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8 years ago
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\Cameras\Interface\HireCreatures.(Camera).xdb
maybe it
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8 years ago
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fktifzobr@mail.ru
\Cameras\Interface\HireCreatures.(Camera).xdb
maybe it's this one

That's right! Exactly this one :) Thank you very much!
8 years ago
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maybe someone can tell me how to disable the level cap in the missions of the mod that adds original "Heroes 5" campaigns to "Tribes of the East"?
I searched the mod's archive for any map files (.h5m, .h5p, and .h5c) so I could remove the limit in the map editor, but I couldn't find any such files.
The mod only contains script files, texture files, and .bin files.
Can you tell me where this limit might be specified in the script file for each mission so I can remove it?
Thanks in advance.
The mod itself is available at https://yadi.sk/d/ic0T1jEw3KRwP3
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8 years ago
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How to change the faction name. I changed it in \Text\Game\Towns\Types, but it doesn't change in the game.
In reply to PunisherPWNZ
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8 years ago
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PunisherPWNZ
Can anyone tell me how to disable the level cap in missions in a mod that adds original "Heroes 5" campaigns to "Tribes of the East"?
I searched the mod's archive for any map files (.h5m, .h5p, and .h5c) so I could remove the limit in the map editor, but I couldn't find any.
The mod only contains script files, texture files, and .bin files.
Can you tell me where this limit might be specified in the script file for each mission so I can remove it?
Thanks in advance.
The mod itself is available at https://yadi.sk/d/ic0T1jEw3KRwP3

In the game, the maps (*.h5m) are unpacked. As an example, I'll give you one path: Maps\Multiplayer\A1L10\. This is the map (A1L10). To edit it in the editor, pack the Maps\Multiplayer\A1L10\ path into a ZIP file (with maximum compression), and then edit it in the editor.

Added 5 minutes later
Andrail
How do I change the faction name? I changed it in \Text\Game\Towns\Types, but it doesn't change in the game.
I have a Necropolis folder at that path. Look around in the mod for the Naga faction; you'll find it there.
In reply to Esto100nec1
8 years ago
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Esto100nec1
In the game, maps (*.h5m) are unpacked. As an example, I'll give you one path: Maps\Multiplayer\A1L10\. This is the map (A1L10). To edit it in the editor, pack the Maps\Multiplayer\A1L10\ path into a ZIP file (maximum size), and then edit it in the editor.

I manually edited each mission in the campaign, changing the parameter from the previous number to 40.
But now there's another problem: on some maps, heroes simply don't want to enter the town. Even movement points aren't spent after "entering," and with repeated attempts, the hero still isn't in the town.
Does anyone know how to fix this?
In reply to Андраил
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8 years ago
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Andrail
How to change the faction name. I changed it in \Text\Game\Towns\Types, but it doesn't change in the game.
There's another text file in the game mechanics folder (I'm on my phone, so I can't remember the exact path), you can search in the RTF files, that text file should be there, but I'll write to you later when I'm on my computer.

Added after 8 hours 33 minutes
\GameMechanics\RefTables
The faction names are also located here.
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8 years ago
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Is this such a powerful unit consisting of a single creature on the battlefield? With NCF, it's possible; without it, it's not. Try it out...
8 years ago
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I'm sure this has been asked many times before, but I couldn't find anything using the search function.
Basically, I need some help. How do you assign the attack animation of one creature to another?
Specifically, I need to change the attack animation of the Necromancer dragon (first upgrade, I don't remember what it's called in Russian) and give it the attack animation of the Elven dragon (similarly, the first upgrade).
In reply to TheEternal
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8 years ago
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TheEternal
I’m sure this has been asked many times, but I couldn’t find anything using the search function.
Basically, I need help. How do I assign the attack animation of one creature to another?
Specifically, I need to change the attack animation of the Necromancer dragon (first upgrade, I don’t remember what it’s called in Russian) and give it the attack animation of the Elven dragon (also the first upgrade).
Animations don’t always work well with the models of other creatures; in this case, the Necromancer dragon will be distorted on the screen as if it were hit by a combine (most likely).
And here’s my question: some animations affect the scale of the model. Can this be fixed? (I encountered this problem during an experiment: the Cyclops animation works for the Minotaur, and it looks good, but the Minotaur shrinks to the size of a Goblin).
In reply to fktifzobr@mail.ru
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8 years ago
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fktifzobr@mail.ru
The animations don't always work well with the models of other creatures; in this case, the Necropolis dragon will be flung across the screen as if it were hit by a combine harvester (most likely).
And here's my question: do some animations affect the scale of the model? Can this be fixed? (I encountered this problem during an experiment: the cyclops animation works for the minotaur, and it looks good, but the minotaur shrinks to the size of a goblin).

Have you tried giving the minotaur's animation to the cyclops instead?!
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8 years ago
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fktifzobr@mail.ru

here is my question: some animations affect the model's scale; is it possible to fix this? (I encountered this problem during an experiment: the cyclops animation fits the minotaur, and it looks good, but the minotaur shrinks to the size of a goblin).
It's a strange mechanic, applying a large creature's animation to a small one and getting an even smaller result:smile19: - I don't see any logic in it.
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8 years ago
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fktifzobr@mail.ru
I tried it out, here are some screenshots with the results, and separately, the Minotaur because it's too small:D

Well, in principle, a Cyclops model with Minotaur animations is the perfect option for a Behemoth, in my opinion!
In reply to psatkha
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8 years ago
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psatkha
Well, in principle, a cyclops model with minotaur animations is an ideal option for a hippopotamus, in my opinion!
Indeed, a pretty good option; claw attacks should be very epic, but with such a scale, I hope the creature fits within 4 squares. There are also problems with running, but they seem to be solvable (in theory).

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