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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 ... 128 129 130 131 132 ... 150 200 250 300 350 400 435 · «PREV / NEXT»
Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted February 12, 2016 04:51 PM

magnomagus said:
Antalyan said:
@magnomagus
I started with Czech localization project of your great H5.5 mod.
(Dred knight helps me to learn how to edit the files etc.)
But we don't know whether it is possible to change (=translate) the names of the classes too, dred knight is aware of breaking the game mechanics through that. In the case this is possible, where to find the names of classes to change them?


Class names can be changed, the txt files are located in Gamemechanics/RefTables/heroClass folder, which i now notice is still in the data.pak


Thanks for info. So if I unpack the file, edit the names of classes there and pack it there back, it should work, right?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 12, 2016 04:59 PM

pack all translated files in a separate .pak archive, they will overwrite the originals if the file dates are later in time.
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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted February 12, 2016 05:00 PM

magnomagus said:
pack all translated files in a separate .pak archive, they will overwrite the originals if the file dates are later in time.


Thanks for advice, I hope it will work
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LarkinVB
LarkinVB


Known Hero
posted February 13, 2016 10:08 AM

Thanks again for this wonderfull mod.

Will it be possible to add lower level heroes to neutral stacks to spice up the creeping ? Heroes of same level can be devastating but lets say heroes of 25% level can add some fun and be beatable.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 13, 2016 11:23 AM

I agree, but neutral heroes are hardcoded.
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tr808drumz
tr808drumz

Tavern Dweller
posted February 13, 2016 05:19 PM

Campaign games with MMH5.5

This might be an old topic which has been answered. I recently started replaying the campaigns (Impossible difficulty) incorporated by this mod. For four missions now, the AI heroes have been acting weirdly.

Inferno Mission 2, enemy hero just moved back and forth within the same route, so I won without even a competition.

Inferno Mission 4, enemy heroes with devastating army size, in some rounds, moved only one or two steps, then stopped. There also seems to be a "border" on the map where three  of their heroes stood side by side but did not cross. (One of the towns I stole, they did not move any further to reclaim it even when it is not guarded by anything).

Necromancer Mission 1, Orange heroes (Academy patrols) did not move at all throughout the mission, even when I approached them.

Necromancer Mission 2, Orange AI heroes again did not move one bit (AI turn is extremely quick like 1 or 2 secs only).

Could all these be related to the mod in general, or are these exclusive to my computer? How can I possibly change these? A game without a working AI is never fun, exciting or nerve wrecking, even if I could win easily. Thank you

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 13, 2016 05:36 PM
Edited by magnomagus at 17:38, 13 Feb 2016.

The source code of the new AI has issues with the scripted hero move command which I cannot fix (hardcoded). You can decide to play some missions with old AI (MMH55_Utility.exe). Still some of the stupid behavior you describe seems intended by mapmakers.

This will not fix necro mission 1, because they were moved out of the way deliberately.
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tr808drumz
tr808drumz

Tavern Dweller
posted February 13, 2016 06:36 PM

magnomagus said:
The source code of the new AI has issues with the scripted hero move command which I cannot fix (hardcoded). You can decide to play some missions with old AI (MMH55_Utility.exe). Still some of the stupid behavior you describe seems intended by mapmakers.

This will not fix necro mission 1, because they were moved out of the way deliberately.


Thanks for the reminder! Will try playing all missions with Utility.exe and see what happens. So far, campaign experience in MMH55 Play hasn't been pleasant although I probably wouldn't have won without the faulty AI's.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 15, 2016 12:29 PM

How to fill all you skillslots?

Some of you have argued it is not possible to fill all skillslots without cheating, but this is not true (at least not on very large ARMG maps)

8 x 6 is 48 slots, you start with 3 and can gain 39 from levels. This means you need to score 6 succesful witch hut visits + you need 3-4 knowledge trees for the last levels.

A memory mentor is very useful because you can pick a skill from a witch hut you don't like and then exchange it, which makes it easier to score the 6 hits.

postpone upgrading mastery levels, because you might get them from witch huts.

postpone visiting the trees as long as possible.




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Azalen
Azalen


Responsible
Known Hero
posted February 15, 2016 04:30 PM

Some endgame playtesting notes

First of all, thanks for all of your hard work.  The mod is awesome.  

I've play tested the latest build, and I have a few late game notes for you related to 8 skill slots and classes.

First of all, Havez, an already strong hero in TOE, gets crazy with the Seer class and 8 skill slots.  Extra Attack Points + Battle Frenzy + Archery + Retribution + Empathy + Leadership/Luck + Artificer Init Artifacts.  If he gets the +1 damage artifact and/or unicorn bow, it's lights out.  You appear to have tried to balance Seer by removing Sorcery from Seer, but Empathy (which unfortunately synergies with Retribution) combined with Swift Mind defeat this limitation.  Light and/or Summoning combined with Empathy/Swift Mind allows him to creep nearly as well as a Wizard.  When you put it all together, Gremlins hit harder than his Titans stack, and he is capable of an old school Wyngal wipe out before the enemy hero gets a turn (even with Swift Mind).  Even if the opponent does get a turn, Havez can just sit back and Cleanse/Magic Immunity Dark spells with Empathy assisted casting.  

Your inclusion of Occultism, making high spell power spells viable for the other factions, is excellent.  Necros just feel right now and they have a chance late game with a super strong phoenix/destruction/dark mix.  I had a blast playing with Sandro doing my best Vecna impression.  On the Dungeon side, Raelag, with his initiative suppression, seems to be the best option there.

Orcs just feel weak now, maybe because the other factions have gotten stronger due to 8 Skill Slots.  I'm not sure if the nerfs there are justified.  

Demons are still a one trick pony with Dark Magic in the late game.  Their lack of Light/Summoning magic still makes them really difficult to creep with.  Occultism doesn't fix the issue that their troops are just flat out bad in the late game.  I'm not sure you can fix them, though, without making them overpowered in the mid game.              
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rowsol
rowsol

Tavern Dweller
posted February 15, 2016 08:34 PM
Edited by rowsol at 20:37, 15 Feb 2016.

How come some heroes run faster on the map than others?  Is this something anyone else has experienced?

Also, is there a way to build more than once in a turn?  (editing a .pak file for instance)

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 15, 2016 09:31 PM

Not all models use the same animations
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lotihoti
lotihoti


Famous Hero
posted February 16, 2016 08:35 AM

rowsol said:
How come some heroes run faster on the map than others?  Is this something anyone else has experienced?

Also, is there a way to build more than once in a turn?  (editing a .pak file for instance)


Short answer: No - except deflaktor searchs the Offset for it - would be fun to create a kings bountylike map with to catch ressources, build things till your out of them and infinite movement Points.

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Forsberg
Forsberg


Adventuring Hero
posted February 17, 2016 12:59 PM

Is there way to make text boxes smaller?
It occurs that there is one sentence to read but text window is almost on whole screen.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 17, 2016 01:43 PM

@lotihoti: this has nothing to do with hex-editing, movement is not hard coded and animations need to be modified in 3ds MAX

@Forsberg: Game doesn't allow for multiple text box sizes, so it needs to be one size fits all.
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Forsberg
Forsberg


Adventuring Hero
posted February 17, 2016 02:44 PM
Edited by Forsberg at 14:46, 17 Feb 2016.

What do you mean?
Today I downloaded custom map where texts were present.
In the window I could scroll it down, so it seems if there is more text than window can display, you can scroll it.

IMHO more often you see few sentences than full A4 texts in game.


Here is what I mean - textbox is smaller than now:


https://youtu.be/T-ysCgheqZM?t=11m52s
https://youtu.be/T-ysCgheqZM?t=11m52s

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lotihoti
lotihoti


Famous Hero
posted February 17, 2016 02:52 PM

magnomagus said:
@lotihoti: this has nothing to do with hex-editing, movement is not hard coded and animations need to be modified in 3ds MAX



I talk about the "is bought in this City in this round"-Offset. Not an Animation, movementpoints etc. To buy multiple times during one round.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 17, 2016 02:52 PM

that textbox is messed up in 31j because of suboptimal widescreen implementation.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 17, 2016 02:54 PM

@lotihoti: OK, but I don't see how that contributes to KB gameplay, I actually think it is a very bad idea. A stupid addition to H7.
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lotihoti
lotihoti


Famous Hero
posted February 17, 2016 03:27 PM

magnomagus said:
@lotihoti: OK, but I don't see how that contributes to KB gameplay, I actually think it is a very bad idea. A stupid addition to H7.


Well we could create Szenario maps where you can collect ressources - Szenario maps which last one turn (creatable with only scripts too but thats another question). To run around like in KB etc. I actually think ist a bad idea too... Game Franchise shall stay how it is... It is very good as it is now.

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