Modding suggestions

By the way, I have idea of KAMIKAZE ability.
When unit with this ability is commanded to attack enemy creature, death animation is played instead of attack animation, and enemy hit points are lowered as said in ability

“kamikaze” : {“type” : “KAMIKAZE”, “val”: 30}

Val will mean - how much hitpoints will enemy stack loose if 1 unit-kamikaze goes boom.
This ability also will be useful if working with ATTACKS_ALL_ADJACENT ability.

As an example, these flying zerg bats from StarCraft or dwarf bombers from Wacraft 2 can be used. Or some sort of self-booming droids.

REQUEST IF IT IS NOT ALREADY DONE

The Ability To Create More Than One Underground Level.

Example of what I mean.

  • Heavens (in the Sky)
  • Surface
  • Underground
  • Lower Underground Level
  • Shadow Realm
  • Realm Of Hell

Is This Even Possible For Heroes 3?, I Know That HOMM6 has this on a campaign Level

This has been proposed many times, though never in detail. Search old topics, there are more questions than answers.

I don’t know if it has been proposed/requested earlier…

I’d like to propose making hero secondary skills modable with the possibility to add new ones. Everyone knows that skills like Eagle Eye or First Aid stink, therefore it would be nice to enhance them a bit to be more useful :slight_smile:

Furtheremore, adding something new would also be cool. A few new skills that come into mind:

  • Something similar to Estates but with resources instead
  • Something similar to Resistance/Armourer but weakening spell power instead of damage (like golem’s abilities)
  • Skill granting +1,+2,+3 speed to units

Sorry guys for oftop, but I can’t figure where the two swords graphics (wog-creature experience) are located. Browsed all lods, is nowhere to find. So my last hope is that you have them somewhere and can upload them for me. :unamused:

Thanks.

If you`re talking about vcmi specific assets, look here: github.com/vcmi/vcmi-assets/tre … /Interface

Thanks but no. I was hoping that you have all wog graphics extracted somewhere. Looking for the two swords (ace level) in cprsmall frames displayed in hero army screen.

That swords are not pictures. They are text with special font (verd10b.fnt & “smalfont.fnt” in WoG LOD). If U need pictures, just do export with font editor from ERA Tools.

Aaa! that’s why I couldn’t find them anywhere, got crazy searching. Now it explains all, thanks a bunch.

Here is it, in case someone else will need it in the future.

Looking into github, I saw commits adding “isBigArtefact” and “isTradableArtefact”.
I suggest also to add field “isQuestArtefact”. So Seer Hut must only give quests for arts that have this field set (in classic game there not all artefacts can be asked by seer, as I remember.

Hello. Anybody please help! I search for json file which can modify heroes starting army type. For example : change Tamika starting army to black knights . In bitmap.lod we can modify only quantity for each slot but not creature type. its very important option, please answer who knows. Thanks!

Hero army is directly described in hero format in config/heroes files. In VCMI you don’t modify .lod files.

Also we have dedicated thread (and boatd) for modding questions.

Idea for future builds related to HMM7 secondary skill mechanics.
In addition of chance getting skills

	"secondarySkills" :
	{
		"pathfinding"  : 3.
		"archery"      : 6.
		 ...
		"resistance"   : 5,
		"firstAid"     : 4
	},

add

	"secondarySkillsLevel" :
	{
		"pathfinding"  : 1,
		"archery"      : 2,
		 ...
		"resistance"   : 1,
		"firstAid"     : 3
	},

This will mean maximum level of skill gained through random skills select on level-up on on trees of knowledge etc.
If skill is not listed in “secondarySkills”, it will be ignored.
If skill is not listed in “secondarySkillsLevel”, than it will be set to 3 by default (if in future modding system will allow to mod secondary skills and to add more levels of mastery, it would be changed).

I suggest adding ‘Immune to ammo cart’ ability to creatures, that would allow creating units which can be for example mixed ranged/melee with 2 shots.

Two suggestions:

  1. Is there possibility to make VCMI port of Morn Battlefields Era mod?
    heroescommunity.com/viewthread.php3?TID=22924
    It would be great addon, due to outstanding visuals with no game mechanic interferences. As far I know I can’t see any vcmi commands to rewrite this mod by myself. So maybe some new functionalities in future versions to allow that?

  2. What do you think about new splash screens with total integration of whole Heroes3 parts? I mean: launch game->New game->New campaign and then we have multiple buttons: ROE, AB, SoD, WoG, HotA, HEROES CRONICLES and customs campaigns. User could edit appropiate json file and add a patch to specific folder or lod file (anywhere on local hard drive) containing specific campaigns to cross with appropiate campaign button.

Wall of Text

First step in modding is being able to make readable paragraphs.

I dont know what’s so hard to read. Friends of mine who are not English natives were able to read this “wall of text”. Anyway, thank you for your ‘help’ and have a good day

My idea of a town - If someone can make a town to import (preferably into hota or sod/complete)

Town: Alcazar town (based on the neutral units)
Heroes: Nomads (strength) and Gypsies (magic)
Units: Halfling, Rogue, Nomad, Sharpshooter, Troll, Enchanter, Rust Dragon (levels 1-7)

optional extra stuff
backdrop - based on the background of the neutral units, a wasteland sort of thing, include a small forest for the sharpshooter and enchanter dwellings, a river for the troll dwelling
bio - based on the wandering travelers, a town based on the roughness of the land
other - the units dont need upgrades (optional) as long as they fit in with the citadel population increase and adjusted suitable costs

I thought this would be very cool, and would like to see it

Yes, you could make a town - if you have spare 3 years and are both talented 3D artists and writer.

Good luck!