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
StevenRLynchAbundanceThatIAM
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
Is your computer working fine otherwise? Sometimes weird anomalies can be caused by problems with your system. You can always post your debug files for the devs to look at.
If you want to edit the core files, yes you can just edit CoreUnits.xml. However if you want to provide a mod to others you will need to copy the whole hero unit definition to the mod folder and make it exactly how you want it. To add from existing items, you will need to use the InternalName from CoreItems.xml, CoreArmor.xml or CoreWeapons.xml. As long as the name you put as equipment is the same as that in these core files, it will add that to the hero. To add fr
I thought Teams created in Game Setup acted as Allies from the start of the game? I guess faction relations are on a "per civ" rather than "per alliance" basis.
This is an example of a hero definition for the first unit in the CoreUnits.xml file: [code="xml"] Craul Gravehands Craul Gravehands Adventurer Empire Champion Race_Type_Trogs</RaceType>
You need to copy the unit definition from CoreUnits.xml in main installation directory\Data\English to a file in the Mods directory. You must totally redefine the unit, as when you use the same internal name (eg. "Champion_ " matching the internal name of the hero you want to change). The new hero unit definition will be used in its entirety, so set up the hero in your file in the Mods directory exactly as you want it to appear in the game. If you want, you ca
The tile that you can settle only shows IF there are no other cities too close.
I think Trade Treaties increase both side's income by 10%, and raise relations. Economic Treaties only raise the capital's income by 10% and produce the caravans. Caravans eventually improve the roads (or something like that) which may result in better bonus? I'm sure some other people will chime in.
No, I mean a random map setup when its just you against the monsters, with varying degrees of space available (customisable in starting options, including random option). Yes, I know it's a feature request, hereby I officially request it. =)