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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 ... 374 375 376 377 378 ... 400 435 · «PREV / NEXT»
KomodorKostik
KomodorKostik

Tavern Dweller
posted June 10, 2019 09:22 PM

I do have it ticked and I see other rmg maps I did not modify. However, I actually noticed a weird thing.
 So I created a Rmg map, named it Ingvar, then changed things in editor and saved map under the name "Ingvar11". When i fired up the game, I only saw the original "Ingvar" one, so I thought that the edited map can not be for some reason be seen by the game. Then I decided to start the "Ingvar map and voila, it is actually the edited version, so that left me very confused. It does however solve my issue so there's that
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted June 11, 2019 10:32 PM
Edited by dredknight at 22:43, 11 Jun 2019.

Once you create a map it always sticks with the original name even if the file name is changed.

To everyone - I do made a "Running MMH55 on Ubuntu 19.04" guide for facebook based on @Xtek findings.

Just put it on moddb too, you will be able to access it as soon as it is approved by the admins.

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Matrix4767
Matrix4767


Adventuring Hero
posted June 15, 2019 12:37 PM

I'd like to give some feedback on some of the changes:

Titan doesn't shoot and instead has more health and slightly higher damage  - This... doesn't feel right. The Titan always gains the ability to shoot in any previous HoMM game. The Colossus could be the one to not shoot and have better stats to compensate.

Whitebear Rider has Armoured instead of Blackbear Rider - The Blackbear is clearly the one wearing armour all over the creature. Can their other abilities not be swapped? Works for the Familiar/Vermin. Or does the animation not allow that?

High Druid's Channeling cost is intentionally too high that it only works in Hero battles through Siphon Mana - the Druid Elders are already faster, have four spells to cast instead of three and can give their mana to the Hero. Have you tried adding an invisible debuff (something similar to Might over Magic) to the Spellpower gained to give a more balanced amount to bypass the hard-coding?

Sprite has Symbiosis instead of Dryad - unnecessary swap in my opinion. They can each have the other's abilities to not deviate too much from the unmodded game.

Ghost Dragons only get a change to damage and +10 hp - In the beta, Spectral Dragons had Incorporeal, which justified their low stats, perticulary hp. But if they don't have it in the final game, that makes both upgrades too far behind other Level 7's, higher growth or not. It doesn't help that Archdevils/ArchDemons, another weak Level 7, got some buffs.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 16, 2019 01:34 AM

see FAQ about titans

true about the bears, but little late for confusing swap

the siphon mana dryad is intended to match the visual style of the druid it supports (just like the familiars), therefore symbiosis had to move

high druids gained more dmg than the others gained speed

imagine 2 dragons exactly as strong as 3 ghost dragons, they would have the same stats except 240HP , 35-55 DMG
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Tresset
Tresset

Tavern Dweller
posted June 16, 2019 02:31 AM
Edited by Tresset at 06:51, 16 Jun 2019.

I am having trouble with some of the new heroes from this mod. Every time I try to enter battle with some of them the game will crash. It doesn't matter which map I try them in, I just try to enter battle and the game closes to desktop. My antivirus also used to complain of stopping malicious activity when this would happen (something about a code cave or something), before I made an exclusion rule for the mod. This sounds like a really neat mod if I could just get it to work...

Edit: I got the new heroes to stop crashing the game by launching it from the GoG Galaxy launcher, but then some of the other new features, like the 8 skills checkbox stopped working... I suspect GoG is doing something conflicting with this mod...

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tzening
tzening


Adventuring Hero
posted June 16, 2019 02:46 AM

Why is Freyda a Knight in her HOF campaign? According to the Manual, she is a Paladin.

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fc_bayern
fc_bayern

Tavern Dweller
posted June 16, 2019 10:59 AM

What I would change in your mod:
1.Double base movement points (from 2500 to 5000)- It takes to much time to finish a single huge map. Also double movement points of all map buildings that increase them like stables, oasises and so on. I did this change in my files yet.
2.Enhance all units abilities. I play a single scenario dungeon vs orc and my assassins'poison ability barely scratch single unit of my enemy huge army and the cyclops kill 150 of my deep hydras and they regenerate only 1 unit per turn. This is just ridiculous. With or without these abilities there are no difference in battles that makes them useless. That's why all of them needs to be enhanced. I did in my files only Dungeon faction for now and will fix the rests as long as I'm able to.
3.More epic battles. Unfortunetely at the late stage of gameplay me or AI collect huge armies and kills T1 and T2 with the single shot; T3,T4,T5...with two mostly and the whole battle is over very fast so that my hero or enemy hero can cast spell only one or two times. I would like to enjoy the duels longer. Unfortunately I have no idea what file to mod to do that. The only thing I guess is to reduce the weekly units growth rate by half but I'm fear that the game ballance will suffer significantly because some of creatures has uneven growth rate and can't be halved. This rate looks good. But I'm going to search other options.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 16, 2019 11:50 AM

@tresset: if yo uuse gog launcher the game runs from the wrong exe file, try switching off windows data execution prevention.

@tzening: campaign heroes use separate files to match original balancing

@fc-bayern: if you messed with the files it is possible you used the wrong one and messed up all the damage scaling and creature abilities.
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fc_bayern
fc_bayern

Tavern Dweller
posted June 16, 2019 12:40 PM
Edited by fc_bayern at 12:58, 16 Jun 2019.

Mod note: Post edited. Please do not bypass the language filter.

magnomagus said:

@fc-bayern: if you messed with the files it is possible you used the wrong one and messed up all the damage scaling and creature abilities.


I haven't messed anything, the map I've played was over clear installation to check your new update. After I finished it I start modding and this is only simple modding over data/game mechanics that everybody use it and it's very easy. I can't crack .exe file. I'm a modder from 3 years and know what to do. But before that I told you at the 1st round around 80 enemy cyclops hit my deep hydras and kill around 150 and only ONE regenerate because you set the hydras to regenerate up to 100 HP(hydra has 125 life) which is very few and it's completely ridiculous. That was disaster, at the beginning of the 3rd round I was dead, the battle finished very soon because my hero was warlock(mage character) with 9att, 13def, 36spellpower and 14knowledge. I couldn't even cast enough spells. Most of abilities are very **** except the Grim Rider's. Minotaur Bravery is not so powerful compare to the Guard's to hit twice and should be reworked too. And changing them is a long process with a lot of testing to become perfect.  

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 16, 2019 03:40 PM
Edited by magnomagus at 15:43, 16 Jun 2019.

the h55 defaultstats uses 0,025% damage scaling instead of 0,05% (as in TOE or H3), since this change nobody has ever complained about this, so that's why I think you modified the wrong defaultstats resetting the scaling.

Poison and regeneration are very powerful early game and therefore they cannot be boosted
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Muzinzafrika
Muzinzafrika

Tavern Dweller
posted June 17, 2019 12:19 AM

Hi everyone. While this mod is enjoyable and a big step up from the base game, I have found an easy way to win games on Heroic difficulty which I could call an exploit: after managing to get a decent army and get some artifacts, I am able to get into enemy territory. The main hero of an opposing player usually doesn't attack me if he has the chance, and defends his town if I get too close. However it's easy to catch him by surprise and conquer the town without the main hero inside and with minimal losses (for example in my last game the main enemy hero was roaming in some other player's territory). After some time passes and the player has no town, he is simply defeated and disappears, which means I defeated him pretty much without a fight. In my last game I defeated two players this way which made the last one a piece of cake. Note that I play on Heroic, with 8 skills and all options (Governance, TC, TG) on.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted June 17, 2019 11:33 AM

Just dont play that way -> Issue fixed.

There is nothing we can do about the AI unfortunately.
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stachnie
stachnie


Known Hero
posted June 18, 2019 12:47 PM

I have noticed a very strange AI behaviour. I have played my favourite test map, Great War (my own map, very rich, very strong monsters, huge armies, long gameplay). I have eliminated most of AI opponents and I was preparing to defeat monsters guarding a pass to two last ones (finally I had to defeat almost 30k Emerald and Red Dragons). In the meantime Red (Haven) and Blue (Dungeon) were capturing and recapturing their towns, mines and dwellings. Apparently none of them could get an advantage but in the tavern Blue was listed as a bit stronger. At some time Red captured all towns (so he had 4). The main Blue hero (listed as stronger than Red) was moving between her two former towns not attacking them. 7 days and Blue has gone! At least one of these towns could be recaptured without much losses.

My general observation was that AI players were reluctant to attack the main heroes of their opponents. Attacking main enemy heroes was a part of my strategy, the opponents had done it only once - the Sylvan hero defeated the main Necropolis hero but he didn't manage to eliminate him completely, I was faster. In previous releases Dwarves had an advantage over Barbarians, this time Barbarians seemed to have some advantage over Dwarves (often invaded them, Dwarves were defending, recapturing and reconverting).

I have noticed Mentor has been nerfed (only 10% Exp) but the level cap has been incerased or removed (my main hero reached level 56 or 58).

S.

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funked15
funked15


Hired Hero
posted June 18, 2019 11:49 PM

stachnie said:
I have noticed a very strange AI behaviour. I have played my favourite test map, Great War (my own map, very rich, very strong monsters, huge armies, long gameplay).


Can we download this map?

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stachnie
stachnie


Known Hero
posted June 19, 2019 01:25 PM

http://www.stachnie.cba.pl/GreatWar200.zip

I have noticed one bug (Arena next to the first Barbarian town is inaccessible) so I guess I will place a corrected version soon. Please read the readme file.

S.

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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted June 22, 2019 03:11 PM
Edited by Antalyan at 15:12, 22 Jun 2019.

Hi again after quite a long time,

I've noticed FAQ saying the following:

Quote:

All campaigns H5/HOF are included and some people have played them all the way through, but still some anomalies have been reported. This is because the new AI was written for multiplayer and does not understand all original campaign scripts. If you encounter issues you can use the MMH55_Utility.exe to play missions with the old AI, you can basically switch AIs between missions. There are still reports in a few missions of heroes standing still that were supposed to move, this makes these missions easier than original. I currently recommend playing Wulfstan Campaign with MMH5.5_Utility, but the Findan campaign with the default exe since I made some code adjustments for new AI. I also recommend playing some Raelag missions with new AI because it is extremely slow otherwise.


Does anyone here have any more information? I would like to avoid any heroes getting stuck anywhere (or scripts not working) while still playing MMH5.5. Thanks in advance
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tzening
tzening


Adventuring Hero
posted June 25, 2019 05:37 AM
Edited by tzening at 17:00, 25 Jun 2019.

The Wulfstan campaign in Mission 3 has this secondary mission to bust a prisoner out. But after clearing the way, he is not moving from his spot. Thankfully, it is secondary or finishing the mission is impossible.

Is the AI code for that busted when the mod is implemented?

EDIT: Just reached the final scenario of the Wulfstan campaign. The Duncan that I painstakingly levelled from 23 to 29 in the final scenario by having him fight all the Crypts and Garrisons got set back to 26. He was 29 when I first got him back in the previous scenario. While that means that he can actually level up and gain stats, this particular map lacks the EXP bombs I need unlike the previous campaign for both heroes to reach 29.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 25, 2019 05:42 PM

thanks for the info, that might be fixable, but complex

hero levels still follow toe rules.
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AlfWithCake
AlfWithCake


Known Hero
posted June 27, 2019 03:21 PM
Edited by AlfWithCake at 17:43, 27 Jun 2019.

Is there any specific reason why heretics and paladins can't learn both light and dark magics, or is it just common sence? It would be nice to have them both for heretic at least, since Haven is the best for Twilight perk, considering the bias for both magics in Haven's guild.

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etore
etore


Adventuring Hero
posted June 29, 2019 08:41 PM

tzening said:
The Wulfstan campaign in Mission 3 has this secondary mission to bust a prisoner out. But after clearing the way, he is not moving from his spot....

Just finished this map and the same occurred.
There are 12 years old reports of this, so the bug is prior to 5.5.

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