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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 ... 125 126 127 128 129 ... 150 200 250 300 350 400 435 · «PREV / NEXT»
thGryphn
thGryphn


Promising
Famous Hero
posted February 07, 2016 10:21 PM

dredknight said:

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


Curious, why so complicated, why not just 30?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 07, 2016 10:30 PM

I recommend looking up the formula in the manual, the game doesn't even use these numbers it uses 0.0333
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thGryphn
thGryphn


Promising
Famous Hero
posted February 07, 2016 10:51 PM

By the way, I don't know if it's already the case, but if the purpose is to make attack value and defense value perfectly equivalent (symmetric) in effect, then the formulas should precisely look like this (using 30 as the base, as it seems to be intended):

In case of Attack is higher than Defense:
Damage = trunc(creature damage value * stack size * ((30 + attack - defense) / 30) * (1 + attack boosters) * (1 – defense boosters))

In case Attack is lower than Defense:
Damage = trunc(creature damage value * stack size * (30 / (30 + defense - attack)) * (1 + attack boosters) * (1 - defense boosters))


Or, in better presentation using a unified notation with (+) and (-) operators, meaning the (positive side) and (negative side), respectively:

Damage = trunc(creature damage value * stack size * ((30 + (attack - defense)(+)) / (30 + (attack - defense)(-))) * (1 + attack boosters) * (1 – defense boosters))

E.g.
(30-20)(+) = 10
(30-20)(-) = 0
(20-30)(+) = 0
(20-30)(-) = 10

Looks even better this way:



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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 07, 2016 11:08 PM

As i said, the manual:

» If the attacker's Attack is higher than the opponent's Defense (A≥D):

Damage = Stack_Size * random(min_dmg, max_dmg) * [ 1 + 0.033*(A-D) ]

» Else, the attacker's Attack is lower than the opponent's Defense (A≤D):

Damage = Stack_Size * random(min_dmg, max_dmg) / [ 1 + 0.033*(D-A) ]
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thGryphn
thGryphn


Promising
Famous Hero
posted February 07, 2016 11:08 PM
Edited by thGryphn at 23:09, 07 Feb 2016.

magnomagus said:
I recommend looking up the formula in the manual, the game doesn't even use these numbers it uses 0.0333


The fan manual uses the 0.05 multiplier, which corresponds to a base of 20 in the representation of the same formula I put above.

I believe you changed it to 0.033, right? Which explains 30.30(30), because 1/0.033 = 30.30(30)...

The reason I put the formula is for better presentation and even easier modification. Change 30's with something else, and voila, you have a different base


Edit: You ninja'd me But I can't seem to find a manual stating 0.033, but just 0.05...

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 07, 2016 11:15 PM

What I posted is how H5.5 does it since release of New Artifact Framework
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matod
matod


Adventuring Hero
posted February 08, 2016 10:22 AM

dreathknight i dont think spellblocking speciality work , in combat we had before i cast mass slow game said its blocked but i was ablte to cast it again check the twitch vod..

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 08, 2016 11:17 AM

I checked your video, but didn't see you cast it twice, how do you know it isn't denied after hitting the button.
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matod
matod


Adventuring Hero
posted February 08, 2016 11:26 AM

if i remember it after blocking the spell should remain shaded and you cant click on it but afer game said spell blocked they spell icon was in normal collor, i cant check video now i am at work..

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matod
matod


Adventuring Hero
posted February 08, 2016 11:40 AM

heh i write like from google translate , sry for bad english
So i look up at the video go check time 1:59:42 and then 2:02:38.
At  2:02:38 mass slow should be different icon that faded out no?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 08, 2016 11:44 AM

Ok I checked it out in hotseat against myself, spellwringer works.

but if a mass spell is blocked the icon is not greyed out, but if you click on it you still cannot cast the spell, the spellbook just closes.

in case of non-mass spells the icon is greyed out.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted February 08, 2016 02:19 PM

magnomagus said:
Ok I checked it out in hotseat against myself, spellwringer works.

but if a mass spell is blocked the icon is not greyed out, but if you click on it you still cannot cast the spell, the spellbook just closes.

in case of non-mass spells the icon is greyed out.


Cheers for the hardwork
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matod
matod


Adventuring Hero
posted February 08, 2016 02:56 PM

ye cool work as always mango , do you plan to use the script that allows in 1v1 to give controll of neutral units and vice versa? as new game mode or its too much of work?

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Belisarius
Belisarius


Promising
Known Hero
posted February 08, 2016 04:34 PM

Font is monotype corsiva. I have it but seems I can't use it with Filmora (dont know why, cause it is fine with ms word). I also have several substitute fonts, but same case with them. I've reorganized videos on youtube in groups, and trying to make a good "trailer" video for MMH5.5.
So please guys, post some replays of your games, to make the youtube channel richer.

Blocking spells worked in my case, against AI, it was functional.

Neutral creature control would be interesting. Also that battlegrounds from final battle against inferno, where enemies come in waves.




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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 08, 2016 04:53 PM

matod said:
ye cool work as always mango , do you plan to use the script that allows in 1v1 to give controll of neutral units and vice versa? as new game mode or its too much of work?


I'm not working on that for the time being.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 08, 2016 04:55 PM

Belisarius said:
and trying to make a good "trailer" video for MMH5.5.


That would be awesome!
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devilfire
devilfire


Adventuring Hero
posted February 08, 2016 07:00 PM

In RPE Deathknights had -3 morale instead of +3 morale if they have necromancy. Why was that changed to +6 attack ?

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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted February 08, 2016 07:23 PM
Edited by Antalyan at 19:25, 08 Feb 2016.

Hi magnomagus, I have finally managed to install your awesome mod (version 6).

I have several questions, I hope you can help me to asnwer them:

1) I could not find Marzhin's Legends of the Ancients. Are there hidden somewhere in the game or do they have to been donwloaded manually?

2) In the map choice settings screen, all the new possibilities like 8 secondary skills are grey and locked, you have any idea what could be wrong?

The main problem I have experienced with this mod is the conflict of Czech and English localization. Original ToE campaigns do work well with Czech subtitles and dubbing (as H5.5 is based on ToE) but the Vanilla and HOF campaigns are whole in English. I would like to play them in Czech too so is there any way ho to copy the dialogues, cutscenes etc. from original and HOF game to H5.5?

I also strongly appreciate your effort on this project and I would like to help you (even through I have never worked with map editor or things like that) to do Czech localization for the other parts of the game. Therefore if there is any way how I could help you with Czech localization, you might let me know and we will see whether I can do something.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted February 08, 2016 07:31 PM

Antalyan said:
Hi magnomagus, I have finally managed to install your awesome mod (version 6).

I have several questions, I hope you can help me to asnwer them:

1) I could not find Marzhin's Legends of the Ancients. Are there hidden somewhere in the game or do they have to been donwloaded manually?

2) In the map choice settings screen, all the new possibilities like 8 secondary skills are grey and locked, you have any idea what could be wrong?

The main problem I have experienced with this mod is the conflict of Czech and English localization. Original ToE campaigns do work well with Czech subtitles and dubbing (as H5.5 is based on ToE) but the Vanilla and HOF campaigns are whole in English. I would like to play them in Czech too so is there any way ho to copy the dialogues, cutscenes etc. from original and HOF game to H5.5?

I also strongly appreciate your effort on this project and I would like to help you (even through I have never worked with map editor or things like that) to do Czech localization for the other parts of the game. Therefore if there is any way how I could help you with Czech localization, you might let me know and we will see whether I can do something.


*From the nearest shades*
Antalyan.... pssst... check your inbox. I will help you with this.

*Melts in the shadows*
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 08, 2016 07:53 PM
Edited by magnomagus at 19:57, 08 Feb 2016.

Quote:
In RPE Deathknights had -3 morale instead of +3 morale if they have necromancy. Why was that changed to +6 attack ?


??? At the time i wasn't even capable of making such changes.

Quote:
1) I could not find Marzhin's Legends of the Ancients. Are there hidden somewhere in the game or do they have to been donwloaded manually?


?? This was not included in any previous installment of H5, it was a game modification running separately.

Quote:
2) In the map choice settings screen, all the new possibilities like 8 secondary skills are grey and locked, you have any idea what could be wrong?


Please everyone, read the FAQ if you encounter critical installation errors, the link is now also in my signature.
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