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1 year ago
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Hello everyone, I don't want to drag this out, so I'll say right away that I want to try replacing the Great Horde faction with another one based on the same mechanics as the Orcs. If desired, the name and description can be changed, and instead of blood, it could be, for example, ash. For now, I only have one idea, and that is the Order of the Crimson Smoke or the Order of the Crimson Mist. I've also thought a bit about the creatures; the color palette should be dark and burgundy or crimson to distinguish them from other creatures and factions, as they will be zealous worshipers of the Crimson Gods (Gods of Blood) or simply fanatics. The Tier 4 creatures should be either demons (in appearance) or animals. For Tier 3 creatures, I was thinking of something like living golems made of blood and flesh, and I really like the name "Living Sacrifice." Also, Level 5 will be the Blood Dancer. I don't know why, but I really like their model, except for the axe in their hand. And also, one creature based on the animations of the Devil from the Demons, but I'm not sure about the racial ability. Almost every creature in the Horde has its own blood-related bonuses, but how do they get them? In the sense that are these bonuses recorded for all creatures or only for the Horde? I know that the Blood Fury ability is present in all Orcs, but how will it work on other creatures? What does it depend on? Will it be the same bonus as with Goblins if they are replaced with Peasants with this ability?

I'm waiting for your ideas and suggestions.

P.S. I want to say that the idea of replacing the faction is because, in my vision, Orcs don't fit into the concept of 5 heroes; they either dominate or are weak, and I want to create a more balanced race between attack and defense, of course, with dark magic, as rituals, sacrifices, etc. Regarding the models, I will use those that one person who has been helping me a lot with modding provided to me. I will also try to balance the mod as much as I can.
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1 year ago
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\GameMechanics\RPGStats\DefaultStats.xdb - this file usually stores the ability coefficients.
look for the line.
there you will immediately find the coefficients for increasing and decreasing blood rage.

then the bonuses:

                       
                            CREATURE_GOBLIN
                           
                               
                                    DEMON_RAGE_BONUS_HEALTH
                                    1
                                    0
                                   
                                   
                               
                           
                           
                               
                                    DEMON_RAGE_BONUS_DISABLE_ABILITY
                                    0
                                    0
                                   
                                   
                                        ABILITY_TREACHERY
                                   
                               
                               
                                    DEMON_RAGE_BONUS_DEFENCE
                                    3
                                    0
                                   
                                   
                               
                           
                           
                               
                                    DEMON_RAGE_BONUS_DISABLE_ABILITY
                                    0
                                    0
                                   
                                   
                               
                               
                                    DEMON_RAGE_BONUS_ABILITY
                                    0
                                    0
                                   
                                   
                                        ABILITY_NO_ENEMY_RETALIATION
                                   
                               
                           
                       

I made unique bonuses for my cultists, but in the end, I gave up because the feedback was too varied; I just set bonuses to attack, defense, and courage.

Added 1 minute ago
The "boiling blood" ability is useless; it doesn't affect the bonuses.

Wyverns don't have blood rage because that's how the game is programmed
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1 year ago
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I'm working on the Factory – it's also a replacement for the Horde, and the reasons are similar, but mostly gameplay-related. The main difficulties I've encountered are with the visuals, as I'm not very good at it. Also, while it's fine to add new units, changing the textures and appearance of the city is a task that few skilled individuals would take on. :( I'd also like to separately mention Magic and Schools of Magic. The Horde faction cannot learn Magic purely mechanically; they can only use Warcries. Therefore, the task of giving them a School of Magic seems impossible for now (creatures can use it, of course, but not heroes). --- -- -- *In general, if you have more specific questions, I can share my experience and/or ideas. *By the way, in my mod, instead of "Blood," I have "Energy." The display in the interface, icons, and even special effects can all be adjusted. Bonuses and the mechanics themselves can also be customized as much as possible. For example, the concept of how it works is different in my version.

Added 12 minutes later
A couple more points about "Blood." It's tied to the level in the city, not a specific ID (i.e., the very existence of this mechanic for the creature). If a hypothetical goblin is moved to another faction, neutral, or Tier 6 of the Horde based on its ID, it won't have Blood. But if any unit is placed in the appropriate Tier for the Horde, Blood will start working for it, and you can assign corresponding bonuses to it, as Mr. Zobr indicated. If you add new upgrades to the Horde, even beyond the existing ones, they will also inherit Blood (except for Tier 6), meaning the main thing is that the creature's "passport" shows that it's at the correct level for the Horde. In the near future, I want to conduct an experiment to try to give Tier 6 Blood instead of Tier 1 using some workarounds, but I can't promise anything. If it works, I'll let you know later.
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1 year ago
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I'm hearing about level-based restrictions for the first time; I was told that if I replaced the wyvern with a manticore, it would start working, but that's the path of someone creating custom maps.

Added 12 minutes later
I gave the wyverns bonuses and assigned them to Tier 5, but it didn't work. I'm actually a little glad because I'm planning to move the naga to Tier 6, so nagas don't have bonuses because they're a cursed race.
In reply to fktifzobr@mail.ru
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1 year ago
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fktifzobr@mail.ru
I'm hearing about level-based dependencies for the first time. I was told that if I replace the wyvern with a manticore, everything will start working, but that's the path of a custom map creator.

Added 12 minutes later
I gave the wyverns bonuses and assigned them to Tier 5 – nothing worked. I'm even a little glad because I'm planning to move the nagas to Tier 6, as if nagas don't have bonuses because they are a cursed race.

In my case, the goblin ID is in the neutral faction (these are reworked Mercenaries), and instead of them, the yeti ID is settled in the horde. Perhaps you didn't do something quite right, or even partially confirmed my guess. Because it relates to the assignment of the buildings for creatures and their "identification" by Tier. For example, when transforming Necropolis. I swapped the Ghosts and Vampires, rewriting their tier and tweaking something else so that they would be properly swapped in my recruitment window. However, the Death Herald and Transmuter abilities in the Necropolis city still turn Tier 3 creatures into Tier 4 Ghosts, and Tier 4 creatures into Tier 3 Vampires... So, based on these quirks, I wondered if Blood could be implemented similarly.
That is, if I remember correctly, my current idea is to try to change where each creature is recruited, change the visuals of these buildings, but not touch, as I understand it, one of the lines that calculates the Tier of the Dwelling (because the level of the creatures themselves is set separately for them).

*In general, we'll test it when I have time.
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1 year ago
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For a clear demonstration of such permutations, let's take my mod as an example.

As you can see, the link is to Tir, not a specific ID.
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In reply to fktifzobr@mail.ru
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1 year ago
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fktifzobr@mail.ru
I'm hearing about level-based restrictions for the first time. I was told that if I replace the wyvern with a manticore, everything will start working, but that's a path for creating custom maps.

Added 12 minutes later
I gave the wyverns bonuses and assigned them to Tier 5 – it didn't work. I'm even a little glad because I'm planning to move the naga to Tier 6, so nagas don't have bonuses because the race is cursed.

The ID of wyverns doesn't process "blood"; all other creatures can use blood.
In my mod, I simply created three new creatures, named them Wyverns, added links to the wyvern visuals, and as a result, I got wyverns with blood (but internally, they are not wyverns) 😬
In reply to Waterfall_13
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1 year ago
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Waterfall_13

The ID of the Wyvern doesn't process "blood"; all other creatures can use blood.
In my mod, I simply created three new creatures, named them Wyverns, and linked them to the Wyvern visual, and as a result, I got Wyverns with blood (but internally, they are not Wyverns) 😬
Please provide more details. Does your statement mean that this is a problem only with the specific ID of the Wyvern (formally, they have been banned from having Blood at the executable level)? But if you add any other ID instead of it, will it work, and can there be an "Orda" in which all its creatures will have "Blood"? Including T6.
In reply to Azmadon
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1 year ago
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Ismail
Please provide more details. Does your statement imply that this is only a problem with a specific ID of the Wyvern (meaning they were formally banned from having Blood on the expert level)? But if you replace it with any other ID, will it work, and can there be an "Stronghold" where all its creatures have "Blood"? Including T6.

Not formally, but in reality, they were banned from having Blood. If you add another ID, it works.


That's correct. In Armageddon's Blade, Tier 6 Wyverns with Blood receive bonuses to speed and initiative from Blood, and at the third level of Blood, they gain an ability.
In reply to Waterfall_13
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1 year ago
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Waterfall_13

The Wyvern ID doesn't process "blood"; all other creatures can use blood.
In my mod, I simply created three new creatures, named them Wyverns, and linked them to the Wyvern visual, resulting in Wyverns that can use blood (but internally, they are not Wyverns) 😬
Did you replace all three? I thought that here it works like with specializations – everything works for one unit and those you assign to its upgrades.
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1 year ago
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Right now, the most difficult thing for me is to come up with the concept for a new Faction. I want them to fit into the game and, at the same time, be unusual compared to other races. It's difficult right now, especially with the creatures and abilities. There are many interesting abilities, for example, the Jarl's Flame Strike. If I replace the fire texture with blood, I can give that skill to someone else. Another problem is that I don't know how to balance them. I was sitting in school for 3 hours, thinking about the Tier 1 creatures, their characteristics, visuals, etc. I also want to give the Tier 3 and Tier 6 creatures two creatures each, with different focuses. For example, in Tier 3, there will be mages and archers, with one upgrade, because I don't have any ideas on how to change their upgrade. I was thinking that maybe in the third window, in the hiring table, I could replace it with a button, and when clicked, it would change the upgrades. Something like 3 heroes with the HotA mod and their factory, where there were 7 Tier 2 creatures but with alternate upgrades. I don't know how to implement this yet. It seems like there's already a similar button in the game, when upgrading or downgrading a creature in a city, but I still don't have enough knowledge, so I'll have to do it with workarounds.
In general, I would like to make the Faction more interesting because the idea of gaining an advantage in battle through damage is an interesting concept. It's a shame that the balance is off, but that can be fixed. And I'm making this mod just for myself, but I'll still upload it to the internet, in case someone likes it.

Added 15 minutes later
I would also like to know if it's possible for one hero to have two racial skills at once? Or, for example, to give the corpse absorption skill from the Demons to other races. I would try to combine the demon summoning and give some creatures the demon ability so that certain heroes could summon them. That is, I really want to create an unbalanced Faction with 3 classes: 1 class focused purely on blood, 2 class that nerfs blood and nerfs summoning, and 3 class that will be... I don't know yet. First, I want to know if this is possible, because, for example, it's possible to give a hero a center perk from another race through the console, and a racial skill is a separate part, so I don't know.
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1 year ago
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Well, I can only wish you good luck. I gave up on the Ashan setting so that I could create any units without worrying about the lore, but ironically, so far, nothing contradicts the lore.
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1 year ago
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I'm not following the lore; I'm just trying to make sure the faction doesn't look like it's full of tanks and machines in Heroes 3.
In reply to Poison552
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1 year ago
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Does anyone know the name of the mod that adds a button to the specified location, and when the button is clicked, a menu appears with descriptions of factions, creatures, heroes, etc.? I would like to add it to my mod so that people can understand what I have added, and also maybe I can figure out how to add a button with different functions myself.
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1 year ago
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I also remember that there was exactly the same button in Heroes 5 Gold Edition. It seems like this is a fan-made collection of mods, so if anyone knows about this mod, please tell me about it, or if anyone has this edition.

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