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Heroes Community > Heroes 5 - Modders Workshop > Thread: [MOD] Might & Magic: Heroes 5.5
Thread: [MOD] Might & Magic: Heroes 5.5 This Popular Thread is 435 pages long: 1 50 100 ... 137 138 139 140 141 ... 150 200 250 300 350 400 435 · «PREV / NEXT»
Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted March 12, 2016 03:07 PM
Edited by Antalyan at 16:19, 12 Mar 2016.

magnomagus said:
@Antalyan: the class is still shown in the hero screen = knight.



I think i finally got it, there are two Freydas, each of them with different specialization and class. Confusing but no problem

No action is neccessary then. But it is not the worst idea to modify these campaign heroes in some future mod update?
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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted March 12, 2016 04:24 PM

I've also one more question: Why do some artifacts in Scripts/Seer folder different descriptions in Artifacts folder? I mean, is this intended or some mistake? Can I use the Artifacts folder description for the Seer too?
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azalen
azalen


Responsible
Known Hero
posted March 12, 2016 05:01 PM

A Few Notes

Minor Bug:

Text of Fog Veil says it decreases ranged damage by 25% in shatter summoning skills section, but when you actually get the skill, it says it only reduces it by 10%.  

Magic Casting Init Speed:

I agree that sorcery should give a small boost to hero initiative, as magic casters still get overwhelmed by initiative abusing might factions in late game.  It would also help distinguish full magic classes from your might/mixed classes.  

Something like an extra 1 - 1.5 initiative (0.33 - 0.5 per sorcery point) at expert sorcery would suffice.  Swift Mind + Sorcery would equal 14 init.  After that, you can't complain, because you could then take a Windspeaker hero specialization to compete with swift strikers/aura of swiftness/artificer abusers.  

I understand it could hurt mid game balance as magic users generally have first access to dragon castles.  



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azalen
azalen


Responsible
Known Hero
posted March 12, 2016 05:05 PM

Carlification

To clarify my above post, meant a bonus to Initial Hero Initiative.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted March 12, 2016 05:11 PM

azalen said:
Swift Mind + Sorcery would equal 14 init.


It does not work like that.
In Tote Hero + swift mind = (0-5) + 25%*10 = 2.5-7.5 starting initiative.

In HoMM55 I think that the starting init was removed so basically the one with higher init starts first. hero has 10 + 25% = 12.5 init.

Sorcery only works after casting a non-mass spell.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 12, 2016 05:29 PM

@LarkinVB: technically this is possible, but only for values newly created by scripts.

@Antalyan: some of those names needed to be plural otherwise the grammar would be wrong.

@Azalan: I believe Sorcery gives a bonus to ATB value, initiative influences how fast the ATB value increases, those are two different things.


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Azalen
Azalen


Responsible
Known Hero
posted March 12, 2016 05:49 PM

What I was trying to say was, that in addition to its standard ATB effect, a Swift Mind like-effect be added to Sorcery.  The Swift Mind effect should be significantly weaker than Swift Mind itself, however.  

   

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted March 12, 2016 06:08 PM

LucPatenaude said:
Third: The Russian person in charge of the Facebook page of HoMM 5.5 is called: Jordon Kostov. Not you, silly.



I am completely relaxed. I just wanted to tell you that I am Jordan Kostov ;DDDD.

Cheers

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Skeggy
Skeggy


Promising
Famous Hero
posted March 12, 2016 06:17 PM

Perhaps it would be beneficial to the game, and at the same time not overpowering, if it is possible, to combine Imbue Ballista perk with another 5% boost for Empathy perk only when Imbue Ballista is used.
Also, perhaps it can be arranged that zealots receive confusion spell only when Haven hero reaches certain level, or only if the hero is of Heretic class.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 12, 2016 06:49 PM

zealots have confusion because inquisitors have cleansing
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LarkinVB
LarkinVB


Known Hero
posted March 13, 2016 10:12 AM

I had lots of duplicate minor artifacts in the starting area of a  4P-XL random map. Is it possible to give a greater diversification ?

After cleaing the area I had 6 different artifacts (A - F) with 3 x A, 2 x B, 2 x C, 2 x D, 2 x E, 1 x F.

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Wakke
Wakke


Hired Hero
posted March 13, 2016 11:45 AM

Would it be possible to create a shortcut to swith between full and windowed mode? That way you can quickly switch to windowed mode before ending a turn and alt-tab away.

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strigvir
strigvir


Adventuring Hero
posted March 13, 2016 01:58 PM

Witch Huts offer Combat to my Runemage even though it isn't listed as a skill I can learn.

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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted March 13, 2016 04:47 PM

magnomagus said:

@Antalyan: some of those names needed to be plural otherwise the grammar would be wrong.



Thanks for explanation. Is it intended that some artifacts's descriptions do not match the ones in Artifacts file? (For example Crown of many eyes?)


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 13, 2016 06:02 PM

@LarkinVB: not possible

@Wakke: not possible

@Antalyan: I think in script folder only names are used not descriptions, they were copied because it saves a lot of work.
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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted March 13, 2016 07:41 PM

magnomagus said:


@Antalyan: I think in script folder only names are used not descriptions, they were copied because it saves a lot of work.


That explains everything I needed to know about this
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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted March 13, 2016 07:44 PM

Is somehow possible to translate the in-game static skill screen?

I mean the screen which shows which skills can be learned for every class, so specially made for MMH5.5.

Having the English version of this screen with the rest of the game translated would be confusing.

I guess (already translated) desctiptions in skills folder could be copied for it.






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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 13, 2016 09:32 PM

Those files are in the UI/Doc/Skills folder in the mmh55-data.pak and they are in .dds format and all named 'background'
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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted March 14, 2016 04:52 PM

magnomagus said:
Those files are in the UI/Doc/Skills folder in the mmh55-data.pak and they are in .dds format and all named 'background'


Could you tell me please which programm to use for editing dds files? My Windows Texture Viewer seems to be able only to biew it but not change them.
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lotihoti
lotihoti


Famous Hero
posted March 14, 2016 05:30 PM

Gimp with dds converter works...

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