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Hello, dear modders and forum users. I need help with where to start when modding unit and hero skills. I watched a tutorial video on YouTube, but it didn't have enough details. Please tell me in which folders the files for changing unit skills and hero skills are located. I would be grateful. I want to create my own small balance mod that will weaken overpowered units and strengthen obviously weak ones. In addition, it is important for me to strengthen currently unused skills; I'm not even sure about nerfs yet. I also want to adjust the skill wheel, so I would be grateful if you could tell me (possibly with screenshots) which files need to be changed. I think I can figure out the syntax.
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Okay, let's say...

If skills and abilities can be changed, it's only by modifying certain numerical coefficients in the \GameMechanics\RPGStats\DefaultStats.xdb file. If something isn't there, it's likely that the ability/skill is hardcoded into the game engine.

Creature stats are located in \GameMechanics\Creature\Creatures\.......

Heroes are located in \MapObjects - in the faction folders, you'll find heroes mixed in with creatures. The hero names don't match the file names, so you'll have to check each one individually.

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In reply to fktifzobr@mail.ru
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Thanks for your help, I'll work on a small mod in my free time.

Added 18 hours and 37 minutes ago
fktifzobr@mail.ru

If you can change skills and abilities, you can only modify certain numerical coefficients in the \GameMechanics\RPGStats\DefaultStats.xdb file. If something isn't there, it's most likely hardcoded into the game engine.

Hey, maybe you've seen the other skills somewhere besides RPG stats? Most of the skills are missing here, especially "Cursed Land." And I really want to enhance it.
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No, I haven't seen anything like that.

Many different effects are hardcoded into the game engine; otherwise, there would be a huge number of mods for skills.

For example, the first aid tent. There haven't been many mods to increase the healing points for a long time, but recently, two have appeared. Why? Because the creators of the 5.5 and BDT mods are delving into the game engine.

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Thank you. SoilBurnDamagePerHeroLevel.

Added 52 minutes later
And what about dealing damage by exploding a corpse? Are there any ideas on that?
In reply to JohnHanz
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JohnHanz
Thank you. SoilBurnDamagePerHeroLevel.

Added 52 minutes later
And what about the corpse explosion, are there any ideas?

What's wrong with the corpse explosion? It never bothered me. Perhaps it would make sense to tie the power of the fireball to the level of Chaos magic mastery.

I couldn't find where SoilBurnDamagePerHeroLevel is located using the search engine; could you please clarify the path?
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In the `\GameMechanics\RPGStats\DefaultStats.xdb` file, there is a line `3`. The number "3" represents the damage per hero level for the "Cursed Ground" skill.
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JohnHanz
In the \GameMechanics\RPGStats\DefaultStats.xdb file, there is a line 3. The number "3" represents the damage per hero level in the "Cursed Land" perk.
Thank you very much!
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I've looked into modding, and it's strange that none of you mentioned the most obvious method: going into the map editor's configuration and changing it to a mod editor. Using this tool, creating mods is much easier than manually editing each file.
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Bethowen
I've looked into modding, and it's strange that none of you mentioned the most obvious way: go into the map editor's config and change it to a mod editor. With this tool, creating mods is much easier than manually editing each file.
Sorry, I sometimes still have to explain to people how to use the mod editor, because some modders get lost with the number of buttons and start asking for instructions.
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In reply to fktifzobr@mail.ru
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fktifzobr@mail.ru
Excuse me, sometimes I still have to explain to people how to work with the mod editor, because some modders get lost among the number of buttons and start asking for instructions.
For me, the biggest annoyance was that the "upload mod" button didn't work. It took me a whole day to figure out that I needed to create a new mod with the same name, and then it would pull all the data from the folder. In general, the tool is also a bit clunky, but it's still much easier to work with.
Something about it has really hooked me, so I decided to completely recalculate the formula for calculating the stats/strength of monsters and their costs, and accordingly adjust the strength of units/castles. So far, it's going well, although there's still a lot of work to be done to balance everything perfectly.
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Bethowen
...to perfectly balance everything.

Nooooooooo!
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Bethowen
I've looked into modding, and it's strange that none of you mentioned the most obvious way: go into the map editor's config and change it to a mod editor. With this tool, creating mods is much easier than manually editing each file.
Bethowen, if you're a fan of working in the editor, I'd be happy to share all the tips, tricks, and settings with you in a private message.
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In reply to }{0TT@6bI4
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}{0TT@6bI4
Bethowen, if you're a fan of working in the editor, I'd be happy to share all the tips, tricks, and settings in a private message.
Hello, Hotabych, I'm very passionate about strategy games and modding, but I'm only interested in the gameplay aspect, without graphics and the like. If you have any advice on working with this tool, I'd be glad to hear it, and you can even share it in this thread so that anyone who wants to can read it and benefit from the modders' experience.

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