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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 278 pages long: 1 30 60 90 ... 118 119 120 121 122 ... 150 180 210 240 270 278 · «PREV / NEXT»
magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted January 25, 2016 09:05 PM

Well, it is nice they actually responded to you, I had not really expected that.
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sphinxyy
sphinxyy

Tavern Dweller
posted January 26, 2016 02:46 AM

Dear Mango,Is it possiable to bring 3.1 old artifact sets's effect back in games? like Archer`s Dream and runelore, etc.

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sphinxyy
sphinxyy

Tavern Dweller
posted January 26, 2016 03:28 AM

sphinxyy said:
Dear Mango,Is it possible to bring 3.1 old artifact sets's effect back in games? like Archer`s Dream and runelore, etc.


here come more questions:
1. I modified some values in defaultstat.xdb like stormwind ability ,but it doesnt work. in game it's always 10% initiative decrease.
2. Champion's champion charge ability seems doesnt work.
3. dwelling sometimes cant be converted,im sure i have enough resource and dont reach the limit.

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strigvir
strigvir


Adventuring Hero
posted January 26, 2016 04:22 AM

Any ETA on a new version?

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted January 26, 2016 08:49 AM

@sphinxxy:

Old artifact sets are heavily bugged in 31j source code

1. can be, some values in defstats don't work
2. 31j issue, I'm working on it
3. The limit is not decided by how many you convert but by how many there are on the map.


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Nordos
Nordos


Known Hero
posted January 26, 2016 10:48 AM

to 1)
Mind you, that the descriptions are mostly seperate from the values in defaultStat. Meaning, it may say '10%' while your new 50% is in effect. Try testing it to its limit and see if you notice a change

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sphinxyy
sphinxyy

Tavern Dweller
posted January 26, 2016 04:24 PM

Nordos said:
to 1)
Mind you, that the descriptions are mostly seperate from the values in defaultStat. Meaning, it may say '10%' while your new 50% is in effect. Try testing it to its limit and see if you notice a change

Thanks for remind me.
but i dont check the text description but check the creatures' status information box to know whether my modification is worked.

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rowsol
rowsol

Tavern Dweller
posted January 27, 2016 12:12 AM

Can someone tell me where the H55 custom maps are located?  I want to delete them.  The ones in the custom game menu that say "kill 'em all".  Thanks.

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Belisarius
Belisarius


Promising
Known Hero
posted January 27, 2016 10:07 AM

First, create one ARMG map and save it. Regardless which type and settings.
Then, go to your ToTE folder and inside it you should see Maps folder. All maps should be there.

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Nordos
Nordos


Known Hero
posted January 27, 2016 11:02 AM

I guess he doesn't mean self-created maps, but the H55 maps which came with the installation.

They should be located in one of the .pak files...

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted January 27, 2016 11:36 AM

remove the RMG-Demo.pak from the data folder.
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rowsol
rowsol

Tavern Dweller
posted January 27, 2016 11:53 AM
Edited by rowsol at 11:58, 27 Jan 2016.

magnomagus said:
remove the RMG-Demo.pak from the data folder.


derp, thanks.

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Wakke
Wakke


Hired Hero
posted January 27, 2016 09:11 PM
Edited by Wakke at 21:13, 27 Jan 2016.

I have 2 questions regarding the armg:

1) I generated my first map, but it's too dense on map items/locations for my taste. Is there an easy way to reduce the amount of map items/locations?

2) Is there some way to have the tears of Asha be hidden on a random spot, and have obelisks work like in Vanilla? The way I did this in TotE for some vanilla maps was opening them in the editor and place tears of asha on many, many spots. When starting the game, it would randomly be in one of those spots. It requires a lot of manual work.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted January 27, 2016 11:26 PM

1. Set resources to miserable.
2. No, that's why it works this way.
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rowsol
rowsol

Tavern Dweller
posted January 28, 2016 08:36 AM
Edited by rowsol at 08:36, 28 Jan 2016.

Is there a way to increase the movement points of heroes in this game?  I feel your movement is piss poor in this game and I'd like to double it, for me and the AI, if that's possible.  (I mean through editing the mod)

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Wakke
Wakke


Hired Hero
posted January 28, 2016 09:00 AM
Edited by Wakke at 09:01, 28 Jan 2016.

magnomagus said:

2. No, that's why it works this way.


Can I still manually add tears of asha locations and vanilla obelisks to armg maps and have them work like in TotE?

Another thing: I'm in a skirmish armg map, and I have the artifact that gives some wood, and the one that gives some ore. I received neither in the beginning of the week. Also, the wood contract of the warmachine shop gave me nothing.

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lotihoti
lotihoti


Famous Hero
posted January 28, 2016 09:02 AM

defaultstat.xdb - there you can set movement Points - or via script using a function from editordocuments/script functions.pdf

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted January 28, 2016 12:51 PM

@Wakke:

please read FAQ on moddb
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Wakke
Wakke


Hired Hero
posted January 28, 2016 08:49 PM

magnomagus said:
@Wakke:

please read FAQ on moddb


The artifact that gives wood gave me wood earlier in the game, so I don't think it's a setup issue on my end.

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Nordos
Nordos


Known Hero
posted January 28, 2016 10:14 PM

The Script may have crashed.
What was the it again... @H55_WTF() or something? There should be a command to check whetever the scripts are working correctly

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