Search found 48 matches
- 21 Aug 2006, 06:54
- Forum: Modcrafting Guild
- Topic: Dark Knights Mod
- Replies: 18
- Views: 31682
I figured that Harm Touch would so very rarely be the better option to use that its addition was negligable, mostly for show. I use it all the time on phantomed stacks. It's quite a useful ability. just right, imo. I've seen the AI use it themselves when they only have a few wraiths, and they are t...
- 29 Jul 2006, 20:54
- Forum: Heroes V-VI
- Topic: mods for 1.2????
- Replies: 25
- Views: 9430
hmm, if you use Winrar, make sure you change it to manage files with .zip extensions (it doesn't do this if it recognizes another proggy as managing them). Are you taking about file association here or something else? I have all archives opening with WinRar 3.51 by default and I still have the prob...
- 28 Jul 2006, 22:00
- Forum: Heroes V-VI
- Topic: mods for 1.2????
- Replies: 25
- Views: 9430
- 28 Jul 2006, 21:49
- Forum: Modcrafting Guild
- Topic: MOD: Sev. (updated) 1.2
- Replies: 26
- Views: 34011
Re: MOD: Sev. (updated) 1.2
After looking into the pak files for some time I achieved to make a small mod to change the number of creatures descriptions. Just put this file into the data folder and restart the game. From now on you'll see: (edited)..... Just how does this file work? I downloaded it. It came as a .zip file. I ...
- 27 Jul 2006, 14:08
- Forum: Modcrafting Guild
- Topic: Succubus
- Replies: 1
- Views: 3092
I second that. What exactly was the reasoning behind this? The reversed wings look retarded. Not quite so bad looking on the Pit Lords, but equally non-sensical. I saw on the Ubi forum that someone has been able to get at the animation files. Hopefully it won't be too long before we can import modif...
- 26 Jul 2006, 05:52
- Forum: Modcrafting Guild
- Topic: New Combat JogDial - finalized - 1.2
- Replies: 37
- Views: 31940
- 25 Jul 2006, 01:50
- Forum: Heroes V-VI
- Topic: Klaus too powerfull?
- Replies: 54
- Views: 16680
Sure, he's a decent @$$-kicker, but he's not what you'd call overpowered. All heroes have their thing, and some are better than others - let's have a look at some of his competitors, shall we? Jhora has increasing initiative as her level goes up. Having high initiative doesn't just give you the edg...
- 24 Jul 2006, 18:45
- Forum: Modcrafting Guild
- Topic: Campaign heroes available in normal/mp maps?
- Replies: 9
- Views: 6199
- 24 Jul 2006, 17:04
- Forum: Modcrafting Guild
- Topic: Campaign heroes available in normal/mp maps?
- Replies: 9
- Views: 6199
So, if I take away all these lines of heroes, and replace them all with <AvailableHeroes/> it will work, right? I've already changed the .xbd files of the heroes. </isUntransferable> </AvailableHeroes> (list of heroes) </AvailableHeroes> <MapRumours/> That's what it looked like. Now, it looks like ...
- 24 Jul 2006, 14:22
- Forum: Modcrafting Guild
- Topic: Campaign heroes available in normal/mp maps?
- Replies: 9
- Views: 6199
There are two steps: 1) Edit each map to allow the new heroes. At the end of the map file there is a section that looks something like this <AvailableHeroes> (list of heroes) </AvailableHeroes> You can either add the new heroes to the list or enable all heroes by replacing that entire section with t...
- 22 Jul 2006, 00:24
- Forum: Modcrafting Guild
- Topic: H5: Altering a Hero Speciality?
- Replies: 2
- Views: 3097
- 14 Jul 2006, 16:45
- Forum: Modcrafting Guild
- Topic: How do I edit the .xdb files?
- Replies: 1
- Views: 4192
- 12 Jul 2006, 18:35
- Forum: Heroes V-VI
- Topic: Upgrade costs
- Replies: 10
- Views: 5368
Re: Upgrade costs
Yes, it's cheaper to buy the regular and then upgrade during Forgery week.Ari wrote: Indeed, I suspect that during a "week of forgery" it's better to buy normal creatures and upgrade. Can anyone confirm that?
- 28 Jun 2006, 23:52
- Forum: Heroes V-VI
- Topic: Spectral Dragons- Incorporeal Ability
- Replies: 15
- Views: 5334
The word you are looking for is INcorporeal, meaning without body or substance. Corporeal is just the opposite. If they were to get the Incorporeal ability they would need to lose the growth boost. Three per week with a chance at no damage is too much. The only problem that I have with them currentl...
- 27 Jun 2006, 00:13
- Forum: Modcrafting Guild
- Topic: Classic Spells, Artefacts, Skills and Descriptions MOD
- Replies: 10
- Views: 8167
- 25 Jun 2006, 07:15
- Forum: Wake of Gods
- Topic: palette settings
- Replies: 2
- Views: 3195
- 25 Jun 2006, 06:56
- Forum: Wake of Gods
- Topic: upg sharpshooters "arrows"
- Replies: 13
- Views: 8212
The shot DEFs that I am aware of are: CPRGOGX.DEF CPRGRE.DEF CPRGTIX.DEF CPRZEAX.DEF PCYCLBX.DEF PELFX.DEF PHALF.DEF PICEE.DEF PLCBOWX.DEF PLICH.DEF PMAGEX.DEF PMEDUSX.DEF PORCHX.DEF PPLIZAX.DEF SMBALX.DEF SMCATX.DEF ZSHOT195.DEF I think that the shots used by the sharpshooters are shared, I can't f...
- 23 Jun 2006, 14:14
- Forum: Modcrafting Guild
- Topic: Dark Knights Mod
- Replies: 18
- Views: 31682
I didn't remove any, I only added Harm Touch to the former Death Knight. I was only able to do it successfully (wilth proper animation) because that creature was already coded to have that ability. It was done by adding the Harm Touch spell-ability to the creature stats xdb file in GameMechanics. Yo...
- 22 Jun 2006, 04:20
- Forum: Heroes V-VI
- Topic: Why is there a limitation in the cities?
- Replies: 29
- Views: 9172
- 22 Jun 2006, 04:14
- Forum: Modcrafting Guild
- Topic: How do I re-pak a moded file into the data.pak???
- Replies: 7
- Views: 28503
6 Using winrar, take the whole gamemechanics directory node and 'add to archive' selecting .zip extention instead of .rar and name the file something descriptive. I called mine GameMechanicsSuperNecro.zip. After it is created rename its extension from .zip to .pak This is a bit inefficient, there i...