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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 50 100 150 200 250 300 350 ... 355 356 357 358 359 ... 400 435 · «PREV / NEXT»
incognito
incognito

Tavern Dweller
posted September 15, 2018 12:31 PM

The game also heavily favors creatures with high initiative (who strikes first). That's caused by the fact that a stack of 100 units is able to kill ~40 units of the same type in the same type.

I would not mind if all stats in the game except HP (including magic) were halved and if all battles took place on the large battlefield (currently seen in dungeons).

The game would then revolve more around tactics and it would be harder to lose no creatures in fights with neutrals.

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incognito
incognito

Tavern Dweller
posted September 15, 2018 01:01 PM

And mage heroes still outclass pure might heroes in games, where more than two players are involved. (By outclass I mean using might hero as main hero is automatic lose).

Simply because they can replenish their loses.

* By magic (vampirism, resurrection, raise dead)
* By artifacts(golden goose, regalia of legion, resurrection artifacts) - which all scale (for some retarded reason) with knowledge (40 knowledge is not hard to obtain).

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 16, 2018 12:52 PM
Edited by dredknight at 13:21, 16 Sep 2018.

incognito said:
Is it ever worth to pick shatter magic? It seems kinda useless in 90% cases (enemy hero will just use other kind of magic) and over powered in the remaining 10%.

The lvl 1 abilities also feel super boring since they are the same for every magic type.


incognito said:
And mage heroes still outclass pure might heroes in games, where more than two players are involved. (By outclass I mean using might hero as main hero is automatic lose).

Simply because they can replenish their loses.

* By magic (vampirism, resurrection, raise dead)
* By artifacts(golden goose, regalia of legion, resurrection artifacts) - which all scale (for some retarded reason) with knowledge (40 knowledge is not hard to obtain).


First I want to mention that based on the quotes above your preference tilts strongly towards the magic class.

Shatters are ok. If you do not find any meaning in them do not pick them. This is the best we could do as the lvl 1 perks are hardcodded so no change can be made. @Magno did his best to add additional bonuses (by adding extra feats or rearranging the perk trees). They are as good as they are and serve exactly the purpose they are made for:
- counter enemy mage heroes
- help with adventure map NPC spell casters
- give bonus units to might classes.
- other bonuses depending on the branch.

We are glad to hear constructive criticism but have in mind that 99% of what you ask will be turned down because of hardcodded reasons.

What you say for Might vs Magic classes is architectural flaw of the whole Might and Magic franchise. If magic class is made to be competitive with the Might it will inevitably have the opportunity to win against more than 1 enemy as the offensive power comes from the hero, not from the army size or its complexity.

@Magno tried to even out the primary skills leverage as knowledge used to be useless skill.

In theory you are correct Magic can kill more than one Might class but that is only possible if Might classes does not pick any shatters, the mid game has begun (6-12 weeks) and the Magic hero is using cheating tactics (get in the battle, use armageddon with small army, quit, rinse and repeat) which are forbidden in competitive play. This is up to you to arrange with your opponents.

In late game what you say is impossible simply because of the number of cities, the size of heroes armies. Same goes for early game as armies and magic power are too low.

incognito said:
The game also heavily favors creatures with high initiative (who strikes first). That's caused by the fact that a stack of 100 units is able to kill ~40 units of the same type in the same type.

I would not mind if all stats in the game except HP (including magic) were halved and if all battles took place on the large battlefield (currently seen in dungeons).

The game would then revolve more around tactics and it would be harder to lose no creatures in fights with neutrals.


What you give as an example is not possible because there are almost no units that can reach the opponent armies on the first turn.
The one that can are very fragile and in most cases does not have the opportunity to act a second time because the enemy creatures jump them on.

The bigger field will break the balance because:
- certain creatures will become useless because they can be outmaneuvered too easily (zombies, golems, footman etc..).
- It will also tilt the power towards mages as it will give them more time to cast spells before the clash begins.
- Archers will be so much more important than the rest of the army because they will hit every time they act.
- It will make PvE battles very easy (unless fighting archers or casters).

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svknoe
svknoe

Tavern Dweller
posted September 16, 2018 09:40 PM

Hello

Let me first thank you for your work on the mod, which is excellent. I have a suggestion for a small improved, and a question about a multiplayer LAN bug.

The suggestion is about the randomly generated maps that come with the mod. As far as I have been able to tell, these maps are not playable in LAN. It is not possible to join a game hosted for such a map, even though both players already have it. At first this also happened with new RMG-maps that I made (I did activate scripts), but after doing what Skeggy wrote in the link below this problem disappeared.

http://heroescommunity.com/viewthread.php3?TID=41341&PID=1460964#focus

Could the mod be altered such that this procedure was already applied to the in built maps, so that they are playable in LAN?

On to the LAN bug. In some of the four player LAN games that I have played the following has happened. At the end of some turn after everyone has pressed 'end turn', one player stays put in the current turn. At the end of the following turn, the game cannot continue because the lost player is trapped in the previous turn. Is this problem familiar to you?

Here is some information about my experience with the issue:
- It has happened twice in RMG maps that I made with the procedure from the link above, and once on the standard Heroes 5 map named 'Warlords'.
- Loading to a turn or two back, and then doing similar things, does not help. If no one does anything but end their turns, there is no problem. This suggests to me that the issue could be related to something happening on the map, but I have not been able to determine what.
- The last time this happened it was between the last day of the first month and the first day of the second month.
- Could this be related to the RMGTemp/index.bin issue? In the most recent case of the problem, I only removed these files before starting the game, not before loading at the beginning of the second session.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 17, 2018 11:17 AM

Hello Svknoe,

Regarding your multiplayer desyc issues check this article. Make sure all players have santized their games before starting/loading the game.

Index.bin and RMG Template files are created only when ARMG map is generated.

Regarding your issue where you cannot join an ARMG map, this happens when scripts are not activated. To be 100% map scripts are activated check this guide. After you activate scripts, give the map to all other players and try again.

Cheers!
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siinn
siinn


Adventuring Hero
posted September 17, 2018 12:45 PM

Hi heroes!

I'm getting back to Homm 5 after some years of playing some others games (one always come back to the mother land) and I'm willing to give MMH:5.5 a try.
As I've modded the game myself (mainly to fix some unbalanced creatures like MasterHunter_VS_Sharpshooter) I wonder if there are modified creatures abilities and/or modified creatures characteristics in this beautiful MMH:5.5 mod?
If yes could you please provide me a link where I may read relevant information?

Thanx

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 17, 2018 01:07 PM

Welcome back @sinn!

All MMH5.5 information can be viewed in this app. It servers as Enciclopedia for all elements of the game.

If you need a comparison changelog you can find it here.
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siinn
siinn


Adventuring Hero
posted September 17, 2018 02:53 PM

Thank you very much dredknight!

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svknoe
svknoe

Tavern Dweller
posted September 17, 2018 06:28 PM

Okay, thanks. I did not know at what point index.bin and RMGTemp were being created.

For the issue with joining ARMG games, I don't think that activating  scripts is necessarily the issue. I still have this problem for LAN after activating scripts, either with the Reanimation Patcher or the Mapmixer. Hotseat works just fine for the same maps after activating scripts in this way.

The solution that Skeggy wrote in the ARMG thread that I linked above works just fine for LAN, but I'll try the method that you proposed as well.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 17, 2018 07:11 PM

Reanimation Patcher and the Mapmixer are not working reliably on Windows 10 because of issues with security rights.

Red RMG label error in the lobby disappears if scripts are working. Using the guide above goes around the windows issue.
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Uata
Uata

Tavern Dweller
posted September 20, 2018 11:41 AM

On page 335 I reported an issue that sometimes I cannot save my map because  it is corrupted after saving. I just want to inform you that I found a solution to this problem. If you ever encounter similar problem just reinstall everything and that's it

But now I have different problem. I started homm5.5 with MMH55x64.exe and try to play my map but after about 4-5 weeks AI keeps crashing the same turn every single time. I found out that I should run @H55_FixAICTD(); console command  but it didn't help.
Then I thought that I should run MapMixer before starting my game so I did it. But it also didn't help. Should I do this before starting the game? I did it after starting my map and I'm afraid that it is too late now. So I have two questions:
1. Is there any way to fix above problem and continue my saved game?
2. Should MapMixer be run when map is created from scratch without using RMG. Map editor was started by using MMH55_Editor_64.exe

Thanks!
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DemoDoener
DemoDoener

Tavern Dweller
posted September 21, 2018 05:09 PM
Edited by DemoDoener at 12:30, 23 Sep 2018.

Nearly everything black / Underground above normal ground?!

Hello there, i just registered, so i am not allowed to open own topics and have to post my problem here.

I already used the search, but i didnt find a solution to my problem respectively my problem anyway (the one finding i had seemed not to be the same problem).

Its about the following:

I have a savegame of a map (TOE > Gotai Campaign > Mission 3) and when i load it nearly every part of the map (not the minimap) is black, even the parts i already explored. The only way to see anything in a more or less normal way is to zoom in as close as it gets (so you cant do anything acutally). This only works on the most low terrainlevels like rivers and banks and so on. The only things visible in normal view seem to be parts that exceed a certain height, like top of the trees, some buildings or higher ground. These parts seem to get mixed up with the underground terrain (which i did not even explore), if there is any.

So to me it seems like the underground level has gotten above the normal ground level and blocks the view with either its terrain or just plain black at those areas, where no undground terrain exists, which is nearly everywhere, unless you zoom in totally to a very low terrain.. Also the automatic screenshot when saving a game has this problem, so its nothing like a kinda "virtual" problem or a glitch. Even the game "thinks" its doing right, it seems.

2D-Effects like pop-up-texts, minimap and so on work fine.
Hero-infoscreen works.
3D Cityscreen works.
Its just the main map, i think.

It does not seem to be a general problem, as other savegames even early ones of the very same map do work normally.

I remember when i played the map there was a ca. 10x10 tiles square on the map, that was just black. I could go there with my hero and could collect objects, but i would not see anything.
In the savegame working fine this spot was not explored yet, so maybe this is what started it.

However: does anyone know about this bug and how to solve it? It went quite fine on the map and i would hate to lose the progress i made.

I would attach the savegame but it seems thats not possible here.

I use HOMM 5.5 RC 10 Beta 4.
And just to anticipate the question my main specs are:

Windows 10
Nvidia GTX 750 Ti
AMD Phenom II X4 965 BE @ 3,4 Ghz
8 GB RAM


I really appreciate your help - thanks a lot.

Edit/Update: For those are interested in riddles - it seems having to do with firing one of the various catapults on the map. after having this done the savegame will be corrupted by blackness. These catapuls probably are just that mighty that their deadly load even may shatter earths ground so that the whole groundfloor descendes below the undergroundlevel. And thats probably the reason, why in german for "level" and "missle" exists the same word "Geschoss". Now everything makes sense - case closed.

No, its actually not, but i got my work-around an restarted the map anyway, so im more or less done with it. But if anybody ever should suffer the same problem: just dont fire the catapults and load your game after that.

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Adrian70
Adrian70

Tavern Dweller
posted September 22, 2018 07:02 PM

Hi
I have two questions. Is there a way to bring back old unique models for heroes like Giovanni? And is there a way to make Unique Hero Models mod work with Heroes 5.5?

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MagiCollector
MagiCollector


Hired Hero
posted September 23, 2018 08:27 PM
Edited by MagiCollector at 13:17, 28 Sep 2018.

Sorry to be a bother, but how do you edit the effects of certain artifacts?
I'm talking about simple number modifications (for example, increasing % of creatures resurrected with the Life Artifacts) or, for example, making a specific spell appear in wands.

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Forwe
Forwe

Tavern Dweller
posted September 29, 2018 09:33 PM

Hello. I can't seem to find a "search topic" option anywhere, so apologies if it was reported before.

For some reason, Brand's (and some Haven Hero too, but can't remember the name atm) unique ability, increased spellpower for Fireball, seems to work only for the non-empowered version of it; at high enough lvls it looked like Brand's Empowered Fireball hit for about as much as normal Fireball, while costing more mana.

I'm not sure if it's just a bug, or a purposeful design intention, but if it's the second, how would I go about making his ability work with both normal and Empowered versions of Fireball? Been a long time since I last changed anything in Heroes

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 30, 2018 12:54 AM
Edited by dredknight at 01:02, 30 Sep 2018.

@Forwe,

Unfortunately, the same behavior can be seen for other empowered spells and feats. For example Empowered Aramgeddon (or fireball) does not apply Master of fire skill branch feats (ignite or armor reduction).

Your observation proves that Nival decided to strip empowered spells from any other bonuses for some reason.

@MagiCollector,

As far as I know wand spell choice is random and cannot be affected.
New MMH55 artifact values are buried somewhere in MMH5.5 scripts.

@Adrian70,

Yes, there is way to make unique visuals for each hero but somebody has to do it willingly for free and with appropriate style and quality in order to match existing ToTe hero models.

@Uata,

1 - not sure there is a way to fix the AI. Actually I have never seen this issue.
2 - The best way to create map scripts is using this guide. There is a chance Mapmixer to not work properly if you are using Windows 10.
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Forwe
Forwe

Tavern Dweller
posted September 30, 2018 06:54 AM
Edited by Forwe at 23:19, 30 Sep 2018.

dredknight said:
@Forwe,

Unfortunately, the same behavior can be seen for other empowered spells and feats. For example Empowered Aramgeddon (or fireball) does not apply Master of fire skill branch feats (ignite or armor reduction).

Your observation proves that Nival decided to strip empowered spells from any other bonuses for some reason.

10.


Dang, a pity :< Still, thank you for your reply

edit: Hm, looks like you were, at least partly, mistaken. I've tried it out on Duel mode, with one of the Heretic Haven heroes, and while I can't say whether Ignite works or not, I'm 100% positive that the "armor-reduction" from "Master of Fire" works with Empowered Fireballs.

I've tried it out against Deleb's alt upgrade Inferno T2 unit. Unmodified, except for Del's Attack and Defense, it had 11 Defense. After being hit by Heretic's normal Fireball, it got lowered to 5 Defense(so, -6def) for one turn, after the one turn it got back up to 11 as it should. Then I tried it out with Empowered Fireball, even started a second duel to make sure the "occurences" were separate, and Empowered Fireball ALSO lowered the demon's Defense from 11 to 5.

Not sure whether Ignite will also work, but tbh, I don't see why it shouldn't, if Master of Fire works. If I were to hazard a guess, the reason why Brand's Trait works only for Normal Fireballs and not for Empowered ones is that it was coded to work strictily for ONE spell, namely Fireball, while Empowered Fireball is counted as a completely seperate spell(if a very similiar one); meanwhile Master of Fire was just coded with all Fire-like spells in mind, and so either it worked correctly even in Vanilla(which would make sense, as Dungeon heroes most often went with Destruction+Empowered Spells combo, and is something the devs should have thought of), or it was somehow fixed by 5.5 mod. Ofc, I could be completely wrong, seeing as I've barely even sunk my teeth into Heroes 5 Modding, but this seems like the most reasonable explanation.

Well, it got a bit more long-winded than I wanted it to Still, anyone more knowledgeable than me knows how to make Brand's trait work with both normal and Empowered one and would be willing to help, or who is 100% that it's impossible to make it work with both of them?

edit2: I've just checked, and while all above is true for Empowered Fireball, for some reason Master of Fire DOES NOT work with Empowered Armageddon. Even though the spell description says that it "Spell Damage: 841, lowers enemy Defense for 1.00 turn.", it does not decrease anyone's Defense; meanwhile normal Armageddon works as expected and lowers the Defense of all units hit by it. Thought that's something that should be said.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 01, 2018 02:50 PM

I cannot speak of hero specials but empowered spells do work with abilities. It's empowered armageddon that is seriously bugged. It's not just the lack of ignite, it completely ignores warmachines!
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MagiCollector
MagiCollector


Hired Hero
posted October 02, 2018 01:44 PM
Edited by MagiCollector at 18:34, 02 Oct 2018.

dredknight said:
@Forwe,

@MagiCollector,

As far as I know wand spell choice is random and cannot be affected.
New MMH55 artifact values are buried somewhere in MMH5.5 scripts.


Thank you for your answer!
Where can i find these scripts? There's no pak filled called scripts. There is a scripts folder in Index.pak, but i can't find any text lines with %values to edit, and only "if x, then y" functions instead.
Also, when i capture an enemy city, and try to build an artifact merchant, it says "Upgrade level limit for this building has been reached".
The unmodded game allows you to capture and build/keep artifact merchants, how can i restore this possibility?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted October 06, 2018 06:54 PM

MagiCollector said:

Where can i find these scripts? There's no pak filled called scripts. There is a scripts folder in Index.pak, but i can't find any text lines with %values to edit, and only "if x, then y" functions instead.


That is the place. Unlike ToTe mod files this scripts are pure LUA code and are not user or mod friendly unless you know some coding language.
MagiCollector said:

Also, when i capture an enemy city, and try to build an artifact merchant, it says "Upgrade level limit for this building has been reached".
The unmodded game allows you to capture and build/keep artifact merchants, how can i restore this possibility?


This is by design for balancing reasons, each player is allowed to have at most one merchant. If you have one and capture a city that has one it will be automatically downgraded. Otherwise some factions are privileged to search for the artifacts they need by building merchants in their native town.

I do not know how to change this back to ToTe.

Offtopic:

Holly molly! Just came back (here, moddb, steam) to answer some questions (if any) and noticed that the mod has passed 13k downloads mark and is at 144 mod ranking. This is very high for mod with no recent updates.
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