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Kastor the Warlock
Excuse me for saying, but I'm honestly unsure what the reason for FHeroes2 is. It's very neat (obviously it's not final and it's an early version) and everything, but I'm just wondering... do you intend to make some kind of editing tools? That would be awesome. So that you could change things about the game... unit stats, names, unit sprites, graphic/sound changing, etc.
If you haven't planned on this, PLEASE, do something like this if it's not too much trouble. I've literally been wanting something like this for over 10 years.
Thank you for your time,
yes. it is bug. fixed latest svn rev. 1143.
You can load only the sprites:
I do not know where this wiki page was lost. :)
Unpack all sprites. For example: HEROES.ICN is an image of the start menu, 1 sprite.
We load an alternative picture into the starting menu:
Kastor the Warlock
Oh... okay then. Then I guess the purpose of this project is still a mystery to me.
Maybe they'are doing it for fun? Also, new implementation means multiplatform (for example you can play on linux ). Also, this project is still developed - when they will implement every feature of original game, they probably will implement new features.
I think that wiki have deleted in the new version of sourceforge, can you upload, or send to me the guide?
hey, just wanted to say that modding would be pretty awesome... I've been wanting this myself for very, very long time :)
also, I dont know how to make this game work (i've already posted this on another forum, but got no answer) ._.
Ok, thanks. What about put this mini-tutorial in the web of fheroes? To start adding something.
PD: For Anonimous, if you create a new thread I will help you. But make it explaning why you can't run the game, your OS, etc.
Hi, I have tried what you say and now I have a Main menu background changed (with a reference to fheroes 2 ;D). The problem, always appear a problem :-( , is that I'm triying to change the main menu buttons (new game, quit, credits, etc) but only appear the image 000.png (new game), and all other not appear, and if I rigth click over this new button, it say that is the quit button.
All png and the spec.xml are in a folder called BTNSHNGL.ICN (the menu buttons).
This is my spec.xml:
<?xml version="1.0" ?>
<icn name="BTNSHNGL.ICN" count="20">
<sprite name="000.png" ox="0" oy="0"/>
<sprite name="001.png" ox="0" oy="0"/>
<sprite name="002.png" ox="0" oy="0"/>
<sprite name="003.png" ox="0" oy="0"/>
<sprite name="004.png" ox="100" oy="0"/>
<sprite name="005.png" ox="100" oy="0"/>
<sprite name="006.png" ox="100" oy="0"/>
<sprite name="007.png" ox="100" oy="0"/>
<sprite name="008.png" ox="200" oy="0"/>
<sprite name="009.png" ox="200" oy="0"/>
<sprite name="010.png" ox="200" oy="0"/>
<sprite name="011.png" ox="200" oy="0"/>
<sprite name="012.png" ox="0" oy="100"/>
<sprite name="013.png" ox="0" oy="100"/>
<sprite name="014.png" ox="0" oy="100"/>
<sprite name="015.png" ox="0" oy="100"/>
<sprite name="016.png" ox="200" oy="100"/>
<sprite name="017.png" ox="200" oy="100"/>
<sprite name="018.png" ox="200" oy="100"/>
<sprite name="019.png" ox="200" oy="100"/>
It's something wrong?
I totally agree with kastorwarlock. I have few creature animations finished
and I waited for opportunity to add them to the game as the next upgrades (for
example: paladin -> crusader -> holy avenger). It would be SO AWESOME to have
this kind of possibilities...
Now probably only to change sprite existing troops and objects.
You see, I don't think there was a lot wrong with the HOMM II game as it was
originally released - after all, it was rated as one of the top 10 computer
games of all time! The character (graphics, music and sound effects) and the
gameplay was very enjoyable and really captured the essence of a LOTR-esque
lively fantasy world. =) Now with some of the main improvements from HOMM III
- wait function in battles, space-bar revisit, mine garrisoning - as well as
the ability to tweak the stats like in the HOMM II Mod, I think that the main
changes from now on, apart from bug fixes and improved HOMM II - like AI, will
be tweaks to the core gameplay.
One thing that could possibly be added at some stage is one use and/or limited
use scrolls (and perhaps balanced one-use potions, maybe available from
Alchemy Labs - one only active per combat - not overpowering like the HOMM IV
immortality potion, and not useless like most of the other HOMM IV potions
;-). I think limited use scrolls (and potions, done well) fit with the HOMM II
character, and it would be cool if they could be in fheroes2 at some stage,
plus I really look forward to an updated Map Editor and Campaign Editor later
on in fheroes2's development! =)
What's the point in making Heroes 2 engine from the begining, when you don't
want to implement good modding possibilities? What about those people who wish
to make and add another faction to this game?
Tools for modding like CHANGING creature stats, ADDING new creatures,
buildings, adventure map objects and WHOLE FACTIONS should be available with
Look it that way: You say you think that nothing was really wrong with H2,
that's okay, it's your opinion. But don't close the door for modding to
others, who want to make some more, personal changes to this game, like for
example adding a new faction of Elemental conflux.
I'm not asking for a fish, I'm asking for fishing rod - I'm not asking for
making all these modifications. I'm just asking for tools, to make them...
It's open source, you can make any change that you like to make or any modding
tool that you like to get.
I have graphic skills. I don't know how to make such tools.
I know a little programming, but not heaps. I wouldn't say I'm proficient in
C++ coding. ;-) If someone wanted to they could help create some modding tools
for those using the fheroes2 project (either by collaborating with afletdinov
or creating a fork). However there is a fair amount of consideration given to
those who are fairly involved in a project, and what they use their spare time
on. I agree that it would be neat to have more modding possibilities, that's
true. =) But we would need someone to create those modding tools.
What do afletdinov and others think? Are there people willing to make modding
and adding towns/creatures etc. more of a focus in this project or a forked
project, and have the time and skills to make it happen?
(With regards to modding, the VCMI Project for H3 will have a big focus on the
ability to create all sorts of modification possibilities, but I don't think
that's currently a big focus in fheroes2. I would be quite happy to support a
good modding capability if people have the motivation, time, skills etc. But
AFAIK the fheroes2 project focus, currently, is on tweaking and refining the
already excellent gameplay of a game that has been rated one of the top ten
computer games of all time. =) That's what I meant by saying the gameplay of
standard H2 was already excellent. :-)
But that doesn't mean that others can't take a different path and focus. I
wish you and other Heroes all the best in whatever you do! =)
I understand that authors of fheroes2 mainly focus on 'rebuilidng' the whole
game engine. That's great, no rushing.
I only suggest making these tools - I just want them to be done, no matter
changing unit stats wouldn't hurt.
god knows the Knight troops need some tweaks. like the Peasant and his
complete uselessness. the Archer's . the complete interchangeability between
the Pikemen and the Swordsmen.
if it were possible to change them i'd do this :
Peasant gets 4 HP, 1-2 damage and Slow speed. in theory, a Goblin will win 1
vs 1 but 2 Peasants will actually stand a chance. more importantly, a group of
peasants can actually handle getting attacked without getting obliterated.
Archer gets Slow speed. hopefully this makes Archers a little less likely to
get attacked first.
Pikeman gets 4-6 damage. in larger groups, this makes them the Knight's main
Swordsmen get 3-4 damage and 10 Defense skill. with this, they become more
affordable meat shields. than Cavalry and Paladins.
The stats can be changed (at least in the last revision). You need to make a
file called monsters.xml with and xml structures (<monsters><monster skip="0" attack="12" ...=""/><monster ...="">...</monsters>).
If I have some time, I will add an entry into the wiki of fheroes.
i noticed there already is such a file with the FHeroes engine download.
will modifying that do anything?
Here are the suggested changes from the HoMM 2 Mod, available at the following
URL on a Yahoo Group:
Increased Peasant basic growth from 12 to 24 (total 24+2+8=34)
Decreased Peasant gold cost from 20 to 15
Increased Peasant speed from Very Slow to Slow
Increased Archer/Ranger hit points from 10 to 11
Increased Pikeman/Veteran Pikeman hit points from 15/20 to 16/21
Increased Pikeman/Veteran Pikeman damage from 3-4 to 3-5
Increased Pikeman/Veteran Pikeman gold cost from 200/250 to 210/260
Increased Swordsman/Master Swordsman hit points from 25/30 to 26/31
Increased Swordsman/Master Swordsman damage from 4-6 to 4-7
Increased Swordsman/Master Swordsman gold cost from 250/300 to 260/310
Increased Cavalry/Champion hit points from 30/40 to 35/45
Increased Cavalry/Champion gold cost from 300/375 to 340/415
Decreased Jousting Arena wood cost from 20 to 15
Increased Paladin/Crusader hit points from 50/65 to 60/75
Increased Paladin gold cost from 600 to 675
Decreased Cathedral wood cost from 20 to 10
Decreased Upg. Cathedral cost from 10 wood, 10 crystal, 5000 gold to 10 wood,
5 crystal, 3500 gold
Decreased Fortifications wood/ore cost from 5/15 to 0/10
Increased Goblin basic growth from 10 to 12 (total 12+2+8=22)
Increased Orc hit points from 10 to 11
Increased Wolf defense from 2 to 4
Increased Wolf gold cost from 200 to 210
Decreased Ogre Lord hit points from 60 to 55
Decreased Ogre Lord gold cost from 500 to 475
Decreased Troll/War Troll gold cost from 600/700 to 575/650
Increased Cyclops hit points from 80 to 85
Increased Cyclops gold cost from 750 to 800
Decreased Pyramid ore cost from 20 to 10
Decreased Coliseum cost from 10 wood, 10 ore, 2000 gold to 5 wood, 5 ore, 1500
Increased Sprite basic growth from 8 to 10 (total 10+2+8=20)
Decreased Dwarf/Battle Dwarf gold cost from 200/250 to 190/235
Increased Elf Attack skill from 4 to 5
Increased Grand Elf Attack skill from 5 to 7
Increased Elf/Grand Elf hit points from 15 to 16
Increased Upg. Stonehenge gold cost from 1500 to 2000
Increased Unicorn hit points from 40 to 45
Increased Unicorn gold cost from 500 to 515
Changed Rainbow's mercury/crystal cost from 0/10 to 5/5
Increased Cave ore cost from 0 to 5
Decreased Crypt ore cost from 10 to 5
Decreased Hydra gold cost from 800 to 775
Decreased Green/Red/Black Dragon basic growth from 1 to 0 (total 0+2=2)
Decreased Red/Black Dragon hit points from 250/300 to 240/280
Decreased Green Tower gold cost from 15000 to 13000
Increased Red/Black Tower gold cost from 5000 to 6000
Increased Dungeon cost from 5 wood, 10 ore, 3000 gold to 5 wood, 10 Ore, 3500
gold, and 3/3/3/3 rare
Increased Halfling gold cost from 50 gold to 55 gold
Increased Boar defense from 4 to 5
Increased Roc defense from 7 to 8
Decreased Upg. Ivory Tower gold cost from 4000 to 3000
Increased Giant hit points from 150 to 155
Decreased Giant/Titan basic growth from 1 to 0 (total 0+2=2)
Decreased Titan hit points from 300 to 280
Decreased Titan gold cost from 5000 to 4500
Decreased Cloud Castle gold cost from 12500 to 7500
Increased Upg. Cloud Castle gold cost from 12500 to 16500
Decreased Skeleton gold cost from 75 to 70
Increased Zombie speed from Very Slow to Slow
Increases Zombie/Mutant Zombie defense from 2 to 3
Decreased Zombie/Mutant Zombie gold cost from 150/200 to 140/190
Increased Mummy/Royal Mummy defense from 6 to 7
Changed Upg. Mansion cost from 5 wood, 10 crystal, 10 gems, 4000 gold to 5
wood, 10 mercury, 5 crystal, 3000 gold
Increased Lich hit points from 25 to 30 but decreased defense from 12 to 11.
Decreased Lich/Power Lich gold cost from 750/900 to 650/750
Changed Upg. Mausoleum cost from 5 ore, 5 crystal, 3000 gold to 5 ore, 5
sulfur, 2500 gold
Decreased Bone Dragon hit points from 150 to 140
Increased Bone Dragon gold cost from 1500 to 1600
Increased Laboratory mercury & gold cost from 5 mercury, 10000 gold to 10
mercury, 12000 gold
Decreased Mage Guild Lv2 rare resource cost from 4 to 2
Decreased Mage Guild Lv3 rare resource cost from 6 to 4
Decreased Mage Guild Lv4 rare resource cost from 8 to 6
Decreased Mage Guild Lv5 rare resource cost from 10 to 8
Decreased Shipyard wood cost from 20 to 15
Knight Lv 2-9: No change: 35/45/10/10
Knight Lv 10+: No change: 25/25/25/25
Barbarian Lv 2-9: No change: 55/35/5/5
Barbarian Lv 10+: No change: 25/25/25/25 (manual incorrect, it's NOT
Sorceress Lv 2-9: 20/25/25/30 from 10/10/30/50
Sorceress Lv 10+: 20/25/25/30 from 20/20/30/30
Warlock Lv 2-9: 20/20/35/25 from 10/10/50/30
Warlock Lv 10+: No change: 20/20/30/30
Wizard Lv 2-9: 20/20/30/30 from 10/10/40/40
Wizard Lv 10+: No change: 20/20/30/30
Necro Lv 2-9: 25/25/25/25 from 15/15/35/35
Necro Lv 10+: No change: 25/25/25/25
I will upload the files I have been using to a new issue/"bug report", which
also includes a few more changes apart from these ones here.
Of course, "KNIGHT" might be a bit more relevant than "NIGHT". I guess I
didn't correctly copy the first letter. ;-)
that looks cool. any way i can do something like that myself?