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Posts from Heroes V - Remake "File restructuring, 'junk' cleanup, and game optimization"

2.3 (3 ratings)
10 years ago
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A global modification that restructures directories and files to simplify the lives of modders, clean resources of "junk," and optimize the game.

Version: Remake (22.09.2018-Beta)
Link 1: https://yadi.sk/d/HKsBgSTitxi2T
Link 2: https://drive.google.com/drive/folders/0B8lEkYBHRx_RNzV5NmxWcjQ4Sms

ATTENTION: Third-party modifications and maps made for the original version of the game will NOT be compatible with this version.
This is a Beta version of the modification; some things may not work correctly.

Installation: Installation is possible on any version of "HoMM V - Tribes of the East". The modification uses its own directories and files and does not affect original game resources. If you use third-party plugins and modifications, they will be inactive when playing "HoMM V — Remake".

Main Changes:
Binary file icon replaced with the original HoMM V icon;
Game archives repacked into a single archive;
Restructuring of game directories and files performed;
The "splasha2.bmp" file in the game root renamed to "Remake.bmp";
The "RMod" directory is used instead of "Data", "UserCampaigns", "Maps", "DuelPresets", and "UserMODs". This was done to allow safe use of the original game or a game with third-party modifications separately from the "Remake" modification;
"Cursor", "Music", and "Video" directories moved to the "RMod" directory;
The "hwcursors" directory renamed to "Cursor" and moved to "RMod". Cursors not used by the game were removed;
Standard game music reworked based on all 3 game add-ons;
In the "Profiles" directory, the following were renamed:
"default_profile" directory to "Remake-Profiles"
input_a2.cfg to input.cfg;
user.cfg to user_a2.cfg.
In the "Video" directory:
"intro_a1.xml" file renamed to "intro.xml";
"outro_a1.xml" file removed.
In the "bin" directory, the "SI.bin" file will no longer be created during gameplay; now the game does not check connection to "Ubi.com" servers without user knowledge;
Game account directory renamed to "HoMM V — Remake";
Map editor removed, but the ability to create standard random maps is preserved;
"Ubi.com" menu item removed, as you are unlikely to find an opponent on the server with this version of the game;
Main menu background splash changed to the one from "HoMM V: HoF" with minor edits;
Campaigns menu reworked; it now contains 6 items instead of 5;
(In development) — Added campaigns, scenarios, and maps from original HoMM V and HoMM V: HoF, and an additional "Dark messiah" scenario based on the game of the same name;
(In development) — Scenarios from Nival Interactive and Ubisoft relating to heroes and events of the original campaigns merged with main campaign branches; the "Dark messiah" scenario is now the game's epilogue;
(In development) — Duplicate files removed;
Every game map reworked so that random creatures are placed instead of preset ones (except those required by plot);
All available map files reworked and cleaned of "clunky workarounds" and other "junk" without loss in gameplay;
The first campaign, "The Queen," now contains tutorial messages from original HoMM V. Messages will appear if the "Show Tutorial" option is active in game settings. (Tutorial messages will appear only once for the current player profile; they will not reappear during a second playthrough. Therefore, those who wish to repeat the tutorial must create a new profile.);
Names of game Factions changed based on Might & Magic Heroes VI and Might & Magic Heroes VII;
"UFO", "Tank", and "Plane" removed; missions where these models were used have been cleaned;
Unused files, unnecessary lines of code in game files, developer "junk" after patches, etc., removed;
"LOD", "Strike", and similar models removed. Now all creatures and characters on the battle arena, world map, and character info view use one model instead of 2 or more similar ones;
In each faction, most creatures of the same level now share the same animations and voice acting, primarily from the creature's alternative upgrade. (Previously, non-upgraded creatures had their own animations (attack, happiness, idle, etc.) very similar in movement to upgraded creatures);
Multiple errors in game text files fixed;
Random map generator changed and improved; many different map templates added, and various random creature squad options increased 3-fold;
Camera positions when viewing creatures changed. Now, for creatures of the same city and level, one camera view is used;
Map size names changed to classic designations (T, S, M, L, XL, XXL, XXXL).
Description of each faction's specialty in the map selection and new game menus changed. Information for each faction is now more informative;
Hero specialization descriptions in the map selection and new game menus changed. Now, in addition to the unique ability name, a description of the ability is present;
Hero skills that could not obtain their faction's unique ability have been changed so that this ability becomes available;
Appearance of "Female Heroes" changed; they received female body models;
Rune magic icons in the game changed. Names and images of resources required to use runes added to the icons;
Data displayed when viewing information about "enemy" creatures on the map changed; now an approximate numerical range is shown instead of values like "horde", "thousands", "legion";
Color of unavailable spells in the spellbook changed to red;
Damage description on the battle map changed; it now provides more information, indicating possible damage amount and number of potentially killed creatures;
Battle log window on the battle map changed and enlarged. Output line length fixed so that words no longer exceed the visibility limits of the log window;
Swamp fog density reduced;
All campaign heroes added for Multiplayer;
Standard icons of some heroes replaced;
Specialization descriptions added for all cities and factions with specific numbers;
Modified skill wheel added;
Selected HD texture equivalents added for objects and buildings;
Letter "Ё" added to texts, though not everywhere yet;
Cheat code implemented allowing the removal of fog of war on the game map:
Call up the console in-game: `
Type the command to remove fog of war: @Fog()
Black screen during opponent's turn in Multiplayer removed if the opponent is on a scouted map. Now the opponent's turn is visible, as in single-player;
"Oblivion" spell — Khrushchev's head removed from the casting animation;
Unnecessary option removed from the "Duels" menu. The dropdown list of available arenas expanded from 5 items to 13;
73 arenas are now available for "Duel" mode (previously 17). All standard arenas were activated (some of which were not used by the game at all), and several fan works were added (with minor edits), some of which are now also available in classic game mode;
Duel mode: balance of all heroes adjusted, and one additional hero added to each race;
Fan maps added for Multiplayer.
and much more. (details in "Change List.pdf" file)

Suggestions are welcome.

The following add-ons are available for the Remake modification and can be downloaded from the disk:
AllHero-Unlock.pak - unlocks campaign heroes;
CompatibilityMap (31.05.2018-Beta).pak - mod for compatibility with fan Multiplayer maps;
GrayGhost.pak - returns gray color to ghosts;
RageButton (4.3-R).pak - adds Orc rage info button and changes battle interface.

VK Group: https://vk.com/remake_mod
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9 years ago
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13zl

— Update (17.02.18-Beta)
Perhaps the date meant was 17.02.17?

And also, I would like work to continue on achieving compatibility with Epic War Age. Then this mod will be truly invaluable.

Because now many are switching either to EWA or to MMH5.5. So it is necessary to optimize the game specifically for these modifications, and not just for the plain original game.
In reply to -=ButCheR=-
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9 years ago
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-=ButCheR=-

And also, I would like to see work being done on achieving compatibility with Epic War Age. Then this mod will be truly amazing.

Colleague, in EWA 2.6.2, the launcher plays a role in restructuring files, cleaning up unnecessary data, and optimizing the game. Moreover, it handles this task excellently. You can rest assured that the cleanup and optimization are implemented at a high level in EWE. I don't want to write too much, but here is an example of changes:

• A "branded" Elysium Mods launcher has been created for the modification. The launcher contains important settings and information about the modification.
• Setting windowed mode and setting high shadow quality in the launcher will easily configure the game's ini files.
• Owners of the Steam version of the game can launch the game with the overlay enabled.
• Due to frequent complaints about bugs and serious balance issues that are not present in the build, a function to remove third-party modifications has been added.
• The game now uses a separate directory for save profiles. If you need your saves, copy them manually.
• In the map editor, external dwellings for creatures of levels 4-7 are now available (separate from outposts). Huge thanks to the creator of RPE for the compatibility of Dwellings and NCF.
• A special game launch mode in which random maps can be generated.
• The included RTMG is now pre-configured. A guide on how to use it has been created.
• RMMS is now supplied with EWA. This program allows you to generate composite armies on existing maps from regular ones. Scripts have been edited for greater automation of the map editing process. You can read more about the program itself after installation and on the HeroesWorld.ru forum.
• The game can consume more than 2 GB of RAM, allowing you to play on "incredible" size maps without constant crashes.
• Ability to disable the appearance of NCF creatures on the map!
In-game technical part:
• The Ubi.com menu item is hidden because it cannot be used anyway; the service no longer works.
• It is no longer possible to set low graphics settings; only supported options are now available for selection.
• Crashes during AI turn and during fast combat with the "Stalker" unit have been fixed.
• Many conflicts and incorrect paths in data files have been corrected.

Main gameplay changes:

• Support for MegaAI scripts has been added - artificial intelligence has been improved.
• The abuse against elves has been fixed. Choosing sworn enemies was very problematic before; you had to scroll through two directions. Now there will not be 200 Yetis or Death Cyclops in the list. Everyone who played should rejoice.
• An error that prevented some creatures from being generated randomly has been fixed.
• Improved creature pack creation in the in-game map generator.
In reply to -=ButCheR=-
9 years ago
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-=ButCheR=-
Perhaps the date you meant was 02/17/17?

Also, I would like to see work being done to achieve compatibility with Epic War Age. Then this mod will be truly great.

Because now many are switching either to EWA or MMH5.5. So it is necessary to optimize the game specifically for these modifications, and not just for the plain original game.

The numbering is correct (year - month - day) for convenience.

Remake, EWA, and 5.5 have different goals. In some ways, they are all similar and bring comparable changes, but they also have a different architecture and approach with their own advantages and disadvantages. Most of what the user described above is present in all three modifications.

Remake – through the philosophy of a "monolithic game," where everything is compact and implemented through one or more files.
EWA – through fine-tuning the game using a unique launcher.
5.5 – through modular operation of the game.

Remake has a slightly different purpose; it is not only about cleaning and optimization but also about incorporating into itself everything best that was invented by fans of the game. Essentially, at the moment, over 50 modifications, both fan-made and author-created specifically for Remake, have been partially or fully integrated and adapted according to the established philosophy. At this stage of development, work on the game files and complete restructuring of resources is still ongoing.

At the end of March, a planned update will be available with the addition of fan maps adapted for the game.
In the future, new maps will appear in updates, and if necessary, unsuccessful fan maps will be removed.

Closer to the end of development, selective implementation of creatures from "NCF" will occur because the quality and relevance of most of the creatures from the "NCF" project to the world of "Heroes" are questionable and evoke associations with flying locomotives in Skyrim.

P.S. - Enjoy the game and stay tuned for updates.
In reply to 13zl
9 years ago
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13zl

Towards the end of development, creatures from "NCF" will be selectively implemented because the quality and relevance of most creatures from the "NCF" project to the world of "Heroes" are questionable and evoke associations with flying locomotives in Skyrim.

This is an excellent approach! Lore comes first. I will definitely download your mod. I do feel sorry for the hydras, though. The fact that they can be neutral is a plus :rolleyes: Their models and animations are good. The gargoyles are cool; their models are closer to those in part 3, but the stone tablets have also been retained, which is very pleasing. In the settings (judging by the screenshots in the VK group), the "hardware cursor" option has been removed. Why?
In reply to kanyllla
9 years ago
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kanyllla
This is an excellent approach! Lore comes first. I will definitely download your mod. I do feel sorry for the Hydras, though. The fact that they can be neutral is a plus:rolleyes:. Their models and animations are good. The Gargoyles are great; their models are closer to those in part 3, but the stone tiles have also been retained, which is very pleasing. In the settings (judging by the screenshots in the VK group), the "hardware cursor" option has been removed. Why?

This is a matter of taste. By default, the hardware cursor is enabled, and the option to choose standard large cursors has been removed.
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8 years ago
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Will you be adding fan-made scenarios, such as "Supreme Lord" or the "Unicorn Empire" campaign, to the main campaign branch? In my opinion, it would be a good addition, or will only official campaigns be included? And in which update will the next batch of campaigns be added, or do you plan to release all campaigns at once when the game leaves the BETA stage?
8 years ago
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Update available (09/17/02-Beta):
— Academy: The "Frenzy" ability has been removed from all level 2 creatures (gargoyles);
— Dungeon: Manticores now inflict poison damage equal to (10 * number of manticores) and the duration of the poisoning is 3 turns. (Previously, it was (4 * number of manticores) and the duration of the poisoning was 10 turns);
— Dungeon: All Manticores are now level 6 creatures (previously level 5), and the creatures' stats have been increased;
— Dungeon: All Witches are now level 5 creatures (previously level 6), and the creatures' stats have been decreased;
— Fortress: All Bear Riders are now level 4 creatures (previously level 3), and the creatures' stats have been increased;
— Fortress: All Berserkers are now level 3 creatures (previously level 4), and the creatures' stats have been decreased;
— Alliance of Light: All Griffins are now level 6 creatures (previously level 4), and the creatures' stats have been increased;
— Alliance of Light: All Knights are now level 4 creatures (previously level 6), and the creatures' stats have been decreased;
— Necropolis: All Vampires are now level 5 creatures, and the creatures' stats have been increased;
— Necropolis: Liches are now level 4 creatures, and the creatures' stats have been decreased;
— Necropolis: The undead summoning table has been changed; now, only creatures of the first three levels (all: skeletons, zombies, ghosts) and dragons can be summoned using necromancy. From all Cyclops and Devils, only Zombie Cyclops are now summoned;
— Necropolis: Vampire Princes: the chance of stunning has been increased by approximately twice (factor 2 instead of 1 (the standard was 3));
— Stronghold: Unimproved level 1 Goblin creatures have received the "Ranged" ability; without a supply cart, the creatures can throw a stone at the enemy army once;
— Neutrals: Zombie Cyclops now belong to the Necropolis city, but the creatures still do not have their own dwellings for hiring. Also, the hero Markel's ability now affects Zombie Cyclops;
— The "Machine Management" skill has been enhanced; now, it increases the hit points of war machines by 300 units for each skill level instead of 100 (Previously 100+100+100, now 300+300+300);
— New maps have been added for multiplayer games;
— The "R-Arrogance" map has been removed;
— An unnecessary option has been removed from the "Duels" menu. The drop-down list of available arenas has been expanded from 5 to 13;
— 73 arenas are now available for the "Duels" mode (previously 17). All standard arenas (some of which were not even used by the game) have been activated, and several fan-made arenas (with minor edits) have been added, some of which are now also available in classic game mode;
— The list of available arenas for battles in classic game mode has been expanded and refined;
— The damage from the city's defensive towers now directly depends on the city's level. Building up the city has become beneficial for better defense during a siege;
— Bug fixes and other minor improvements.

Added 1 hour 42 minutes ago
35868
Will you be adding fan-made scenarios, such as "Supreme Lord" or the "Unicorn Empire" campaign, to the main campaign branch? In my opinion, it would fit well, or will only official campaigns be added? And in which update will a new batch of campaigns be added, or do you want to release all campaigns at once when the game leaves the BETA stage?

First, all the planned ideas will be fully implemented, and when the mod leaves the "Beta" stage, only then will bugs in the existing campaign missions be fixed and the remaining official missions added.
The decision to add fan-made missions about events that took place during the "War of Queen Isabel" for the official campaigns will be made after the modification leaves the "Beta" state. At the moment, I cannot say anything more specific, except that the release will be very soon.
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8 years ago
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Okay, thank you.
The hero Marckel's ability now affects Zombie Cyclops;
I think Marckel should also be able to recruit Mummies and Death Knights.
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8 years ago
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By the way, yes, they are the undead of Erathia.
8 years ago
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So, assign them to Necropolis. (your Captain) :smile08:
In reply to Михаил Алексеевич
8 years ago
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35868
Okay, thank you.

I think Markel should also be able to recruit mummies and death knights.


In the "Death Knights" mod, they are already recruited in the Necropolis instead of "Undead and Co."
Thank you for the idea about the mummies; in the next update, Markel will be able to recruit them into his army as well.
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8 years ago
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"13zl"
— Haven: All Knights are now level 4 creatures (previously level 6), and their stats have been reduced;
Do I understand correctly that Knights and Paladins have been reduced to be weaker than simple monks? And has the corresponding training been tested to see how it will work now?
— Necropolis: Vampire Princes: the chance of stunning has been increased by approximately twice (factor of 2 instead of 1 (the standard was 3));
A very powerful ability that works in 50% of cases (instead of 30%), combined with the Soldier's Luck skill at 75% - that's impressive. I don't understand why it needed to have its high chance restored.
— The damage from the city's defensive towers now directly depends on the city's level. Building up the city has become beneficial for better defense during a siege;
I don't understand the change; wasn't it already directly related before?
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8 years ago
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Out of habit, I wrote that, but I meant neutral messengers.
In reply to Михаил Алексеевич
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8 years ago
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In general, any undead creature should join. By the way, when you start working with the campaigns of the Hammers of Fate, keep in mind that in the final mission of Suspicion (the second mission for Freya), the final cutscene is not shown. And this is, by the way, the only cutscene in which Kha-Belekh appears. Because of this, even in the Ashan Wiki, on the page with the biography of the Overlord, it is not mentioned that he appears in the Hammers of Fate. In general, there are quite a few cutscenes in the first part that are not shown, but there is an option to view the cutscenes in the settings, but there is no such option in the Hammers of Fate.

Added after 19 minutes
And by the way, you can make it so that mummies are raised from the mages; the biography of the mummies states that they are resurrected mages.

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