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Heroes Community > Heroes 5 - Modders Workshop > Thread: ultimate skill mod
Thread: ultimate skill mod
marlboroo
marlboroo

Tavern Dweller
posted June 26, 2006 05:20 PM

ultimate skill mod

A mod that make it easier to access ultimate skill. The heroes will have the ultimate around lvl 22-26 (less if u lucky and more if youre unlucky, depend by the skills offered at lvl up)

http://www.mytempdir.com/766173

You only need the abilities and perks from logistic, learning and racial to learn the ultimate.

logistic and learning, I have several reason why i pick that two:
-usefull, logistic is teh master from heroes 2 days, learning have that cool add stat feature every ... lvl
-not faction dependent. So no matter what faction you choose, you will benefit from the skills
-simple and easier to remember, take that two when offered and pump the perk and abilities to full (except a few useless abilities, i will explain later)
-less is more, it only take 3 skill slots to have acces to ultimate so you can have 3 more skill slots of your choice

I also mod it so you dont have to choose less usefull abilities from that skills, so just take everything that 2 skills offer EXCEPT SCOUTING, NAVIGATION, SCHOLAR, and ARCANE INTUITION

take:
expert logistic -> pathfinding -> 1st perk -> 2nd perk
expert learning -> intelligence -> 1 st perk -> 2nd perk
expert racials -> all from it

If you have all 3 skills full (about 18 points) then you will be offered the ultimate

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 26, 2006 05:31 PM

Seems kinda powerfull, but each their own taste. Can you tell me, is there any easy way to access and edit the skill tree for each class - I think not only for ultimate skills, but for all skills?

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BgGuardian
BgGuardian

Tavern Dweller
posted June 26, 2006 05:36 PM

No, thanks. I'd rather get to the ultimate with lots of blood and sweat than achieve it by learning two of the most popular skills.
As I already said - before modding something - think about the consequences. Think about what would happen to the balance - did you think Nival were just throwing dice when they were to decide the prerequisities of the ultimates?
____________

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marlboroo
marlboroo

Tavern Dweller
posted June 26, 2006 06:06 PM

i make it for the casual players (like me) who like fast and not to time consuming gameplay (days before, in a hotseat game with friends, after +18 hours we only came to lvl 20), then i check it with console, you need more than 1.000.000 xp to acces the ultimate (around lvl 30), also the stupid random skill choice make ultimate almost impossible to have

btw data.pak\GameMechanics\RefTables\Skills.xdb is where u can edit the skill tree

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 26, 2006 06:21 PM

Quote:
No, thanks. I'd rather get to the ultimate with lots of blood and sweat than achieve it by learning two of the most popular skills.
As I already said - before modding something - think about the consequences. Think about what would happen to the balance - did you think Nival were just throwing dice when they were to decide the prerequisities of the ultimates?


Sometimes I actually think they DID throw dice when they made out the skill tree! Seriously, the Warlock need WAR MACHINES to have the Master Of Elements ability! How much sense does THAT make? Try Destructive Magic (subskills: Master Of Storms, Master Of Fire, Master Of Ice) for a start, but no, Warlock - who specialized in doing damage with spells - will not have Destructive Magic as a prerequisite for his Ultimate Ability - but he will have f***ing WAR MACHINES?

Duuuuh! So much for Nival thinking twice before they made up the skill trees!


That being said, I think only two skills is overpowered. 4 skills would be reasonable, and let them depend on class. I might upload a mod sometime, if I find out how.

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marlboroo
marlboroo

Tavern Dweller
posted June 26, 2006 06:38 PM
Edited by marlboroo at 19:12, 26 Jun 2006.

umm... not 2 but three skills (logistic, racials, learning)

also, if it dont suit you, then you can add another skill prequisites, just edit my file, it easier that way

btw... i think its impossible to have the official 31th lvl ultimate in single and multi maps except campaign game, the game me and my friends played before (4 ground 4 underground map), we already cleared all the map area and ai players... then we stuck at lvl 20-21 >_> i wanna see ultimate vs ultimate!!


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millsy
millsy

Tavern Dweller
posted June 26, 2006 06:48 PM

marlboroo:

me and my friends have the same difficulty, we play hotseat and would like to play maps where getting the ulti is possible.  here's what I came up with and have tested to great success.

edit the \gamemechanics\rpgstats\defaultstats.xdb, the "weeklygrowcoeffs" entries.  the 3 entries there correspond to the different difficulties.  we have changed it to a base 1.4 for all levels (40% weekly growth), which has seen us in the 3rd month fighting zounds of tier 2 monsters for 15k+ exp per battle.  This is mostly mopping up unfought creatures.  Another thing to increase can be <MonsterProbabilityPerCell>0.002 to 0.008, which makes it .8% chance per tile that during week of <monster> a monster will spawn.  This means that early "week of etc" monsters can be left for a month or so to provide large amounts of exp later on (taking on lots/hoards of tier 7's comes to mind).  just remember, every week a critter is left will increase the exp you get for killing them by 40% cumulative.
____________

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Zeldor
Zeldor


Known Hero
The Bringer of Pestilence
posted June 26, 2006 08:09 PM

alcibiades:

Exactly, some things are really stupid. What about working on it together and making skill mod? [that would also improve first aid tent and maybe others]

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 26, 2006 10:25 PM

Zeldor> I will look into making a scheme for how I think a fair and reasonable ultimate skill path for each section should be. However, I'm not yet familiar with how to make the mod - I can probably change the files, but how to pack them and so forth might be more tricky. If you're interested, I'll look into it and then send it to you, if you are familiar with how to do that.

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Gus
Gus


Known Hero
Not-So-Bright Crusader
posted June 26, 2006 10:54 PM

rebalancing the game after so little time, when there is not even MP data to justify it...

(where's the "shake head" smiley? ^^)

____________
If Pacman had affected us as kids we'd be running around in dark rooms, munching pills and listening to repetitive music.

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Zeldor
Zeldor


Known Hero
The Bringer of Pestilence
posted June 27, 2006 02:20 AM

alcibiades:

IT shouldn't be a problem to make a mod.pak At least I hope so. There may be some tricky things...
I have made topic "Heroes & Skills" to start discussion and make a mod improving skills, some suggestions included there too.

Gus:

Game is far from great. It is just good, I would give it now about 6/10 [heroes 3 started at 8/10 and with wog it was 9,5/10]. But it has great potential, maybe if they had more time to create it [or better given it to someone else with not so minimalistic attitude] it could be really great. And producers ignored players a bit, so we must repair it [if we had 5-10 million $ we would make our own, better game ].

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 27, 2006 09:39 AM
Edited by VokialBG at 18:10, 09 Jan 2008.

Zeldor: I have uploaded my attempt here:

Alternative Ultimate Skill mod

Please, feel free to look into it and tell me if I did anything wrong!

Moderator's note: Thread locked. Discuss the same mod here.

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