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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 ... 369 370 371 372 373 ... 400 435 · «PREV / NEXT»
dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 18, 2019 11:52 PM
Edited by dredknight at 23:54, 18 Apr 2019.

Gandalf196 said:
1 - I am glad that Academy is, now, THE magic town (as it should be) and I am used to the idea that Elementalists are the best magi (although I'd prefer this proverbial crown to belong to the wizards....), but it is cool that Wizards are, in terms of the sum of their primary magic skills, as powerful as the most magic-focused classes of the other towns. However, I feel that in terms of secondary skills they should be give a few boosts:
why can't they learn occultism (when they can, for instance, learn armorer?), they are wizards after all, it'd make much more sense, the same being true for their chance to learn destruction, it should be way higher.  The way they currently are, they get nice magic primary stats, but  they look like a battle-magi in terms of their secondary skills (which would fit the seer class, but not the wizards).
2 - The way the library is currently implemented in the acaedmy town is useless to elementalists, for they favor summoning and destruction magic, not light and dark (which are the magic schools that the library unlocks). Maybe one could, at least, choose which (light or dark) is going to be taught (which would be useful to wizards, while neglectting the elementalists, but that would be better than the way it currently is...)
3 - I think that the wizard hero model (that little guy/girl) is horrible. In fact, none of the standard hero models are good (with one or 2 exceptions, maybe), but the wizard one is specially dreadful. However, we got that splendid Zehir model. So, why shouldn't we make that the standard one?
4 - Are there any plans to improve the interface of the new mechanics? (especially the governor and conversion ones?)
5 - There is a lingering bug from Heroes V vanilla (I believe) which happens from the middle of the game on, that makes the camera, at the beggining of the battle to start a little sideways, before tilting to its correct position. Is there any hope to fix this?
6 - Recently I converted a stronghold town to a academy one and, lo and behold, I could not build artifact merchants. The message displayed was something in the lines of "you've already built the maximum number of this building".
Thank you for your time and hard work!


Some questions from Gandalf. Sharing here as I may not be able to answer all, plus other people may find the answers useful.

1. Every hero class can learn Offense and Defense secondary skills so this argument is invalid. Wizards are allowed to get destruction even though they dont have access to Occultism. Wizards are strong enough and are one of the most unique classes in the mod. If you dont like how the feel than they are probably not the right class for you.

2. Academy is the faction most tilted towards magic. This is why Library is made to complement the magic guild primary magic schools with the other 2. Elementalists (Academy in general) are prone to be experts in all magic schools. It all depends on what you want to do with your hero built.

3. @Magno should say his word here about Zehir model. Actually a lot of models can be better but currently there are no people claiming the effort to make better models that fit the original game design in a reasonable manner.


4. Design improvements of convertion mechanics are very limited due to hardcodded reasons.

5. Probably no  (hardcodded). Never seen this can you make a video?

6. There is a limitation of one Merchant per faction (that natively has one such as Dungeon and Academy). This is due to balance issues and AI issues.

Most of the stuff are hardcodded for which we need the game code. Actually what we need is just the allowance of Ubisoft to use the code for non commercial use. I tried contacting them through support channels but I hit a brick so far. If anyone has some connections internally in Ubisoft and may give us some contacts that will be great.

There is also a high demand for MMH55/ToTe servers from fan channels. I am willing to make and support one if I had the tools.
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Boujack
Boujack

Tavern Dweller
posted April 19, 2019 12:11 AM

dredknight said:
Welcome to MMH55!
Yes 3.1 is enough. Here is an [url=https://www.facebook.com/notes/might-magic-heroes-55/installation-and-upgrade-guide/1100405733403622/]installation guide[/url].
Check [url=https://www.facebook.com/notes/might-magic-heroes-55/how-to-generate-an-armg-map-mmh55_editor_64exe/1541810232596501/]this guide[/url] on how to generate ARMG maps. There are no new campaigns.


Thanks!

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azalen
azalen


Responsible
Known Hero
posted April 19, 2019 03:26 AM
Edited by azalen at 03:32, 19 Apr 2019.

Gandalf196 said:
1 - I am glad that Academy is, now, THE magic town (as it should be) and I am used to the idea that Elementalists are the best magi (although I'd prefer this proverbial crown to belong to the wizards....), but it is cool that Wizards are, in terms of the sum of their primary magic skills, as powerful as the most magic-focused classes of the other towns. However, I feel that in terms of secondary skills they should be give a few boosts:
why can't they learn occultism (when they can, for instance, learn armorer?), they are wizards after all, it'd make much more sense, the same being true for their chance to learn destruction, it should be way higher.  The way they currently are, they get nice magic primary stats, but  they look like a battle-magi in terms of their secondary skills (which would fit the seer class, but not the wizards).
2 - The way the library is currently implemented in the acaedmy town is useless to elementalists, for they favor summoning and destruction magic, not light and dark (which are the magic schools that the library unlocks). Maybe one could, at least, choose which (light or dark) is going to be taught (which would be useful to wizards, while neglectting the elementalists, but that would be better than the way it currently is...)
3 - I think that the wizard hero model (that little guy/girl) is horrible. In fact, none of the standard hero models are good (with one or 2 exceptions, maybe), but the wizard one is specially dreadful. However, we got that splendid Zehir model. So, why shouldn't we make that the standard one?
4 - Are there any plans to improve the interface of the new mechanics? (especially the governor and conversion ones?)
5 - There is a lingering bug from Heroes V vanilla (I believe) which happens from the middle of the game on, that makes the camera, at the beggining of the battle to start a little sideways, before tilting to its correct position. Is there any hope to fix this?
6 - Recently I converted a stronghold town to a academy one and, lo and behold, I could not build artifact merchants. The message displayed was something in the lines of "you've already built the maximum number of this building".
Thank you for your time and hard work!


My thoughts:

1)

-From a balance perspective, Jhora would be too powerful having Windspeaker, Empowered spells, and Artifact Merchants.  Zydar is the only hero that has this combination, and he is held back by the fact that Inferno faction has bad creatures for caster support and Inferno town has literally no buildings to help magic heroes.  It is actually possible for Jhora to get Occultism from Witch Huts btw...

-From a flavor perspective, Academy wizards are supposed to be the more "subtle" magic class, relying on battlefield manipulation and troop enhancement.  Thus, they are designed to focus on Summoning and Light Magic.  Elementalists are the "immediate impact" Destruction casters, usually with Light Magic support (Regeneration in particular on Titans).  Dark magic is kind of the wild card school you throw in if you want to surprise a Might hero with an unexpected skill.  Occultism and Artificer are the primary differentiation between the 2 classes - it forces them to play differently.

-You don't really need Destruction magic for Creeping on Impossible.  In fact, Summoning is actually a better creeping school than Destruction as it is more mana efficient and you get free spells from the perks. Fire Trap, Summon Elemental, and Firewall stacking are pretty much sufficient for any creeping situation.  Wizards do just fine.

-Wizards end game strategy is similar to Seers in that they have super-initiative artificer ranged units.  Seers have better might stats and Attack skills.  Wizards have faster casting (sorcery), higher spell power, and powerful summoned/cloned stacks.

2)

-Both Elementalists and Wizards do well to have Light Magic as their second spell school in my opinion, so they both benefit from Library.  Giving you a higher chance to get Regeneration is particularly valuable.  

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 19, 2019 11:44 AM

1. Class names are supposed to be related to the skill that defines the class, but also for clarity I kept the names of classes that were most similar to the TOE classes. TOE Wizard is very much the same.

2. This is more like a luxury issue, because of the guild being perfectly aligned to them.

3. All default hero models are supposed to hide the face to be generic. I deviated from this for females, but for fortress and academy no female models exist. It would be really weird if in the academy campaign all heroes looked like zehir.
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tzening
tzening


Adventuring Hero
posted April 22, 2019 10:20 AM

I downloaded the previous version last year. How do I download the new version as there is no patcher unlike HOMM3 HOTA? Will my save files still be kept? I finished the main storyline and was planning on continuing to the expansions but had to stop due to other things.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 22, 2019 01:54 PM

uninstall the old version, then reinstall the new, it doesn't touch saves, but any map that was already started will still run the scripts of the old version.
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tzening
tzening


Adventuring Hero
posted April 22, 2019 03:54 PM

Ok, after uninstalling may I know the steps to reinstalling? I forgot.

1) Download the newest version.
2) ???

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 22, 2019 04:53 PM

How about running the installer?
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tzening
tzening


Adventuring Hero
posted April 23, 2019 04:57 AM
Edited by tzening at 05:08, 23 Apr 2019.

It's saying that granny2.dll is missing and can't run. It's asking me to reinstall. Which is weird because I found the granny2.dll file in the original game files. Was the directory wrong?

My TOTE file opens to another TOTE folder that contains the game files. Was that it?

2nd Edit: Just reinstalled over the 2nd TOTE folder. The version number is 5.61 with all save files intact. I take it that this is how it's supposed to go?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 23, 2019 10:43 AM

Hey Tzenning,

The Granny error means that the mod was not installed in the ToTe directory. Yes 5.61 is the version to go.

@Magno check messages.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 26, 2019 09:55 AM

Ok here are some proposals for finishing touch on balance:

-Stalker/Mistress Invisibility lasts 2 instead of 3 turns.
-Frenzy costs 50 mana and increases by 100% + 1% in DMG per SP.
-Call Storm DMG lowered to 10 per turn per creature instead of 20.
-Shouting values are 11,22,33%, just text is wrong.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 26, 2019 10:54 AM

magnomagus said:
Ok here are some proposals for finishing touch on balance:

-Stalker/Mistress Invisibility lasts 2 instead of 3 turns.
-Frenzy costs 50 mana and increases by 100% + 1% in DMG per SP.
-Call Storm DMG lowered to 10 per turn per creature instead of 20.
-Shouting values are 11,22,33%, just text is wrong.


Invisibility - Based on the the way I have stretched this ability, I can agree with this. Even with Dungeon Might hero I've done some unspeakable early fights.
- Call Storm - sure I did some math some time ago and it seems I was wrong. 20 damage per titan is too much.

@Magno, how do you feel about the "Counterspell" ability as a bonus to the "Mindreaver" specialization (currently +1 starting knowledge and Forgetfulness can drain creature mana)? I still find this specialization lacking in any phase of the game, compared to the rest.




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Marvin
Marvin

Tavern Dweller
posted April 26, 2019 06:30 PM

Hi there.

I'm currently playing the TOTE campaigns after a long time with the h5.5 mod.
I'm now playing the "One Khan, one Clan" mission, but it appears that the AI hero are not moving and they don't even hire any troop. I've been trying with both the MMH55 and MMH55 Utility launchers, without any noted difference.

I remember that this mission was a whole bit of trouble with early massive armies attacking us ; in the present situation, nothing happens, and that's quite disappointing.

Any idea about how to solve that issue? Maybe to set back the AI as per the old H5 vanilla?

Thank for your answers.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 26, 2019 08:05 PM

I see this map has a new day trigger which can be trouble because it overwrites H55 crash protection. I fixed this in this file (replace in usermods folder):

Link

but map must be restarted for it to work, also if it still doesn't work the issue probably existed in TOE since Utility.exe already uses the old AI.

I will add this fix to any new release anyway.
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Marvin
Marvin

Tavern Dweller
posted April 26, 2019 08:50 PM

I tried as you suggested. There is no improvement, and I even feel that there is more lag at the end of the turns.
I'm afraid the problem is somewhere else

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 26, 2019 09:05 PM

I tried the map and don't see any issues, console gives no script errors, teal hero is moving.

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Marvin
Marvin

Tavern Dweller
posted April 26, 2019 09:17 PM

That's true, but only one teal hero moves. All other colours are immobile. Even after one week nothing else happens except that teal hero moving.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 26, 2019 09:42 PM

according to the script written by nival all heroes are supposed to be locked day 1, and some are activated after a 'region enter' trigger is triggered.
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thGryphn
thGryphn


Promising
Famous Hero
posted April 26, 2019 10:32 PM

magnomagus said:
Ok here are some proposals for finishing touch on balance:

-Stalker/Mistress Invisibility lasts 2 instead of 3 turns.
-Frenzy costs 50 mana and increases by 100% + 1% in DMG per SP.
-Call Storm DMG lowered to 10 per turn per creature instead of 20.
-Shouting values are 11,22,33%, just text is wrong.


Stalker/Mistress: With this change, would a little boost to stats be called for? I'm not sure, just thinking out loud...

Frenzy: Sounds good.

Call Storm: Improves the balance but I really rather see the changes I had proposed.



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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted April 27, 2019 10:10 AM

Call storm x10 seems pretty meh though. Yes it lasts 3 turns and will likely hit 3 units but very few units will stay inside it for a second jolt. Not to mention, using a tight corner formation vs academy is a pretty bad idea to begin with.
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