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9 years ago
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Hello. I have a question: Recently, I created a mod that changes the levels of succubi and demons. I modified the parameters in the GameMechanics folder, specifically the `4` line. I also changed the levels of the structures, but when I launch the game, I get an error: "Creature#134 has no visual or it's missed." Can you tell me what I did wrong?:smile05:
I've attached an archive with my work to this message.
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9 years ago
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Hello everyone. Could you please tell me how to change the values of hero specializations in the game? I think some specializations are weaker compared to others, and I would like to adjust them for my own gameplay.
In reply to SoloMidDazzle
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9 years ago
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SoloMidDazzle
Hello everyone. Please tell me how to change the values of hero specializations in the game. It seems that some specializations are weaker compared to others; I would like to adjust them for myself.

Some specialization modifiers are stored in the game file \data\a2p1-data.pak\GameMechanics\RPGStats[B]DefaultStats.xdb[/B]. Block:

To bring another component into line with the modified specializations, this message will help: /topic/at/952579/
In reply to Dyrman
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9 years ago
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Hello. Could you please answer my question as well? /topic/at/1021234/ As far as I understand, you are very knowledgeable in modding.
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9 years ago
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NikitaM
Hello. Could you please answer my question too? /topic/at/1021234/ After all, as far as I understand, you are well-versed in modding.
Translate the error and everything will become clear.)
I'm busy with the NHF mod; I don't have time to look at the file right now
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9 years ago
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Dyrman
The game file \data\a2p1-data.pak\GameMechanics\RPGStats[B]DefaultStats.xdb[/B] stores some specialization modifiers. Block:

To adapt another component to the modified specializations, this message will help: /topic/at/952579/

Thank you, I found it, but there are far from all specializations listed there. Necromancers only have 3 from the campaign (Soulhunter, Reanimator, AvatarOfDeath). And where can I find the rest? I am most interested in Empiric and Zombie Leader. All that I found specifically for the specializations I need is in the folder data.pak\GameMechanics\Spell\Hero_Skills\Specializations\Necropolis. But there are no values there, only links to textures and descriptions
In reply to SoloMidDazzle
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9 years ago
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SoloMidDazzle
Thank you, I found it, but it doesn't contain all the specializations. Necromancers only have 3 from the campaign (Soulhunter, Reanimator, AvatarOfDeath). Where can I find the rest? I'm most interested in Empiric and Zombie Leader. All I found related to the specializations I need is in the data.pak\GameMechanics\Spell\Hero_Skills\Specializations\Necropolis folder. But there are no values there, only links to textures and descriptions.
Some of them cannot be changed; they are embedded in the executable file.
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9 years ago
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Unfortunately, that’s the way it is. I’ve always wanted to create my own special abilities for creatures.
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9 years ago
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Dyrman
Some things cannot be changed; they are embedded in the executable file.
Then, one more question: is it possible to add a custom specialization to the game? If so, please tell me how.
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9 years ago
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You can remove the special ability, provide the text and name for a new one, and then use scripts to create your own. The NHF mod perfectly demonstrates the possibilities of this method.

Added 1 minute ago
The script will monitor the hero with the special ability and execute what you write, but this is advanced level.
In reply to AstralLein
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9 years ago
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AstralLein
You can remove the special ability, add text, and a name for a new one, and then use scripts to create your own. The NHF mod perfectly demonstrates the possibilities of this method.

Added 1 minute ago
The script will monitor the hero with the special ability and perform what you write, but that's advanced.
I agree, it's complicated. I've only been looking into this for a week, and I don't think I'll be able to manage it, but we'll keep looking. Thank you.
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9 years ago
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SoloMidDazzle
I agree, it's quite complex. I've only been interested in this for a week, I don't think I'll be able to handle it, but we'll keep looking. Thanks.
If you've only been interested in it for a week, try making some balance mods.
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9 years ago
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The simplest way to do this is, for example, like this (I'll explain using the Archangel Sarah as an example):
- In the hero's file, set the specialization line to HERO_SPEC_NONE, i.e., make the hero without a specialization.
- Rewrite the paths to the new icon and text files for the specialization.
- Name the specialization "thick-skinned."
- In the description, write "+2 units to the hero's physical defense."
- In the hero's file, increase the defense parameter by 2 units.
Done!
http://ru.ashan.wikia.com/wiki/Сара
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9 years ago
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Similarly, in Dark Messiah of Might and Magic, the Swine were given magical abilities.
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9 years ago
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SoloMidDazzle
Then, one more question: is it possible to integrate a custom specialization into the game? If so, please tell me how.
1) Process each map where the game with this specialization will take place to support scripts;
2) Write the specialization code in Lua, using scripting functions, debug it, etc.
3) Keep in mind that the developers' scripts are very limited, and they only work partially in multiplayer.
4) Create a hero, etc.
5) Play.

If it's only on one map, then step 1 is not necessary.

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