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Posts from Heroes 5 – by Azmadon (Izmail).

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#91
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}{0TT@6bI4
Sure!
For example, in S.T.A.L.K.E.R., all weeks are filled with plagues, diseases, or fevers, while in "What, Where, When?" all weeks are exam weeks.

Could you give me a hint where this is done? 🧐
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#92
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fktifzobr@mail.ru
I once recorded the "Devil's Chain" spell in Chaos magic....
When used, the spell did nothing (no damage), so I haven't changed the magic since.

Yes, I've looked into this a bit, and it's disappointing. Based on the updated understanding of the task, here are some new questions.

1) Are the spells learned in "Tomes" and "Grimoires" defined somewhere? Or can't we influence this?

2) Since I started adding new heroes, I encountered a problem with their availability. It turns out that they weren't "unlocked" on previously created and original maps, so I can't select or hire them in the tavern.
The question is, is there a way to influence these settings globally, and/or is there a way to change the "default" hero access settings for maps?
«Кто хочет, тот ищет возможности, кто не хочет — ищет причины»
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#93
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Restrictions apply to Tom and Omniscience on the map.
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#94
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Ismail

Yes, I've looked into this a bit, and it's disappointing. Based on the updated understanding of the task, here are some new questions.

1) Are the spells learned in Tomes and Arcane Knowledge listed somewhere? Or can we not influence this.

2) Since I started adding new heroes, I encountered a problem with their availability. Because it turns out that they were not "Unlocked" on previously created and Original maps, so I cannot select or hire them in the tavern.
The question is, is there a way to influence these settings globally and/or is there a way to change the "default" settings for hero access for maps?
1) In Tomes and Arcane Knowledge, all spells not prohibited on the map are learned.
2) Extract the maps from the mod containing heroes from campaigns; the restriction has been removed, and the heroes that are listed in random groups and do not have the "campaign" tag are available.
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#95
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I tested my hypothesis, and the solution suits me.
Initially, I asked about Magic, because the only available option I came up with was Magic level 6.

Initial Task: I am adding some new heroes and improving old ones; the main mechanic of these heroes is Spells (previously ordinary, but after the change, it should be unique to the Hero and unavailable to others). Additionally, through this change, I am removing some "cringe" spells from the School.

The problem that arose in the first stage was that if Spells are transferred from the School to "special abilities," they will stop working (this was the initial plan).
*Moreover, the opposite will also be true, which has now thwarted my desire to add some new Spells to the Schools (for example, simply acquiring a Tier 5 Lightning spell).

The second option, after testing and establishing the reasons, became not to remove Spells from the Schools, but to make them level 6 Spells, because, in my understanding, the level of a Spell is functionally just a "number."
If a spell becomes Tier 6, then it logically follows that it cannot appear in the Guild of Mages, and it will be impossible to learn it with another hero through a Scholar, because his skill level will be insufficient even with Excellent knowledge of the school.
But then the question arises about Tomes and Encyclopedias, because, according to the stated description, they allow you to learn all spells (their basic versions).

*However, recent testing has revealed that Tomes and Encyclopedias also seem to have a range of 1-5 tiers of magic, which means that spells translated to Tier 6 do not appear in them.
---- ---  ---
That is, in the end, the problem is solved, and I can stop worrying about the Tomes!
*As an alternative style and option, I thought about whether it would be a hindrance to move Tomes to Faction Artifacts. This would also gameplay-wise increase the importance of Guilds and "Dragon Utopias." Because now, gameplay through magic boils down to "finding the right book," and in the case of the Warlock, buying it from himself in the Artifact Shop. With this arrangement, your faction's school of magic has virtually no influence on anything.
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#96
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Ismail
That's right; while I had the "buggy" graphics, I would randomly change the extension to reset the settings and get a more or less decent image for the screenshot.
So, I didn't even bother looking at what extensions were used on those "blurry" screenshots.
But when I recently fixed this problem with the graphics, I switched back to full-screen mode because it's just more convenient.
Attachment 73327
What kind of demonic centaur is that? It looks very much like a Slavic Todortsi in my opinion.
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#97
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Good day. Could you please clarify the details regarding NFC, or, as it's more accurately called, the "Extended Creature List," and whether something similar already exists for the Art faction? 1) Are these changes made directly to the game's EXE code? In other words, is this something that has already been done by skilled individuals, making it pointless and unnecessary to try and replicate it yourself, given how complex it is? (Specifically, considering the difficulty of creating such an "extension.") 2) Is there a relatively "empty" version of this extension available? That is, one with an empty list (for customization) and without any third-party mods included? (I once found a link on external websites, but it also required manually entering all the new IDs, otherwise the game wouldn't work. I'm wondering if anyone has ever created a "template" and uploaded it in that format. For example, in NFC, there was a version with a 1/1 Yeti in all the empty slots/IDs.) 3) Are there any other similar "extensions" that offer more freedom for modding? --- --- --- *) The context is that I've been working so far using the standard 3.1 version, but now, to implement further ideas, I definitely need more creature IDs and other "blanks" to work with. And I've also realized that it's not possible to add them in the quantities I need using simple methods. 🤔
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#98
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Ismail
Good day. Could you clarify the details regarding NFC or, as it is correctly called, the "Extended Creature List," and whether something similar already exists for the Artifacts? 1) Are these changes made directly to the game's EXE code? In other words, are they the result of the work done by clever people, and is there no point or need to repeat it yourself because it's very complex? (specifically, considering the difficulty of creating such an "extension"). 2) Is there a more or less "empty" version of this extension? That is, with an empty list (for your own needs) and without any third-party mods on top? (I once found a link on external sites, but there, you still had to manually enter all the new IDs, otherwise the game wouldn't work. I'm wondering if there has ever been a kind soul who created a "template" and uploaded it in that form. (For example, in NFC, there was something like 1/1 Yeti in all the empty slots/IDs). 3) Are there any other similar "extensions" that add more freedom for modding? --- --- --- *) The context is that I have only worked so far using the standard 3.1 version, but now, to implement further ideas, I definitely need more creature IDs and other templates to work with. And I have already realized that it is not possible to add them in the required quantities using simple methods. 🤔

I use the following in my mod:
New Creature Framework (new creature IDs)
New Artifact Framework (new artifact IDs)
New Hero Class Framework (new hero class IDs)
All of this involves modifying the game's launcher (.Exe) at its core. These YML files interfere with it and force it to "take into account/know/use" the changes in the types.xml list, which is stored in the data archive.

At one time, I downloaded them from this forum and manually configured them (I copied data from NSF into types.xml and the lines with 999 creatures + empty creature templates). It is important to preserve all the links so that the game does not crash.
I don't remember exactly about NAF, but it was simpler than with NSF (and it's not that difficult to take a template, links to an artifact, and simply delete all the "original" content by inserting the copied content; it just takes time and effort).
I think I found NHCF somewhere on Dreadknight's site, and Waterfall has a video in the video tutorials section - a recording of a stream where I added a new class to the game.

So, there are two options: either you download mods in parts and reconfigure them for yourself, as I did, or you download Armageddon's Blade and overwrite my additions with templates, and then, after clearing everything, you start doing what you want.
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#99
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Waterfall_13


New Hero Class Framework (new hero class IDs)
Am I understanding correctly? New class IDs simply allow you to add new classes, such as Knight/Dungeon Lord, and then specify their "Available schools with chances," and configure the requirements for perks available to them in the "skills" section.
However, I don't quite understand how the "native faction" for these classes will be determined. Or am I simply forgetting about the existence and location of such a setting?
Another question: how does this work with hero selection at the start and in the Tavern, including for old maps where these heroes theoretically didn't exist yet.
-- -- --
*) Additionally, a question about "sets" of artifacts (including for these new classes) and the ability to customize them, although I don't rule out that I'm simply forgetting where this is located.
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#100
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Waterfall_13

In my mod, I use:
New Creature Framework (new creature IDs)
New Artifact Framework (new artifact IDs)
New Hero Class Framework (new hero class IDs)
All of this involves modifying the game's launcher (.Exe) at its core. These YML files interfere with it and force it to "recognize/know/use" the changes in the types.xml list, which is stored in the data archive.

At one time, I downloaded them from this forum and manually configured them (I copied data from NSF into types.xml and added lines for 999 creatures + placeholder creatures). It's important to maintain all the connections so that the game doesn't crash.
I don't quite remember about NAF, but it was simpler than with NSF (and it's not that difficult to take a template link to an artifact and replace all the "original" content with the copied content, it just takes time and effort).
I think I found NHCF somewhere on Dreadknight's site, and Waterfall has a video in the video tutorials section – a recording of a stream where I added a new class to the game.

So, there are two options: either you download mods in parts and reconfigure them to suit your needs, as I did. Or you download Armageddon's Blade and overwrite my additions with template links, and then, after clearing everything, you start doing what you want.
That's interesting; I used to enjoy tinkering with other people's mods and figuring out how things work.

Maybe someday I'll try patching Eternal Essence; I only play with that version
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#101
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Ismail
Am I understanding correctly? The new class IDs simply allow you to add new classes, like Knight/Dark Lord, and then specify their "Available schools with probabilities," and configure the requirements for perks available to them in the "skills" section.
However, I don't quite understand how the "native faction" for these classes will be determined. Or am I simply forgetting about the existence and location of such a setting?
Another question: how does this work with the selection of heroes at the start and in the Tavern, including for old maps where, in theory, such heroes did not yet exist?
-- -- --
*) Additionally, a question about "sets" of artifacts (including for these new classes) and the ability to customize them, although I don't rule out that I'm just forgetting where this is located.
Yes, the new class IDs allow me to create a priest for humans, a lord for dark elves, an alchemist for mages, and other classes that were in Heroes 3.
The class has settings for the probabilities of primary and secondary skills appearing. Racial skills are also secondary skills.
The native faction is specified in the file, just like for creatures (if I remember correctly).

This does not affect the selection of heroes. Heroes are separate game files, and maps also have a list of available heroes, so even if a new hero is created, the map needs to be introduced to it by adding the hero to the list of available heroes, or by disabling the list function so that all scenario heroes are available (with the exception of campaign heroes).

I don't know anything about artifact sets; I don't know how to do that. I would be happy if someone could teach me
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#102
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Returning to the project after a long absence. I will be porting the project to the "Extended" version (which has more creature, artifact, and other IDs) instead of the standard 3.1. One of the main reasons is the rework of Necropolis and the new Necromancy. *The new necromancy will raise not faction-specific undead, but a "non-living" analogue of those you killed. This undead will not appear in normal generation. As a rule, it represents a weakened version of the original creature, having lost some abilities or gained others characteristic of Undead. Second, this involves creating separate PvE creatures (neutrals), independent of faction creatures. Faction creatures will be removed from generation, which will greatly simplify their balancing. ___ ___ Among the latest changes that have already been implemented: Rebuilding the entire skill tree for all factions. Updating city construction. For example, for Inferno. As you can see, the sacrificial pit is now available at the beginning of the game and is much cheaper. (This is an example of the overall direction of the mod, towards greater use of faction mechanics.) You can also see that Tier 4 and Tier 6 can be built much earlier, but their upgrades are unlocked later. (Buildings in general have retained their cost and remain expensive for their stage.) *There are also more daring solutions. For example, the Mage now builds a city purely for Gold (but more expensive). However, the Mage will now have time and resources to focus on Minotaurs, starting from the early game. The Necromancer no longer has a connection to the city level, and his faction army and buildings do not require Gold. However, the cost of buildings in Resources is quite substantial there. The Order can technically (not immediately) train troops without a quantity limit (if there is enough gold), but Tier 5 and Tier 6 have become weaker overall. The Guild of Mages is now unlocked later.
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#103
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Changes in skills, using Inferno as an example:


In general, most Factions now have two development branches within the Special Skill. (But some have only one, a linear one. Mainly due to the lack of skills in the game)

In this example, you can see the dependence on the chosen faction branch.


Changes to the skills themselves are especially noticeable in the example of Wizardry.


And the variability in obtaining some "unique" skills. (Different for different Factions)
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#104
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Interesting solutions! However, the icon for Grol (I assume he will become a different hero later) definitely needs some work. Welcome back!
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#105
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Diablos_Map
Interesting solutions! However, the icon for Grol (I assume he will become a different hero later) clearly needs some work. Welcome back!

Yes, this is a draft icon for a new hero from Inferno, who has already been implemented. But due to several errors during its creation and testing, it appears for Glook in some displays.
*It is planned to add 2 additional heroes for each faction. There is hope that this will fix the problem with the maximum number of heroes a player can have in large lobbies.
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