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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 360 pages long: 1 50 100 150 200 250 300 ... 326 327 328 329 330 ... 350 360 · «PREV / NEXT»
coltonoscopy
coltonoscopy

Tavern Dweller
posted January 19, 2018 10:27 PM

Hi all,

Does anyone know how to enable teams in multiplayer over LAN (using Hamachi)? Or whether LAN + Hamachi is even the best way to play multiplayer with this mod, given that I've seen the AI doesn't work properly with it? Was able to get a game up and running with it, but couldn't figure out teams. I had seen that you possibly need to edit maps to enable teams, but the map editor seems bugged and won't let me enable them using either the regular RMG or the ARMG. Thank you for your help!
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted January 19, 2018 11:04 PM

i believe editing teams in the map properties list instead of the regular map properties is more reliable.
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olorin
olorin


Adventuring Hero
tophatchild.blogspot.com
posted January 19, 2018 11:24 PM

First off, I'd like to thank magnomagus for keeping up the splendid work. Still having fun!

Anyway, quick question, guys: can you tell me how many seconds have you been experiencing between turns in a XXL custom map (like my own, Beleriand). I'm getting 7-15 secs, depending on the turn, which is barely acceptable (for me, I mean). Yeah, I've set both the lookahead and the difficulty to 'normal'.

I'm not sure whether it's me or what, but playing a huge-impossible map with three or more players eventually (from middle game onwards) become a pain in the a**.

I short, how many secs do you consider 'acceptable' to play solo?
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coltonoscopy
coltonoscopy

Tavern Dweller
posted January 20, 2018 03:25 AM

magnomagus said:
i believe editing teams in the map properties list instead of the regular map properties is more reliable.


Thanks magnomagus! Really looking forward to playing this mod, looks incredible.
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Forsberg
Forsberg


Adventuring Hero
posted January 20, 2018 09:04 PM

olorin said:


I short, how many secs do you consider 'acceptable' to play solo?

Total not more than 5 sec per team.
Unfortunately it takes much more, I guess it is highly CPU dependant.
Anyway I think it is not possible to get time of AI turns like it is in H3.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted January 20, 2018 09:14 PM

some factors that reduce AI time:

-less towns per Ai player
-AI players allied
-design map in such a way they don't walk through the same places often
-masking the map as much as possible to reduce movement space

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olorin
olorin


Adventuring Hero
tophatchild.blogspot.com
posted January 20, 2018 10:21 PM
Edited by olorin at 22:23, 20 Jan 2018.

Thanks for the tips, fellas!

Forsberg said:

I guess it is highly CPU dependant.


That worries me: it's a gaming laptop: i7-6700HQ, 2.60 GB. 16 GB RAM. Not a cutting-edge one but not bad either.

Using the ARMG I'm getting around 7 seconds (in a huge map with 3 players). I agree that everything that lasts more than that (5-8 secs) it's unbearable in the long term.

Forsberg said:

I think it is not possible to get time of AI turns like it is in H3.


I'm aware it's an old debate but still, I don't see why not (for Christ sake, it's 2018 CE). I guess we should wait till Quantomas finishes his 'golden' AI. Anyway it's an known issue in other 3D colossus such as AoW 3, so I'm not particularly optimistic.

I'm gonna keep your suggestions in mind, magnomagus. Thanks!




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maduroman
maduroman

Tavern Dweller
posted January 22, 2018 09:38 AM
Edited by maduroman at 09:57, 22 Jan 2018.

is there anyway to activate the 8 skills option midgame? game won't give me more than 6 skills so i guess i forgot to activate it, but im too into the game to restart it

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted January 22, 2018 11:08 AM
Edited by dredknight at 11:09, 22 Jan 2018.

I am not sure if you can activate mid-game but what you need to know about 8 skills is on this article at rule number 6. It is valid for single and multiplayer.
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Magog
Magog


Hired Hero
posted January 22, 2018 03:55 PM

Thanks to magnomagus for the awesome mod.

I don't know is it bug or not, bug when I play for the Stronghold and my hero has ability "Stunning strike". And when I use "Word of Chief" I stun my unit instead of hasten its turn. Is it proper behavior?

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thGryphn
thGryphn


Promising
Famous Hero
posted January 22, 2018 05:23 PM

Magog said:
Thanks to magnomagus for the awesome mod.

I don't know is it bug or not, bug when I play for the Stronghold and my hero has ability "Stunning strike". And when I use "Word of Chief" I stun my unit instead of hasten its turn. Is it proper behavior?



I consider it a bug in the sense that it should not happen, but I believe it's a bug of the game itself and not this mod. I don't believe it's fixable without hex-editing or better yet changing the code...

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Magog
Magog


Hired Hero
posted January 25, 2018 04:13 PM

Heroes, is it possible to win pc in 1x1 game on impossible RMG map with impossible monsters strength and on highest difficulty?
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thGryphn
thGryphn


Promising
Famous Hero
posted January 25, 2018 04:27 PM

Magog said:
Heroes, is it possible to win pc in 1x1 game on impossible RMG map with impossible monsters strength and on highest difficulty?


Do you mean to 'beat the AI'? Why wouldn't it be possible?


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Magog
Magog


Hired Hero
posted January 25, 2018 04:35 PM

thGryphn said:
Magog said:
Heroes, is it possible to win pc in 1x1 game on impossible RMG map with impossible monsters strength and on highest difficulty?


Do you mean to 'beat the AI'? Why wouldn't it be possible?




Problem not in beating AI. Problem is in incredible difference between armies and army's strength between player and neutrals.
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thGryphn
thGryphn


Promising
Famous Hero
posted January 25, 2018 11:42 PM
Edited by thGryphn at 23:43, 25 Jan 2018.

Hey magno,
Is there a minimum hero level constraint for Cultmaster perk to produce spellcasters?

I have two heroes, one level 16 (K=16), one level 12 (K=17), and only the former is actually producing spellcasters. There are possibly complicating factors too, in that the latter hero has 10 dragon crystals and is producing some wolves, AND he has a legion artifact for level 3 producing master hunters. Only the Cultmaster perk is not working, so I wonder if there is a bug or a level constraint...


Edit: The former hero does not have any dragon crystals but has a legion artifact for level 6, which works along with Cultmaster.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted January 26, 2018 10:52 AM

looking at the script the skill is limited to one hero, possibly important for balance but long time ago.
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thGryphn
thGryphn


Promising
Famous Hero
posted January 26, 2018 11:42 AM
Edited by thGryphn at 14:33, 26 Jan 2018.

magnomagus said:
looking at the script the skill is limited to one hero, possibly important for balance but long time ago.


Dang, I did not know that!

I'm not sure such restriction is necessary for balance... maybe cap the number of creatures to produce instead of heroes with the perk? Either way, it needs to be in the perk description...

Is there a way to remove that restriction in-game? *please*



EDIT: Boots of Levitation needs this to be added in the description: ", but all bonuses from the Logistics skill tree to walking on ground is disabled."

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LucPatenaude
LucPatenaude


Famous Hero
Owning all 7 Heroes games
posted January 27, 2018 12:32 AM

Just a reminder to all members that have downloaded this latest mod.

Now, seemingly, the mod is at version 5.6 Beta 4 and, works like it is expected to.

The question that comes to mind now, is: How long will version 5.6 be in beta development + testing by users of this ever evolving modification?

Speculation is quite required when it comes to post answers in such a forum topic.

Thanks in advance for all of your insights.


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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted January 27, 2018 09:30 AM
Edited by dredknight at 17:10, 27 Jan 2018.

Luc, as long as it needs to have a stable release.  Cheers.

@Magnomagus,

Small inconsistency - Celestial Shield text says that the invulnerability cap is reached at 50 spellpower but the spell formula is such that it is actually reached at 60. Which one is the wrong one ?
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maduroman
maduroman

Tavern Dweller
posted January 28, 2018 06:41 AM
Edited by maduroman at 12:15, 28 Jan 2018.

Magog said:
thGryphn said:
Magog said:
Heroes, is it possible to win pc in 1x1 game on impossible RMG map with impossible monsters strength and on highest difficulty?


Do you mean to 'beat the AI'? Why wouldn't it be possible?




Problem not in beating AI. Problem is in incredible difference between armies and army's strength between player and neutrals.


i've been messing around with those settings and so far the real blocker when it comes to neutral armys are the undead/elemental/mechanical stacks, because most if not all the OP spells for creeping don't work on them, when months have passed in game with those settings you are looking at ridiculous stacks of over 600+ T7 units and going up against those without any sort of life leech (vampirism) or CC ( hypnotize, frenzy, blind) is near impossible without sustaining massive loses, and that is pretty much a game ender right there, and if these guys are protecting an precious artifact/location (they love to protect memory mentors with these armys), they are pretty much off limits, not a problem on small maps because they'll never get to the point of having legions of units on their stacks, but on epic/impossible size maps unattended stacks can grow unchecked to the point where you cannot kill them effectively

again this is only a problem with those 3 types of units, i still haven't got the ultimate artifacts or stuff like that, but there is an artifact in heroes 3 that negates all magical inmunitys from all units on the battlefield, this also affected undead and such, so you couldn't for example blind them before having the artifact, but after equipping it even black dragons where succeptible to magic of any sort, is there such thing in here? because if there is then it would make the killing of those stacks possible, if not then i haven't figured out a way yet, and not sure if there's even one tbh, again, all the living stacks are a joke with vampirism/hypnotize/frenzy because they scale infinitely just as them, but these stacks are inmune to it, and stuff like celestial shield goes away in one single hit so even with blockers and stuff it doesn't work, and resurrection runs short when the mobs are killing over 20 of your T7 units per hit, you just can't keep up with the damage, this is really my only complain so far with the scaling, that the possibility of killing them without loses goes from 100% if it is a living stack of neutrals to 0% if it is a stack of undead/eles/machines
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