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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 ... 377 378 379 380 381 ... 400 435 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 12, 2019 11:38 PM

I'm not sure what you mean, I never bought H3 HD.

MMH55 Advanced RMG Update
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Gandalf196
Gandalf196


Disgraceful
Supreme Hero
posted August 13, 2019 12:31 AM

By HOMM3 HD, I mean this one:

https://sites.google.com/site/heroes3hd/

By borderless window, I mean a mode that combines the best of fullscreen and windowed modes. Borderless windowed mode looks like fullscreen mode, but it’s really windowed mode running at full-screen size with no borders. It combines the benefit of having your game take up the whole screen with the convenience of being able to "ALT-TAB" really fast (without the current incovenient transition) and to point to another monitor instantly.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 13, 2019 01:36 PM

for technical reasons that seems very unlikely
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anl93
anl93


Hired Hero
posted August 17, 2019 05:24 PM

is there going to be a new version with new hero models or features?
im holding off since march.

pretty please  


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azalen
azalen


Responsible
Known Hero
posted August 18, 2019 09:29 AM

Heroes 5.5 Necropolis Faction Guide

Just posted this to the forums for those interested:

Heroes 5.5 Necropolis Faction Guide

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dabuthegreat
dabuthegreat


Adventuring Hero
posted August 18, 2019 02:27 PM

Jebus in H5.5! That's fantastic

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 19, 2019 04:20 PM
Edited by magnomagus at 16:25, 19 Aug 2019.

@anl93: Holding out waiting for hero models is not a very good idea, since nobody is working on that. The next version will bring what is shown + a new batch of balance improvements, the most important ones:

-some single spells will get cheaper, but mass spells will be 4x the cost, mass cleansing remains at 2x.

-expert frenzy 1 turn

also likely:

flame weilder works for empowered and ingvar nerfed to +1HP per 10 levels

All these changes thanks to dredknight and his mystery friend Marco, who have worked a lot on reverse engineering

@Azalan: Thank you for your work and support of the mod.

@KeyCode: ???
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anl93
anl93


Hired Hero
posted August 19, 2019 06:58 PM

Reverse engineering?
So modding (tweaking) with the game files more likely for us?
At least for 5.5 team even if not us

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anl93
anl93


Hired Hero
posted August 19, 2019 07:07 PM

Reverse engineering?
So modding (tweaking) with the game files more likely for us?
At least for 5.5 team even if not us

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 19, 2019 08:32 PM

the modding potential of the game will always remain the same for everybody, the required knowledge and skill won't change.
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Sabin_Stargem
Sabin_Stargem

Tavern Dweller
posted August 21, 2019 01:04 AM

Hoi.  I made a sub-mod of 5.5 in which all heroes have all of the skills perks that their class can access.  

Before I get started on details, I think that I stumbled across a minor mistake by the developers.  Hopefully, this correction would be implemented into mainline 5.5, unless I am mistaken.

The Sylvan hero Tieru had "ENLIGHTMENT" as a primary skill. There is no such skill listed in the skill .XDB, so I changed it to Light_Magic.


Back to the main matter.



https://sites.google.com/site/sabinstargemsvault/%5Bv0.1%5D%20Ultimate%20Heroes%20of%20Might%20and%20Maigc%205.5.rar?attredirects=0&d=1


ULTIMATE HEROES OF MIGHT & MAGIC 5.5

v0.1
Built for Heroes of Might & Magic 5.5, v5.61, based on the GOG edition of M&M 5.


Just a bunch of files used to provide heroes with all of the skills and perks their class can access. Specializations are untouched. You can use the Competitive Index to remove randomization from hero abilities, or just use the other indexes for cheating purposes.

Note that the ingame displays won't be very friendly with the excessive number of abilities. The powers should operate as normal, but you won't be able to directly inspect their mechanical impact.


To install, drop the proper MH55 Index file into:
C:XXXHeroes of Might and Magic V - Tribes of the Eastdata



These files come in four different sets, listed below. Campaign and Scenario are not yet done, and are a placeholder for the moment.  Later versions will have this content, as I proceed through missions.

0: Raw - Just the text files for editing, with appropriate structure. Use this to tweak.

1: Reference - Various files with information related to skills, specializations, and templates for classes.

2: Competitive Mode - Replaces your MMH55 Index. ALL heroes have all possible skills and perks for their class. They retain their specialization. For multi-player, all parties should have this.

3: Campaign Cheat - Campaign-specific. Replaces your MMH55 Index. Only the heroes available to the player in the campaigns have maxed abilities.

4: Scenario Cheat - Scenario-specific. Replaces your MMH55 Index. Only the heroes available to the player in the scenario have maxed abilities.


If it is trivial to do, I would like to change the various in-game information panes to permit all of the skills and perks to be visible.  I don't have enough information to do this, so some pointers on how to go about this properly would be very appreciated.


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thGryphn
thGryphn


Promising
Famous Hero
posted August 21, 2019 12:12 PM

^ You should really start a new thread to present your submod and receive feedback on it.

Maybe a mod can step in to facilitate that?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 21, 2019 01:29 PM

Sabin_Stargem said:
The Sylvan hero Tieru had "ENLIGHTMENT" as a primary skill. There is no such skill listed in the skill .XDB, so I changed it to Light_Magic.


Was probably intended to say LEARNING.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 21, 2019 01:53 PM

yes, but this bug did not affect the default tieru, its a duplicate
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Skeggy
Skeggy


Promising
Famous Hero
posted August 21, 2019 04:39 PM

Perhaps it is good to explore the possibility of simultaneous existence of two effects that affect the same attribute.

For example, now game functions like this; powerful mage (let's say level 30) casts mass weakness or mass slow or mass suffering that lowers damage, initiative, and attack by great magnitude.
Then a knight with expert light (level 6) casts mass bless, mass haste and mass bloodlust and completely negates all effects of level 30 mage.
Even better if the knight has also empathy and expert leadership (level 10), then, without artifacts, they could be completely equal.
Therefore, it would be game-wise to try to find a way to have both mass effects of the same attribute active; stronger would just subtract the effects of the weaker ones, or to make them really expensive (40) mana points.
I suppose eternal lite perk approach is also a good one, but since it's a perk, it grants certain thing without necessary class and level awareness.  (The Eternal Light perk - Hero’s light spells are now twice harder to dispel. Opposite spells like Slow vs. Haste applied by an enemy to hero’s creatures have a 50% chance to fail.)
Therefore, I think that raising the spell cost for all the mass light and dark spells on 40 mana points would really hit the spot.
Also, it seems that the game suggests that light and dark are more intelligent versions of summoning and destructive since the destructive aspects of latter two are hardcoded as "TARGET NEUTRAL", meaning they affect all.
I don't really mind, in fact, I like that dichotomy between evoking and causal spell schools, but since that difference isn't a thing in the franchise, it would be nice to make all spells target intelligent.

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fierro
fierro


Hired Hero
posted August 22, 2019 01:57 PM

Short question:

Did you fix the bug that caused game to crash when AI heroes on RMG maps visited quest huts?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted August 22, 2019 04:04 PM

Very short answer: Yes
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 22, 2019 07:53 PM bonus applied by Galaad on 23 Aug 2019.

Poor fierro, now he has to update again already

MMH5.5 Release Notes (RC12)

Download RC12
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 22, 2019 09:01 PM

Some reasonable changes. What do you mean by dark magic resistance on vindicators?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 22, 2019 09:23 PM

If a unit has damage closer together 2-5 vs 3-4 it is less sensitive to weakness (but also to divine strength), this can help to make differences between 2 upgrades more meaningful, even if they do the same dmg on average.
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