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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 ... 426 427 428 429 430 ... 435 · «PREV / NEXT»
Husska
Husska

Tavern Dweller
posted September 01, 2022 09:28 PM
Edited by Husska at 21:31, 01 Sep 2022.

thGryphn said:
Husska said:
Hi everyone! Maybe someone knows how to make a portable version of Heroes 5.5?
So that it would be possible to save the game on an external drive, and so that the settings and saves would be stored in the game folder on this drive?
I was trying to find this information in google, but with no luck


The only problem with that plan is that the game engine puts the saves and player profiles in your system "My Documents" regardless of where the game is.

Other than that, you can simply copy/paste your game installation anywhere and install MMH5.5 on that location.

A potential solution to the save/profile location is to have that location be placed on a cloud, such as OneDrive or Dropbox. I use the former. I did this on multiple PCs, meaning whichever PC I turn on, I see the same "My Documents" folder, synced via cloud. This may help you as well, I don't know...


Thanks a lot for your reply!
The fact is that we often play MMH 5.5 with friends when we visit each other or in the office after work, on different computers. And very often we forget to transfer our saves back to an external drive That's why I was wondering if it was possible to make the game completely portable, so that saves and game settings would be automatically saved to an external drive.
But the idea with ​​using a cloud might help!
I'll try it out
Thanks!
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 01, 2022 10:13 PM

Initially my main disagreements were introducing shatters and all racials to all classes, including originally unique abilities like mark of the wizard. Later I remember seeing things like some upgrades getting +25%hp or others more speed, lots of effect nerfs that felt sad..

More recent, let's see. In no particular order, I just took a brief look and these caught my eye.

- Shadow witches getting completely changed. I like the theme, fits dungeon but feels odd to change that after all these years. Would be cool if you could add a third alt upgrade for such cases.
(To my knowledge you can but don't know about the UI)

- Elemental immunities/protections being swapped around, added or removed.

- Spells being moved around, esp confusion which is a big deal.

- No sorcery in fortress

- Spirit link nerfed to the ground.

- Remote control becoming completely changed (but had forgotten you no longer had it in wm)

- Shackles of war becoming a shatter exclusive.. Doesn't that make the game more random if you manage to capture the enemy hero by chance?

- Arcane armour perk moved to destructive..?

- Messing with level up pop ups, which was imo one of the best things H5 did for level up management.

- Warcries completely changed (tho making lvl 1 creeping focused was great)

- I think all runes can now be gained through skills? Is the runic guild even a thing?

- 5% energy channel. Ok 25% was a lot and I know it's been 10% for a long time but.. that's just sad. Even with the rounding.

- Removing gating because of last stand abuse instead of removing last stand from them or fixing the abuse.

- Elemental balance under master of storms..?

- Stalker invisibility requiring 7 units to work.. I understand the idea but just sad.

- Unicorn bow with -1 luck feels meh. I do agree it needed a downside but..



The actually good parts:

- Ballista scaling better with levels.

- Earthquake outside sieges

- Specific summon perks.

- Improved brawlers and more offensive ghosts.

- Phoenix/mechanical immune to cold death

- Arcane renewal fix. Is it documented exactly which spells triggered it? I know summoning did but never tested for all and not sure about light.

- 2 knowledge necromancers.

- No shield other to skeleton warriors.

- Torpor/wound tweak.

- Week effects toned down.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 02, 2022 12:48 AM

I will try to explain a few changes, mainly from perspective of what happens in competitive multiplayer in older H55 ~RC13, but probably also in H5 TOE in certain matchups.

-spirit link, was so much mana any other recovery mechanism is overshadowed and even in this state still popular skill in PvP
-remote control extreme lottery, either you take the ballista and win 100% against might hero or does very little
-shackles of war, unfortunately because of H5 flee/surrender mechanics Might heroes just cannot win without it against Magic hit and run attacks. So game became a lottery for finding it.

-you can get 2 runes per branch, I guess with a mentor you can get 5, but it will cost more than the guild. right now our problem in PvP is on many random map templates players have no time to ever get back to their town at all.
-gating was primarily removed because turns in PvP take too long, so nobody would play it (so now we have one gating class, specially balanced for it, which can easily be avoided), also if faction has a unique skill, paradoxically if you put it on all its classes they all play very similar instead of different.

-incentive to upgrade tier 6 dungeon was very low and invisibility gameplay centered 99% around the stalkers, so this is an experiment, the results are still pending.
-sorcery is in fortress on the magic class.
-elemental balance was canceled.
-hornbow was half canceled, you now get the luck back if you also have the quiver.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 02, 2022 02:29 AM
Edited by dredknight at 02:33, 02 Sep 2022.

Regarding Shatters and Shackles - it is a tradeoff. Those are skillpoints that could be traded for other skills.


Energy Channel 5% & spirit link - those should not be looked from the perspective of the perks themselves. Here are some examples. Destructive hero casts spirit link on enemy, and then casts 5-9k implosion on it and refills mana to max. Its infinite mana loop.

Destructive hero path means one focuses on hero damage output instead of army, so mana is of highest importance, but to get it back you need to hit Spirit Linked unit multiple times instead of once with high damage. This is contrary on what usually a player aims with his army - hit the highest priority target to cripple the enemy. This approach dissipates the effectiveness of the Magic hero army in favour of his damage output.

On the other hand energy channel stacks with multiple mana reducing effects - Ring of Sar Isus (which was also nerfed from 50% to 25%) and arcane training - 20%. Energy Channel perk was way too strong on its own. Basically all Academy heroes used to gain 25% mana reduction for free. What other race has such powerful creature ability?

Just to mention here - we nerfed Paw Strike! ToE chance could go above 90% with Soldiers luck. I remember back in the day playing with fortress i just waited for 2 turns to buff up my units and then went on a bash rampage, following it with paw strike and Brawlers bash.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 02, 2022 10:16 AM

@magno

Spirit link was in dark no? Dark+destructive builds are.. Honestly not good by nature. If you're gonna go destructive you could instead focus on boosting said destructive.

Remote control can be tweaked in any number of ways and be balanced. My point was that this new skill had absolutely nothing to do with the original mechanic and as a result feels like a random idea. The RTA project had something interesting here. Make it activated, you choose which wm and it lasts for 1 turn. I forget the details but certainly feels like an evolution of a mechanic that worked poorly.

Shackles vs destructive hit&run I get it. Vs cotn or Holy word a but niche but ok. Summoning still feels the odd one out. Rather than that, wouldn't it make more sense to add flee/surrender penalties? Like abandoning artifacts or surrender having a decent fixed cost even if you have 1 peasant on you.

I don't suppose there is a script solution of heroes learning what's in the guild remotely?

Instant invisibility has been discovered, it can make mistresses pretty reliable.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 02, 2022 10:45 AM

Well, RTA has some exceptionally skilled reverse engineer behind it, like they have both ATB and amount of creatures in the combat UI. So we are not necessarily capable of doing everything they do.

There is currently no mechanism to know which spells are in the guild and the surrender/flee mechanics are also extremely hard to change.

What do you mean instant invisibility, ATB reset to 0? you use that in duel?
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 02, 2022 10:50 AM

dredknight said:
Regarding Shatters and Shackles - it is a tradeoff. Those are skillpoints that could be traded for other skills.

Yes of course. I'm not suggesting it is unbalanced nor cheap, I just find that a weird workaround to a problem that mostly stems from destructive.


dredknight said:
Energy Channel 5% & spirit link - those should not be looked from the perspective of the perks themselves. Here are some examples. Destructive hero casts spirit link on enemy, and then casts 5-9k implosion on it and refills mana to max. Its infinite mana loop.

I don't disagree but I have never seen a case where dark and destructive build was worth it. If spirit link is no longer in destructive disregard that but either way, this is only an issue because spirit link is widely available.

dredknight said:
On the other hand energy channel stacks with multiple mana reducing effects - Ring of Sar Isus (which was also nerfed from 50% to 25%) and arcane training - 20%. Energy Channel perk was way too strong on its own. Basically all Academy heroes used to gain 25% mana reduction for free. What other race has such powerful creature ability?

No disagreement here. But below 10% even with favourable rounding, eeeeh. Just doesn't feel good.

dredknight said:
Just to mention here - we nerfed Paw Strike! ToE chance could go above 90% with Soldiers luck. I remember back in the day playing with fortress i just waited for 2 turns to buff up my units and then went on a bash rampage, following it with paw strike and Brawlers bash.

That was one of nival's stupidest ideas. Almost guaranteed stun, potentially on multiple units with battlerage rune(and/or berserking) and reset atb to 0%. I've personally halved the coef and the only reason stun does no reset to 50% is because Marko hasn't found the time yet Lower chance is most definitely needed here.

Secondary rant: Battleragers and blackbears with battlerage and soldier's luck in the same faction, good job nival xD It's funny how like h3 fortress, it is very effect trigger focused faction. Only, the chances can go wayy up..
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 02, 2022 10:53 AM

magnomagus said:
Well, RTA has some exceptionally skilled reverse engineer behind it, like they have both ATB and amount of creatures in the combat UI. So we are not necessarily capable of doing everything they do.

There is currently no mechanism to know which spells are in the guild and the surrender/flee mechanics are also extremely hard to change.

What do you mean instant invisibility, ATB reset to 0? you use that in duel?

Yeah and sadly they are secretive about their hex editing. Technical limitations are part of the creative process, what can we do..

Also yes, you go invisible and can act immediately. I have not implemented in the current map version tho, Marko knows the address.
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thGryphn
thGryphn


Promising
Famous Hero
posted September 03, 2022 01:28 PM

Elvin said:
magnomagus said:
Well, RTA has some exceptionally skilled reverse engineer behind it, like they have both ATB and amount of creatures in the combat UI. So we are not necessarily capable of doing everything they do.

There is currently no mechanism to know which spells are in the guild and the surrender/flee mechanics are also extremely hard to change.

What do you mean instant invisibility, ATB reset to 0? you use that in duel?

Yeah and sadly they are secretive about their hex editing. Technical limitations are part of the creative process, what can we do..

Also yes, you go invisible and can act immediately. I have not implemented in the current map version tho, Marko knows the address.


Unless invisible turns are increased, immediate action after invisibility would make the unit much less useful for a Magic hero, with some benefit to a Might hero (for evading detection).

If invisible turns are increased at the same time, it would be a huge boost for a Might hero, with significant benefit to a Magic hero as well.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 03, 2022 03:11 PM

What do you mean increased?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 03, 2022 03:28 PM
Edited by magnomagus at 15:41, 03 Sep 2022.

magic likes the units invisible for long, but if they can act immediately, they get an extra action if the duration of invisibility stays the same, which is a major buff which you can only nerf by reducing the duration.

EDIT: that being said, I realize it doesn't help the stalkers as they will reveal themselves when attacking, only the mistress since they can cast more spells while invisible. so perhaps this is worth considering.
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blackboy_homm
blackboy_homm


Hired Hero
posted September 05, 2022 11:04 PM

Elvin said:
@magno

I don't suppose there is a script solution of heroes learning what's in the guild remotely?  



I created a consumable artifact called "order to return to the city". Heroes can use this artifact to visit the town immediately, learn the magic in the town, recruit the creatures in the town, set up avenger enemies, etc



Core code:

function TTH_ARTI.implActive103(iPlayer, strHero, strTown)
 RemoveArtefact(strHero, ARTIFACT_DIMENSION_DOOR);
 MakeHeroInteractWithObject(strHero, strTown);
end;

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 06, 2022 07:31 AM
Edited by Elvin at 07:33, 06 Sep 2022.

That's not a bad idea either. I liked H6 having a town portal building and an upgrade that made the hero prefer that town instead of any closest. A simple but handy solution. only downside, you had to be in town to learn the spell from the building heh

How do you give that artifact? Is it found randomly, can you buy it in marketplace or mage guild?
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blackboy_homm
blackboy_homm


Hired Hero
posted September 06, 2022 01:06 PM

Elvin said:
That's not a bad idea either. I liked H6 having a town portal building and an upgrade that made the hero prefer that town instead of any closest. A simple but handy solution. only downside, you had to be in town to learn the spell from the building heh

How do you give that artifact? Is it found randomly, can you buy it in marketplace or mage guild?



I have established a framework for heroes to actively use talents / artifacts / skills. Players can choose the option they want to execute through the QuestionBox. This artifact can be purchased in the town with 5000 gold in the first week, and the price will rise by 500 gold per week, as a consumable treasure.



This is my git code, based on mmh5.5 edit by magnomagus.
https://github.com/blackboysdj/h55mod

This is the platform and video I usually broadcast live. You may not understand my language, but you should be able to see the operation interface and understand what I said.
https://www.bilibili.com/video/BV14P4y1M7gL/

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 06, 2022 03:32 PM

Thanks
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 07, 2022 03:49 PM

Beta 15 is Released!

This release fixes 2 major issues, adds new ARMG templates and makes the Plague Tent really good!

Download Beta 15

WARNING: you must use the mod's uninstaller, before installing this patch!, ARMG demo maps are repacked in single .h5u file, to make game syncing easier in future and keep map folder clean. After installation there shouldn't be any ARMG demo maps in your map folder.

Full changelist:

-fixed MAJOR issue of many game features broken when 'hidden artifacts' option was chosen, this issue existed also in earlier betas but was discovered late, it is technically incompatible with 'mixed neutral stacks' therefore this feature will always be disabled from now on when this feature is selected.
-fixed scenario 'In Search for Power' had become unplayable, 2 objectives have been adjusted (and their descriptions).

-The Plague tent ability is significantly more powerful and the new description reads as follows: 'The First Aid Tent gains the ability to damage enemy creatures. The damage dealt is 20% more than the tent can heal. Plague shots do not consume healing shots, but will be depleted when there are no healing shots left.'

-added new ARMG template series 'Loop', for PvP games with easier return to town, updated ARMG manual with many revised text.
-added new team templates 4P-Ladder-XL and 4P-Ladder-H
-removed gladiator template series and replaced with new template 2P-Ladder-XL that has 2-way path more towards the middle.

-The divine guardians perk is added back into the game, but it no longer adds t7 growth and is renamed divine guardian (singular), the perk replaces twilight and is only available to a select few 'good' classes that cannot learn dark magic: knight, ranger, druid, engineer, flamekeeper. The other classes still learn Twilight.
-boots of levitation is lowered to major artifact and clarified desc.
-boots of swift journey is raised to relic artifact and value increased to 36000, making it very unlikely placed in early zones
-Nightmares and Hell stallions swap most of their stats and their names, the new 'hell stallions' have cursing attack instead of fear, since fear is tactically. contradicting searing aura, which fits better with a tankier unit. Nightmare name fits better with black horse with fear ability.
-added purge to archmages, removed energy channel.
-removed adventure luck from Soldiers luck as skill got a lot more potent and now academy also has a proc ability.
-vampires life drain ability reduced to 30%.
-spectres -2HP, poltergeists -1D.
-added ability primordeal to elementals (to protect them from chain shot when playing sorceror).

-implemented new system for preventing abuse with memory mentor, instead of more intrusive 'complex knowledge' text all skills that cause 'mental scarring' start their description with "Adventure Skill: ..", when using the memory mentor a warning is included in the default popup that any skills with this indication will cause mental scarring and remove 2 random primary skills. (A milder effect, but more skills are tagged, such as each level of logistics, necromancy).

-Kaspar starts with advanced defense instead of first aid.
-fixed silver city magistrate perk boosting mana regen.
-fixed grok being gatekeeper for witch huts and town building mechanics.
-fixed calh being demonlord for witch huts and town building mechanics.
-fixed Kilghan start army.
-fixed pathfinder's aid kit appearing from battle sites.
-fixed or improved descriptions of dark avenger, vitality, eternal servitude, primordeal, lifedrain, spirit link, spymaster, preparation, cult master.
-cleaned up RMG template tooltip of old news.
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blackboy_homm
blackboy_homm


Hired Hero
posted September 07, 2022 08:16 PM

magnomagus said:



How to use the files in "for stripped exe" like tent_modifiers_v3.yml

How to stripped the exe?

Thank you!

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 07, 2022 10:17 PM

Here you go!
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 08, 2022 12:01 AM
Edited by Elvin at 00:06, 08 Sep 2022.

30% life drain.. Elvin depression intensifies

How come Kaspar lost first aid? Too easy earlygame?

Plague tent change sounds very nice.

I still don't get why nightmares had to lose fear, even if it doesn't synergise well with searing aura it's a clear nerf :/

What is mental scarring? I thought everyone who's used a mentor is scarred for life but this sounds like a term

I'm also curious, does purge work on your own units with mage attacks? Since archmages don't shoot through your units.
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blackboy_homm
blackboy_homm


Hired Hero
posted September 08, 2022 07:05 AM

dredknight said:
[url=https://heroes5.fandom.com/wiki/How_to_strip_exe_relocation_table]Here you go![/url]


Thank you!

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