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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 356 pages long: 1 40 80 120 ... 158 159 160 161 162 ... 200 240 280 320 356 · «PREV / NEXT»
thGryphn
thGryphn


Promising
Famous Hero
posted April 22, 2016 08:39 AM
Edited by thGryphn at 08:46, 22 Apr 2016.

magnomagus said:
...but I recommend ThGryphn to keep as much as possible the text files in the original location, since that will make translating even more easy.


I think just the opposite (or I misunderstand this completely). I mean, currently, when someone needs to translate the skill descriptions to another language, they have a laundry list:

File A at this folder
File B at that folder
...and that goes on for more than 250 files.

Isn't it better so that all skill descriptions (and yes, those for the game and for the wheel, because they will be one and only) at a singular physical location, instead of tens of them?

Edit: Further, let's say someone (magno or a translator) wants to correct a skill/perk description. Currently, you have to either know (as in, by heart) where exactly that description text file is, or get ready to spend the next (if you're lucky) 5 minutes to dig the file out from the pak file. With what I'm suggesting, all you have to do is go to the MMH5.5 descriptions folder of the main skill (e.g. Offense) and make the change on the intended text file.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted April 22, 2016 11:36 AM

@Gidoza: If h55_scarce looks fine then there isn't anything wrong and maps don't need to be 'converted to h55 format', there doesn't exist such a thing.

In the map with white water I recommend try to set reflective water to false in the map properties tree and then reload it.

@ThGryphn: You forget there already exist many language paks with all the skill desc translated following the current folder structure!

If you want all files in one location then I recommend choosing the location that currently holds the most skill desc (probably the location of 1.0 skills) and moving the others to that place, so that only a part of the files need to be moved.


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Elessar
Elessar


Adventuring Hero
posted April 22, 2016 05:30 PM

Is anyone going to make any maps for this mod?

I find it highly odd that very few maps, if any, have been made for this mod.

Yes, I know it's been geared towards random maps (and the random map maker for this mod is certainly the best one ever made for any Heroes game, ever), but a well-made and crafted user map can blow a random map out of the water.  In particular, I find the twisted maze that all of the teleporters in the random maps create to be highly confusing, esp. as I conquer more territory, and if I don't play with Town Gate or Portal, it can take an eternity to walk back to a beseiged area.

I am essentially looking back with fondness at the old H2 map community-some truly awesome labors of love were made back then...

I see some issues which might make it hard for a mapmaker to craft one for this mod, tho.  You cannot apparently access any heroes other than the default ones for the default classes.  And while artifacts are in the checklist menu, they apparently are not available for placement on the map.  That's in addition to hardcoded issues and abandoned functionality of things which were in previous Heroes games.  Maybe a map containing all the new artifacts all laid out in a row would take care of the artifact issue?  Not sure if these issues are insurmountable hardcodes ones or not...

Right now there is no category for 5.5 on the Maps4Heroes site (which I realize is not affiliated with this one or Magno), and hence no 5.5 maps.  By contrast WoG is still going strong, more than a dozen years later, and maps continue to be made for it.

Now, I have been heavily editing 2 old user-made maps, to the point that they are essentially new maps; I'm not sure what the ethics or such would be for releasing them for public consumption (I certainly would give full credit for the originals to the original authors in my read-me).

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thGryphn
thGryphn


Promising
Famous Hero
posted April 22, 2016 06:29 PM

Alright, I won't touch file locations, I don't wanna create a chaos

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olorin
olorin


Adventuring Hero
tophatchild.blogspot.com
posted April 22, 2016 08:34 PM

Elessar said:
a well-made and crafted user map can blow a random map out of the water.  

I am essentially looking back with fondness at the old H2 map community-some truly awesome labors of love were made back then...




100 % agreed, mate. Map editor should be considered for future improvements (obviously, in the context of Heroes 5.5). A H5 gifted by a user-friendly editor would be a gas  
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LarkinVB
LarkinVB


Known Hero
posted April 22, 2016 08:37 PM

I modified H55-Core.lua, zipped it into a xyz.h5u file while keeping the folder structure inside (scripts) and copied it into UserMODs.

Loading a saved game the changes do not happen. Do I have to start a new game or what else do I miss ?

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Gidoza
Gidoza


Known Hero
posted April 22, 2016 09:35 PM

magnomagus said:
@Gidoza: If h55_scarce looks fine then there isn't anything wrong and maps don't need to be 'converted to h55 format', there doesn't exist such a thing.

In the map with white water I recommend try to set reflective water to false in the map properties tree and then reload it.



Reflective water is already set to false.  :/

As for "converting," I suppose I meant being able to check off what Heroes participate in a map, or which artifacts (e.g. there will be no Fortress in this map, so I've removed check marks from them in ToE, but not sure how to get rid of all the others for 5.5...).



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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted April 22, 2016 09:49 PM

@Larkin: scripted mods require new game

@Gidoza: Ok, then try set it to true and reload map.
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Gidoza
Gidoza


Known Hero
posted April 23, 2016 01:32 AM
Edited by Gidoza at 08:56, 23 Apr 2016.

Quote:
@Gidoza: Ok, then try set it to true and reload map.


It worked!  Yay!



Now, on to a different problem...



I finally decided to just put a Cartographer on a map next to my home castle, use it, and then just hit "end turn" a bunch of times to see what exactly the AI even does on its turns.  All I can say is that I was horribly underwhelmed.  And I'm talking about the H5.5 AI.

Some turns, any given AI player does nothing whatsoever.  Some turns, if they move, they use only a fraction of what I know to be their full movement points for taking things (and the map in question has unguarded ore pit and sawmill, with lots of goodies to take).  Then they wander around aimlessly, sometimes using movement, sometimes not, sometimes not moving, or taking three steps, then heading back to castle the turn after...

...after about two weeks of this, I quit in disgust because even an AI that would be cheating up the ying-yang would get utterly destroyed by the Heroes 3 AI that I've come to know.


My question is - is this kind of behavior NORMAL???

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LarkinVB
LarkinVB


Known Hero
posted April 23, 2016 08:52 AM

magnomagus said:
@Larkin: scripted mods require new game




Thanks again.

Is it possible to make 'Stand your ground' different/better ? It is a perk I would never take due to being very situational and than the +30% bonus isn't that substantial.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted April 23, 2016 12:35 PM

@Gidoza: i have played against the Ai hundreds of times and it always ended up strong with mostly clean areas.

Also with respect to how the Ai moves there is no difference between H5.5 and Quantomas AI 31j, so it would be the same thing.

This is likely an issue with the map (masking issue) or wrong AI role mode applied.
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Gidoza
Gidoza


Known Hero
posted April 23, 2016 07:33 PM
Edited by Gidoza at 20:17, 23 Apr 2016.

magnomagus said:
@Gidoza: i have played against the Ai hundreds of times and it always ended up strong with mostly clean areas.

Also with respect to how the Ai moves there is no difference between H5.5 and Quantomas AI 31j, so it would be the same thing.

This is likely an issue with the map (masking issue) or wrong AI role mode applied.


Hm, could you elaborate on what "masking issue" means?  There is indeed masking here - perhaps the AI doesn't register a tile as unwalkable if there is a mask but not object?

EDIT:  I eliminated all the masking from the map in question - didn't make a difference.

And for the AI roles (I presume you mean the ones in the Map Properties Tree) - I've tried all of them.  The AI is equally stupid in every case.

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Elessar
Elessar


Adventuring Hero
posted April 23, 2016 07:40 PM

magnomagus said:
@Gidoza: i have played against the Ai hundreds of times and it always ended up strong with mostly clean areas.

Also with respect to how the Ai moves there is no difference between H5.5 and Quantomas AI 31j, so it would be the same thing.

This is likely an issue with the map (masking issue) or wrong AI role mode applied.


Is there a thread or post somewhere on what behaviors one can expect from the different AI roles?

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted April 23, 2016 09:07 PM

@gidoza: I don't know what's going on with your map, but THIS IS AI 31j it has worked fine for thousands of people for years, there is nothing wrong with it.

mask should not be removed, but applied to all unreachable tiles.

for proper AI testing, test for at least a month on multiplayer or rmg map with at least 3  AI players and use console command not a cartographer to remove the fog.
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Gidoza
Gidoza


Known Hero
posted April 23, 2016 09:55 PM
Edited by Gidoza at 23:37, 23 Apr 2016.

Allright, I'll try using a console command to watch them and see what happens (edit:  my goodness, the process for using a single console command will take more time than making an XL map from scratch...).

Alternatively, a stupid question - would having picked specific colors for players have an influence on how they perform as AIs?

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted April 24, 2016 12:16 PM

the console is tedious to setup at first but it is also the debugger, for advanced mapmaking and modding it is a must have. I use it all the time.
--
color doesn't matter.
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thGryphn
thGryphn


Promising
Famous Hero
posted April 24, 2016 12:38 PM

I need a clarification about the Distract perk.

Is it

1) Every time the enemy hero casts a spell, their ATB value is decreased by 0.15.

or

2) Every time the hero casts a spell, the enemy hero's ATB value is decreased by 0.15.

?

Thanks

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zmudziak22
zmudziak22


Famous Hero
posted April 24, 2016 01:53 PM

It is nr 1 option. This perk reduce ATB of enemy hero.

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thGryphn
thGryphn


Promising
Famous Hero
posted April 24, 2016 02:48 PM
Edited by thGryphn at 14:51, 24 Apr 2016.

zmudziak22 said:
It is nr 1 option. This perk reduce ATB of enemy hero.


Well, both options suggest reducing ATB value of the enemy hero, but how is it triggered, is the question...

@magno: I have another question. Is it Power of Stone, or Power of Endurance, the last perk in Defense? The files you gave me indicate the latter, but the description in game says the former. I suppose there was a recent change, but which one is the final?


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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted April 24, 2016 05:46 PM

I think its option one, and you can go for power of endurance
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