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Posts from NHF – new heroes for Heroes V 3.1. Auto-translated

4.9 (16 ratings)
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#260
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I really like Plesen's second idea. Sarkot, the dwarf, automatically creates artifacts when leveling up.
 

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#261
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I already leveled him up to 27, and he hasn't created a single artifact.
In reply to sarkkot55555
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#262
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sarkkot55555
I already leveled him up to level 27, and he hasn't created a single artifact.
I checked, and he creates artifacts consistently.
Right at the start of the map, he already has one more minor artifact than usual, right from level 1.
You probably gained 27 levels in a short period of time, because artifacts can't drop more often than once a week.

Added 1 minute ago
RedHeavenHero
There's a bug with Valafar:
When he creates portals to the Dungeon, the visual effect is on the surface. The z and floor arguments are mixed up, i.e.
instead of
x_Valafar+0.5, y_Valafar+0.5, z_Valafar,0,0
it should be
x_Valafar+0.5, y_Valafar+0.5, 0,0, z_Valafar
Thanks, I somehow forgot to check the Dungeon.

Added 1 minute ago
sarkkot55555
Thank you guys for the mod) The cool heroes made me happy, thank you again) Only one thing disappointed me, unfortunately, I thought that since the heroes are special, they should also look special. But everything else is incredibly pleasing, thank you!
Then they would stand out too much. But if we rework all the standard heroes, which there is already a mod for in terms of visuals, then it would be a different story.

Added 5 minutes ago
Ple-Sen
I have two ideas for specializations:
1) A hero, after capturing a mine/garrison/city, creates a unit there, depending on his level.
2) A hero can incite rebellions in cities, forcing the garrison to fight against troops of the type corresponding to the city type, and the number depends on his level and the hero's level. If they win, the city comes under the control of neutrals, and the remaining troops become the new garrison.
1) There is a similar hero in the AG mod (I haven't transferred all of them yet):
Guard:
Hidden Portal (When visiting the main mine (without the abandoned and dwarven mine), the hero summons reinforcements from the Abyss: the number of Imps = hero's level * 2). Fast Gates, initial luck.
But for now, I decided to leave him for later. I don't want troops to be removed from the mine for battles.
2) In my opinion, this is not a hero specialization, but something else. For example, a perk.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
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#263
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Dyrman was just a bug on that map; some other heroes were acting weird too, but everything was fine. Thanks for the reply!
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#264
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Fixed the issue where Mirabel's army would disappear in single-player mode (the code works differently in single-player and multiplayer modes, so I had to add some checks).

Added 21 minutes ago
I have an idea for hybrid units – mine-dwelling units. The question is how to implement this in a more interesting way.

Added 12 hours 40 minutes ago
sarkkot55555
Guys, can you make it so that they can be added to the map editor?
In that case, the mod would need to be placed in the data folder, with the extension changed to .pak. In the map, select any hero, and on the right, in the table, look for the Shared property. Copy another path to the hero into it and press Enter.
The paths to the heroes are shown in "" below:



































After the map is finished, you can remove the mod from the data folder, copy the mod's contents into the map file, or make it a requirement for players to have the mod in their UserMods folder.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
In reply to Dyrman
#265
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Dyrman

At that time, the mod will need to be placed in the data folder, changing the extension to .pak.
This is not necessary. It will also work in the UserMods folder (extension .h5u), and as an embedded mod in the map (.h5m).
In reply to JonnyP
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#266
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JonnyP
it's not necessary. It will work both in the UserMods folder (with the .h5u extension) and with the mod embedded in the map (.h5m).
You didn't quite understand; the string isn't saved in the editor (which needs to be copied) until the mod is placed in the data folder or embedded in the map.

And the mod will be constantly changing, so embedding it directly into the map isn't always beneficial.

Here's what I wrote above:
Dyrman
After finishing work on the map, you can remove the mod from the data folder, copy the mod's contents into the map file, or make it a requirement that players have the mod in the UserMods folder.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
In reply to Dyrman
#267
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Dyrman
You didn't quite understand, the string isn't saved in the editor (which needs to be copied) until the mod is placed in the data folder, or until it's embedded in the map.

And the mod will be constantly changing, so embedding it directly into the map isn't always beneficial.

Here's what I wrote above:
That's what I'm telling you, the main thing is that the file with the heroes is available, and where it's located doesn't matter (in mods, in data.pak, or in the map), as long as it has the correct extension.
The fact that it will be constantly changing is not a problem; you can upload it with a fix, replacing the files on top of the old file with the heroes.
...
The paths to the heroes shouldn't be like that + one error in a character (missed a comma or an extra space) will not give a result.
In reply to JonnyP
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#268
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JonnyP
That's what I'm telling you, the main thing is that the file with the heroes is available, and where it is located doesn't matter (in mods, in data.pak, or in the map), as long as it has the correct extension.
The fact that it will be constantly changing is not a big deal; you can upload it with a fix, replacing the files on top of the old hero file.
...
The paths to the heroes shouldn't be like that + one error in a symbol (missed a comma or added an extra space) will not give a result.
I repeat: without the mod in data, it will not allow you to save this path in the editor (I'm not just making this up, try doing it the way I wrote). If you want to write the path manually, instead of copy-pasting, you can do it without data, but it's 10 times more of a hassle, and you might end up missing models when editing in the editor, plus there might be other possible glitches.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
In reply to Dyrman
#269
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Dyrman
I repeat: without the mod in the data folder, it won't allow you to save this path in the editor (I'm not just making things up, try doing it the way I described). If you want to manually enter the path instead of copy-pasting, you can do it without the data folder, but it's 10 times more complicated, and you might end up missing some models when editing in the editor, plus there might be other glitches.
The thing is, my dwelling package uses the same system of entering paths - and it works there (if you know what you're doing ;) ).
Okay, let's do it your way: :smile09:
In reply to Dyrman
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#270
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JonnyP
(if you have the right skills ;) )
Okay, let it be that way :smile09:
Dyrman
but it's 10 times more complicated
I wanted to make it easier ;) I can easily write the path manually, but someone else might make a lot of mistakes. In general, they can be tried to be added through a mod to the editor, but for now, I'm too lazy to do that and need to use it this way for now.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
In reply to Dyrman
#271
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Dyrman
I just wanted to make it easier ;) I can easily write the path manually, but someone else might make a lot of mistakes. In general, you can try adding them through a mod to the editor, but for now, I'm too lazy to do that and need to use it like this for now.
But what does manually entering paths have to do with it? :eek: Are we some kind of perverts who write strings manually - copy/paste - there is no other option. We're talking about different things again :D
...
In your mod, some files are missing for correctly entering paths, and the paths you specified are incorrect. They should look like this:
AdvMapHeroShared:MapObjects\Inferno\Nymus.(AdvMapHeroShared)
So, there's one mistake in this line - and the editor won't save it (+ the file must exist, which is irrelevant).
In reply to JonnyP
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#272
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JonnyP
What does manually entering paths have to do with anything? :eek: Are we some kind of perverts who enjoy writing these lines by hand? Copy/paste is the only option. We're talking about different things again. :D
...
Your mod is missing some files needed for proper pathing, and the paths you specified are incorrect. They should look like this:
AdvMapHeroShared:MapObjects\Inferno\Nymus.(AdvMapHeroShared)
There's one error in this line, and the editor won't save it (+ the file must exist, but that's not the main issue).
:eek: Why does the editor save my lines then?
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
In reply to Dyrman
#273
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Dyrman
:eek: But why does it save my lines then?
The question is resolved – we discussed it in ICQ :smile33:
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#274
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Important note for Hafad: - On weak computers, his script takes 10-20 minutes to load, and then it still lags quite a bit. Configuration: Pentium 4 3.0, Radeon 9200 video card, 2 GB DDR1 RAM. Mirazel has been fixed (forgot to remove the Unicorn special ability). Added 49 minutes later Fagus - critical bug for the hero (his special ability stops working): If the hero is in a town when the script accesses him, an error occurs stating that the object cannot be found on the global map, which is logical.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...