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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted February 04, 2022 08:09 PM |
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blackboy_homm
Hired Hero
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posted February 04, 2022 08:57 PM |
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dredknight said: That is wrong modification. Follow [url=https://www.moddb.com/mods/might-magic-heroes-55/tutorials/mmh55-installation-upgrade]this guide[/url].
I see that guide,but I didn't want to other update.I just want to the extra artifact slot.Is there a .yml like ncf?
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted February 04, 2022 10:27 PM |
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blackboy_homm
Hired Hero
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posted February 04, 2022 10:57 PM |
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I find the reason.Because the profile and skill page is conbine.
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thGryphn
Promising
Famous Hero
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posted February 05, 2022 11:44 AM |
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blackboy_homm said: I find the reason.Because the profile and skill page is conbine.
There are a thousand reasons what you are trying to do is only going to cause trouble. You cannot simply swap in an exe that is re-engineered to work only with the data it is shipped with.
If you want anything that is featured by a mod release, you have to upgrade to that release. That's the only way it will work.
Why not simply upgrade anyway? Each release is a significant improvement over the previous. Well, otherwise we wouldn't have released it, would we?
Note: The only exception is for RC13a, which is the last release with campaigns, but a new release is pending with immensely improved campaigns support.
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dace
Hired Hero
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posted February 06, 2022 05:42 PM |
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Edited by dace at 17:46, 06 Feb 2022.
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data folder
Hi,
I was looking in the data folder for the file or files in which the skills are transcribed (for example war machines, enlightment, offense, etc). More precisely the % linked to each skill level (enlightment : 5%, 10%, 15% for example). Can someone tell me the path or in which files I can find or modify this?
exemple: Tribes of the East - data - a2p1-data.pak - GameMechanics - RefTables
ps: sorry for my poor english
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blackboy_homm
Hired Hero
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posted February 15, 2022 02:15 AM |
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@dredknight
why the enable_game_var.yml has been deleted on the git?
I want to use the gamevar post the data between the advmap and the combatscript, when I was in the multiply player mode.
thank you
============================
I find the combat_and_town_scripts.yml has commit on the git 5 hour ago....
this problem has been solve. Thank you.
Please ignore this reply.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted March 26, 2022 01:58 PM |
bonus applied by Galaad on 29 Mar 2022. |
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A new release RC15B3 is now available for download, this version implements a lot of new 'tech', making it necessary to do another beta before the campaign integration. Combat Scripts now work in multiplayer and H55 now includes almost the complete LUA 4.0 Library and all those functions work on the adventure map and the combat map. These technical enhancements allow a lot of new features and creativity for mapmakers.
This release is the largest code revision since RC1 and is incompatible with all mods and submods (without updating) except duelist pack. Unique hero models also need updating. Please note the huge expansion of our compatible maps database on discord (you can also log in as guest just for downloading them, click on dredknight's signature). More maps may still follow, but they just require more work. Also a total campaign remake with all RC15b3 features is coming soon (~Q2 2022). This release contains many new innovative features that need feedback, to make sure the game is 100% to player satisfaction before the campaign is added.
A large amount of bugs was fixed in the scenario maps (maybe all of them) and performance of many scripts is improved. The game now always knows the type of map you are playing therefore the AI/Gamemode tooltips from previous release have been simplified and cleaned up of most warnings (you can't really do anything wrong except making the game much too hard for yourself), the old random setting now functions purely as a help text and shows a question mark icon.
In the moddb article the following new features will be explained:
-Mine Control
-Many new and improved hero specializations,
-New start army system,
-Removed opposing light/dark spells cancelling each other,
-Quadruple, sextuple and octuple ballista (after level 30)
-Improved resurrection artifacts.
-Mixed neutral stack generation on old multiplayer maps & Mapmixer update
MMH55 Release Notes (RC15B3 )
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted March 28, 2022 07:22 PM |
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RC15 Beta 5 is released, which will replace immediately the buggish RC15 beta 3, Beta 5 should be stable in singleplayer and multiplayer.
To explain it shortly, we took modding too far and the game fought back hard. We have been able to salvage the new hero specials, but the extra ballista shots are impossible to implement at this point. Other War machine changes stay in B4, such as flaming arrows, untrained ballista buff and AI fix.
-All heroes specials stay roughly as Beta 3 but all 'summoners' will have different scaling formula.
-It proved impossible to make specializations recognize swift mind, therefore Bart and Nathir get a faster reset as part of their special instead of +2 Defense.
-Ash, Cyrus, Gem and Haegir reset is also a little faster but less than Bart and Nathir.
-Agbeth Specialization now actually works.
-Davius has now an ATB boost type special and Rissa a +1 morale type special.
-If Potion function is active trade workshops will sell potions
https://www.moddb.com/mods/might-magic-heroes-55/downloads/might-magic-heroes-55-rc15-beta-5
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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lokiseto
Hired Hero
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posted April 03, 2022 10:11 AM |
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Resurrection artifacts above 100%
First of all, thanks for releasing the modd - it is superb
We've played stronghold and my Paokai stack grew out of proportion.
Started with around 200 and ended up with 400 and as long as Azar
had Mana, it got depleted.
Not sure if it's the Paokai's specialization combined with the artifacts or what, but some variable seems not to be initialized
correctly.
Will test again with the new Beta 5 Release in the coming weeks
Best regards and +1
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted April 03, 2022 06:28 PM |
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Ok I have a question, which artifact did you have equipped, did you have both artifacts capable of resurrecting tier 6 equipped?
You mean that after combat the artifact kept resurrecting multiple times after combat until all mana was depleted?
____________
MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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lokiseto
Hired Hero
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posted April 08, 2022 07:06 AM |
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Resurrection
Iirc I had both equipped, strange thing was, as soon as I had some mana, I got units and my mana was depleted with tooltip/screen notifications every consecutive day. I could have easily gotten 1k paokais imo.
My best buddy will do a fresh install with the latest mod
but we should have a savegame around if interested.
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blackboy_homm
Hired Hero
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posted April 10, 2022 06:33 PM |
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Hi,
Why param ArenaName in the Funcion StartCombat is corrent,
but param ArenaName in the Funcion SiegeTown is error?
Error like
Arena "/Arenas/CombatArena/FinalCombat/Bank_Crypt.(AdvMapTownCombat).xdb#xpointer(/AdvMapTownCombat)" is not exists
StartCombat(heroName,
enemyHeroName,
creaturesCount,
creatureType[1],
creatureAmount[1],
… ,
creatureType[Count],
creatureAmount[Count],
combatScriptName,
combatFinishTrigger,
arenaName,
allowQuickCombat
);
SiegeTown(heroName,
townName,
arenaName = ""
);
Thank you for reply.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted April 11, 2022 12:57 AM |
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blackboy_homm
Hired Hero
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posted April 11, 2022 08:31 PM |
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magnomagus said: because towns have their own combat map, so it makes no sense for the developer to include such a feature
Thank you for reply it.
What's mean of the third param(arenaName) of the function SiegeTown?
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azalen
Responsible
Known Hero
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posted April 24, 2022 06:57 PM |
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Edited by azalen at 19:24, 24 Apr 2022.
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Personal Opinion Creeping Hero Rankings for Latest Patch
My Personal Opinion on latest patch and changes to creeping:
The biggest change with the most recent patch is the new script that adds ranged damage dealers to a lot of the walker mobs. This has shifted the game somewhat away from blocking strategies to replenishment strategies, as it is now more difficult to prevent losses.
Significant Meta Nerfs:
1) Destruction/Dark magic in general will now be more mana intensive as there are significantly more targets to hit with the additional ranged stacks. Summoners are going to be even more attractive early game due to their 'stick-around' spells being more mana efficient and Occultism spell power buff.
2) Heroes that relied on offensive units with war machines->tent support struggle. Yrwanna has a really hard time keeping Furies alive, Cenataur hero struggles, and Griffon battle diver hero might also have issues. Also, Stunning Strike, one of Yrwanna and Centaur hero's bread and butter skills got slightly nerfed.
3) The heros that created elementals from dead blocker mobs have been nerfed to 'start with elementals' at the beginning of combat. These heroes had some exploitive strategies where they had significantly more blockers than normal during combat. Now, they are not very good.
4) Windspeaker removed from my favorite Demon Destruction hero. Now, of the casters, only Jhora has it, and she's crippled by horrific starting talents.
5) Both Poison Masters nerfed I think? I don't remember what % chance was before (15% now), but Ramping Decay spellpower and casting it with the hero special for free with skill power ramps like Pariah, Occultism, and Dark Exaltation was one B-tier creeping strategy.
Meta Buffs:
1) Replenishment of all kinds: First Aid Tent, Animate Dead, Regeneration are all extremely desirable now due to the meta.
2) War Machine heroes contine to be effective.
3) Summoners: Summon Elemental and Fire Trap are still good.
My Personal Current Favorite Hero Rankings:
1) Minasli:
The Combination of Artificial Glory, War Machines->Triple Ballista, Fire Arrow, Minasli's Fireball Special, and Morale/Luck boosters continues to be one of the most synergistc setups in the game. In addition, her chances of picking up Regeneration in the early-mid game are high: Starting with Light Magic and a high chance of picking up Regeneration with Library. Formula for Success: Get your War Machines setup early to handle week 1-2. Once you get Regenerating Colossi, your super War Machines and Colossi will carry you forward to victory.
2) Kastore:
Still my favorite summoner. Starting with Master of Conjuration gives him a quick path to Pyromancy and the combo of Occultism, Starting Warlock Spellpower, and the Summoning perks really help week 1. Stalker Invisibility also helps, though you will have to split them up, run them around, and generally take more losses due to multiple mobs from the new creature sript. His special gives you badly neeeded extra knowledge and helps you towards your ultimate Summoner to Destruction transition.
3) Kaspar:
I like the creeping package here of Buffed First Aid Tent and all the advantages of Necromancy creeping. The fact that he's a Melee character makes First Aid tent buff significantly more meaningful as the creatures you are ressurecting are significantly stronger than the Haven First Aid tent hero. Keep an eye out for War Machine Ring for your tent.
4) Orson
You might laugh, but I like Orson. Zombies have dash now? Lol... but seriously, good starting talents and one of the most looked down upon units in Heroes, zombies, are not to be underestimated... don't forget +1 growth. 32 growth (w/ Castle) X 25 hp is a LOT of hit points for tier 2. Necromancy, War Machines->Tent, and later Raise dead to support your zombies. Also, don't discount Festering Aura. Combine it with Banshee wail and possibly the -2 morale ring for -6 morale will mitigate quite a few hits. We also have some new new hit point artifacts, Amulet of the Bloody Claw, and tier 2 ressurection artifact to look out for. Could Orson be the new Ingvar? We shall see.
Balance Suggestions:
1) Regeneration is a bit too powerful for tier 3, especially for the current meta. Feels like a tier 4 spell to me in power level. It also costs too little... 12 mana vs 20 mana for Animate Dead.
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saamohod
Tavern Dweller
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posted May 22, 2022 06:28 PM |
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Edited by saamohod at 18:40, 22 May 2022.
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After several years I'm back playing this amazing mod. The overall quality improved a lot, but I seem to be having the same problem I used to have years ago. The AI seems to be cheating too much which leads to considerable AI advantage in unit numbers (and probably economically because it seems AI doesn't have to pay for city conversion).
I've played a couple of games on smaller maps that make early contact possible and what I saw is that AI manages to have way too many units in its stack compared to what I manage to have by that time. My settings are Hard difficulty (which means that human and AI are on equal footing according to description), Hard lookahead depth (I don't think it lets AI have free units though) and Default Mode (it also doesn't mention any cheats). Also I'm playing with Aggressive AI, but it shouldn't have any effect on the inflated unit count of AI either.
I'm not a noob player either, I guess. Been playing HoMM since HoMM 2 twenty years ago.
Please help me enjoy this game again, and show me which settings make AI cheat in such a shameless way
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted May 22, 2022 08:19 PM |
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saamohod
Tavern Dweller
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posted May 23, 2022 01:05 PM |
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Edited by saamohod at 13:36, 23 May 2022.
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After clearing a Vault of Mages a notification popped up "found parchment of phantom forces". What and where is it? It is not an artifact, nothing came to my inventory. Nor it is a spell.
EDIT: Never mind, looks like it's a spell with a different name "Shadow Image", if I'm not mistaken.
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saamohod
Tavern Dweller
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posted May 24, 2022 09:05 AM |
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Is there an easy way to turn off city conversion? It seems unfair that AI doesn't have to pay the exorbitant price for it.
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