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In reply to Souperviel
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Souperviel

base movement range of the hero x1.5

I can give you some tips regarding movement points, I've already changed this before.

Heroes folder (wherever you installed it) ---> data ---> GameMechanics ---> RPGStats ---> DefaultStats (this file contains many different settings, you need the movement range, it's at the very beginning when you open the file).
Ссылка на мой мод Heroes 5 Armageddons Blade

Ссылка на мои уроки по модостроению в Героях 5

Ссылка на мой Artstation
In reply to Waterfall_13
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Waterfall_13
I can give you some advice regarding movement points, I've already adjusted this before.

The folder with the game (wherever you installed it) ---> data ---> GameMechanics ---> RPGStats ---> DefaultStats (this file contains many different settings; you need the movement range, which is at the very beginning when you open the file).

It seems this is exactly the file I was looking for.
Thank you.
How do I save it in .xdb format?

Update:
I think I figured it out; I forgot to remove "read-only" mode.
In reply to Souperviel
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Regarding building two structures in one city per turn, as far as I know, this is impossible. You can only create some kind of workaround trigger and, through it, use a script to erect any number of buildings per turn, be it 2, 10, or more.
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Страничка моего последнего мода на ModDB

Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.
In reply to zahar0z
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zahar0z
Regarding building two structures in one city per turn, as far as I know, it's impossible. You can only create some kind of workaround trigger and use it to script the construction of any number of buildings per turn, be it 2, 10, or more.

That's a shame; I'd like this feature to be implemented for the AI as well, but it seems it won't be able to utilize it.
I wonder which file contains the building bonuses.
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Overall, it's not that difficult to implement, even for AI. Maps often use scripts to enhance AI by accelerating building construction. For the player, it can be done relatively seamlessly through a custom map editor. If you study how functions like GetTownBuildingLevel and UpgradeTownBuilding work, you'll understand how to build a similar system.

Building bonuses – it depends on what is meant. The values of creature stat increases are related to the files of the creatures themselves. The parameters of some special buildings for cities can be found in DefaultStats. The files that define the mechanics of buildings can be found in GameMechanics/TownBuildingSharedStats.
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In reply to Gerter
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Gerter
Building bonuses – it depends on what is meant. The values of creature growth rates are related to the files of the creatures themselves. The parameters of some special buildings for cities can be found in DefaultStats. The files that define the mechanics of buildings can be found in GameMechanics/TownBuildingSharedStats.

I edited the creature growth rate values in the creature cards, and as a result, I got increased respawn rates for neutral creatures, which, for me personally, negated the point of increasing the growth rate.

I searched in this file and in this folder – the maximum I could find was the cost of buildings and bonuses from special buildings; it seems that the bonuses of ordinary buildings are hidden very deeply.
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bonuses of basic buildings – what exactly do you mean?
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In reply to Gerter
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Gerter
bonuses of basic buildings - what exactly do you mean?

for example, Town Hall +1000 gold each turn
where can I find this information? :o
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well, if there isn't anything like that in DefaultStats, then it won't be possible to change these values. Unless you emulate gold income with a script.
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Hello everyone, could you please tell me where I can find a guide or tutorial on how to add a new hero without replacing the standard ones? I want to selectively transfer some characters from Heroes of Might and Magic 6 and 7 to multiplayer maps.
In reply to Trizar
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Trizar
Hello everyone, could you please tell me where I can find a guide or tutorial on how to add a new hero without replacing the standard ones? I want to selectively transfer some characters from Heroes of Might and Magic 6 and 7 to multiplayer maps.
Here is the documentation on the structure of the Heroes files: https://yadi.sk/d/Y9BR2wyy3NQquR.
Уроки по моддингу Heroes на youtube
Мои файлы по HoMM_V, по M&MH_VII
Здесь я всегда на связи Discord
In reply to Esto100nec1
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Here's a question.
Is it possible to remove all bonuses from the "Root" ability of Ents, including infinite retaliation, essentially making the ability a "dummy" ability? Any ideas? Does anyone know where this is defined?
And as a bonus, if the Ents lose this ability, are there any ideas on how to compensate for its absence without breaking the balance?
Группа в вк посвящённая моим модам

Страничка моего последнего мода на ModDB

Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.
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Is this so that different creatures can be switched between two "modes" in the same way? I don't know where it's defined, but the balance would be good if you just gave the ancient ents infinite retaliation, I think. Although it wouldn't be as interesting to play that way...
 

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In reply to Ment
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Yeah, the idea was to give defending creatures a different animation.

Added after 43 seconds
I wonder if it's worth the effort, considering we'd have to take this ability away from the Ents.

And generally, the question is whether it's even possible to do this. In terms of removing bonuses from an ability.
Группа в вк посвящённая моим модам

Страничка моего последнего мода на ModDB

Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.
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I dug around in the game files, and as far as I understand, it's not possible to change the spells that are cast when hitting with a whip. Is that correct?
Справедливость - авторский глобальный мод

ColouredText - список заклинаний и их уровень в описании существ-колдунов

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