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3 years ago
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Hello. I was recently reviewing the skill tree and wanted to slightly enhance the central perks for each faction. I only have a basic understanding of scripting, but I would like to add something new to the game. For example: * For the "Unrelenting Force" skill, using scripts, add, in addition to increasing morale, a double attack for both melee and ranged units. * For the "Scream of Terror" skill, in addition to the morale penalty, also add the "Grief" spell, which would be constantly applied to all enemy creatures, and so on. I want to create a small mod for H5.5. I would be very grateful if someone could help me with this.
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3 years ago
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HeroesVol84
Hello. I was recently reviewing the skill tree and wanted to slightly enhance the central perks for each faction. I only have a basic understanding of scripting, but I would like to add something new to the game. For example:
For the "Unrelenting Force" skill, using scripts, add, in addition to increasing vigilance, a double attack for both melee and ranged units.
For the "Scream of Terror" skill, in addition to reducing morale, also add the "Grief" spell, which would be constantly applied to all enemy creatures, and so on.
I want to create a small mod for H5.5. I would be very grateful if someone could help me with this.
Some of this can be done without scripts.
In reply to BlueHeavenHero
3 years ago
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It would be great if this could be done without scripts, but I don't understand where exactly to do it. I know the paths, commands, and everything else, but I don't know how to change the items in Skills so that everything works. In short, I want to add basic abilities (not spells) like "Double Strike" and "Double Shot" to the file, but I haven't been able to do it yet...
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3 years ago
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HeroesVol84
It would be great if this could be done without scripts, but I don't understand where exactly to do it. I know the paths, commands, and everything else, but I don't know how to change the items in Skills so that everything works. Basically, I want to add basic abilities (not spells) like "Double Strike" and "Double Shot" to the file, but I haven't been able to do it yet...

Here you go.
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2 years ago
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A question on a similar topic, I'm currently delving into "Skills." Has anyone tried creating "neutral" Center Perks? I mean, alternative Center Perks available to all factions. (Based on my observations, I would include Mentor, Path of War, and Misty Veil there, with some buffs). This would also add variety and increase the relevance of the Amulet of Mastery. Before I start experimenting, I wanted to clarify the theory. From what I see in the file so far, all Center Perks are tied to the native faction skill. Moreover, as far as I can tell, it won't be possible to make the same perk in different schools (for example, Cold Steel and Fire Wrath, in Attack for Combat factions and in Chaos for Magic factions). I have an idea to try it through "Duplication," but I need to test it. *I would be grateful for any information on this topic. --- -- -- *For General purposes, as is already clear, the rearrangement in the Wheel is aimed at "logic," reducing the load on individual skills (and also on Randomness), increasing competition between branches, and creating new ones in previously "empty" directions. *Another question regarding "Magic Dampening" for Orcs. I don't fully understand how it is tied to their Faction. (This is both from attempts to add Magic to Orcs and from the idea of adding Dampening to general access, possibly with modifications)
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2 years ago
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Duplicating existing mechanics for new skills is currently problematic, but creating many new units with effects from a configuration file (if you're familiar with this, you can take a look – there's a buff that works like a spell) is something Waterfall is actively doing in Armageddon's Blade – you can visit him and see how many new skills he's created.

You can make creatures neutral by removing dependencies on racial perks, but your idea – to make it so that any of the racial perks at the EXTRA_EXPERT level unlocks your creature, is not feasible. In the hero skill tree, there is a logical "and," but not "or" smile18
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2 years ago
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}{0TT@6bI4

You can make the Core Power (CP) neutral by removing dependencies on racial perks, but your idea – to make any of the racial perks at the EXTRA_EXPERT level unlock your CP – is not feasible. In the hero skill tree, there is a logical "and," but not "or." smile18

Let's experiment 😩

*I just remember people who added a second (alternative CP) to each Faction, through a different skill tree, of course. So, I saw the task as feasible, with some "buts" – namely, to make these new CPs available to all races (unlike the Unique Racial CP) 🤔
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2 years ago
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}{0TT@6bI4
However, creating many new dummy skills with effects from a configuration file (if you understand this topic, you can take a look – there’s a buff that works like a spell) is something Waterfall actively does in Armageddon's Blade – you can visit him and see how many new skills he has created.

I have to temper expectations a bit here. I didn't create dummy skills. I'm not sure if that's even possible; I suspect their number is related to the .Exe file (although this is not certain, it would need to be experimented with).

I took unpopular skills or very specific ones (which are rarely used) and reconfigured them to suit my needs.
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2 years ago
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Waterfall_13

I have to temper your expectations a bit. I didn't create any dummy skills))) I'm not sure if that's even possible; I suspect their number is related to the .Exe file (although this isn't certain, it would need to be tested).

I took unpopular or very specific skills (which are rarely used) and reconfigured them to suit my needs.

Well, I also know that we are limited in changing Skills, and all the most important things are in the "exe" file.

But that's not necessary right now. I'm going to modify existing Skills, moving some into the Core Skills category. The goal of the latter is, in part, to free the "School" from its eternal favorite, i.e., the Skill that everyone always chooses, without paying attention to the others. For example, Mentor in Education. Again, some skills have a huge impact on the Game (like Mentor, overshadowing even the Center perk, but sometimes requiring only minimal skill luck). Some Skills are simply Weak or have strong Competitors in the branch. Path of War and Misty Veil are a good fit for this description.
--- -- --
*Regarding "dummy skills," I still have the entire Horde Skills tree and their unique Perks at my disposal! (Since the Horde has been removed, all their Skills are naturally free for creative use. For example, I'm already planning to insert "Return to the Void" into the Attack branch (if Exorcism is present). Goblin Aid can be reworked into Leadership-Diplomacy. The Goblins themselves are free, so they can be made Neutral, and they don't necessarily have to be Goblins anymore. They are essentially "Mercenaries." Another ambitious idea is to introduce the Barbarian's "Reinforcements" into the Attack Tree as a competitor to Fire Arrows, for "Physical" Factions (Knight/Pit Demons, for example) and synergy with a Melee build. "Strength Against Magic" is also an interesting skill that could look good on a Magical faction, with a changed name, of course. 🤔
In reply to Azmadon
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2 years ago
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In continuation of the topic:
1) Making any skill a Core Passive Perk (CPP) takes only two clicks. There are no problems with this.
Attachment 72035
However, as I thought, making it "neutral" is not so simple. Because each skill is tied to its own "School," and in the case of CPP, the "School" is a Unique racial skill. Solving the problem through Duplicates has not yet yielded results or is impossible using this method.
*We will continue trying.

2) The rest of the changes are going more or less well.
As an example - the Diplomacy branch. It is available to all Factions, but in the future, I think I will add some differences in the requirements for skills, for example, Class-based ones - "Experienced Warlord", etc.
Attachment 72036 Attachment 72037
Mercenaries are still under development (or rather, their textures/models) - these will be neutral Tier 1 creatures, but with stats approximately equal to Tier 3. The default version will be based on the Swordsman (i.e., Defense of Allies and other characteristic abilities), but one drawback is "Betrayal": if things go badly, mercenaries may switch sides to the enemy. Upgrades slightly change the situation; Infantry (upgrade) and Ranged (Alt-upgrade) options are planned. Upgraded units no longer betray, but they can only be created at a Fortress, and if there isn't one on the map, then upgrades won't be available.

Also, Irbet will now be the "Guild Leader," replacing Keegan's Specialist, instead of her useless "Dark Mystic." As a reminder, besides weekly reinforcements from Mercenaries, she also affects "Betrayal" in both directions. She reduces your percentage, while increasing it for the opponent. That is, at a high level, yours might not betray at all, and the opponent's units will almost immediately switch to your side after the first attack.
*It remains unclear whether I should add mercenaries to Generation or leave them as an exclusive Perk unit? 🤔
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2 years ago
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So, here's what we have so far, although I'll definitely refine the visuals further... 🤔


*Actually, if anyone is interested in my creations, I would prefer to create a separate thread where I could discuss my work and any challenges I encounter during development.
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In reply to Azmadon
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2 years ago
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Ismail
So, this is what we have so far, although of course I will still refine the visuals... 🤔
Attachment 72043Attachment 72044

*In general, if anyone is interested in my work, I would rather create a separate thread where I could discuss my developments and any difficulties that arise during development.
That is, as I understand it, you created mercenaries with the ID of goblins? And where are the goblins going?
In reply to BlueHeavenHero
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2 years ago
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BlueHeavenHero
So, as I understand it, you made mercenaries with the ID of goblins? And where do the goblins go?
In my mod, the Orcs Faction has been removed, so all of its creatures and abilities are now free to use. It is planned to either completely remove it or, in the future, replace it with another Faction (but the latter is difficult to implement for now).
And if we disregard this context, there would be nothing stopping us from putting the goblins back, but under a different ID. 🤔 (unless I haven't checked if the Shaman and Cyclops abilities are tied to the Tier or the creature ID (goblins)).
-- -- --
*I also want to clarify that I am still using the Trapper ID. As it turned out during testing, all three abilities (Special and both skills) work on Trappers by default, i.e.:
1) Weekly reinforcements to the hero always come from Trappers, and only if all slots are occupied, then another (regular or shaman) comes, depending on which one is in the Army.
2-3) Both other skills work similarly.

Therefore, outside the context of the Faction, it would be reasonable to move these creatures. That is, without touching the main Goblin, rework the Trapper. Otherwise, you simply won't be able to get the original regular Mercenary with the ability.
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2 years ago
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The model looks good, but the icon is problematic! There are some white stripes, as if the transparency was saved incorrectly in this area, or the dds format is wrong...
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2 years ago
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}{0TT@6bI4
The model is good, but the icon is problematic! There are some white stripes, as if the transparency was not saved correctly in this area, or the dds format is incorrect...
The format is correct; it's a semi-transparent texture, but the transparency is not being saved for some reason.

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