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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 ... 379 380 381 382 383 ... 400 435 · «PREV / NEXT»
thGryphn
thGryphn


Promising
Famous Hero
posted August 23, 2019 05:39 PM
Edited by thGryphn at 17:39, 23 Aug 2019.

bulya said:
I know about Gorshak, and when I play Orcs he is one of the heroes I consider first. I played him many times, and he is one of the stronger heroes among the orc heroes I played. I managed to get similar results with him as the Haven heroes I played like Dougle, Irina or Duncan.

On the other hand, I never played orc heroes of less might oriented classes, not to speak of magic oriented classes like Shamans or Witches. So perhaps I missed something while playing them, and perhaps trying out a magic orc hero can be nice as well. The daughter of light and daughter of nature specs seem interesting (I have never checked those specs before).


Try Haggash (Summoning). I had a lot of fun.

Also a lot of fun was the Wyvern guy with Learning. It lead to a Shouting build. So might but not like Gorshak.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted August 23, 2019 05:51 PM

Caracal said:
I thought that since Let's fight is TOH map it is well balanced. Any recommendations regarding small, normal, large maps good for testing hero/faction limits??


Pretty much any ARMG map will do. The bigger the map is the longer the name thus you will be able to shape opinion about all stages of development of the hero.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 23, 2019 05:53 PM

Caracal said:
I thought that since Let's fight is TOH map it is well balanced.

Best I've heard all day In truth there were more than a few silly ones in there. I do not actually remember which were the more balanced ones but I had recorded some of my favourites here.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 23, 2019 06:13 PM
Edited by magnomagus at 18:23, 23 Aug 2019.

well, there are multiple ways in which a map could be out of balance

1. equal content of starting zones
2. equal logistical difficulties in starting zones
3. density of map adjusted to distance of hero movement
4. proper adjustment of neutral strength to development path of hero

ARMG is good at 3 and 4. 1 can be slightly off, with very small maps more than slightly, 2 is matter of looking at result, if one starting zone is very stretched and another very round it isn't optimal.

To create a very balanced small map with ARMG,

1. look for a result with well shaped starting zones, using utility.exe
2. swap artifacts for random blocks with map mixer,
3. reopen map in editor and use object filter to only show artifacts
4. count artifacts in starting zones of each level, if one zone has less, switch off the object filter and look for creatures guarding only resources.
5. place random artifact blocks next to these creatures. prioritize creature stacks further from town

Done
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Gidoza
Gidoza


Famous Hero
posted August 24, 2019 12:15 AM

Hi there...just wondering - any news on an even more updated AI from Quantomas?

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Jaylo
Jaylo

Tavern Dweller
posted August 24, 2019 03:43 PM
Edited by Jaylo at 15:55, 24 Aug 2019.

I noticed that you changed Agrael to new sorcerer class and started him with dark magic so i was wondering where is the file located that you used to overwrite his original hero xdb located in MapObjects-Inferno?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 24, 2019 04:27 PM

I noticed a bug myself:

the 3P-belt template places special resource mines in the starting zones of player 3. demo map is affected. Haven't found an issue with other belt templates

@Jaylo: You just mentioned the location
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Jaylo
Jaylo

Tavern Dweller
posted August 24, 2019 05:10 PM

magnomagus said:


@Jaylo: You just mentioned the location

What i mean is Agrael's xdb in data.pak is the original Demon Lord class with Gating primary so what's overwriting that to make him a Sorcerer with dark magic?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 24, 2019 09:57 PM

the same file in the index.pak

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Jaylo
Jaylo

Tavern Dweller
posted August 25, 2019 01:58 AM

magnomagus said:
the same file in the index.pak

Thank you, i expected to find it in your MMH55-Data.pak.
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thGryphn
thGryphn


Promising
Famous Hero
posted August 25, 2019 05:20 PM

@magno, Curse of the Underworld is not supposed to hit elementals but it does. There is not artifact or Occultism involved...

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 25, 2019 06:05 PM

sound like something from original game that can't be fixed
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Jaylo
Jaylo

Tavern Dweller
posted August 26, 2019 03:11 PM
Edited by Jaylo at 15:28, 26 Aug 2019.

@magnomagus
Would you know how to make a spell require at least basic mastery in that school.
What i want to do is to have all spells from a school require at least the basic mastery skill from that school.

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thGryphn
thGryphn


Promising
Famous Hero
posted August 26, 2019 03:17 PM

I also just Frenzy'ed a Rot Zombie, which shouldn't happen. Something is up but I don't know what...

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 26, 2019 03:26 PM

@Jaylo: don't know

@ThGryphn: If you load two necros in duel mode you will see most dark spells grayed out, I think you are having an artifact.

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thGryphn
thGryphn


Promising
Famous Hero
posted August 26, 2019 03:59 PM
Edited by thGryphn at 22:23, 26 Aug 2019.

Is it at all possible that Sandro Cloak does this? Better yet, is it possible this artı works from backpack??

I'm gonna test it when I get back on my computer...

EDIT: OK, I can confirm that Sandro's Cloak let's you cast Frenzy on undead AND elementals (didn't work on Magnetic Golems but it could be because of their magnetic shield, or the arti just doesn't make it work on mechanicals), but it has no hand in Curse of the Underworld affecting elementals.

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Sabin_Stargem
Sabin_Stargem

Tavern Dweller
posted August 27, 2019 12:16 PM
Edited by Sabin_Stargem at 12:17, 27 Aug 2019.

Playing through the campaigns with my Ultimate Heroes of Might & Magic 5.5 submod (UHMM), seems like some of the functionality of 5.5 doesn't work for them.  Not surprising, but will list them in case they can get fixed.


1:  Town Conversion.
In one of the HOMM5 campaigns, the player is required to own 3 sylvan towns.  However, using conversion will make owned towns to be considered non-sylvan.  This can break the scenario, preventing victory.  I assume any campaign that needs a specific faction town would be broken.

2:  Town Management Teleportation.
Just straight up broken.  You can spend resources to activate this ability, but it won't actually move the hero.  It looks like the visual effects are emanating from the wrong spot of the city, possibly meaning that the coordinates might be wrong and canceled in turn.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 27, 2019 02:41 PM

1. intentional, campaign missions were never designed for this mechanic. It can be switched off.

2. clear receiving garrison
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un-imaginative
un-imaginative

Tavern Dweller
posted August 28, 2019 02:42 AM

Warcry Issue

Hi @Magno,

I have encountered an issue with Warcries since updating to RC12 (From RC11).

This problem is in two parts:
1) Can't learn Warcries at level 1 (not a big deal, probably a ToE issue)
2) Once I level up and learn the Warcries my game will crash whenever I start combat OR view my spellbook.

Details:
I tested this on multiple maps (default map, ARMG map and custom map) with multiple Chieftains, also using basic and advanced Shouting.
I tried to uninstall and reinstall RC12 but that didn't help.
I'm using the GoG version of ToE, and I had no issues with RC11.
I have no user-mods or saved games.

Cheers,
un-imaginative  



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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 28, 2019 09:12 AM

1. Intended by original developers, funny I never even noticed this, maybe I can set it to level 1.

2. unrelated to issue 1, have you verified everything in FAQ?, especially DEP issue.

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