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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 ... 364 365 366 367 368 ... 400 435 · «PREV / NEXT»
dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted March 22, 2019 12:47 PM

I agree with your responses Magno.

@Elvin do not forget that Barbarians level up faster as they get experience from the spell shrines and the chance for SP gain is very low. They use warcry spell school for free as it does not require a skill to cast.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 22, 2019 03:27 PM

On taking a closer look, currently 5 magi do exactly the same amount of dmg as 4 druids, so it seems ok. Their shooting attack has nothing to do with it, that is only for late game.
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anl93
anl93


Hired Hero
posted March 22, 2019 05:56 PM
Edited by anl93 at 17:58, 22 Mar 2019.

How can i fix the death knight's movement speed?
I read that there is death_knight._fix.pak
Where can i find it?
And is there going to be future releases of HOMMV5.5, should we expect it?
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted March 22, 2019 09:03 PM
Edited by dredknight at 22:20, 22 Mar 2019.

@anl93 there is a fix and will be available with the next release. No date to announce though.


@Magno, question from moddb - is there a limit for the dragonblood creature summoning and what is it?

Also when you drop the release article make sure to advertise the discord channel. Things are going very well there.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 23, 2019 12:19 AM

I suddenly decided to move fast, 'advertising' will follow later

Migh & Magic: Heroes 5.5 (RC11)

-FIXED RARE GAMEBREAKING ISSUE were cursor starts flickering endlessly and/or user interface becomes non-responsive and game cannot continue.
-Changed haven grass textures to be greener and closer to atmosphere of original game.
-Speed up movement of death knights, shadow mistresses when high speed is set in game settings.
-Speed up summoned hive attack animation when high speed is set in game settings.
-Stormcaller maxed ranged penalty set to 30% and 2% per titan, also modified description.
-Minor adjustments to costs of gargoyles, magi, centaurs, daughters, succubi and griffins
-Fixed guardian angel skill level limit not enforced.
-Fixed sylvan tier 3 not having enough shots without ammo cart.
-Fixed deleb having too much skills.
-Fixed bertrand not having weakness spell.
-Fixed fortress mage guild description.
-Fixed axe of mountain lords description.
-Fixed celestial shield description.
-Fixed Iron Lord/Maiden spec description.
-Fixed teleport assault description.
-Fixed call lightning description.
-added warning to installer game directory cannot be auto-detected

----------

There is a limit to dragonblood crystals, that for the purpose of balancing any amount of heroes works as follows:

H1 = level of your first hero
C1 = amount of crystals this hero has
The sum of ((H1*C1)+(H2*C2)+(H3*C3)+....)) cannot exceed 800

So at some point you can only get more creatures by getting more towns
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anl93
anl93


Hired Hero
posted March 23, 2019 12:48 PM

<NecroPendantBonus>10</NecroPendantBonus>
<EnergyBase>200</EnergyBase> <EnergyPerNecromancerLevel>1</EnergyPerNecromancerLevel> <EnergyPerNecromancyAmplifier>150</EnergyPerNecromancyAmplifier> <EnergyForGrailBuilding>150</EnergyForGrailBuilding> <CreaturePowerPointsForOneEnergy>25</CreaturePowerPointsForOneEnergy
<NecroPendant_CreatureCostDisountPercents>10</NecroPendant_CreatureCostDisountPercents>

While i was checking DefaultStats.Xdb i found this
Necro pendant says it will incrase skill by %10 and discount by %10
but ingame description says %5 to %20?

is it a bug or somethinf else?

its a clear 5.61 install
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 23, 2019 01:40 PM

I think you are reading a defaultstats from a2-data or data.pak, those are not used by the mod.
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anl93
anl93


Hired Hero
posted March 23, 2019 03:23 PM

magnomagus said:
I think you are reading a defaultstats from a2-data or data.pak, those are not used by the mod.


yeah, my bad sorry i took your time
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted March 23, 2019 08:38 PM
Edited by dredknight at 21:09, 23 Mar 2019.

Great job @Magno !

Thank you Gidoza and Skeggy! I am sorry I underestimated your findings .

Just trumped the new release all over the place.

P.S.

Question from community - Can you make the new textures grass, treants, treasures etc.) optional during installation?
My question on that question is - Is this going to lead to errors when one with textures try to join a game lobby by another player without them?
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anl93
anl93


Hired Hero
posted March 24, 2019 01:50 PM
Edited by anl93 at 13:52, 24 Mar 2019.

Don't know if it's bug or intented but i have both of "Legion Tier 1" and  "Legion Tier 5" artifact but only tier 5 effect takes place it boosts Tier 5 creature growth but not Tier 1 creature growth.

Note1: unequipping T5 Artifact activates T1 artifact again.
Note2: giving one of the artifacts to another hero also works.
Note3: I have T1 and T5 creatures in an army.
Note4: Tried adding higher/lower tier Legion artifacts to a hero via console commands and it seems only highest Legion Tier artifact takes place.

So my quesiton is: is it a bug or intented;
and if it's a intention why try to make one hero a Legion aritacts collector OR boosting one hero's Knowledge for that matter

Another thing: Creature boost seems to higher than the description says.

Thank you.
Edit: i'm just trying to make this great mod greater. i feel i should report.
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thGryphn
thGryphn


Promising
Famous Hero
posted March 24, 2019 08:51 PM

^ It is intentional that only the highest tier legion artifact works per hero. So, one legion artifact per hero.

So, yes, you are supposed to distribute the legion artifacts to different heroes. What generally makes sense is to give the highest artifact to the highest knowledge hero. Army allocation strategies among your heroes can create exceptions to this. Governors get +5 effective knowledge but they spawn the creatures in their town, to be purchased.

Knowledge also impacts the resource artifacts, among other things...



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anl93
anl93


Hired Hero
posted March 24, 2019 09:29 PM

thGryphn said:
^ It is intentional that only the highest tier legion artifact works per hero. So, one legion artifact per hero.

So, yes, you are supposed to distribute the legion artifacts to different heroes. What generally makes sense is to give the highest artifact to the highest knowledge hero. Army allocation strategies among your heroes can create exceptions to this. Governors get +5 effective knowledge but they spawn the creatures in their town, to be purchased.

Knowledge also impacts the resource artifacts, among other things...





Thank you @thGryphn for your wise reply may i ask two another questions then; does this rule apply only the Legion artifact set or also other sets like Cornucopia set.

other question abour creating maps:
There is an Experience Setting in the Advanced RMG but i couldn't find what does it effect. I searched inside the Document files

Again thank you.

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Lilt
Lilt

Tavern Dweller
posted March 24, 2019 10:07 PM
Edited by Lilt at 22:13, 24 Mar 2019.

Quote:
There is a limit to dragonblood crystals, that for the purpose of balancing any amount of heroes works as follows:

H1 = level of your first hero
C1 = amount of crystals this hero has
The sum of ((H1*C1)+(H2*C2)+(H3*C3)+....)) cannot exceed 800


Thanks for this! I was curious about an upper limit! So one level 40 hero with 10 Dragonblood crystals would get halfway to reaching the maximum capacity.

Quote:
Upgraded Magi's Magic Fist proficiency should go down to None. At current Advanced, it's way OP and pretty much negates using their ranged ability.


I found that this depends on stack size. With smaller stacks of Magi as you creep, it is often better and is useful for keeping Magi hidden behind blockers without killing your blockers like their ranged ability would.

However, once the Magi stacks grow larger near the end-game, their spells are many times weaker than their normal ranged attack, even when not counting for its piercing capability. This does, however, motivate you to put the Magi out without blockers and potentially vulnerable.
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thGryphn
thGryphn


Promising
Famous Hero
posted March 25, 2019 05:05 AM

anl93 said:
does this rule apply only the Legion artifact set or also other sets like Cornucopia set.



Also applies to resource artifacts. A hero can collect from only one artifact of a particular type of resource. There are multiple gold artifacts and he can collect from only the highest gold artifact. However, he can collect from both a gold and a non-gold artifact at the same time.

The artifact called Cornucopia is an exception, in that it doesn't count towards any particular resource and it works with any other artifact. So, for example, a hero can have the Cornucopia, the gem artifact and a gold artifact, and collect from all three.

None of this interferes with hero perks/specialties and such a hero gets the benefit of his/her perk/specialty on top of the artifacts. This is true for creature spawning as well.




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Mystang89
Mystang89

Tavern Dweller
posted March 25, 2019 11:50 AM

I'm new to the game and series and decided to start off with the 5.5 mod instead of vanilla but I have some questions I did not see addressed in any tutorial and I was hoping for some help.

What buildings are necessary for a booming economy or what else I can do to make money in the game besides going to the hold caches?

How do stacks work in this game? The larger the stack the harder the stack hits, more hours it has and harder it is to kill or is it like AoW 3 in that stack size doesn't make a difference with how hard they hit etc?

Anyone able to throw me some pointers?
I'm sorry if this isn't this right spot for this post. If it is please let me know and I'll post correctly and pay future questions in the right spot too.

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Gidoza
Gidoza


Famous Hero
posted March 25, 2019 12:22 PM

Elvin said:
thGryphn said:
a) SL's Storm does 20 per SL damage (which goes through all kinds of resistance and protection) for 3 turns in a 4x4 (if I'm not mistaken) area, while crippling the shooters by up to 80% in that area. This is HUGE! It should be 15 per SL, with only 50 to 60% maximum ranged penalty.

b) Titan's Lightning does 40 per Titan "air" damage no mana. To give a bit more flare to the Titan, I experimented with adding Chain Lightning at Expert Level, with 18 mana points. It works great. This means they can cast Chain Lightning once a combat, unless the hero has certain skill or artifact. This also makes them Casters, which better balances them with SL being shooters. I can share with you the xdb files.

Titan storm dmg is fairly crappy and the aoe is 3, I would even give it a second cast to make it worthwhile. I do agree with the maximum penalty but anyone who allows academy to get lots of titans is probably at fault. Or has a might faction that benefits from earlygame so no problem.

Chain lightning is a bit cheesy for titans, academy has plenty of units that shoot/cast first. I believe these guys were meant for melee with lightning as backup. But if they become casters then they don't need the melee stats.


In my personal mod I swapped the specials of Titans and Storm Lords.  This means Stories have a standard ranges attack and can use an alternate ranged attack even in melee; while Titans have a single-use storm special and are otherwise just very strong melee units.  I think it works perfectly.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted March 25, 2019 07:45 PM
Edited by dredknight at 21:47, 25 Mar 2019.

Welcome @Mystang89,

Here are some answers. Regarding economy:
1. Try to get the mines as fast as possible. It is not necessary to get them all as soon as you can build each turn.
2. If you are thinking long term always focus on the Town hall upgrades without sacrificing early dwelling construction
3. Try to breach the border guards as early as possible so you can get a second town in the next zone.
4. Look for Cornocopia set artifacts and give one per hero (because they do not stack in the same one).

Regarding battles:
Stack size matters, if 1 unit has 100 hp and does 10 damage, ten of them will have 1000 hp and will do 100 damage.


@Magnomagus I got a few reports on the flickering issue.
Some people still experience it and it happens on DAY 1 after the game is launched.

P.S.
Some more info. The issue happens only with the hardware cursor activated (the smaller one) and it does not affect the game play like the RC10 beta 4 flickering bug, which is good news.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 25, 2019 10:39 PM

I had that one too, hardware cursor doesn't work properly for me. I think this is completely unrelated.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted March 25, 2019 11:00 PM
Edited by dredknight at 23:15, 25 Mar 2019.

I believe you are correct as one user reported that cursor bug happen even after removing the mod and starting default ToTe.

P.S.

@Magno where can one find the code for ARMG?
I saw that templates are in MMH55-Templates.pak is there any other piece of code that is important?
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Gidoza
Gidoza


Famous Hero
posted March 26, 2019 01:56 AM

dredknight said:
Great job @Magno !

Thank you Gidoza and Skeggy! I am sorry I underestimated your findings .

Just trumped the new release all over the place.

P.S.

Question from community - Can you make the new textures grass, treants, treasures etc.) optional during installation?
My question on that question is - Is this going to lead to errors when one with textures try to join a game lobby by another player without them?


Cheers m8.

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