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Heroes Community > Heroes 5 - Modders Workshop > Thread: [Mega-Project] The HOMM5 Role Playing Edition
Thread: [Mega-Project] The HOMM5 Role Playing Edition This thread is 27 pages long: 1 ... 9 10 11 12 13 ... 20 27 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 29, 2010 12:19 PM

Quote:
you can speed up AI turn.

check it


Depending on how much you lower the value the AI will become dumber. I prefer another method: If you play a custom map or random map you can easily open them in the editor and set the teams to all-vs-one, this greatly enhances Ai speed in late game, because mostly during very long turns it happens enemy AI heroes come close to each other. You also don't need to play with 8 players for a challenge because they don't harm each other. Maps that have only one castle for every player are generally much faster.

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SimonaK
SimonaK


Promising
Supreme Hero
posted May 29, 2010 02:42 PM
Edited by SimonaK at 14:44, 29 May 2010.

all right, that is a good trick.

moreover, RTMG allows itself to adjust teams in random maps or any others maps more easily than the editor.

for my share, I like biiiig map with 8 players, so I can set my friend and I in same team and all AI players same team too.

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Jukhta
Jukhta


Hired Hero
posted June 26, 2010 05:55 PM

I have just installed H5 RPE, and followed the installation instructions carefully.

I have tried launching the game via H5_RPE_Game exe and it does not work: the error messages are "Empty Pointer to Creature #180". When I click ok to skip the following creature checks I get the msg "Original HOMM V not found".

Strangely, I am able to launch the game via H5_Game exe, and the starting screen says it is 0.9 beta Roleplaying Edition, with all the changes inside. I haven't played the game long enough to see if this is stable, but am I missing out on something here?

I run a Steam-downloaded version of Tribes of the East, 3.1 if it helps.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 26, 2010 06:08 PM

Normally I get such a message if the H5-RPE-Frame091.pak file isn't present in the data folder. If you don't run the game from the H5-RPE exe the mod doesn't work. The game runs stable but the classes are not working.

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Jukhta
Jukhta


Hired Hero
posted June 26, 2010 07:51 PM

You were right. Oversight on my part. Guess I wasn't so careful after all.
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garnju
garnju


Hired Hero
posted August 05, 2010 06:58 PM

Great mod and "life-long" work. Thank you Magnomagus

Do not know that this thread still lives or not.


Haven't really tested yet but what i've seened is very good.

I'm not a program or modder expert. Thought about rename stuff

For an example for Stronghold enlightment name.

Enlightment - Shaman training
Inteligence - Father sky's sight OR Human inside*
Mentor - Mother earth's wisdom OR Elder's memory**

* since orc are made with human and demon blood
** wise old orcs, hu ??

About shatter/magic skills --> is it managable ot give magic skill to stronghold heroes ??? I mean switching the shatter skill with the magic just as you done with the other classes ??

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 05, 2010 09:39 PM
Edited by magnomagus at 21:51, 05 Aug 2010.

Thanks for your reply Garnju, you coincidentally brought this thread back to life right before I was about to release version 1.0!

So here it is:

Download (51MB):

http://www.mediafire.com/?mvwlx2b725lkzep

This version is the pinnacle of all the work I've done on modding HOMM5 over the years.

Version 1.0 is divided into 2 cores, an ashan core and an axeoth core. The Axeoth core creates the possibility to play the game with 308 heroes from  HOMM3/4. This is done with great thanks to Simonak who made it possible to create the necessary xdb files and icons in an automated process. I also included the xl maps from the Heroes of axeoth, which can also be played with the ashan heroes. The old Heroes of Axeoth mod is now completely renewed.

The 2 cores should not be installed together !!!

Currently the TE scripts are not included because TE edition 4.1 is still WIP and TE 4.02 already contained a lot of new advanced functions that I have (not yet) been able to properly implement in RPE. I didn't want this to delay the release further. You can still use the old scripts however.

Fixes and balance tweaks in 1.0:

-Fixed Nicolai specialty
-Fixed Bloodfrenzy skill
-remove casters luck from orc branch, also power of speed and stone
-several manual fixes
-many text fixes
-Wizard skill development fixed
-corrected AI script mod question.
-(balance)some demon lords start with basic gating + all demon lords start with ballista
-(balance) some death knights start with necromancy
-balance fixes to skill development:

DK = 12% necromancy / 10% offense
DL = 12% gating / 10% counterstrike
SR = 10% gating / 8% summoning

-More variation in classes primary skill development, every class is now slightly different:

Knight  = 35/45/10/10
Paladin = 15/35/20/30
Heretic = 30/15/35/20

Ranger = 45/35/10/10
Warden = 15/35/25/25
Druid  = 10/20/40/30

Demon Lord = 50/30/10/10
Gatekeeper = 35/15/25/25
Sorcerer   = 10/10/45/35

DK          = 30/45/10/15
Reaver      = 35/15/20/30
Necromancer = 10/15/45/30

Overlord = 45/30/10/15
Assassin = 40/10/30/20
Warlock  = 15/10/50/25

Seer         = 30/20/20/30
Wizard       = 10/15/30/45
Elementalist = 10/10/50/30

Engineer     = 30/50/10/10
Runemage     = 20/30/30/20
Flamekeeper  = 15/10/45/30


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seddy
seddy


Known Hero
Spinner of delicious cupcakes
posted August 06, 2010 01:00 AM
Edited by seddy at 01:09, 06 Aug 2010.

Woho, an update on my favorite mod! Without this, I'd stopped playing a long time ago ^^

I'll try it out right away, thank you for your incredible work!

Edit: Yay, Norton sees the file as a security risk and auto-removes it.......

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 06, 2010 12:11 PM

Quote:
Edit: Yay, Norton sees the file as a security risk and auto-removes it.......


I hope you were able to solve that since I'm sure the file doesn't contain viruses. I'm not even capable of creating one.

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Jukhta
Jukhta


Hired Hero
posted August 06, 2010 12:47 PM

You explained what is the Axeoroth Core but not the Anshan Core. So what is the latter?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 06, 2010 01:20 PM

Ashan core is just the same core (but improved) as in version 0.9 where you play with Ashan heroes. Ashan is the name of the HOMM5 world and Axeoth is the name of HOMM4 world (that was also inhabited by HOMM3 heroes). You can now easily switch between the two worlds by switching between the cores.


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cotillion
cotillion


Hired Hero
posted August 08, 2010 07:18 PM

Thanks for your new rebalanced 1.0 version!

Apart from using random maps I'd like to play some user-made maps with it, but I fear that some maps who modified the starting heros could mess it up.
Or will RPE work with these maps?


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 08, 2010 11:26 PM

Any multiplayer map should work, although some heroes might be missing, the heroes that are present work. Also singleplayer (storyline) maps
(that mostly have a predetermined main hero) should work, but if such a hero is edited it might happen that for example a hero that was supposed to be a wizard becomes a seer (or worse: a gatekeeper). All-in all you should just load the map and see what happens. It's also very easy to correct maps for RPE playability if an error occurs.

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Gorgarr
Gorgarr

Tavern Dweller
posted August 16, 2010 10:23 PM

Hi Magnomagus, I write for the first time here and I have to congratulate with you for your outstanding work!

I really hope you still read this thread, because I have a couple of questions for you...

1) When you first posted your work here, you explained you wouldn't advice to play the campaigns with your mod installed. I didn't read that note initially, I installed the mod and went on the campaigns. Which is exactly the reason to avoid playing them with the mod? I know I can uninstall it and then install it again when I'll finish the campaigns, but I wanted just to know what happens if I play them with the mod installed...

2) I really enjoy the whole Heroes series, but I cannot tell I'm a champion...I just like to play with a relaxed style, and I don't like to be overwhelmed with AI factions rushing to me like hell with loads of armies...I'm a newbie, I admit it When I installed your mod, I noticed something strange: the original game was in italian (I'm from Italy as well), and I used to play with "easy" difficulty, the lowest of the four difficulty options of the game. Installing the mod, which is in english, part of the game is now in english, but this isn't a problem for me. The default difficulty for my profile, anyway, is now "normal", which figures as the lowest avaliable difficulty level (among four possible ones, as before). Here comes my question: did the general difficulty of the game change with your mod, so that the lowest avaliable level is now "normal", or is this due only to a matter of translation about the names of the difficulty levels in italian and in english?

Thanks in advance for your time, and again for all your wonderful work!
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 17, 2010 12:00 AM

Hi gorgar:

To answer your questions:

1) People have reported problems in the past with the combination of AI mods that change resources with campaign maps, that means there is a risk you might get stuck somewhere halfway and I wanted to prevent such frustrations. Secondly there is absolutely no reason to play the campaigns with this mod because all those maps are heavily scripted and the AI mod has no influence and also the storyline and maps are designed with the classes of the original game in mind.

2) Yes, the lowest difficulty is now normal and also balanced, this means the conditions for AI players are exactly equal to yours and the AI won't cheat. This was done for several reasons:

-There was originally a huge gap between the normal and hard difficulty. For a lot of people normal was much too easy and hard was too difficult especially on small/medium maps. So I wanted to create a level between them.
-A lot of people wanted heroic to be even harder.
-It seems most people don't use the easy level anymore after they have learned the most important game mechanics, at least you are the first to complain in three years

You might consider turning the whole game to english:

http://www.heroesofmightandmagic.com/heroes5/localized_texts.shtml

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Gorgarr
Gorgarr

Tavern Dweller
posted August 17, 2010 01:00 AM

well...this means simply that I will adapt myself playng normal mode, plain and clear

The campaign runs smoothly now...but if I get stuck, I'll get unstuck someway...this will help me to familiarize with the novel difficulty level ^^

I'll tell you if there's anything more...thanks again!
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 17, 2010 01:07 PM

Quote:
The campaign runs smoothly now...but if I get stuck, I'll get unstuck someway...this will help me to familiarize with the novel difficulty level ^^


By getting stuck I didn't mean it could become too difficult. Some people reported crashes in the (original, not TOE) haven campaign when playing it in TOE with the AI mod from version 3.0.

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LichKing012
LichKing012


Known Hero
posted August 21, 2010 01:49 AM

First I would like to say that I LOVE this mod, But I've noticed that when I play with certain classes, Particularly the Necropolis Classes of Reaver and Necromancers, that all of my gained levels Primary skill points go to Defense. Is there any way I can fix this?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 21, 2010 12:07 PM

This indicates a class is completely broken because the mod or the framework is not properly installed. it could also be you accidentally run the game from the wrong exe or another mod is conflicting. I just tested reavers and necromancers and they worked fine.
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Alerio_Magnus
Alerio_Magnus

Tavern Dweller
posted August 21, 2010 02:35 PM

Hello there! First of all, great work on the mod; I'll be sure to test it out. However, I have a request, if you don't mind: would it be possible to release the rebalancing fixes for Skills & Specialties as a separate mod for use in the regular game? Many thanks!
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