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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 ... 124 125 126 127 128 ... 150 200 250 300 350 400 435 · «PREV / NEXT»
Nordos
Nordos


Known Hero
posted February 07, 2016 10:44 AM

I did get it twice while I tried downloading it in my university. After I returned home, I didn't had any problems.

So yeah, looks either random or being restricted to specific locations. I tend to 'random'

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Wakke
Wakke


Hired Hero
posted February 07, 2016 02:05 PM

On Celestial Heavens they assumed H5 damage was calculated as:

A. In case the attackers attack skill is higher than (or equal to) defenders defense:
Damage = trunc(creature damage value * stack size * (1 + 0,05 * (attack-defense)) * (1 + attack boosters) * (1 – defense boosters))

B. In case attackers attack is lower than defenders defense value
Damage = trunc(creature damage value * stack size * (1 - (defense-attack) / (20+defense-attack)) * (1 + attack boosters) * (1 - defence boosters))

Is that correct? And how is it modified for MMH5.5?


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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted February 07, 2016 02:31 PM
Edited by dredknight at 14:32, 07 Feb 2016.

Wakke said:
On Celestial Heavens they assumed H5 damage was calculated as:

A. In case the attackers attack skill is higher than (or equal to) defenders defense:
Damage = trunc(creature damage value * stack size * (1 + 0,05 * (attack-defense)) * (1 + attack boosters) * (1 – defense boosters))

B. In case attackers attack is lower than defenders defense value
Damage = trunc(creature damage value * stack size * (1 - (defense-attack) / (20+defense-attack)) * (1 + attack boosters) * (1 - defence boosters))

Is that correct? And how is it modified for MMH5.5?



In HoMM5.5 the formula is edited and looks like this:

A. In case of Attack is higher: Damage = trunc(creature damage value * stack size * (1 + 0,033 * (attack-defense)) * (1 + attack boosters) * (1 – defense boosters))

B. In case attackers attack is lower than defenders defense value
Damage = trunc(creature damage value * stack size * (1 - (defense-attack) / (30,30(30)+defense-attack)) * (1 + attack boosters) * (1 - defence boosters))

Where 30,30(30) represents infinity of number 30.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 07, 2016 02:33 PM
Edited by magnomagus at 14:34, 07 Feb 2016.

Replace 0.05 by 0.03 and 20 by 30

EDIT: Dk beat me to it
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 07, 2016 03:15 PM
Edited by Elvin at 15:25, 07 Feb 2016.

On checking the facebook page I noticed this:

Sky Daughters spell book: Haste, Divine Strength, Chain Lighting, Purge

Purge wad added as a spell then?




I also see some major bloodrage changes, like 10/20/30% dmg reduction when raged. Did you also change the rage to hitpoint modifier?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 07, 2016 04:05 PM

1. typo
2. yes
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StrikerX
StrikerX


Known Hero
The Bringer of Rain
posted February 07, 2016 04:23 PM

Using the ARMG I been getting alot of wierd placements.  Like guards and resources that are hidden under the resource building itself so I can't pick up the resources and I can flag the resource without any fight.  Nearly all the resource building are in some way messed up.

I loaded it in the editor and the sawmill was covering up the 2 piles of wood and I could see the guard but couldn't actually start a fight with him cause he was nearly inside the building.  Could flag it without fight.  

I couldn't even flag the ore mill even though it seemed like it was on good even ground with nothing blocking it.

The sulfur mine was flaggable without a fight cause the guard was inside it.  The one pile of sulfur reosource I could see was protected by him though the mine wasn't.

Any way to fix this?  

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 07, 2016 04:31 PM

You have a conflicting mod installed most likely RTMG.pak

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StrikerX
StrikerX


Known Hero
The Bringer of Rain
posted February 07, 2016 04:36 PM

magnomagus said:
You have a conflicting mod installed most likely RTMG.pak



Yeah I keep forgetting to delete it.  Even closed out my game and deleted it and started over but I had already created the map with it there i guess.

Been using it just to remove monster weeks.  Does that hurt the map as far as anything to do with 5.5?

Thanks I'll try again.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 07, 2016 04:37 PM

Heh I suspected you might have but do you remember how much? In vanilla 3.1 it was 1200. With lower damage reduction you have probably made rage last longer?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 07, 2016 04:51 PM

@StrikerX: you will have to regenerate the maps without the RTMG.pak installed, you shouldn't use this file while playing also, it is heavily conflicting.

@Elvin: It's long time ago, but I'm sure the 'correct' value can be deduced from the desired damage reduction which makes it irrelevant to mention. This keeps the system balanced without the need to modify all those + - rage bonuses.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted February 07, 2016 05:05 PM

magnomagus said:

EDIT: Dk beat me to it


magnomagus said:
1. typo

Typo fixed .


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StrikerX
StrikerX


Known Hero
The Bringer of Rain
posted February 07, 2016 05:25 PM

That did fix my next random map test.  I was hoping to use RTMG just to remove monster weeks then delete the .pak.  I guess this is alright as long as I remove to the .pak after I use it?

*****************

I also had a few other questions if anyone knows how to do it.


Is there a way to remove from the generator the option to even pick dwarven walls in the underground?


Also I been trying to get more stat building experience items to show up.  I been using 3 but don't get hardly any stat training buildings.  I tried 4 to test it and only got 1.  Are witch huts part of that group I guess?  I seem to get more of those.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 07, 2016 05:33 PM

Quote:
is alright as long as I remove to the .pak after I use it?


yes, but that will also remove the monster week modification

Quote:
Is there a way to remove from the generator the option to even pick dwarven walls in the underground?


no

on larger maps you should get plenty of stat boosters with both 3 and 4, witch huts are not part of that category.
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StrikerX
StrikerX


Known Hero
The Bringer of Rain
posted February 07, 2016 05:48 PM

magnomagus said:
Quote:
is alright as long as I remove to the .pak after I use it?

yes, but that will also remove the monster week modification


Oh do they still spawn monsters on monster week in this mod?  Only reason I been doing it is to keep the roads safe for caravans.



Quote:
Is there a way to remove from the generator the option to even pick dwarven walls in the underground?

no



Thanks.  really wish I could knock them dwarven walls down

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 07, 2016 05:53 PM

Quote:
Oh do they still spawn monsters on monster week in this mod?  Only reason I been doing it is to keep the roads safe for caravans.


Yes, its important game mechanic for diplomacy/dungeon pit/inferno pit/golden tongue/astrologer

better use governor heroes to kick them out of the way, also on RMG maps road blocks will be very rare.
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Belisarius
Belisarius


Promising
Known Hero
posted February 07, 2016 07:04 PM

hey dred, what was the font that is being used in heroes 5? anyone?

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Elessar
Elessar


Adventuring Hero
posted February 07, 2016 07:56 PM

Magno, how do you remove/disable Town Gate, again?

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StrikerX
StrikerX


Known Hero
The Bringer of Rain
posted February 07, 2016 08:16 PM

Elessar said:
how do you remove/disable Town Gate, again?


Under your data folder, open up MMH55-Settings.pak with Winrar/7z.  Go to scripts, and edit H55-Settings.lua

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted February 07, 2016 09:05 PM

Belisarius said:
hey dred, what was the font that is being used in heroes 5? anyone?


I guess you mean how to change the font to such one that cyrilic symbols to be seen in-game?

Fonts can be found in texts.pak -> UIFonts.

I dont know what the font type should be exactly but you can download and check the fonts of the russian mods as I still have not started translation as I decided to put some other matters up front (no worries still h55 related ).

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