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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 50 100 150 200 250 300 350 400 ... 406 407 408 409 410 ... 435 · «PREV / NEXT»
dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 04, 2020 04:10 PM

@Magog,

Try make large maps with underground with "strong" or "very strong" monsters.

Strong monsters is for casual play
Very strong monster will be difficult but possible.

Dont add to many AI 2 or 3 is good enough they become very strong late game and do not attack each other so you have to get them all.

@BlazeMaster this is texture mod editting. You may want to ask this question here.
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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 10, 2020 12:09 PM
Edited by FirePaladin at 12:12, 10 Apr 2020.



Lol, I don't really know why this happened, but it gave me a good laugh.

Edit: Even better:


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anl93
anl93


Hired Hero
posted April 15, 2020 11:40 PM

Is there any planned 5.5 update? I will wait for a new game if there. Thanks.

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Gidoza
Gidoza


Famous Hero
posted April 20, 2020 09:57 PM
Edited by Gidoza at 02:06, 23 Apr 2020.

Hey a question,

I'm having trouble editing some of the Index-M55-Core stuff.  Actually, all I'd really like to have is the code for Windmills (and Waterwheels etc) that makes them automatic with pay; the Resurrection Artifacts; the Legion Artifacts; combos, and Witches learning stuff.

I guess my issue is that elements of each item are strung all over the code.  I can't peel out any particular aspect (like Windmills for example) because it breaks; and I can't delete things (like governance) because that breaks it too.  It would nice if all the elements in the code were in their own distinctive packages.  I guess this isn't necessarily possible, but I just thought I'd ask.

EDIT:  A guess a better and more concise version of my request is that I'm looking for a version of H5.5 that doesn't have any code with respect to Town Conversion, Town Gate, Governance, or Duelling.  That's a proper description.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 26, 2020 09:57 AM

That is question only Magnomagus can answer.

What I can add however is that on the contrary, game code is pretty neat for what this version of LUA offers as capabilities.

I have some old plans for optimizing parts of it significantly but that wont happen unless Magnomagus approves the end result and most of all - first, it has to be done, which is not to be seen anytime soon as there are tasks with higher priority.

I believe you already know that Town Conversion, Town Gate and Governance can be fully disabled from the MMH55-settings.pak?

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Gidoza
Gidoza


Famous Hero
posted April 27, 2020 11:23 PM

dredknight said:
That is question only Magnomagus can answer.

What I can add however is that on the contrary, game code is pretty neat for what this version of LUA offers as capabilities.

I have some old plans for optimizing parts of it significantly but that wont happen unless Magnomagus approves the end result and most of all - first, it has to be done, which is not to be seen anytime soon as there are tasks with higher priority.

I believe you already know that Town Conversion, Town Gate and Governance can be fully disabled from the MMH55-settings.pak?



Hi - yeah I'm aware they can be fully disabled.  I'm just doing my own editing and find it cleaner to just remove the features I'm not using anyways.

A second reason this would be useful is with regards to the upcoming Quantomas AI.  Even though that AI isn't designed for H5.5 specifically, it occurs to me that the code for Windmills et al would be valuable to optimizing AI performance seeing as that small addition removes the need for excessive "extra" heroes running around the map.  I wouldn't think it was that big a deal if caravans didn't exist - but with caravans able to deliver troops all over, an automatic feature for the AI to take advantage of seems like the easiest way to make that effective.



BY THE WAY...I should mention, that apparently allies can steal Windmills/Waterwheels etc from each other in team games.  Not only is it possible (which I'd have hoped was disabled in the code), but the AI seems to go out of its way to take Windmills and such from its teammates.  This might be a contributing factor to low AI performance in team games at a minimum, because allied AIs keep on paying the 1000 ransom to steal the same buildings from one another.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 30, 2020 11:16 AM

Thanks for pointing that out, but the AI won't be charged for changing ownership of the windmills, as long as it uses secondary heroes for it, it shouldn't be much of a problem.
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Gidoza
Gidoza


Famous Hero
posted May 04, 2020 06:17 PM

magnomagus said:
Thanks for pointing that out, but the AI won't be charged for changing ownership of the windmills, as long as it uses secondary heroes for it, it shouldn't be much of a problem.


Well it's a problem for *me* when the AI steals *my* Windmills!

Moreover I think you missed part of the point - part of the issue is that the AI has Windmill battle exchanges - even if they're free - wasting movement and time.  I've witnessed plenty of instances where this has been devastating.  I don't think it's a good system.  Consequently from a map design perspective, I've just scrapped the use of any of these buildings and started using Dwarven Warrens more frequently instead - it works far better with much less awkwardness.

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Gidoza
Gidoza


Famous Hero
posted May 04, 2020 06:18 PM

So a second post - this may not necessarily be a H5.5 thing but I'm not sure.  I had wanted to add additional skills that provided DB Crystals, but it keeps breaking the system, and I'm not sure why.  My suspicion is that the title of the skills I'm using is incorrect - but if so, I'm confused as to what skill name I ought to be using.  Here's my code if you could take a quick look:

if HasHeroSkill(hero,HERO_SKILL_CORRUPT_DESTRUCTIVE) then
limit = limit + 10;
end;
if HasHeroSkill(hero,HERO_SKILL_CORRUPT_DARK) then
limit = limit + 10;
end;
if HasHeroSkill(hero,HERO_SKILL_CORRUPT_SUMMONING) then
limit = limit + 10;
end;
if HasHeroSkill(hero,HERO_SKILL_CORRUPT_LIGHT) then
limit = limit + 10;
end;
if HasHeroSkill(hero,KNIGHT_FEAT_ELEMENTAL_BALANCE) then
limit = limit + 10;
end;
if HasHeroSkill(hero,WIZARD_FEAT_UNSUMMON) then
limit = limit + 12;
end;
if HasHeroSkill(hero,WARLOCK_FEAT_SHAKE_GROUND) then
limit = limit + 6;
end;
if HasHeroSkill(hero,NECROMANCER_FEAT_MASTER_OF_LIGHTNINGS) then
limit = limit + 3;
end;
if HasHeroSkill(hero,HERO_PERK_LAST_AID) then
limit = limit + 8;
end;
if HasHeroSkill(hero,HERO_PERK_TOUGHNESS) then
limit = limit + 8;
end;
if HasHeroSkill(hero,DEMON_LORD_FEAT_BARBARIAN_ANCIENT_SMITHY) then
limit = limit + 2;
end;
if HasHeroSkill(hero,HERO_PERK_MAGIC_CUSHION) then
limit = limit + 4;
end;
if HasHeroSkill(hero,HERO_PERK_SUPRESS_LIGHT) then
limit = limit + 10;
end;
if HasHeroSkill(hero,HERO_PERK_SCHOLAR) then
limit = limit + 16;
end;
if HasHeroSkill(hero,DEMON_LORD_FEAT_WEAKENING_STRIKE) then
limit = limit + 2;
end;
if HasHeroSkill(hero,HERO_PERK_WARCRY_LEARNING) then
limit = limit + 3;
end;
if HasHeroSkill(hero,HERO_PERK_BODYBUILDING) then
limit = limit + 7;
end;
if HasHeroSkill(hero,WARLOCK_FEAT_PAYBACK) then
limit = limit + 14;
end;
if HasHeroSkill(hero,HERO_PERK_BARBARIAN_MYSTICISM) then
limit = limit + 3;
end;
if HasHeroSkill(hero,HERO_PERK_WISDOM) then
limit = limit + 3;
end;

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 06, 2020 01:42 PM

use notepad++, its color coding will point out syntax errors in code sections

Quote:
Moreover I think you missed part of the point - part of the issue is that the AI has Windmill battle exchanges - even if they're free - wasting movement and time.  I've witnessed plenty of instances where this has been devastating.  I don't think it's a good system.  Consequently from a map design perspective, I've just scrapped the use of any of these buildings and started using Dwarven Warrens more frequently instead - it works far better with much less awkwardness.


the AI would still have behaved exactly the same way without the supply network system, it doesn't see windwmills as owned
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Gidoza
Gidoza


Famous Hero
posted May 07, 2020 01:02 AM

magnomagus said:
use notepad++, its color coding will point out syntax errors in code sections


I am using Notepad++ and there are no syntax errors.  The problem I believe has to do with whether something is a SKILL or a FEAT or a PERK or has DEMON_LORD attached to it or whatever.  I don't think I got that part right, but I'm uncertain how to double-check it without someone else's eyes.

Quote:
the AI would still have behaved exactly the same way without the supply network system, it doesn't see windwmills as owned



Regarding Windmills - ah.  I wonder if the newer Quantomas AI can compensate for that.  Anyways, this seems like an additional reason for me to evade Windmills and the like in my maps - the AI just seems to do better without having to consider this "feature" of H5.5.

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Gidoza
Gidoza


Famous Hero
posted May 15, 2020 12:37 PM
Edited by Gidoza at 14:24, 20 May 2020.

Right, I managed to figure it out after lots of trial and error.  All's good now.


EDIT:  Also, while playing a game I noticed something that may be of value.  Perhaps it's already known, but no harm in mentioning it.

Chilling Bones - per the description - only gives Necropolis troops the 5% return damage.  So the defence bonus is +6 on living troops instead of +2 - one could argue that this overpowers living Necromancy heroes using Necropolis troops, but this is beside the point.  What I noticed is that a living hero using living troops actually DOES get the Chilling Bonus bonus - but only against Necropolis and Elemental units.  That is to say - my Centaur (for example) will have a Chilling Bones 5% retaliation against things like Lava Dragons, Phoenixes, Vampires, and Earth Elementals.  The implementation is weird, but it's there.  Maybe it's further adaptable than we think.

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etore
etore


Adventuring Hero
posted May 23, 2020 07:05 PM

"Island of desire" map has two objectives, the first is "Capture Ur-Melphas and hold it for two weeks".
I captured the city almost a month ago but the objective remains incomplete.
Is this a bug or am I missing something?

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Titanus
Titanus

Tavern Dweller
posted May 24, 2020 12:45 PM

dredknight said:
@sayasong it is not a bug. Mana requirements were increased otherwise mass spells are way too strong for the mana they cost.


A few days ago, I noticed that Mass Cleansing specifically, doesn't cost 4 times the regular cost of Cleansing, but twice as much only. Is it on purpose?
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Gidoza
Gidoza


Famous Hero
posted May 25, 2020 01:20 AM

Titanus said:
dredknight said:
@sayasong it is not a bug. Mana requirements were increased otherwise mass spells are way too strong for the mana they cost.


A few days ago, I noticed that Mass Cleansing specifically, doesn't cost 4 times the regular cost of Cleansing, but twice as much only. Is it on purpose?


I would suspect so seeing as it isn't anywhere near as useful.

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Gidoza
Gidoza


Famous Hero
posted May 25, 2020 01:22 AM

I have a question regarding banks.

In DefaultStats.xdb, there's a number of days listed as to how long before the bank regenerates.  I set this number to really, really high, so that it never regenerates (so it's like Heroes 3 - once a bank is done, it's done forever).  However, they seem to still be regenerating - so I suspect it's in the code of AdvMap, but I can't quite nail down where it is.  Would you be able to point me to it?  I'd really appreciate it.

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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted May 25, 2020 12:42 PM

Creature Banks are respawning each month. Atleast in standard H5 TotE.

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lokiseto
lokiseto


Hired Hero
posted May 25, 2020 05:16 PM

Treeborn Quiver

We detected that the Treeborn Quiver doesn't seem to work against poltergeists.

At least when I was in a fight, they snatched my skirmishers
spears.

Nasty poltergeists

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Titanus
Titanus

Tavern Dweller
posted May 26, 2020 12:14 AM

Gidoza said:
Titanus said:
dredknight said:
@sayasong it is not a bug. Mana requirements were increased otherwise mass spells are way too strong for the mana they cost.


A few days ago, I noticed that Mass Cleansing specifically, doesn't cost 4 times the regular cost of Cleansing, but twice as much only. Is it on purpose?


I would suspect so seeing as it isn't anywhere near as useful.


After their changes in the mathematical formula of the spell, it became quite more reliable, especially on Advanced and Expert level; that's why the required mana also increased considerably. I tend to believe that they just missed making the mass form of the spell 4 times costlier, but I wouldn't know for sure.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted May 26, 2020 09:36 AM

Mass Dispel was left with 2x because it would just way too costly for what it does. Also it will be not possible for Might classes to use it.

Treeborn Quirel - hardcodded issue. Comes from ToE.

Creature banks question - I cannot answer this one. What I know is that Banks have 2 counters. One for enemies and one for the player that initially claimed them. Cant remember the exact values but defaults are in theese scope:
For player that claimed them the counter is 2 or 3 months.
For the the rest it is 2 or 3 weeks.

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