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Posts from Heroes 5.3

5.0 (1 rating)
7 years ago
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I have an idea – to create a mod for the fifth game based on the mechanics of the third game. I want to avoid coding and reverse engineering, so it will be fully compatible with the AI intelligence mod. The main ideas: 1) Many heroes. I want to take them from 240H, but with a normal number of starting skills. 2) Each Faction has 2 classes. There will be a total of 7 classes. Preliminary list (Warrior, Warlord, Ranger, Battle Mage, Mage, Sorcerer, Necromancer). All classes, except for the Necromancer, will be available in more than one castle. Thus, it will be: Humans - Warlord (Defense, Snow), Battle Mage (Balance, Grass) Elves - Ranger (Logistics, Grass), Battle Mage Dwarves - Warlord, Mage (Light, Summoning, Sand) Magic - Battle Mage, Mage Dark Elves - Ranger, Sorcerer (Darkness, Chaos, Dungeon) Inferno - Warrior (Attack, Lava), Sorcerer Necropolis - Warrior, Necromancer (Necromancy, Darkness, Summoning, Earth) Orcs - Warrior, Ranger (Barbarian - not used) The description will have a dual specialization, for example: "Orrin - Knight" (in the name), "Warlord" (in the class). 3) Removal of all faction skills, except for Necromancy, and all buildings related to faction mechanics, except for Necropolis. 4) Necromancy raises skeletons. 5) The skill wheel is adjusted so that each secondary skill corresponds to only 4 abilities. Duplicate, absurd, and army-giving abilities are removed. Logically, the abilities should clearly match the skill. In the leadership branch, for example, only abilities that give initiative or speed to the hero or creatures will be included. 6) Some general mechanical balance adjustments. How can we do without it? The main ones are primary attack and defense skills of +3.33% instead of 5% per unit, with cheaper expensive creatures and more expensive cheap ones. This is done to bring the overall contribution of primary creature skills closer to what it was in the third game. There, for example, an Angel had 20/20 attack/defense, while in the fifth game it is 27/27. Luck is 1.6/0.6 instead of 2/0.5. Is it worth doing this?
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7 years ago
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AlexAnt
I want to avoid coding and reverse engineering.
Honestly, lol, how can you do it without that? Heroes of Might and Magic 5.5 was made based on the source code of version 3.0 (which remained largely untouched), and you want to adapt the mechanics of the fifth game to the mechanics of the third without that?
P.S. Here, only 1 person knows how to fully export a complete model into the game without attaching pieces to it like effects, and you want to do something like that?
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7 years ago
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It is quite possible to do that, with seven classes.

Added 1 minute ago
You can even use an eighth class for the Necropolis.
In reply to fktifzobr@mail.ru
7 years ago
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No, the eighth class is unlikely to be usable, as the inability to use magic is hardcoded into the Barbarian class, and that doesn't suit our needs. Heroes from the Barbarian castle, both non-magical – the Warrior and the Wanderer – will be able to use magic and will have an initial spell. However, to learn other spells, you will have to either increase literacy through training and learn the initial spells of other heroes, or capture enemy castles, or visit various magical sites and other buildings that grant spells. Overall, seven classes are more than enough: 3 magical, one in the middle, and 3 not focused on magic.
In reply to footman
7 years ago
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footman
To be honest, lol, how can you do without it? MMH5.5 was made based on the source code of version 3.0 (which remained in the shadows), and you want to adapt the mechanics of the fifth game to the mechanics of the third without it?
P.S. Here, only 1 in a million people knows how to fully export a complete model into the game without attaching pieces to it, such as effects, and you want to do something like that?
You should consider several facts.
1) It is not planned to make the fifth game exactly like the third. We are only talking about making specific changes to the most important things. This includes 2 classes per faction, more heroes, reworking and unifying the skill/ability wheel (only for the Necropolis, it will differ due to the presence of necromancy and the absence of leadership), and allowing Barbarians to use regular magic if they wish.
2) All changes are either related to reducing functionality - faction skills, "extra" abilities, faction buildings - or to changing parameters in XML. A specific example of such a change is rearranging the links between heroes and classes. Even the mod for new heroes, 240H, which is planned to be used in a modified form, was created without a single line of code.
In reply to AlexAnt
7 years ago
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Moderated: INAPPROPRIATE LANGUAGE in the message

AlexAnt
The possibility for Barbarians to use regular magic if they wish.
As far as I know, Barbarians cannot be given magic (unless you give them a different class).
It's even said that it's impossible to do this using an .exe file. Although, maybe I'm just wrong?
In reply to Нибрус
7 years ago
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Nibruz

Moderated: USE OF OFFENSIVE LANGUAGE in the message

As far as I know, Barbarians cannot be given magic (unless you give them a different class)
It is even said that this cannot be done using an .exe file. Although, maybe I'm just wrong?
I wrote earlier:
"No, it is unlikely that you will be able to use the eighth class, because the inability to use magic for the Barbarian is embedded at the class level, and this does not suit us."
So, yes, give them a different class. 2 classes out of 7, just like all other castles. Warrior and Wanderer. Read the previous discussion.
7 years ago
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Sorry, I’m blind.

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