1; now eax = -1
xchg [Óðîí_â_%], eax; reset variable (-1)
cvtsi2ss xmm0, Êîðð_ôèç_óðîí
mulss xmm0, 0.01
cvtsi2ss xmm1, eax
mulss xmm0, xmm1
cvttss2si eax, xmm0
.if eax
mov Êîðð_ôèç_óðîí, eax
.endif
.endif
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tupaz
Adventuring Hero
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posted April 12, 2017 09:49 AM |
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Few other bugs:
- Sometime too many black magicians buffs/debuffs will lead to a CTD.
- Even disabling Black magicians they will still appear on the map, much less but they will be there.
- Moving onboard a ship while having a special terrain unit in group will leave special terrain on the water.
And few questions:
- I managed to modify specialities and starting armies of heroes by modifing mop.exe with a hex editor but can't find where the new skills are located, for example i want to modify construction since i think the bonus is too weak.
- I have added alternative creatures for every faction but they never appear on the map as neutral army in random maps, i'm missing something i guess.
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bushez
Hired Hero
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posted May 19, 2017 08:20 AM |
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tupaz said:
Puppet_Master said:
You need to rebuild MoP.exe by modifying files Dwellings.txt and Specializations.txt.
Aw, i'm not sure i can do that...i need access to the source code and even after that i'm not sure i can compile the executable after i modify the files.
Anyway i almost finished my alternative creature project that will also include new musics (from HoM&M and M&M series), new hero portraits and modified creature stats. I need to do just one faction.
preview screenshots:
[url=https://postimg.org/image/acrapyynb/][/url] [url=https://postimg.org/image/xfhtp504n/][/url] [url=https://postimg.org/image/yvtc7a31j/][/url] [url=https://postimg.org/image/42w12yz8n/][/url] [url=https://postimg.org/image/6lhq3nkyv/][/url] [url=https://postimg.org/image/wv2smg6w7/][/url]
[url=https://postimg.org/image/ax6bsnrvr/][/url] [url=https://postimg.org/image/9w633jaw7/][/url] [url=https://postimg.org/image/flqx1l6g7/][/url] [url=https://postimg.org/image/62h884ixz/][/url] [url=https://postimg.org/image/sfoyuxjvr/][/url] [url=https://postimg.org/image/oxcyyjizr/][/url] [url=https://postimg.org/image/po5p4bld3/][/url]
With your permission i will post what i have done so far, and who knows maybe you can find something useful for your next versions of MoP
Puppet_Master said:
Preview of MoP v.4
Cool! can't wait
hi man you can give me maybe your file because i really like what you did with the upgrades
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tupaz
Adventuring Hero
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posted May 19, 2017 12:23 PM |
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Here is it:
http://www.mediafire.com/file/67ddfkp1lz4l1uf/Alternative_creature_mod_for_MOP_3.0.7.7z
Make a backup of all your MOP files just in case you want to revert back to original files, and be aware it will change the gameplay greatly cause i modified all creatures to match the new ones (and my tastes)
Among all i reduced the combat speed of all creatures and to avoid ranged units to become too powerful i have given a lot of armor to armored creatures and/or resistance to ranged damage (especially all units wearing a shield) and/or more HP, yes some creatures are really like tanks now, but usually they are slow or don't make much damage(armor is heavy so it make sense)
Still need a lot of work to balance all creatures and huts for the new creatures but is alredy playable, any suggestion is welcome, and thanks again to Master of Puppets for his great mod.
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Puppet_Master
Adventuring Hero
Villain
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posted August 12, 2017 03:26 PM |
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RerryR
Promising
Supreme Hero
Researching Magic
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posted August 12, 2017 03:54 PM |
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Looks really good
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