Heavenfall, can I have permission to modify your CoreUnits.xml file from your UnitStat library so I can make my mod CoS compatible and place the files on Nexus?
StevenRLynchAbundanceThatIAM
So that's what the problem was. Heavenfall redefines all the core heroes in the UnitStats (E Version) folder. That's why my IWishToServe DivideXP changes didn't take. And that's also why ManiiNames had the same problem as me, because he was using CoS (and thus the custom unitstats folder too). It's funny how some changes work and some don't. For example, the IWishToServe and NoXPSplit mods successfully add the custom skill icon, and the
There is nothing wrong with the tags in my file, they correctly say 0 . This is what happened. ManiiNames tested out one battle by playing it both with one hero and two heroes. I did the same. Two heroes halved the experience. Is it possible that adding one more hero could approximately double the combat rating and thus approximately halve the XP received, even though one hero had the correct <DividesBattleEx
Are you saying that it is possible if you introduce another hero to the army it could increase the combat rating and thus halve the experience given to heroes, even though one of them does NOT divide experience? Fighting the same battle with one or two heroes. That is what ManiiNames did too, and where he reported that putting two heroes together halved the experience. Maybe there was nothing wrong with my IWishToServe mod after all.
What mods change these core heroes? What mods change Bacco, Mausolos, Araine, Haitan, Daxus, Pralius etc. (but especially Bacco and Mausolos)? Note that I could change basic stats and starting traits of all heroes, but when I put 0 in the same hero definition, it didn't work. How would a mod file be able to change other stats and abilities but not be able to change the Divides one (like was done with Mausolos)?
How did you do it? I edited the core file of CoreUnits.xml and added to Bacco the Beggar's definition 0 , but when I went in to the game, he was still dividing experience. This is with no mod changing it and the actual core files (CoreUnits.xml) saying 0 for Bacco. Can you post or send me your mod to show me how you did it?
"Dume, dume, dume"... =)
Or you can edit a custom sov file and give yourself the Equipment InsertModdedItem'sInternalNameHere When manually editing a Sov file I think you can give yourself skills, abilities and items that are not in the Sov Creation Screen in-game.
What I did was create heroes with InternalNames that were slightly different, but all the other characteristics of the hero were the same. Then I changed the CoreQuests.xml file so that whenever one of the old quest heroes was given out, it would give the new mirror one instead. Whenever you fight one you will be fighting the old one though. I have also made new Wilbur and Sir Kodrin heroes, and changed the Random Events which gave these heroes that were just renames of exis
I think if you make a custom map you may be able to edit yields to be greater than normal, like in the Wildlands Stardock map.
New version of NoXPSplit with minor bug fix.
I have uploaded a new mod to Nexus which should work where IWishToServe didn't - let me know how it goes. From a new game, when you save before a battle and fight it with one hero, it should produce roughly the same amount of XP as if you reload that saved game and fight it with one regular hero and one of the heroes with the No Experience Split skill - the experience per hero should be roughly the same in both cases.
I have updated Nexus and made the IWishToServe an Old version, and removed it from my personal web-site.
Unfortunately, I have tried editing the core files without IWishToServe.xml in the mods directory, and Bacco STILL divides experience, even though the core files have been changed. So I'm afraid I'll have to pull IWishToServe, IWishToMove still works fine as the stats and traits can still be redefined.
Stardock, would you be able to allow all hero characteristics to be redefined from the mods folder? Currently you can change starting stats and starting traits, but when you try to redefine tag from the default of 1 to the changed number of 0, it doesn't work. Only new heroes (ie. new InternalNames) can be given this ability, any attempt to redefine an existing hero doesn't change this ability. Also, editing the CoreUnits.xml file in the inst
Looks like we've found another object sanity problem. Apparently, when you redefine a hero from the Mods folder, the tag stays at its original level, default 1. I have tested this, when redefining Mausolos, 0 does not change the XP splitting. However, when I create a new hero from the Mausolos template that didn't exist before InternalName = "Champion_Mausolos2" it DOES work. Same with Co
Hmm, if that's the case there might be something wrong with the 0 tag itself, or it might only work for henchmen. As a test, there is a hero in Children of Storm that has the same tag, Companion the Elf also is not meant to divide experience. Does it work for her? If it doesn't work for her, then there is a more widespread problem. Please add this test file to your Mods directory, which will allow you to Summon
I've made some changes/addition to my comprehensive post above regarding the need to remove in-built clothes items if you are putting in-built/soulbound armor items in that soulbound slot.
I've used the Bacco hero a few times (with another hero) since I included him and he doesn't seem to reduce the experience. This is my code for Bacco in 1.0c. The important tag here is 0 . As I said, I've used Bacco with a hero (well my Sov) and I haven't noticed a lower amount of XP for the two heroes plus the trained troops/monsters. Trained troops/monsters normally get almost nothing when there are tw
New version (1.0c) on Nexus. Current version of I Need To Move is 1.0b, and I Wish To Serve is 1.0c. PS: An aside - Has anyone ever seen Kiergann (the hero Sir Kodrin is based on) in any LH game recently? If he does appear it must mean that NPCSpawnLikelihood is not necessary, if he doesn't appear it's because there is no NPCSpawnLikelihood for that hero in the core files.
I mean a separate Summoner class, similar to what is found in Demons and Wizards mod.
And the rest of this stuff can be useful to other modders too, since I learned a fair amount about heroes when working on my I Need To Move and I Wish To Serve hero mods. And the name of this thread is pretty general, which should make it come up in searches about hero modding or hero mods more often than not.
Yes, the town opera music in HOMM2, especially without the expansion, has some of the best music in any game. In the fheroes2 mod (available at http://sourceforge.net/projects/fheroes2/ ) which is based on HOMM2 and HOMM2:PoL and is currently writing a brand new editor, you can customise the music for many different things (such as Towns, Terrain, and the dreaded Leprechaun Loop and less-dreaded Obelisk music) t
It's really great that all of the vanilla LH hero types are useful in their own way at least to some players or for certain playstyles... that shows that Stardock has got something right, although it is true that some path types could use a little tweaking (and maybe even new paths such as Summoner and/or Ranger and new path choosing mechanism instead of the window - could be implemented).
To create a completely new hero, create a custom sovereign with the appearance you want and move their file from the Units folder to the Mods folder (or if basing on a monster, copy a monster from CoreMonsterUnitTypes.xml but note that LevelMilestones above 1 don't appear to make any difference to monsters who are champions) and delete all the lines that refer to Sov-only and faction only abilities such as summoning starting units, AI player strategy/related traits as well as skills you d