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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 421 pages long: 1 50 100 150 ... 196 197 198 199 200 ... 250 300 350 400 421 · «PREV / NEXT»
Forsberg
Forsberg


Adventuring Hero
posted June 30, 2016 11:45 PM

Yesterday was the new era in my gaming history
Firs time I was able to defeat computer by myself (casual game).
I played necro, CPU as heaven.

New wheel of skill helped much by providing useful information.

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zkc
zkc

Tavern Dweller
posted July 01, 2016 01:23 AM
Edited by zkc at 01:30, 01 Jul 2016.

Thank you very much for creating the MMH 5.5!
I have some remarks and questions:
1. I have installed it recently and I would like to tweak the neutral heroes for my taste (levels, skills and spells). How can I do that alteration (I am familiar with lua, ToE xml and basics of ToE modding)?
2. Another thing - the Raven's ability (hmmm, why take it from Naadir?) seems more powerful -OP in fact. Naadir on killing stack received 1 ghost per level, Raven seems to get around 2x level + 4 (if I remember correctly).
3. Yet another thing - mentoring seems to be crippled now. How much did it get reduced? Is there any way to revert it back, or it is hardcoded into new exe?
Possible bugs:
4. Removing all skills from hero using mentor crashes game to desktop.
5. Windmill that was visited (did not pay 1000g to sign the contract, just took my resource) displays that it was not visited.

Other:
6. Is there any table gathering data what creature is raised into what necropolis tier/upgrade (like here: http://www.heroesofmightandmagic.com/heroes5/ability_necromancy.shtml , section "Dark Energy: How much does it cost?")
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 01, 2016 10:48 AM
Edited by dredknight at 10:59, 01 Jul 2016.

Heya Zkc ,

Checkout the answers between the lines.

zkc said:

1. I have installed it recently and I would like to tweak the neutral heroes for my taste (levels, skills and spells). How can I do that alteration (I am familiar with lua, ToE xml and basics of ToE modding)?

I dont think it is possible. This is hardcodded in the Exe file.

zkc said:
2. Another thing - the Raven's ability (hmmm, why take it from Naadir?) seems more powerful -OP in fact. Naadir on killing stack received 1 ghost per level, Raven seems to get around 2x level + 4 (if I remember correctly).

I dont know why it is moved but it was strengthened because it was not as good compared to other specializations. In PvE it does not help at all when fighting a single stack. Also it does not help at all before you kill your first enemy stack and even then you have to wait the Ghosts turn to come, so it made sense to make it stronger so one should be able to utilize it to some extent.

Also it was very weak in PvP .

zkc said:
3. Yet another thing - mentoring seems to be crippled now. How much did it get reduced? Is there any way to revert it back, or it is hardcoded into new exe?


It was reduced to 10% of hero XP because it was way too strong.
Basically with lvl 30 hero you can make all your secondary heroes level 20.

zkc said:

4. Removing all skills from hero using mentor crashes game to desktop.

You can`t remove your hero main secondary skill. This is hardcodded. You can remove all perks and reduce it to basic though.
zkc said:

5. Windmill that was visited (did not pay 1000g to sign the contract, just took my resource) displays that it was not visited.
desktop.

Known issue. I think it is restriction of the Lua code.
zkc said:

6. Is there any table gathering data what creature is raised into what necropolis tier/upgrade (like here: http://www.heroesofmightandmagic.com/heroes5/ability_necromancy.shtml , section "Dark Energy: How much does it cost?")

Heroes 5.5 makes things simple so there is no need for table -

tier 1 creatures turned in to Skeletons,
tier 2 - zombies
tier 3 - Ghosts
tier 4 - vampires
tier 5 - Liches
tier 6 - Wraiths
tier 7 - dragons


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 01, 2016 10:56 AM
Edited by magnomagus at 10:58, 01 Jul 2016.

1. mabobjects folder
2. otherwise spec is far too weak in mid-late game
3. otherwise very much overpowered, defaultstats.xdb
4. need to look at this
5. week passed?
6. not needed, creature is always converted in exactly same tier & upgrade

EDIT: it seems dredknight beat me to it
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zkc
zkc

Tavern Dweller
posted July 01, 2016 11:14 AM
Edited by zkc at 11:34, 01 Jul 2016.

dredknight, magnomagus - thank you for prompt answer. I will try to tweak the neutral heroes' code first.

magnomagus said:
5. week passed?

No, same week next day.

magnomagus said:
1. mabobjects folder

I need to get to lua code that is generating the neutral hero. I can't see anything like that in any of mapobjects files/folders. In which .pak file is it?
I need to restrict at least spells available to neutral heroes.

magnomagus said:
3. otherwise very much overpowered, defaultstats.xdb

In which .pak file is it?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 01, 2016 11:34 AM

I got you wrong, those neutral heroes cannot be modified, otherwise i would have done it long time ago.

defaultstats is in index
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zkc
zkc

Tavern Dweller
posted July 01, 2016 11:45 AM
Edited by zkc at 13:33, 01 Jul 2016.

magnomagus said:
I got you wrong, those neutral heroes cannot be modified, otherwise i would have done it long time ago.

Can't some lua function be triggered at every battle start? If so then at least at map level it would be possible to tweak neutral heroes.
Problem: There seems to be no function to empty spellbook or remove a spell. The only way around I can think of is to set mana to 0, but there will be problem with familiars and their upgrade.

magnomagus said:
defaultstats is in index

Could you please be more specific? In MMH55-Index.pak there's no such file. !!!! EDIT: ok, that was DefaultStats.xdb, I used case-sensitive search ..., already found mentoring there, BUT only in Runemage config: <Runemage>(...)<Mentoring_ExpPecentToGiveToVisitor>0.10</Mentoring_ExpPecentToGiveToVisitor>(...)</Runemage>. I don't think that's the only place mentoring is set or it would refer to just one class.

There's <Item><ID>HERO_SKILL_MENTORING</ID> in MMH55-Data.pak>GameMechanics>RefTables>Skills.xdb. There are some definitions for all races, but I don't understand what these numbers mean:
Quote:
<CommanderValue>3000</CommanderValue>
<CollectorSupplierValue>100</CollectorSupplierValue>
<FreelancerValue>1000</FreelancerValue>
Could you help?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 01, 2016 03:46 PM

@zkc:

afaik those collector.. etc values do nothing.

I'm sorry but this thread is not for questions about 'how to mod'.
I don't do modding tutorials because I'm busy enough with the mod itself and supporting it.
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Elessar
Elessar


Adventuring Hero
posted July 01, 2016 05:01 PM
Edited by Elessar at 17:03, 01 Jul 2016.

How does H55_BanksDifficulty work, exactly?

Playtesting yet another map I've modified from one I DLed, was wondering how exactly the H55_BanksDifficulty works.  Text says "--Multiplier for neutral stack size in Battle Sites (do not set to zero) Example: 1.2 = 20% more, 0.8 = 20% less."

When I first playtested it, the bank armies were pathetically weak-a Treant Alcove, for example, gave me something like 30 pixies, 20 blade dancers, 15 elves, 7 druids, 3 unicorns (all unupgraded yes).

I tried that bank later in the test, and they had hardly grown.  [This was a map with a ton of scripts, which might have interfered-something also made my governors never gain experience]

So, after deleting all of the map scripts, I changed it from 1 to 10 (I didn't want the cakewalks I usually get in them, wanted it to be an actual decision to risk troops for money or artifact rewards).  On day 3 I went in, it now had like 105 Arcane Archers (+ support troops), tough, but reasonable.  Reloaded, continued, went back in on month 2 week 3 day 3, and now it had close to 2,000 of the buggers! [plus their friends]

1. Do these banks undergo compound growth, a la compound interest? As the standing stacks on the map do?

2. If so, does changing BanksDifficulty also change the compounding rate?  Or does it merely set the starting amounts on day 1, and no matter what BD is set to, they all then grow at the same rate?

3. What are the BD multipliers used by the random map generator?  What would "strong", "very strong", and "impossible" be set to?  Are there other hidden parameters at work there as well?  I'd like to set them to the equivalent of impossible, if I can.

4. Does the AI "understand" this, or will it just blithely walk into an overpowered bank-and promptly get waxed?  [I play on Impossible where normally they undergo no losses when attacking neutrals, if I understand that correctly]

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shimon430
shimon430

Tavern Dweller
posted July 01, 2016 05:20 PM

Hello,

First of all, a big thanks for the mod! it definetly made the gameplay more fun and challenging.

Secondly, i have a few issues with the RMG and the RC8 update.

About the RMG: when i generate a map with impossible monsters it feels like they are 1 level lower than that, also no neutral stacks and almost no artifacts in the map, im not sure if it is on purpose so please explain this.
i generate my maps from the TOTE launcher and they are perfectly fine but lack some of the MMH 5.5 features

About RC8, after i have updated MMH 5.5 set artifacts dont count, for example: i have 2 dragon set gears one me and it stats on each one 1/8 instead 2/8 and thus i get no set bonus when equipping full sets


Thanks in advance.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 01, 2016 07:33 PM
Edited by magnomagus at 19:34, 01 Jul 2016.

@elessar: in your first attempt the map was not compatible with H55, so the script was broken, in your second attempt you set to 10 which means ten times more creatures so obviously that's going to be crazy. The amount of creatures grows every week and you get 1000% more every week if you set it to 10. The RMG setting does not affect creatures in battle sites.

@shimon: you are not using the right exe file to generate maps, don't use a launcher or bad shortcut, use MMH55_Utility.exe or the MMH55_Editor and read the FAQ for further help.
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zkc
zkc

Tavern Dweller
posted July 01, 2016 10:58 PM
Edited by zkc at 11:20, 02 Jul 2016.

magnomagus said:
@zkc:I'm sorry but this thread is not for questions about 'how to mod'.

Nobody asked you such question. You were asked how to revert changes you made to mentoring skill.
magnomagus said:
I don't do modding tutorials because I'm busy enough with the mod itself and supporting it.

I can understand that, but there's a difference between "writing modding tutorials" and being precise in answering question "which file contains alteration you did to mentoring skill". I still cannot locate the file that needs to be modified, unless line:
<Mentoring_ExpPecentToGiveToVisitor>0.1</Mentoring_ExpPecentToGiveToVisitor> in <Runemage> in MMH55-Index.pak/GameMechanics/RPGStats/DefaultStats.xdb is the only place that requires to be changed.

Aside from that - are the neutral heroes unique to MMH55 or other modders do know how to add them and/or edit their stats? If neutral heroes are unique to MMH55 there's nobody I can turn to for help except for authors of MMH55.

If there's a more suitable thread to discuss the problems that I am interested in (and where I can be given competent answers)- please direct me there. I haven't found any thread devoted to technical issues of developing of MMH 5.5.
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Elessar
Elessar


Adventuring Hero
posted July 01, 2016 11:46 PM

magnomagus said:
@elessar: in your first attempt the map was not compatible with H55, so the script was broken, in your second attempt you set to 10 which means ten times more creatures so obviously that's going to be crazy. The amount of creatures grows every week and you get 1000% more every week if you set it to 10. The RMG setting does not affect creatures in battle sites.


Then it does compound (as my playtesting clearly seemed to demonstrate).  Thanks.  I'll try setting it to 2 then.

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sayke
sayke

Tavern Dweller
posted July 02, 2016 05:04 AM

Elessar said:

Then it does compound (as my playtesting clearly seemed to demonstrate).  Thanks.  I'll try setting it to 2 then.


I take the following approach:

* increase gatekeeper strength in the map templates file by 1.5
* use map with monster strength generated at very hard
* increase H55_BanksDifficulty to 1.5 (this is awesome)
* decrease H55_NeutralStackSize to 0.7
* set difficulty to impossible

IMHO this works awesome.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 02, 2016 11:50 AM

Quote:
You were asked how to revert changes you made to mentoring skill.


Which is a question about how to mod H5 and the answer is you only need to change that single value.
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thGryphn
thGryphn


Promising
Famous Hero
posted July 02, 2016 06:07 PM

zkc said:

<Mentoring_ExpPecentToGiveToVisitor>0.1</Mentoring_ExpPecentToGiveToVisitor> in <Runemage> in MMH55-Index.pak/GameMechanics/RPGStats/DefaultStats.xdb is the only place that requires to be changed


This is exactly it

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LarkinVB
LarkinVB


Known Hero
posted July 02, 2016 08:56 PM

The AI main hero was abandoning its sole town with a force about equal to my attacking force while I was in striking range and I could get it for free on my next turn. AI was set to defensive mode. What could have gone wrong, this behavior ruined the whole game ?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 03, 2016 10:18 PM

@Magno, one request from the FB fans.

There is an academy hero called Faiz who has timeshift ability.
There is a wierd thing happening with him when enetering a battle.
When teh battle begins timeshift animation is autmatically played but nothing happens (ATB bar is not rearranged).

After that it is Faiz turn again. He can either hit a monster with his normal attack or cast special ability timeshift .

When you cast it, ATB rearranges as it should (in favour of Faiz).
The question is why is this happening and do we have something to do with it?

I did some tests and it happens the same way every single time.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 03, 2016 10:30 PM

I thought the chance for a positive effect for Faiz increases with levels.
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Angelus25
Angelus25

Tavern Dweller
posted July 04, 2016 03:53 AM

Does anyone know how to create a trigger that adds the spell avatar of death to the hero? I cannot add any special ability to a hero by scripting.

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