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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 260 pages long: 1 30 60 90 120 ... 148 149 150 151 152 ... 180 210 240 260 · «PREV / NEXT»
magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted April 03, 2016 12:14 PM
Edited by magnomagus at 12:15, 03 Apr 2016.

@ThGryphn: Actually now I should cancel my previous statement and let you just use the already existing txt files in MMH55-txt.pak because if there is only one set of txt files I don't need to do any synchronization. If you also use the name files everything will be auto-translated in czech and polish.

@rottenvenetic: This seems a 31j thing, not something I can improve, buut you play with AI-cheats off I guess?
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Antalyan
Antalyan


Promising
Famous Hero
H7 Forever
posted April 03, 2016 03:18 PM

It seems these links could save me a lot of work

@Gryphn

Are there any names or descriptions which cannot be linked?
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thGryphn
thGryphn


Famous Hero
posted April 03, 2016 05:55 PM

magnomagus said:
@ThGryphn: Actually now I should cancel my previous statement and let you just use the already existing txt files in MMH55-txt.pak because if there is only one set of txt files I don't need to do any synchronization. If you also use the name files everything will be auto-translated in czech and polish.

@rottenvenetic: This seems a 31j thing, not something I can improve, buut you play with AI-cheats off I guess?


Well, having only one set of descriptions is the most reasonable thing to do, but the current in-game descriptions are much less detailed, lacking the formulas, etc. I really think the skill wheel should provide those details...

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thGryphn
thGryphn


Famous Hero
posted April 03, 2016 05:59 PM

Antalyan said:
It seems these links could save me a lot of work

@Gryphn

Are there any names or descriptions which cannot be linked?


The only thing I cannot support with links now is the class title, which reads "ACADEMY ~ Elementalist" on the skill wheel...

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Antalyan
Antalyan


Promising
Famous Hero
H7 Forever
posted April 03, 2016 06:11 PM

thGryphn said:
Antalyan said:
It seems these links could save me a lot of work

@Gryphn

Are there any names or descriptions which cannot be linked?


The only thing I cannot support with links now is the class title, which reads "ACADEMY ~ Elementalist" on the skill wheel...



May I send you the names of factions and classes or will you send me the files to do it?
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thGryphn
thGryphn


Famous Hero
posted April 03, 2016 06:17 PM

Antalyan said:

May I send you the names of factions and classes or will you send me the files to do it?


Sure, no problem, send me the faction and class names in Czech. I hope my computer supports all the characters though

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Antalyan
Antalyan


Promising
Famous Hero
H7 Forever
posted April 03, 2016 06:30 PM

thGryphn said:
Antalyan said:

May I send you the names of factions and classes or will you send me the files to do it?


Sure, no problem, send me the faction and class names in Czech. I hope my computer supports all the characters though



Thanks a lot, here it is: (nc=no change between languages)

Haven=Azyl: Knight=Rytíř Paladin=Paladin(nc) Heretic=Kacíř

Inferno=Peklo: Demon lord=Pán démonů Gatekeeper=Strážce brány Sorcerer=Kouzelník

Necropolis=Nekropole: Death knight=Rytíř smrti Reaver=Zkázonoš
Necromancer=Nekromant

Dungeon=Kobka: Overlord=Vladař Assasin=Asasín Warlock=Warlock(nc)

Sylvan=Hvozd: Ranger=Hraničář Warden=Ochránce Druid=Druid(nc)

Academy=Akademie: Seer=Věštec Wizard=Čaroděj Elementalist=Vyvolávač

Fortress=Pevnost: Engineer=Konstruktér Runemage=Runový mág Flamekeeper=Mistr plamenů

Stronghold=Tvrz: Chieftain=Náčelník Veteran=Veterán Shaman=Šaman
(generally Barbarian hero is called Barbar in Czech as well)


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dredknight
dredknight


Supreme Hero
posted April 03, 2016 07:55 PM

I think all we need now is someone to hex-edit 9th faction in the game. I have even found a good 3D artist for the new creatures... xD
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Lord_Immortal
Lord_Immortal


Famous Hero
posted April 03, 2016 08:51 PM

dredknight said:
I think all we need now is someone to hex-edit 9th faction in the game. I have even found a good 3D artist for the new creatures... xD


It would be nice if the mod would offer a New Towns Framework (similair to the NCF but for towns). We could actually integrate the Conflux, Sanctuary and/or other factions.

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Gidoza
Gidoza


Known Hero
posted April 03, 2016 08:55 PM

I'll be honest - I wouldn't want new factions in the game.  Such ought to come as a separate addition to the mod so H5 stays as H5 and "other stuff" stays as "other stuff."


Anyways - have we ever thought of creating a sub-forum for the H5.5 project?  This thread is a bit crowded, and a sub-forum that can address all kinds of different things in different threads would be really useful, rather than just putting this whole project under the same heading as all other mods.

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dredknight
dredknight


Supreme Hero
posted April 03, 2016 08:58 PM
Edited by dredknight at 21:01, 03 Apr 2016.

Sure thing. Actually I am pretty willing to help with the task though I am not sure how and where to start with Hex edit. I have tried to learn a few things from the net and then try out do something with the exe file but I just did one big pile of rubbish.

BTW @Deflaktor, as the only Hex master around, if you are reading this and know some good place for lessons in hex edit I will be glad to check them out.
Quote:
Anyways - have we ever thought of creating a sub-forum for the H5.5 project?

It wont hurt asking the moderators to make as separate pane on the forums.
On the other hand besides Homm5.5 project and some random questions here and there The Modders Workshop is quite inactive place...
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thGryphn
thGryphn


Famous Hero
posted April 03, 2016 09:16 PM

dredknight said:
I think all we need now is someone to hex-edit 9th faction in the game. I have even found a good 3D artist for the new creatures... xD


Is there a 9th faction in the exe?!!

@magno: I think I found you a solution.
I can make the skill wheel display one additional text file (right underneath the in-game descriptions) for those detailed formulas.
I think this would give a ton of flexibility, but require maintaining two sets of text files, and it makes my life harder now

OR

You can say that you want to display the formulas even in-game. This would require an overhaul of those text files, but make things easier later on.

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sayke
sayke

Tavern Dweller
posted April 03, 2016 09:48 PM

@magnomagus - The Tear of Asha works now. It must have needed to check some variable or run some script or something. A few questions still though:

* It's ok that GuardStrength is misspelled GuardStrenght, right? My tweaks seem to be working - the AI is expanding more methodically =)

* Where would I go about manually tweaking the difficulty settings? I want to create a custom Testing difficulty level!

* How would I go about editing items? It seems to me that there are several expensive items nobody will ever use...

* Do Necropolis AIs just generally suck, or is what I'm seeing anecdotal, and a normal result of the RMG etc?

* Has anybody tried to cloud-data test-engineer AI balance, like on AWS instances? Can H55 be run automated, like from the command line?

* Would it be feasible to add floating glowing faction icons to the new Suppliers? Like, if you sign a supply contract with a windmill, wouldn't it be nice to have your faction icon hovering over it? What about putting them on the minimap as white/colored dots, like mines?

* How would one go about generating undergrounds that look like natural caves, rather than with constructed-looking hexagonal floor tiles and walls etc? I believe there is a tileset for that, but how would I got about generating maps that use it?

* What about having different colors of underground zones on the minimap? I'm pretty sure there's ways to do that too...

@dredknight - That kind of hex editing is really hard. Like, it's crazy hard. It's basically manually writing assembler into an existing executable. It would be an immense amount of painstaking work. If you can do that, you probably can get a damn good job as a low-level systems dev. Honestly, just understanding the AI, even with the source code, seems hard enough.

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dredknight
dredknight


Supreme Hero
posted April 03, 2016 10:01 PM

TheGryphn said:
Is there a 9th faction in the exe?!!

Nope.
sayke said:

* How would I go about editing items? It seems to me that there are several expensive items nobody will ever use...


Name those items please.
sayke said:
* Has anybody tried to cloud-data test-engineer AI balance, like on AWS instances? Can H55 be run automated, like from the command line?

Nope. How can we do it?
sayke said:
@dredknight - That kind of hex editing is really hard. Like, it's crazy hard. It's basically manually writing assembler into an existing executable. It would be an immense amount of painstaking work. If you can do that, you probably can get a damn good job as a low-level systems dev. Honestly, just understanding the AI, even with the source code, seems hard enough.

Alright I see now . Gonna try and beg for code from Nival again xD.
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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted April 03, 2016 11:17 PM
Edited by magnomagus at 23:31, 03 Apr 2016.

Quote:
I can make the skill wheel display one additional text file (right underneath the in-game descriptions) for those detailed formulas.
I think this would give a ton of flexibility, but require maintaining two sets of text files, and it makes my life harder now.


Don't do it this way, too much work. I'm open to whatever is the easiest method for you to get it done. I'm not against extending the regular ingame skill descriptions or improving their spelling if it all becomes one. I'm also not against shortening them a little if possible without losing valuable info.

Quote:
* It's ok that GuardStrength is misspelled GuardStrenght, right? My tweaks seem to be working - the AI is expanding more methodically =)


spelling errors in variables are quite common with Nival

Quote:
* Where would I go about manually tweaking the difficulty settings? I want to create a custom Testing difficulty level!


MMH55-Index.pak, defaultstats.xdb

Quote:
* How would I go about editing items? It seems to me that there are several expensive items nobody will ever use...


I have no idea what items you are talking about.

Quote:
* Do Necropolis AIs just generally suck, or is what I'm seeing anecdotal, and a normal result of the RMG etc?


probably random occurance, wrong ROLE_MODE applied.

Quote:
Can H55 be run automated, like from the command line?


hardcoded

Quote:
* Would it be feasible to add floating glowing faction icons to the new Suppliers? Like, if you sign a supply contract with a windmill, wouldn't it be nice to have your faction icon hovering over it? What about putting them on the minimap as white/colored dots, like mines?


hardcoded

Quote:
* How would one go about generating undergrounds that look like natural caves, rather than with constructed-looking hexagonal floor tiles and walls etc? I believe there is a tileset for that, but how would I got about generating maps that use it?


hardcoded

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thGryphn
thGryphn


Famous Hero
posted April 03, 2016 11:39 PM

magnomagus said:
Quote:
I can make the skill wheel display one additional text file (right underneath the in-game descriptions) for those detailed formulas.
I think this would give a ton of flexibility, but require maintaining two sets of text files, and it makes my life harder now.


Don't do it this way, too much work. I'm open to whatever is the easiest method for you to get it done. I'm not against extending the regular ingame skill descriptions or improving their spelling if it all becomes one. I'm also not against shortening them a little if possible without losing valuable info.



I was hoping you'd say that

On a related news, I also just figured out making the regular game text (Monotype Corsiva Italic) smaller. On the skillwheel, I think it looks better than a run-off-the-mill sans font. I also like the idea of consistency, using the same font that we see everywhere else in the game... What do you guys think?

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sayke
sayke

Tavern Dweller
posted April 04, 2016 12:07 AM
Edited by sayke at 03:13, 04 Apr 2016.

dredknight said:

sayke said:

* How would I go about editing items? It seems to me that there are several expensive items nobody will ever use...


Name those items please.



A bunch of items might see use with secondary heroes, but just seem more likely to be sold for cash, or converted to experience at an Alter.

Well, the Protection from Elements items (like Cloak of Sylanna, etc) are so specialized as to be pretty useless, as they are now. Who knows what an enemy hero is going to hit you with? It's tough to tell, so why waste an item slot on it? Either these should block like 75% of that element's damage, or should have add +1 to defense, or have some other significant effect, IMHO.

The Shield of Crystal Ice is good: Not only does it block 50% of cold damage - it also gives +2 to defense. That's actually potentially useful. The Dwarven Smithy Hammer is good in this regard too - it's got +25% fire resistance, and +3 Attack.

The Boots of Magical Defense are too weak. There aren't many items that most magic resistance, but wearing these doesn't help much. If it was like, +30%, ok, now we're talking...!

Can we configure Magic Wands to cast higher level spells, as well as the lower level ones they cast right now? Or maybe we should have a couple kinds of magic wands - one lower level, like we have now, and one higher level and more expensive...?

Trident of the Titans, while potentially awesome, occupies a weapon slot, and thus has to compete with a ton of great weapon-slot items... It makes sense only for dedicated lightning mages, unlike the Evercold Icicle, which is very versatile because it's an amulet.  The same applies to the Phoenix Feather Cloak, which can be used with a fairly wide range of builds, in comparison to the Emerald Slippers, which take up a critical boot slot.

Does anybody actually use the Ring of Banishment? It seems very special-purpose... If you're fighting elementals on the map, sure, but other than that...?

Who cares that the Treeborn Quiver gives shooters unlimited ammo? That's what ammo carts are for! I have never run out of ammo... Not once.

The Book Of Power is cool, but 1) the text description is wrong ("Magic Insight" got replaced with "Wisdom" in H5.5), and 2) why not make it enable learning 3rd level spells across the board, and 4th level spells if you have Wisdom? Otherwise it's just a medium-power stat booster...

Does anyone use the Pendant of Conflux? If so, why!? If I'm facing a serious spellcaster pitchin' gnarl snow at me, I'm not going to care about getting a few mana back... Now, if this basically turned on Magic Mirror, so the first enemy spell backlashed onto their own forces, that would make it actually worth bringing along! Or what if it made all spells cast at Advanced level, unless they would otherwise be cast as Expert? As it stands, it just gets sold immediately.

Does anybody use the Mask of Equity? If so, why!? If you're up against a significantly higher-level hero, you're probably just dead. Marginally higher stats won't help you. Compare this to the Ring of Machine Affinity, which is just awesome... It's probably the best ring in the game, and it costs the same as a Mask of Equity. That makes no sense. If the Mask also, say, nullified everybody's Luck and Morale to zero, then it would be actually interesting =D

The Pendant of Mastery, in spite of its upgrades, is still much more interesting for some classes than others. It could be much cooler across the board! Like, what if, for Rangers, it enabled Storm of Arrows, or that one ranger's automatic first strike ability? For many classes it's just another stat booster, which means much cheaper but more interesting amulets like the Evercold Icicle will get actually used.

Does anybody use Shackles of the Last Man? Why!? If this, like, also boosted your movement over land, like those boots, then it might be more generally useful... Then you could catch enemy heroes and prevent them from retreating!

These are just suggestions - take them as you will =D I'd like to experiment with item editing, though. I just don't know how!

dredknight said:

sayke said:
* Has anybody tried to cloud-data test-engineer AI balance, like on AWS instances? Can H55 be run automated, like from the command line?

Nope. How can we do it?



Here's what I'm thinking:

* Get a bunch of Windows virtual machines on Amazon
* Use the ARMG in each VM to generate, say, 10 maps for each template (like, seeds 1-10)...
* For each map, have the AIs play new game against each other, and keep track of what happens - maybe by autosaving every month or so.
* Each AWS VM could generate and play a map, so you'd need 650 VMs for around half an hour each.
* Import the resulting save files into a database and do some analysis!

Let's do some math quick:
* There are ~65 templates, so with 10 randseeds for each, we'd get 650 maps generated.
* t2.large AWS Windows VMs rent for $0.134/hr on AWS.
* Given turn lengths across all map sizes, each VM could probably generate its map and play its full game in, on average, half an hour.

650 * $0.134 * 0.5 = $43.55 USD.

It would be a bit of a project, but it would be interesting to collect and analyze all that data, no? =D

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sayke
sayke

Tavern Dweller
posted April 04, 2016 12:16 AM
Edited by sayke at 03:17, 04 Apr 2016.

@magnomagus - That's hilarious that spelling errors are so common in the code =D And thank you for pointing me to defaultstats.xdb in MMH55-Index.pak!

I tried to outline what I see as item balance/utility issues in my post above - I could be wrong, of course but they're what stuck out at me. I know there's a lot of subtle considerations underlying in the way the items are configured.

I will also check out how ROLE_MODE works. Thank you!

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Elvin
Elvin


Admirable
Omnipresent Hero
Rejuvenation process
posted April 04, 2016 07:06 AM

@sayke

You have probably not played against good human opponents.

Elemental boosters and protections are a bit overpowered actually, well worth the risk vs destructive casters.

+10% resistance may seem underwhelming but +30% would be ridiculously good, especially considering the other sources of resistance. The game is not forgiving and a single resisted spell can cost you the game at times. Even +20% total can be too much.

Treeborn quiver also gives +4 attack. But not running out of ammo only means you haven't had endurance matches vs orcs, necro, academy or dwarves But that tends to happen to units with low amount of shots like spirmishers and matriarchs.

Book of power is really good and shackles, pendant of conflux will win you games under the right circumstances.
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thGryphn
thGryphn


Famous Hero
posted April 04, 2016 12:20 PM
Edited by thGryphn at 12:25, 04 Apr 2016.

thGryphn said:
magnomagus said:
Quote:
I can make the skill wheel display one additional text file (right underneath the in-game descriptions) for those detailed formulas.
I think this would give a ton of flexibility, but require maintaining two sets of text files, and it makes my life harder now.


Don't do it this way, too much work. I'm open to whatever is the easiest method for you to get it done. I'm not against extending the regular ingame skill descriptions or improving their spelling if it all becomes one. I'm also not against shortening them a little if possible without losing valuable info.



I was hoping you'd say that

On a related news, I also just figured out making the regular game text (Monotype Corsiva Italic) smaller. On the skillwheel, I think it looks better than a run-off-the-mill sans font. I also like the idea of consistency, using the same font that we see everywhere else in the game... What do you guys think?



I can now confirm that I can use the name and description text files.
It wasn't straightforward to be able to display two text sources centered together in the middle of the skill wheel, regardless of the length of text... but I figured it out

As soon as I get close to finishing the skill wheel, I'll work on improving the descriptions in English; I think they can use some proof-reading and basically a second look in wording.

To have a consensus on a few things on naming:

1) Is it "Shatter Destructive", or "Shatter Destruction"?
I believe it's the former, since the magic school is called Destructive Magic. The same goes for Corrupt, Detain, and Weaken perks...

2) Is the skill called "Shouting" or "Shout"?
"Shouting" sounds better, being a proper name for the skill of producing shouts. Currently, it seems like it's called shouting but the skill levels are called "Basic Shout" etc, not "Basic Shouting"...


About the 2 extra skills for each class, here are what I have in mind (recall, the purpose is to be able to show in the skill wheel, 2 more skills that are likely to be hand-picked from Witch Huts, etc.):

Knight: Dark, Summoning
Paladin: Dark, Shatter Light
Heretic: Leadership, Shatter Dark
Demon Lord: Light, Shatter Destruction
Gatekeeper: Leadership, Summoning
Sorcerer: War Machines, Shatter Destruction
Death Knight: Light, Shatter Summoning
Reaver: Leadership, Occultism
Necromancer: War Machines, Shatter Destruction
Ranger: Dark, Shatter Summoning
Warden: Dark, Shatter Summoning
Druid: Leadership, Shatter Summoning
Overlord: Light, Summoning
Assassin: Light, Combat
Warlock: War Machines, Leadership
Seer: Dark, Combat
Wizard: Leadership, Occultism
Elementalist: War Machines, Shatter Summoning
Engineer: Dark, Summoning
Runemage: Dark, Leadership
Flamekeeper: War Machines, Shatter Dark
Chieftain: Learning, Shouting
Veteran: Learning, Shouting
Shaman: Learning, Shouting


Any different ideas?

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