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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 50 100 150 200 250 300 ... 309 310 311 312 313 ... 350 400 435 · «PREV / NEXT»
fidanas
fidanas


Adventuring Hero
posted November 01, 2017 06:23 PM

You mention that to make all the new heroes available in older maps, we should go in editor, View, Map Properties, and in HEROES Tab, UN-Check all. It works great.
Do we have to do exactly the same with the Artifacts Tab, to make all the new artifacts available in older maps?

P.S.( I try to check them all and save, but saving didn't remember my changes. Should i try UN-Check all artifacts?)
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted November 01, 2017 08:06 PM

no, use mapmixer for unlocking artifacts.
check all will ruin the map.
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azalen
azalen


Responsible
Known Hero
posted November 01, 2017 09:19 PM

Pavijan said:
Thanks for anwering people!

3. I agree that Red Dragon would be too OP with flame immunity, just wanted to see what do you guys think


Armageddon + Vampirism are 2 things that probably shouldn't go together on a T7

I agree with air elementals not really belonging to dwarves thematically... earth or fire would match better from a thematic standpoint.

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Skeggy
Skeggy


Promising
Famous Hero
posted November 01, 2017 10:04 PM
Edited by Skeggy at 03:11, 02 Nov 2017.

After few tryouts it turned out that ABILITY_MANEURE cannot be modified to give full-damage range retaliation, so additional ability was needed for maneuver retaliations to be equivalent to “no melee penalty” retaliations.
That additional ability is ABILITY_FIERCE_RETALIATION and it turns out that works perfectly in combination with ABILITY_MANEURE (ability that provides maneuver effect, originally from centaur and centaur nomad).

These two abilities enable full-damage RANGE retaliations, as replacement mechanism for “no melee penalty” ability, that provided full-damage MELEE retaliations for range fighters and casters.

This is practical proof of concept that not only different philosophy of full-damage RANGE retaliations for some ranged creatures is possible, but also emphasizes connection between maneuver ability and amount of available shots and amount of hit points of ammo cart.

These damage tables are done in duel mode (Jeddite vs Eruina, shadow matriarch attacking and doing damage to zealots).

Excerpts from shadow matriarchs Matriarch.xdb files and damage distributions:

1. option (Might & Magic: Heroes 5.5 (RC10 Beta))
<AttackSkill>22</AttackSkill>
<DefenceSkill>18</DefenceSkill>
<Shots>6</Shots>
<MinDamage>17</MinDamage>
<MaxDamage>27</MaxDamage>
---------------------------------
<Range>-2</Range>
<BaseCreature>CREATURE_MATRON</BaseCreature>
<Upgrades/>
<Abilities>
<Item>ABILITY_NO_MELEE_PENALTY</Item>
<Item>ABILITY_FAST_ATTACK</Item>
</Abilities>
damages:                (units killed)  (damage)
long range:             (5 - 9)         (473 - 751)
short range:            (11 - 18)       (913 - 1451)
melee:                  (11 - 18)       (913 - 1451)
melee retaliatory:      (11 - 18)       (913 - 1451)



1. sub-option (with equal min and max damage)
<AttackSkill>22</AttackSkill>
<DefenceSkill>18</DefenceSkill>
<Shots>6</Shots>
<MinDamage>20</MinDamage>
<MaxDamage>20</MaxDamage>
---------------------------------
<Range>-2</Range>
<BaseCreature>CREATURE_MATRON</BaseCreature>
<Upgrades/>
<Abilities>
<Item>ABILITY_NO_MELEE_PENALTY</Item>
<Item>ABILITY_FAST_ATTACK</Item>
</Abilities>
damages:                (units killed)  (damage)
long range:             (7)             (575)
short range:            (14)            (1151)
melee:                  (14)            (1151)
melee retaliatory:      (13)            (1094 after 2 units died)






2. option (with full-damage RANGE retaliations)
<AttackSkill>22</AttackSkill>
<DefenceSkill>18</DefenceSkill>
<Shots>6</Shots>
<MinDamage>17</MinDamage>
<MaxDamage>27</MaxDamage>
---------------------------------
<Range>-2</Range>
<BaseCreature>CREATURE_MATRON</BaseCreature>
<Upgrades/>
<Abilities>
<Item>ABILITY_MANEURE</Item>
<Item>ABILITY_FAST_ATTACK</Item>
<Item>ABILITY_FIERCE_RETALIATION</Item>
</Abilities>
damages:                (units killed)  (damage)
long range:             (5 - 9)         (465 - 738)
short range:            (11 - 18)       (930 - 1477)
melee:                  (5 - 9)         (465 - 738)
RANGE retaliatory:      (15)            (1216 after 2 units died)



2. sub-option (with full-damage RANGE retaliations and with equal min and max damage)
<AttackSkill>22</AttackSkill>
<DefenceSkill>18</DefenceSkill>
<Shots>6</Shots>
<MinDamage>20</MinDamage>
<MaxDamage>20</MaxDamage>
---------------------------------
<Range>-2</Range>
<BaseCreature>CREATURE_MATRON</BaseCreature>
<Upgrades/>
<Abilities>
<Item>ABILITY_MANEURE</Item>
<Item>ABILITY_FAST_ATTACK</Item>
<Item>ABILITY_FIERCE_RETALIATION</Item>
</Abilities>
damages:                (units killed)  (damage)
long range:             (7)             (575)
short range:            (14)            (1151)
melee:                  (7)             (575)
RANGE retaliatory:      (13)            (1094 after 2 units died)


After shadow matriarch fired all shots, and without ammo cart or ammo cart is destroyed, it behaves like a centaur and centaur nomad, when attacked, if it has a place to retreat that is not close connected with any opposite creature, it retreats without range or melee retaliation.

If it is completely surrounded without a free place to retreat, it retaliates with full-damage melee retaliation (because of ABILITY_FIERCE_RETALIATION). Melee Attacks are done with only half-damage.

EDIT:
This maneuver ability could become default behavior for all 1x1 shooters because they do half damage when they melee-retaliate anyway, and “no melee penalty” condition is completely fulfilled when ABILITY_FIERCE_RETALIATION is added to maneuver ability so it doesn’t even need to be used, at least for 1x1 shooters.

On the other hand, “no melee penalty” option is somehow connected with 2x2 shooters because they are too large for maneuvering, and, they are 2x2 after all, so it is reasonable to assume that they will not have melee penalty.

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azalen
azalen


Responsible
Known Hero
posted November 02, 2017 03:21 AM

Diplomacy Abuse

Thinking out loud....

I've been interested lately in making 5.5 Diplomacy builds after experiencing a couple Impossible Game where a single mob joining my army created a huge power swing in the game.

Normally, Impossible mobs never join your army due to power calculation.  However, I've found that a combination of the Diplomacy Perk and Crown of Leadership makes it possible.  Even then, the first joining mob will require a huge gold payout (usually more than you have).  When it did work, it was because I was saving huge amounts of gold (usually for lvl 7 dwellings)  while creeping with cheap armies like Ghost/Skele Archer, Gremlin/Gargoyle, or Stalker Destruction Hero...

In Magnomagus grand design, I was looking for wrinkles where I could do game breaking stuff with Diplomacy, but Mag's game balance proved up to the task preventing me from doing anything too abusive.  For starters, heroes with the golden tongue special do not have access to morale, so you can not get both Diplomacy and Golden Tongue.  I'm not sure how Golden Toungue measures up to Diplomacy mathematically, and you don't get the full benefit of it until later in the game, so I'm not sure if a Morale hero or Golden Toungue hero is better.

Right now, the Assassin hero with Golden Toungue seems to be appealing, due to Stalker creeping and access to Artifact merchants increasing the chance they you will see Crown of Leadership.  Lucretia is also interesting if you can convince a level 4 stack to become a huge stack of vampires....




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JohnG
JohnG

Tavern Dweller
posted November 03, 2017 09:35 AM

Hi all, first post here.

Mod is great but i have a problem so far with the movement speed of the death knight class. Well, it does not represent the movement speed i have on the player speed slider. Every death knight moves extreme slow.
Is there a fix for it.?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted November 03, 2017 06:31 PM

That is an exaggeration, it has a different animation and is only slightly slower.
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ea0o
ea0o


Hired Hero
posted November 03, 2017 07:14 PM
Edited by ea0o at 19:16, 03 Nov 2017.

does +1 speed increase range of "full" atack of range usnits?
centaur got 11 ini but any upgrade got 10 - why?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted November 03, 2017 07:20 PM

1. no
2. you are right this is weird, I should make some minor changes
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JohnG
JohnG

Tavern Dweller
posted November 03, 2017 07:26 PM

Thanks for the replay. How did you manage to get it sligtly? There is still a big difference when i max the movement speed,not to mention when i lower it. If i lower it to min the deathknight moves like -3. Are other members having issues like this?

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Skeggy
Skeggy


Promising
Famous Hero
posted November 04, 2017 04:13 AM
Edited by Skeggy at 04:14, 04 Nov 2017.

magnomagus said:
The ultimate artifacts are not available of normal games, so I want to move the -20% there too.


If staff of the netherworld becomes ultimate artifact, will the tunic of the carved flesh be its replacer in death’s embrace artifact set? Beside it’s thematically consistent with necromancy and it already has negative morale as a part of its original iconography, it’s also a major artifact. That way set would have two minor (helm and ring), two major (tunic and amulet) and two relic artifacts (cloak and skull).  Temple of shalassa could give staff of the netherworld ultimate artifact as a replacement for the whole death’s embrace set and it could be analogue of angelic alliance and have +12 defense as well as -20 initiative for enemy creatures, or will the initiative boost be lowered for both ultimate rewards?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted November 04, 2017 11:53 AM

In my idea the ultimate shield would get the -20% effect, the staff of netherworld keeps name, position and visuals and will take new effect, likely the one from sandro's cloak and sandro's cloak will get other effect.
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Skeggy
Skeggy


Promising
Famous Hero
posted November 04, 2017 12:29 PM

Sure, why not, sounds great, but what will be its replacer in Death’s Embrace artifact set?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted November 04, 2017 01:41 PM

nothing, it remains part of the set
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edhelmegil
edhelmegil


Hired Hero
posted November 05, 2017 06:07 AM

Are there any tailor made maps for heroes 5.5 or I should stick to the old maps and map mixer?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted November 05, 2017 09:59 AM

Here you go!
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted November 05, 2017 02:01 PM

Just found a bug myself, some master of.. skills in beta don't give the spell, this will be fixed in next update.
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velzun
velzun

Tavern Dweller
posted November 05, 2017 04:57 PM

Quote:
posted November 05, 2017 02:01 PM
Just found a bug myself, some master of.. skills in beta don't give the spell, this will be fixed in next update.




hello just subscribed to the site.
I was playing with my friend (we are both Newbies oh HOMM)
And i wanted to try the witch from Bastion. (the one with Dark magic Skill)
Because the tooltip says that we would have all magic (dark) until lvl 30 for me it was just unlucky to not drop skills.

But i guess that's what you just said, it's a bug right ?

The same goes for spec in destructive magic. The master of fire,ice and storm don't give the skills

The real problem with witch it's that they don't have access to BRage to balance this bug xD so my game was just a hero with stat and nothing else (because we were supposed to gain spells by level i didnt level up other char besides an other witch (light) xD)

And maybe the hut in the bastion is bugged too, it's supposed to give us blood rage spells + other spells for witch. but it just give Blood rage spells.

My friend was playing with deleb-like charin inferno (did you already nerf the perk ? or you plan to do?) . so he's got no problem xDD (even though he was complaining about not having all the perk he wants even if he got Triple balista, hellfire, fiery wrath, flaming arrow he was able to complain),  but when i'm supposed to fight him and i can't contest his ballista it's a total mess.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted November 05, 2017 07:01 PM

@velzun: that was not the issue was talking about, if you did not get any spells at all you are having obne of the following issues:

-You are loading the game from the wrong exe file. (watch out for old shortcuts and steam application misleading you)
-You are playing on a newly generated map in Hotseat or LAN, but forgot to activate scripts. Patch the map with reanimation patcher in start menu.
-You are playing a map downloaded from the internet in Hotseat or LAN, but it doesn't have scripts activated. Patch the map with reanimation patcher in start menu.
-Game wasn't patched to 3.1 before installation and/or mod isn't installed in right directory, uninstall and reinstall the mod.
-A conflicting mod or map is installed, try removing temporarily all custom maps and other mods downloaded from the internet and restart a clean RMG map, check if everything is now working properly.
-You are trying to play an incompatible custom map downloaded from the internet that includes conflicting game modifications or scripts or adds unrecognized new heroes.
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azalen
azalen


Responsible
Known Hero
posted November 05, 2017 08:13 PM

Updated Impossible Strategy Guide

Impossible Strategy Guide

Updated the Strategy Guide based on changes made in the 10 Beta.  


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