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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 ... 17 18 19 20 21 ... 50 100 150 200 250 300 350 400 435 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 14, 2015 12:07 PM
Edited by magnomagus at 12:09, 14 Jun 2015.

Quote:
Have you put all ambient lights you want to have in the AmbientLights section in the map.xdb files? You also have to give an internal name to each of these ambients.

Then the function should work (the light is called by its internal name given in its .xdb file).


Thank you for this info, consequently it could only be added to a map with a postprocessing tool like RTMG

Also thanks for your promotion on acidcave, I was wondering why suddenly my downloads went up

@Esvath

It is not possible to make new specs based on creature stats, but I'm pretty sure you are going to use those rakhasas on your main hero, only a high level hero can generate many of them.

Quote:
2) OR, at the very least allow the additional creatures to directly join the heroes' army.


I calculated the specs were too strong for high level creatures vs the low level creatures if they were free.

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Maat
Maat

Tavern Dweller
posted June 14, 2015 12:10 PM

how i can uninstall beta 1 ??

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 14, 2015 12:12 PM

Quote:
how i can uninstall beta 1 ??


There should be an uninstall shortcut in your start menu, also a second option in control panel.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted June 14, 2015 12:16 PM

esvath said:
On heroes' specialisations:
1) not make the particular heroes stronger (everyone can recruit those Rakshashas and use them).


Hero get stronger by getting more Rajas. Actually if this hero is not your main you are not going to get any rajas because there is a level restriction. Furthermore even if you level it up to level 6 somehow as a secondary hero you will get only 1 raja per castle which is not that much.
esvath said:

2) require additional management (players have to go to cities to recruit the new units).


You send a secondary hero to get the army once a week anyway?
I dont think this is issue.
esvath said:

3) require additional resources to spend (gold to recruit the additional creatures).


That is correct but I dont see any issue with that. After month 1 ther are plenty of resources outside your starting area. May be it will be an issue on small map with no resources but actually some other hero spec also suffer from different adventure maps.
For example hero with logistish type of spec on small map are not a big deal.

esvath said:

Therefore, I suggest:

1) changed it back so that the heroes increase
the creatures' stat again (I don't know what is the considerations to change the specialisations from this mechanic?)



Actually I think it will be better if the old creature specialization bonus be reduced. Divisor per 2 levels is just too big.
hero level 30 gives 16 bonus to attack and def which is a lot! (1 flat + 15 for each 2 levels). If it is not hardcoded I think 3-level divisor will fit better.

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Maat
Maat

Tavern Dweller
posted June 14, 2015 01:32 PM

Ohh tnx magnomagus

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Hayven
Hayven


Famous Hero
posted June 14, 2015 02:27 PM
Edited by Hayven at 14:46, 14 Jun 2015.

Quote:
Also thanks for your promotion on acidcave, I was wondering why suddenly my downloads went up


You're welcome, it is a pleasure to tell people about such a great mod But since now the Acidcave visitors will download your mod from its "Vault". There are already 20 downloads at the moment if you want to know (but the counter can be cheated, though).

Ah, and if you ask, I'm gonna be working on the snowy weather this week
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted June 14, 2015 03:18 PM

Magno, random question - Is it possible to enable bloodrage for PvE creatures and give them some starting rage of 100 for example.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 14, 2015 03:23 PM

crossed my mind as well but no
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LarkinVB
LarkinVB


Known Hero
posted June 14, 2015 04:14 PM
Edited by LarkinVB at 16:19, 14 Jun 2015.

magnomagus said:
Quote:
Which buildings will be guarded by neutral heroes ?


The neutral heroes function is not supported by me, it is terribly balanced, doesn't work in buildings and completely hardcoded. My goal is to balance the neutrals like in KB legend.


We put neutral heroes to 'off' yesterday in our hotseat game but I remember my friend fighting against a neutral hero. Was wondering when this will happen at all.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 14, 2015 04:26 PM

Quote:
We put neutral heroes to 'off' yesterday in our hotseat game but I remember my friend fighting against a neutral hero. Was wondering when this will happen at all.


Was hidden artifacts enabled?
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LarkinVB
LarkinVB


Known Hero
posted June 14, 2015 04:35 PM
Edited by LarkinVB at 16:36, 14 Jun 2015.

magnomagus said:
Quote:
We put neutral heroes to 'off' yesterday in our hotseat game but I remember my friend fighting against a neutral hero. Was wondering when this will happen at all.


Was hidden artifacts enabled?


Yes. Not sure that the fight was over a hidden artifact but I remember we only had a single neutral hero fight while clearing the starting zone of the 4p-chain-all xl map.

Btw is the threat rating of treasure buildings accurate ?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 14, 2015 04:51 PM

Quote:
Yes. Not sure that the fight was over a hidden artifact but I remember we only had a single neutral hero fight while clearing the starting zone of the 4p-chain-all xl map.


That causes it, I think Q made small mistake as I though he only wanted them to appear in buildings with this setting + heroes off.

Quote:
Btw is the threat rating of treasure buildings accurate ?


I don't find any threat ratings accurate, but they are mainly there to tell the player the category of the scripted event in comparison to the other buildings and objects.
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LarkinVB
LarkinVB


Known Hero
posted June 14, 2015 05:46 PM

magnomagus said:

Quote:
Btw is the threat rating of treasure buildings accurate ?


I don't find any threat ratings accurate, but they are mainly there to tell the player the category of the scripted event in comparison to the other buildings and objects.


Interested to know wether they change in comparison to player army strength and interior neutral growth or are a fixed value.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted June 14, 2015 05:50 PM

H5 modding isn't dead? I thought all those modders went inactive long ago?

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xuxo
xuxo


Responsible
Known Hero
posted June 14, 2015 05:57 PM

Heroes VII is threatening the kingdom of Ashan and must defend hyper realistic creatures without charisma: D

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 14, 2015 05:59 PM

Quote:
Interested to know wether they change in comparison to player army strength and interior neutral growth or are a fixed value.


No they are static, but i decided to keep them for reason indicated.

Quote:
H5 modding isn't dead? I thought all those modders went inactive long ago?


Yes, but a particularly productive one was resurrected recently
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xuxo
xuxo


Responsible
Known Hero
posted June 15, 2015 05:26 AM
Edited by xuxo at 05:29, 15 Jun 2015.

New skills should work in the campaign? treasure hunter learns although not selected, plus a graphic error icon logistic.I'm trying in some campaign.have looked a couple of textures Heroes VI to change the dirt ground was still less intense . Leaves and mushrooms, like a swamp, oranges to make sense with the color of the minimap, and a worn snow.
By the way .... you can add new fields ??? I have seen some new roots that will have deduced for the subterranean ??


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lotihoti
lotihoti


Famous Hero
posted June 15, 2015 08:38 AM

I rly like this textures!
Awesome

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted June 15, 2015 08:46 AM

Beautiful!!

Great work!
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 15, 2015 09:47 AM
Edited by magnomagus at 11:06, 15 Jun 2015.

Quote:
treasure hunter learns although not selected


Do you mean it worked as 7th or 8th skill? also please state exact english name of skill

Quote:
plus a graphic error icon logistic.


english name of skill? cannot find issue in base skill

Quote:
By the way .... you can add new fields ??? I have seen some new roots that will have deduced for the subterranean ??


In editor: No, but I didn't try very hard

In RMG: Maximum amount per faction theme = 4, in case of necro I'm already full.

----------------------------------------------------------------

I tried playing epic map with very hard monster strength + heroic difficulty yesterday and as expected game experience was a lot different. I needed to have some patience in first weeks, sometimes skip a few turns. On a second RMG map I was slowed down more because of lack of stone. Transition to second castle zone was much more satisfying, there were some weak stacks, but also very strong ones with many lvl 6 and 7 creatures. Had no time to play till the end but AI seemed far ahead of me when I removed the fog, good sign because I know it needs room to slow down later on large maps.

Maybe for multiplayer gameplay is too slow and some stacks too dangerous, the stack guarding 2nd zone was rune patriarchs + warlords, had to lose many units. I think creature growth % can be increased a little, because at the time it was not adjusted for so many mixed neutrals and it doesn't affect early game very much. This could improve the strong level a little.
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