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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 2 3 4 5 ... 90 180 270 360 ... 431 432 433 434 435 · «PREV / NEXT»
roymend
roymend

Tavern Dweller
posted November 06, 2022 05:58 PM
Edited by roymend at 17:59, 06 Nov 2022.

Hello everyone, I haven't played this game for a few years and I want to come back. The mod has been updated a few times since I last played. A small question - back when I played the mod it had some NCF creatures support, is there still support for NCF?

dredknight said:
Dear community,

Manual for RC16c is now available both in English and Russian (thanks to Cohopx)!




Also, I noticed a small bug in the new manual - it seems that it in the artifacts pages it always shows one less artifact than it should. For example in the spell tomes page it only shows 3 spell tomes:


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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted November 06, 2022 08:31 PM

NCF is currently not supported.

The manual behavior you have is weird. On my side it is working properly.
Is this bug present on all artifact filters?
What is the language region settings set on your PC?
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roymend
roymend

Tavern Dweller
posted November 06, 2022 10:11 PM
Edited by roymend at 22:14, 06 Nov 2022.

dredknight said:
NCF is currently not supported.

The manual behavior you have is weird. On my side it is working properly.
Is this bug present on all artifact filters?
What is the language region settings set on your PC?


Yes, it is present on all artifact filters, and my language region is English (United States).

Interestingly, I've now noticed this only occurs on 1440*960 resolution. Switching to 1200*800 on the launcher weirdly fixes the bug.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted November 07, 2022 08:50 PM

Issue is fixed.
Just redownload the manual.
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blackboy_homm
blackboy_homm


Hired Hero
posted November 20, 2022 09:24 AM

/_(Model)/TerrainObjects/Water/SeaChest.(Model).xdb#xpointer(/Model)

New Artifact use this model can't loot.


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Solmir85
Solmir85

Tavern Dweller
posted November 21, 2022 09:33 PM
Edited by Solmir85 at 21:35, 21 Nov 2022.

thGryphn said:
All these developments about Witch Huts bring me to an old question: Does it seem at all possible to reveal what skills a hut offers (after having visited it) on the adventure map?




Is the situation the same? Sounds weird, but maybe it's the main reason I quit 5.5. - I hate remembering something on the map in games...

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Gidoza
Gidoza


Famous Hero
posted November 23, 2022 05:43 PM

I had one more idea with respect to Bless/Curse being opposites but not opposites (just tell me whether this is possible or not).  Since having both Bless/Curse active at once apparently isn't possible - what if one dispelled but didn't overcome the other?  For example...

1.  Unit is Cursed.
2.  Bless is cast on unit - Curse is removed (but Bless isn't there).
3.  Then if you want to Bless the unit, you have to cast Bless on it a 2nd time.


While not being the same mechanic, it sort of simulates the same *effect* as - for example - Suffering and Righteous Might being on the same unit at the same time.  Instead of being simultaneous, it acts as a Dispel.  Both can still be re-cast (which is still annoying), but it doesn't have the *extremeness* of going from one end to another and pretty much demanding that the other player counter it.



dredknight said:
Dear community,

Manual for RC16c is now available both in English and Russian (thanks to Cohopx)!

Gidoza said:
Any way to still allow Eternal Light to prevent the other opposite spells even though they are no longer opposite spells?


The only change than can be done is to remove the change by removing this patch.

Anything else requires significant amount of time spent dwelling in assembly.

Thanks for the AI note, we have not yet explored how it works in the code but will keep that in mind.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted November 24, 2022 07:12 AM
Edited by dredknight at 07:14, 24 Nov 2022.

Gidoza said:

1.  Unit is Cursed.
2.  Bless is cast on unit - Curse is removed (but Bless isn't there).
3.  Then if you want to Bless the unit, you have to cast Bless on it a 2nd time.



Technically this is tough to make and will bring very small or no value at all to the game as opposite spell warfare is non existent in PvE.

Bless/Curse turn-around damage depends on creature damage range so discussion of the strength of the turnaround is pointless. Not to mention that double casting to fulfil a point sounds as unneeded bureaucracy.
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Gidoza
Gidoza


Famous Hero
posted November 24, 2022 01:35 PM

The theoretical non-existence of opposite spell warfare in PvE (whatever that means, I don't follow short-forms) didn't stop you from eliminating the opposite-spell-ness of other spells.  You can't use this as an argument *now*.  Furthermore, it's not exactly a mystery that the strength of Bless/Curse depends on a creature's damage - I'm not going to cast Curse on a unit with 50-50 damage just like I'm not going to cast Suffering on a unit that only has 1 Attack in the first place.  All spells have a time and place.  The fact that for *some units* the damage range eliminates them from consideration does not imply that the opposite-extremeness of Bless/Curse on other units is not a potent reality.



dredknight said:
Gidoza said:

1.  Unit is Cursed.
2.  Bless is cast on unit - Curse is removed (but Bless isn't there).
3.  Then if you want to Bless the unit, you have to cast Bless on it a 2nd time.



Technically this is tough to make and will bring very small or no value at all to the game as opposite spell warfare is non existent in PvE.

Bless/Curse turn-around damage depends on creature damage range so discussion of the strength of the turnaround is pointless. Not to mention that double casting to fulfil a point sounds as unneeded bureaucracy.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted November 26, 2022 09:04 PM

PvE means against neutral stacks
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted November 27, 2022 08:28 AM

Gidoza said:
You can't use this as an argument *now*


Agreed.
If I could I would make bless/curse work together but the technical effort is too complex(the assembly design is not within my strength to make).

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Gidoza
Gidoza


Famous Hero
posted November 28, 2022 02:39 PM
Edited by Gidoza at 16:18, 29 Nov 2022.

Question:  For "Last Stand," how does one return the effect to what it was previously (stack must have at least 2 units instead of at least 5) - the "at least 5" seems to ruin the whole point of the ability in my opinion.



EDIT:  Also, how does one change the order the Heroes show up in the main map selection screen?  I'm trying to add/subtract a couple hero icons, but when I add a new Knight (for example) it ends up mixed in with the Heretics, and I just want it to be with the other Knights.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted November 30, 2022 07:14 PM

Gidoza said:
Question:  For "Last Stand," how does one return the effect to what it was previously (stack must have at least 2 units instead of at least 5) - the "at least 5" seems to ruin the whole point of the ability in my opinion.


patch and unpatch exe with this one.

Gidoza said:

EDIT: Also, how does one change the order the Heroes show up in the main map selection screen?  I'm trying to add/subtract a couple hero icons, but when I add a new Knight (for example) it ends up mixed in with the Heretics, and I just want it to be with the other Knights.

I think it depends on the order heroes are arranged in MapObjects/_AdvObjectShared/any.xdb

file is any.xdb though not sure about the path.

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Gidoza
Gidoza


Famous Hero
posted December 02, 2022 02:01 PM

Going back to removing the patch from the exe - exactly how do I do that?  I change the 90 90 back to 74 7D (wherever that is)?  Also that won't affect anything else, will it?

Thanks,
-G


dredknight said:
Gidoza said:
Is there a way to remove the damage infliction from Disruption?  I find it counter-productive that it does damage when I might previously use Vulnerability to lower a Blind target's defence when it was a strong opponent to come back to later.

Remove this patch from exe.
Gidoza said:

1.  Damage becomes the same as it normally is without Bless/Curse online at all.
2.  Damage is the perfect average.


technically not possible
Gidoza said:

3.  To clarify - is there still a 50% resistance from that one perk for opposite spells, or is it JUST bless and curse now?  (effectively, the perk is WEAKER now that righteous judgment/suffering can co-exist since it only nullifies instead of over-taking, so I would presume that the cancelling of the opposite perk is still in place because it's a nerf to the perk and not a buff)

Only Bless and Light can cancel each other.
The perk is called Eternal light and makes bless spell effect immune to curse cast (100% chance up from 50%).

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted December 02, 2022 02:35 PM

This article explains how to work with YMLs.
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Gidoza
Gidoza


Famous Hero
posted December 09, 2022 05:35 PM
Edited by Gidoza at 17:37, 09 Dec 2022.

By the way - I've been playing on the first setting (the one where AIs are supposed to be aggressive to one another and WILL retreat) - and I don't see any retreating happening from the AIs at all.

I rather like it when the AI are aggressive with one another as I like 8-player maps where an AI can actually get dominance by conquering his neighbours and getting a ton more troops than me.  If I'm not mistaken, higher difficulty levels make the AI more likely to retreat - but this also reduces AI aggressiveness towards one another, which is a large flaw in my opinion.  Any way this inverse relationship could be dampened?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 10, 2022 12:27 PM

the retreating relates to AI retreating on the combat map, when fighting a human player, not to AI fighting each other on adventure map. AI aggressiveness towards each other goes down with difficulty setting.
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Gidoza
Gidoza


Famous Hero
posted December 14, 2022 02:42 AM

magnomagus said:
the retreating relates to AI retreating on the combat map, when fighting a human player, not to AI fighting each other on adventure map. AI aggressiveness towards each other goes down with difficulty setting.




Well, all I can say is that in the previous versions the AI was retreating regularly.  Now, on the standard setting (where the AI is supposed to be aggressive to each other, and retreat from Humans), I have yet to EVER see the AI retreat in the current version.  Not much fun when the AI's Hero just hands over all its items and loses its best Hero and has no chance of recovery again.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 17, 2022 12:47 PM

possibly the game ended up in savage mode after using the restart mission button, or because the defaultstats was modded
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Ethera
Ethera

Tavern Dweller
G
posted December 21, 2022 11:20 PM

Tbh, Its one of the best mods I've ever tried. Definitely recommend.
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