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1 year ago
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Who dreamed of porting the heroes to Unreal Engine?

Someone has started working on it.

There's also a link to their Discord in the video description.

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1 year ago
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Someone heard me! ))))))))) That’s really cool.
In reply to fktifzobr@mail.ru
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1 year ago
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fktifzobr@mail.ru
Who dreamed of porting the Heroes to Unreal Engine?

Someone has started working on it.

The video description also has a link to their Discord.


Cool, it looks very good! If they tweak the color palette and add some grass to the battlefield, it will be almost like the original.
In reply to HeroAlan
1 year ago
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I don't know where else to ask, so here it is: I added a new creature (specifically, the Destroyer from Fortress) to the Inferno unit roster. It had the "Crushing Blow" ability (which is the same as the Enraged Cyclops, attacking 4 tiles away and able to damage walls). I adjusted and rebalanced it, and then I tested it. It refuses to attack 4 tiles away, but it can still damage walls. Additionally, I gave it resistance to mind control spells, but this effect only exists on paper; Berserk and Dominate still work perfectly. What should I do, and where did I go wrong?
In reply to GGraCHCH
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1 year ago
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GGraCHCH
I don't know where else to ask, so I added a new creature (specifically, the Destroyer from Hammers of Fate) to the Inferno unit roster. It had the "Crushing Blow" ability (which is the same as the Enraged Cyclops, attacking 4 tiles away and able to hit walls). I adjusted and rebalanced it, and then I tested it. It won't attack 4 tiles away, but it can still hit walls. Plus, I gave it spell immunity, but it only works in theory; Berserk and Dominate still affect it. What should I do, and where is my mistake?
Abilities for area attacks don't work; things like attacks with three heads, six heads, deadly sprays, dragon's breath, and acid breath are just placeholders.

Look for the "PatternAttack" line; it specifies the paths to the files, and these files contain the tiles that will be affected by the attack.
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1 year ago
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No one knows where the camera zoom in/out limit is regulated.
Also, is it possible to remove these restrictions not only on the map but also during battles?
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1 year ago
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The game configuration contains parameters that control the camera limitations on the adventure map. There might also be some in battle mode.

You need to check user_a2.cfg or type the following in the console:
console_size 500
game_writelog 1
help

A list of all console commands, including camera settings, will be displayed in the bin/console.txt file. You might find the ones you need there, if they exist.

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1 year ago
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I want to make Kha-Beleth teleport when moving on the adventure map, but I can't find the right timings for <movementspeed and><speedfactor in move.(basicskelanim) and moveend.(basicskelanim) so that even with a single step, the model visually disappears and reappears, like creatures in battle. i can't seem to get it to work the same way as the teleport in battle. the model doesn't disappear; instead, it moves in jerks along the path of the teleport animation. in move.(basicskelanim) and moveend.(basicskelanim), i want to achieve the effect where, even with a single step, the model visually disappears and reappears, like creatures in battle. i can't seem to get it to work the same way as the teleport in battle. the model doesn't disappear; instead, it moves in jerks along the path of the teleport animation.>
In reply to Mооnst@r
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1 year ago
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Mооnst@r
I want to make Kha-Belekh teleport while moving on the adventure map, but I can't find the right timings for <movementspeed and><speedfactor in move.(basicskelanim) and moveend.(basicskelanim) so that even with a single step, the model visually disappears and reappears, like creatures in battle. I can't seem to get it to work the same way as the teleport in battle. The model doesn't disappear; it just moves in jerky steps parallel to the teleport animation along the line.
Unfortunately, units have moveStart and moveEnd, and they only work if teleport is set to true in the CharactersVisual.
In reply to fktifzobr@mail.ru
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1 year ago
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fktifzobr@mail.ru
Does anyone know where the camera zoom in/out limit is regulated?
And I'm also curious if it's possible to remove these restrictions not only on the map but also during battles?

https://forum.heroesworld.ru/showpost.ph ... tcount=1

Here you can find a camera similar to the one in Armageddon's Blade.

If I remember correctly, these lines are responsible for the zoom range on the adventure map:
// conquest_camera_limits fov minDistance maxDistance minPitch maxPitch minYaw maxYaw
conquest_camera_limits 50 50 100 -54.5 -54.5 0 0
conquest_camera_softlimits 50 50 100 -54.5 -54.5 0 0

I don't remember exactly how I changed them; at some point, I came across a topic somewhere in Dreadknight's lessons where he explained how to change them. I then adjusted them to my liking and have already forgotten exactly how 😅 And now I can't find the topic where he explains this anymore, darn it.
In reply to Waterfall_13
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1 year ago
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Hello everyone!
Today I have a silly question, perhaps even off-topic, and it might have been asked dozens of times already, but nevertheless, I need help.

The question is this: I installed XReplacer from this forum for each faction. So, I'm going to use them in the format of one map, not separate mods.

In each faction folder, there are files 0.xdb and 1.xdb. And I can't figure out what they refer to so that I can rename them so that new files don't replace old ones.
Attachment 74150Attachment 74151
And so it is in the folder of each faction.

Maybe someone has encountered something similar and knows where these files are defined.

Thank you for any help
Attachments 2
2 files attached • Total size: 24.1 KB
In reply to Dogenator
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1 year ago
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Dogenator
The question is, I installed XReplacer from this forum for each Faction. So, I'm going to use them in a single map format, not as separate mods.

In each Faction folder, there are files 0.xdb and 1.xdb. And I can't figure out what they refer to so that I can rename them so that the new files are not replaced by the old ones.

There is no need to rename them; they are identical.
In reply to Mооnst@r
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1 year ago
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Mооnst@r

There's no need to rename them; they are the same.

Indeed...
And why didn't I think to check them myself...
Thank you again, Mооnst@r.
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1 year ago
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Waier

Happy New Year!

I need help with moving skills within the skill wheel. Please find the error.)

What I started with: I'm moving "Quick Mind" from Logistics to Leadership, linking it to estates (+250 gold).

GameMechanics\RefTables\Skills

Here, I'm setting values so that it applies to all races.
SKILLTYPE_STANDART_PERK
                HERO_CLASS_NONE

I'm setting it to Leadership.
HERO_SKILL_LEADERSHIP

Here's the race link.
HERO_CLASS_KNIGHT

HERO_SKILL_ESTATES

I don't quite understand this part. The values can be 4000, but for Orcs, it's 0 everywhere. Is this the drop priority?

3000
100
3000

I did it by analogy: I saw NonMentor in Dyrman's files, where part of the Mentor skill was removed, and the path to the "Ultimate" skill for mages was changed. It seemed simple. Following the guide, I removed the Plague Tent in War Machines. But after the changes above, the icons for the main skills stopped displaying for some races. I don't understand the connection. Please help me.

Most likely, the problem is with SKILLTYPE_STANDART_PERK.
I quickly reviewed the perks with this type – these are always perks from the basic three, but you have a perk with a requirement – an advanced one
In reply to fktifzobr@mail.ru
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1 year ago
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fktifzobr@mail.ru
most likely, the problem lies in SKILLTYPE_STANDART_PERK
I quickly browsed through the perks with this type - these are always perks from the basic three, and you have a perk with a requirement - advanced

Indeed, it's that simple! Thank you very much! For some reason, I thought that advanced perks were only racial ones, like prayer.

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