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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 287 pages long: 1 40 80 120 160 200 240 ... 265 266 267 268 269 ... 280 287 · «PREV / NEXT»
magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted June 26, 2017 12:26 PM
Edited by magnomagus at 12:37, 26 Jun 2017.

Just a generic note not targeted at anyone specifically:

In my opinion recoloring existing models, kit bashing with existing model parts or porting random stuff from warcraft 3 & dawn of war does not count as new models.

Generally the quality of 'new models and creatures' for H5 is very low and nowhere near the level of the original game content.

Although theoretically porting stuff from H6 or H7 and photoshopping it to H5 graphical style can give decent results.

The same level of differentiation between upgraded and unupgraded should be maintained as in the original game, which means not only the color should change but also new 3d parts should appear after upgrading and the unupgraded should have less ornamentation.

Furthermore any texture editing should not be done on cheap TN monitors, this has caused many user released content in the past to be oversaturated compared to original game content which was calibrated with more professional monitors.

This problem also extents to mapping where some user made maps sometimes have ridiculous ambient lights and point lights.

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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted June 26, 2017 01:11 PM
Edited by dredknight at 13:11, 26 Jun 2017.

Thanks for the info. It is actually good to know all the features the end product should have.

Btw what I find weird for a modding community is that we lack texture designers which is usually what is in abundance on other mods (for example moddb revamped content for Mount and Blade ).

On the Russian forums I see quite some of the opposite though, they are really into creating new textures for NCF.

May be if we find some common goal in the future to unite around will be fruitful but again when it comes to heroes modding there is the golden rule - the number of mod visions equals the number of contributers.
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cichy
cichy


Hired Hero
posted June 27, 2017 07:20 AM bonus applied by Galaad on 10 Sep 2017.

small update

Chance to place creatures without faction on map can be also increased (arg "creaNeutralReduction" was replaced with "creaNeutralRatio")
Setting ReflectiveWater to true while changing water objects
Now can also swap specific high tier dwellings (not only random)
Changed default dwellRatio to 4,3,1,0
Improved army generation if NCF is used

Chance to place creatures without faction on map:
creaNeutralRatio == 0: 1 / (townsCount + 1)
creaNeutralRatio < 0: 1 / (townsCount * (creaNeutralRatio * -1 + 1) + 1)
creaNeutralRatio > 0: (2 ** creaNeutralRatio) / (townsCount + 2 ** creaNeutralRatio)

creaNeutralRatio -4 to 4: 1/41 1/33 1/25 1/17 1/9 1/5 1/3 1/2 2/3

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted June 27, 2017 04:47 PM

Great, very happy with the reflective water, although I do not understand why this neutral creature ratio has to be so complicated.

Also could I still interest you to add one more option to remove the frenzy spell from a map? Because without a hexediting miracle this still seems the only way to fix the problem completely.

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cichy
cichy


Hired Hero
posted June 27, 2017 08:01 PM

Maybe another time.
And what exactly is wrong with frenzy?

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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted June 27, 2017 10:32 PM
Edited by dredknight at 22:33, 27 Jun 2017.

Great job cichy!
BTW check your hc messanger
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted June 27, 2017 11:31 PM

Quote:
Maybe another time. And what exactly is wrong with frenzy?


The spell is either an overpowered duplication of puppet master or it is what it is now. Unfortunately the Ai doesn't understand it properly so can misfire it.

In none of the forms I can completely fix its issues so I like to make it switchable.


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Sselhak
Sselhak

Tavern Dweller
posted June 30, 2017 12:56 AM

Hi!

I played MOM 5.5 in five games and I lost every game!
Is "normal" the easiest mode?

I am 50 years old and I only play 2 or 3 hours a week.
In this time I want to have fun, but 5.5 isn't fun for me! I die every hour!

Which Settings are the easiest in single games? I don't understand all the English words in the settings, but I take „Casual Game“ when I chose the color!
(I like easy games with a lot of enemies. 6-8 other colores are perfect.)

Sorry for my bad English.

Yours, Sselhak

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted June 30, 2017 01:25 AM
Edited by magnomagus at 01:26, 30 Jun 2017.

1. use casual game and set AI to defensive! (you will not be attacked)

2. If it is still too hard I added option to handicap Ai in settings file (not visible in older screenshot):

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

3. don't use 'restart mission' when casual game is used (because of hardcoded bug Ai will revert to cheating)

4. don't play small maps and if you use RMG don't set neutrals below strong, since that will make AI harder.

5. movie to learn to kill neutrals with minimum losses: https://www.youtube.com/watch?v=_n-ccWb4JzA




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cichy
cichy


Hired Hero
posted June 30, 2017 04:09 PM

Here is MMH55_Mapmixer repo with actual code.
For those who are interested. (But I will probably do no more changes.)

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted July 01, 2017 03:20 PM

@cichy: Thanks a lot for this, maybe I have time later to teach myself python and extend this.

Since the following issue have popped up several times lately I have written a more extensive explanation in the FAQ about it:

The AI keeps crashing the same turn everytime even after restarting the game?

This crash happens because the AI is trying to use an artifact merchant. Normally this is prevented by a script, therefore in 99% of cases if this happens it is an installation issue and the cause is one of the above under 'multiple possible causes'.

The issue has also been reported in LAN with AI but I have never been able to test this in LAN with AI players (I simply don't have the hardware). For this reason I have branded the mod not suitable for LAN+AI (also because this doesn't work with the new AI at all) and consider using utility.exe for this experimental. Furthermore I cannot verify the validity of these reports.

Since you cannot use the console to fix the issue in LAN, you could try not using any Dungeon or Academy AI players, or alternatively set artifact merchants in all Academy and Dungeon towns as forbidden in the map editor. I'm only recommending this for LAN, if this happens in singleplayer it is an installation issue. If however the installation issue cannot be found or there is reason to think the script engine malfunctions because of performance issues with your PC or operating system, you could try banning artifacts merchants also.
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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted July 01, 2017 06:07 PM
Edited by dredknight at 22:51, 01 Jul 2017.

Once again thank you for the effort Cichy!

magnomagus said:
@cichy: Thanks a lot for this, maybe I have time later to teach myself python and extend this.


@Magno I am looking forward to work and implemented a new feature for the NCF Mapmixer for MMH55.

The idea is to make tool mix exactly one stack of tier 8 NCF creatures only in some special sites (or all of them, it will be decided whenever it is actually possible).

As far as tier 8 goes my concept is to be very tough in a matter that hero basic attack and magic will do reduced damaged to them. All kind of creature-number reducing hero abilities will not work on them (the ice perk is negated by magic proof, cold resistance or immunity).

They will be killed only through army damage, curses & debuffs, other magic (summoned creatures will work too) so it would bring another layer of tactical approach during battle.

When it comes to lore I very much would like to introduce the H3 neutral dragons as uber creatures but this wish depends on the textures I have for them. Other good textures will be introduced in other ways.

All that stuff will happen after I manage to put all NCF creatures I currently have in one official pack and then start reworking them for MMh55 one.

Sharing this as I wanted to see if there is something you want to add (or something of the above that needs revising) and also checking if we are not working on the similar things.

Cheers!
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted July 02, 2017 12:47 AM

I have no plans to work on NCF so there won't be a problem.

Your plan is not entirely clear to me but I think you need to make a H55 submod for this.

Take in mind mapmixer is included in h55 and h55 is not supposed to come with any NCF gamefiles.


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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted July 02, 2017 08:01 AM
Edited by dredknight at 08:15, 02 Jul 2017.

magnomagus said:

Your plan is not entirely clear to me but I think you need to make a H55 submod for this.


As most of the project is just idea based I will think about this and what is the most pain free solution for the user without interfering with the mod when a suitable PoC is ready.

magnomagus said:

Take in mind mapmixer is included in h55 and h55 is not supposed to come with any NCF gamefiles.

It won't just as it does not now.
I don't want to expand anything for discussion here as I have to share some more info about other stuff that are not yet ready (so I cannot rely on what I will be talking).

What I am certain about is that when it comes to changes in MMH55 there will be 2 minor changes which wont affect the mod in any way. More specifically that will be:
- deafultstats.xdb - changing hero base attack damage against tier 8 creatures - this won't affect the current experience as there are currently no such creatures.
- Mapmixer - On the back end it will be reconfigure to remix just T1-T7 creatures as it does now. And after that it will just remix T8 in special dwellings (actually I may make a tick to turn on and off them as not everyone will appreciate that).

Because it is mostly backend stuff the Mapmixer change can be deployed with any MMH55 mod release. Mapmixer already includes NCF releated ticks without having NCF so I dont think this is a problem.

Defaultstats change is a bit more complex though - there are 3 ways to do this.
- one - update is pushed silently with MMH55 release.
- two - update is pushed with NCF installation but will overlap the MMH55 defaultstats.
- three - If defaultstats.xdb gets modular I can push individual changes that regard NCF without bothering for overlapping the MMH55 architecture.

But as I said I prefer to speak on those things once I have a PoC to show.


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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted July 02, 2017 12:21 PM

Quote:
- deafultstats.xdb - changing hero base attack damage against tier 8 creatures - this won't affect the current experience as there are currently no such creatures.


There actually is, the summoned bee hive is a lvl 8 creature, but in any case you seem to assume the parameter is working which is something you should never assume for the defaultstats. have you tested it?

For necromancy I think there is a fourth option: just do without it

but if that option is not chosen you need a tool that auto creates the list in an overwrite file since everybody has its own selection of NCF creatures.
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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted July 02, 2017 01:17 PM

magnomagus said:

There actually is, the summoned bee hive is a lvl 8 creature, but in any case you seem to assume the parameter is working which is something you should never assume for the defaultstats. have you tested it?


Forgot about the bee hive.
Yes, by reconfiguring it I made lvl 35 hero to somewhere between 5-20 damage against 800 HP creature.

magnomagus said:

For necromancy I think there is a fourth option: just do without it

but if that option is not chosen you need a tool that auto creates the list in an overwrite file since everybody has its own selection of NCF creatures.


I really do not want the NCF tool to mess any way with the H55 architecture so for now I go without unless the @frostymuadib finds how to decouple the file.

Customizing the necromancy file based on users' NCF selection can be done. But I consider it last resort solution.

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pekute99
pekute99


Adventuring Hero
posted July 04, 2017 02:04 PM

Does anyone know how to fix this ? I got this weird error after installing the mod

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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted July 04, 2017 02:29 PM

The icon I see most probably comes from Xazardous UI mod which possibly interfere with MMh55 modded UI. Please remove it.


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pekute99
pekute99


Adventuring Hero
posted July 04, 2017 04:09 PM

dredknight said:
The icon I see most probably comes from Xazardous UI mod which possibly interfere with MMh55 modded UI. Please remove it.



I did but it doesn't work.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted July 04, 2017 04:14 PM

you have a conflicting map or mod installed, if you can't find it, I recommend a clean reinstall of the game
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