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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 50 100 150 200 ... 215 216 217 218 219 ... 250 300 350 400 435 · «PREV / NEXT»
Skeggy
Skeggy


Promising
Famous Hero
posted September 15, 2016 02:40 AM

I think that necromancy for the necropolis faction should be slightly different, like the occultism is for warlocks for example.
So why not place unholy crusade to second place in the middle line (without the speed buff) and as the top perk for necromancy could be placed area version (the same area size of mass decay) of sorrow spell, as if casted on the advanced level, that is -3 luck/morale, without initiative decrease.
Besides that it’s defining skill for whole faction, it's supposed to have different meaning for the original group, perhaps just like with warlocks, only the necromancers should have different version.
But then again, whole faction is more changed and more related with that skill than other factions.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 15, 2016 06:32 PM

I already tried making mass sorrow once, but didn't work. Besides we have been over Necromancy so many times, I don't feel much for changing it again.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 19, 2016 03:26 PM
Edited by dredknight at 17:17, 19 Sep 2016.

Hey Magno,

I have got a request regarding a mod called Fort of the Hill that is added in the EWA mod pack.

In short EWA is pack of the best h5  they have found (and managed to integrate).

you can download it here.

They say that Fort of the hill allowed the player to do another type of upgrade of the creatures. in his own words
Quote:
In EWA in Fort on the hill you can improve you army in new alternative improvement available only in the Fort on the hill.


I admit I have not checked this out. I am already too busy with some new stuff for the external wheel.

P.S.
Also why are there 2 neutral creatures - black knight.xdb and death knight.xdb in GameMechanics\Creature\Creatures\Neutrals and which one is used in game?

If both are used where is the visual for black knight? I find only the one for death knight ( Textures\Interface\CombatArena\Faces\Neutral\ico_Death_Knight_64.dds )

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 19, 2016 11:48 PM
Edited by magnomagus at 23:52, 19 Sep 2016.

The Hill fort is a TOE map object, not from that mod. there are 2 different hill forts (but on map they look the same), the more advanced type that can also retrain cannot be placed by the RMG (Hardcoded issue) but it can be added from within the mapeditor.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 19, 2016 11:50 PM

The creature used ingame has Id: CREATURE_DEATH_KNIGHT
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Psatkha
Psatkha


Promising
Known Hero
H5 MODder
posted September 20, 2016 01:44 AM bonus applied by Galaad on 22 Aug 2017.
Edited by Psatkha at 02:04, 20 Sep 2016.

Hello all!

Now MMH5.5 fully compatible with NCF!

Enjoy!

P.S.

magnomagus and dredknight, please tell me why Kaspar became a Death Knight ?!




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StevenAus
StevenAus


Adventuring Hero
posted September 20, 2016 11:49 AM
Edited by StevenAus at 11:50, 20 Sep 2016.

I've heard of NCF, but what exactly is it and what features can now be used with MMH5.5?  I notice there is no NCF version for MMH55_Utility or MMH55_Editor - do these NCF versions of MMH5.5 change anything about the random map generator or editor?

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Psatkha
Psatkha


Promising
Known Hero
H5 MODder
posted September 20, 2016 12:01 PM
Edited by Psatkha at 12:02, 20 Sep 2016.

StevenAus said:
I've heard of NCF, but what exactly is it and what features can now be used with MMH5.5?  I notice there is no NCF version for MMH55_Utility or MMH55_Editor - do these NCF versions of MMH5.5 change anything about the random map generator or editor?


MMH55_Editor - not available yet...

MMH55_Utility - I do not known that it is?

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Ereinion156
Ereinion156


Adventuring Hero
posted September 20, 2016 12:10 PM

MMH5.5 is just the exe without using the Quantomas-AI. For the map editor: It works more or less stable if you just patch your MapEditor-exe witch Deflaktors patcher. But I don't know if the ARMG is still working then, I only know that you can place all additional NCF creatures that way.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 20, 2016 12:24 PM

@psathka:

Thank you for your work

Based on the tests that were done more than a year ago, this version will be stable in singleplayer but may not be stable in hotseat when new creatures are actually installed. You can test this further if you want.

Since these are based on the exe files that aren't used for the RMG, I don't think the RMG will be affected, but I haven't tested that with creatures installed.


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Psatkha
Psatkha


Promising
Known Hero
H5 MODder
posted September 20, 2016 12:50 PM

magnomagus said:
@psathka:

Thank you for your work

Based on the tests that were done more than a year ago, this version will be stable in singleplayer but may not be stable in hotseat when new creatures are actually installed. You can test this further if you want.

Since these are based on the exe files that aren't used for the RMG, I don't think the RMG will be affected, but I haven't tested that with creatures installed.




Thank you for MMH5.5!

P.S.

magnomagus, please tell me why Kaspar became a Death Knight ?!

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 20, 2016 01:58 PM

@Psathka:

war machines is a might skill, kaspar has a war machine specialty, necromancers cannot learn war machines.
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StevenAus
StevenAus


Adventuring Hero
posted September 20, 2016 04:37 PM

I take it that Death Knight is the "balanced" hero type for Necropolis?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 20, 2016 04:52 PM

@psatkha: I was wondering, are you still working on an NCF version of MMH55-Editor.exe?

Because if they can't be added by the editor and the RMG will crash with NCF, then how are people supposed to add the new creatures?
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 20, 2016 09:01 PM
Edited by dredknight at 21:03, 20 Sep 2016.

misc bug: the xdb of wolves say they are tier 4 creatures.

Do you consider them such tier? It is true they multiply but they stats are also half the other tier 4 units.

I think they are more like tier 3 cause they will put up same resistance as ghosts.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 20, 2016 11:52 PM

because they are not part of a town and experience is used as value for random generation, I don't think this indication has any consequence for them.
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rockybalboa
rockybalboa

Tavern Dweller
posted September 22, 2016 01:40 AM
Edited by rockybalboa at 01:42, 22 Sep 2016.

Hi Magnomagus, I tried out your mod and would like to thank you for breathing new life into an old game.

I have a few questions and observations for you:

1) Where does the fanfare music from the start screen come from? It's awesome!

2) I think that the light factions and magic factions(or magic heroes I mean) have advantages. I'm a bit surprised that Haven can get "Swift Mind" and "Teleport Assault" together. That combination is lethal with marksmen. Knowledge seems to be the most important attribute now, as it affects the regalia of the legion and most gold generating artifacts, so this favors magic factions. Divine vengeance is still very overpowered. A wizard almost wiped out my whole army with it. Meanwhile the fact that puppet master can be stopped by cleansing and  anti-magic and frenzy only works on your own units weakens the dark side a lot. (Can necromancers even use frenzy on their own troops??? If not, they are potentially getting a worthless lvl4 spell)

3) Some of the special "monster structures" such as the orc tunnels, demon vaults, etc. are very hard to gauge with respect to difficulty. I once went into a "challenging" structure and met an army 10X the size of mine and completely unwinnable. Perhaps this can be tweaked? Right now I send low level heroes to find out what I deal with, but this is costly to do.

Overall, though, thanks for the good job!

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 22, 2016 06:42 PM

Hi Rocky,

1. remix of homm2 main tune from heroes 6
2-3. you need to lower the difficulty as you are not developing fast enough compared to your surroundings, take in mind some very experienced players don't have this problem. This will also make you feel some stuff is OP, while it isn't. If the difficulty is still too high on normal with cheats off (casual game) you can shrink the size of neutral stacks to anything you want using the settings file:

http://www.moddb.com/mods/might-magic-heroes-55/tutorials/mmh55-customizing-town-management

you can modify stacks in- and outside buildings separately!
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Psatkha
Psatkha


Promising
Known Hero
H5 MODder
posted September 23, 2016 12:00 AM
Edited by Psatkha at 00:31, 23 Sep 2016.

magnomagus said:
@psatkha: I was wondering, are you still working on an NCF version of MMH55-Editor.exe?

Because if they can't be added by the editor and the RMG will crash with NCF, then how are people supposed to add the new creatures?


Now MMH55_NCF.zip updated and available for downloading!

P.S. magnomanus, please tell me what is MMH55_Utility.exe and for what purpose it is used ?!

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Mario
Mario


Known Hero
posted September 23, 2016 01:43 AM

I finished Polish translation.

version 1.8 : https://www.dropbox.com/s/zbkohx3kdtrhj3n/MMH55-Texts-PL.pak?dl=0

version 1.8b: https://www.dropbox.com/s/4brayim3bl2d09a/MMH55-Texts-PL.pak?dl=0

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