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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 422 pages long: 1 50 100 150 ... 200 201 202 203 204 ... 250 300 350 400 422 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 09, 2016 09:42 PM
Edited by magnomagus at 22:03, 09 Jul 2016.

@dredknight: please be more clear I just did some tests and only had the issue with stronghold town, is that what you meant?

inferno works but you need a mage guild.

EDIT: Ok, nevermind, the bug is listed in 3.1 readme but the fix didn't make it in Quantomas source code. It only applies to the stronghold towns. Fortunately i think this one can be fixed with a script.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 09, 2016 10:06 PM

Sorry I wrote the previous comment on the go.

Stronghold heroes cannot recover mana in their towns (cant say for forign ones, not tested) even if it has mage guild.
One of the opponents reported it from the current game we play.
This is all i know.

No clue what triggers it.
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Elessar
Elessar


Adventuring Hero
posted July 10, 2016 12:19 AM

My biggest issue with the Q-AI is its passivity.  Main hero on main hero clashes are extremely rare; if two do encounter each other they will typically ignore each other's existence.  Main on secondary with a decent army is as well (I suspect the "worry" there in the code is taking a lot of losses even if the powerful main wins)-and in many cases enemy heroes will often completely ignore my scout with his piddly army.  The main prefers to remain near its home territory and native castles and as observed upthread only its secondaries will typically do any invading.

As also said, this game is going to be very complex to code a decent AI for-now, reading that thread posted a few days ago that Quantomas participated in, he seemed to indicate that he is working on a updated version of the Q-AI for TOTE, unless I misread said posts.

~~~~~~~

Bug Report: If I bring the full Armor of the Dwarven Kings to a trading post, I get no unique relic artifact.  Also tried both kinds of hill forts, no dice there either.

Request: A new version of that MMH55-AdvObj map with all new artifacts placed on it, including the reward relics for completed sets.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 10, 2016 12:45 AM
Edited by magnomagus at 01:01, 10 Jul 2016.

Quote:
Bug Report: If I bring the full Armor of the Dwarven Kings to a trading post, I get no unique relic artifact.  Also tried both kinds of hill forts, no dice there either.


Don't try hillfort, on my end it works with trading post
on which map did it happen, also are you sure it was a trading post not an artifact merchant? did you get at least a questionbox or nothing?


Sorry tested with different build, you are right, I know what the issue is. Will be fixed.

I think you can finish the quest anyway if you have a moonblade.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 10, 2016 12:49 AM

Quote:
Request: A new version of that MMH55-AdvObj map with all new artifacts placed on it, including the reward relics for completed sets.


Already done, download the latest
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ldongder
ldongder


Adventuring Hero
posted July 10, 2016 03:01 AM

magnomagus said:
Was it after using town gate spell or was hidden artifacts enabled?
Did the town have a mage guild?


No magic guild built. No towngate or hidden artifact. After I build the magic guild, it works. So I was not aware of this prerequisite before and I thought it might relate to the special week effect, but magic guild is the key.

Thanks!

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ldongder
ldongder


Adventuring Hero
posted July 10, 2016 03:04 AM

magnomagus said:
Was it after using town gate spell or was hidden artifacts enabled?
Did the town have a mage guild?


No magic guild built. No towngate or hidden artifact. After I build the magic guild, it works. So I was not aware of this prerequisite before and I thought it might relate to the special week effect, but magic guild is the key.

Thanks!

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 10, 2016 09:28 AM

Funnily you still made me find a critical issue you didn't report
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Skeggy
Skeggy


Promising
Famous Hero
posted July 11, 2016 03:57 AM

Since MMH55_Utility.exe supports all new MMH5.5 classes and artefacts, could it be made to support 8 skills?
If the ‘MMH55_Utility.exe’ cannot be ‘fixed’ to support 8 skills, perhaps experience needed for level upgrade when game is played using MMH55_Utility.exe, could be increased.
Doing that, if possible, could offer completely new approach to feel of the game, battle interactions and of course, level pacing.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 12, 2016 08:48 AM

hey Magno,

I was roaming through the Mh55-index.pak  files and I noticed that in the creatures/Fortress/ folder there is nothing there?

What about all the changes you did to them? Did you revert them after nerfing the runes?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 12, 2016 09:51 AM

no they are in the dwarf folder
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 12, 2016 02:26 PM bonus applied by Galaad on 22 Aug 2017.
Edited by magnomagus at 14:28, 12 Jul 2016.

BREAKING NEWS!

RC8b is available for download.

MMH5.5 RC8b

This version will finally have fully completed skill system with magic classes for stronghold

Full changelist with screenshots is currently awaiting authorization on moddb.
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Ereinion156
Ereinion156


Adventuring Hero
posted July 12, 2016 03:01 PM

Thanks, magno!

One question: Is this mod working with xuxo`s texture mod?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 12, 2016 03:28 PM

Ereinion156 said:
Thanks, magno!

One question: Is this mod working with xuxo`s texture mod?

Xuxo mod is already integrated in the mod (minus a few stuff which didnt fit). No need to install it .
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 12, 2016 03:44 PM
Edited by magnomagus at 15:49, 12 Jul 2016.

dredknight said:
Ereinion156 said:
Thanks, magno!

One question: Is this mod working with xuxo`s texture mod?

Xuxo mod is already integrated in the mod (minus a few stuff which didnt fit). No need to install it .


That's not exactly how it is, there are many differences between the texture packs, mostly based on subjective taste (its not a matter of +-):

-H55tex does not include out of scale buildings.
-H55tex maximizes the terrain variation for ARMG.
-H55tex uses UG textures that match the crater objects.
-H55tex has many color temperature adjustments for matching terrains and objects and reducing snowblindness.
-H55tex has new sunlight matching the color temperature adjustments
-H55tex uses upgraded versions of original orc terrains instead of making them green and 'flowery'.
-H55tex preserves some resource textures which I subjectively considered better quality than the h6 ones (mercury).

In my opinion the included HDtex pack provides the best visual quality for H55, but you are free to disagree.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 12, 2016 04:44 PM
Edited by dredknight at 18:02, 12 Jul 2016.

Alright

btw check out this replay.
Inferno seem quite too strong now.

Haven has much bigger army and yet they lose.

I can pinpoint the following issues:

- "Mirror Image" scroll is really overpowered for might heroes. Is there a way to remove it from the game?

- Leadership and initiative stack exponentially. For example - high init unit acts more frequently, thus has more chance for leadership, thus acts even more frequently than a slow unit. I guess nothing we can do here but... just look at how often Haven soldier acts.

Also by acting much more often they miss the retaliation of units.

For example: in a battle between fortress and haven - most of the time hits are exchanged due to the similiar initiative.
Inferno acts so often that at some points a unit is hit twice by 2 different units.

P.S. Also it will be nice if Paladins cannot be puppeted as well.
Now when frenzy is friendly spell it nerfs them.


Some game info:
Battle is week 1 month 5.
Haven pumps population from 3 castles while inferno pumps population from 2 castles.
Haven has not done any training.
Haven income is 19k gold per day.
Inferno income is around 10k.



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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 12, 2016 06:00 PM

Ok the changelist is now available:

MMH5.5 RC8b Stronghold Magic + Changelist

I forgot to add in RC8b all creatures that formerly had immunity to frenzy, do now have immunity to puppet master instead.


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 12, 2016 06:24 PM

Quote:
btw check out this replay. Inferno seem quite too strong now.


I'm not convinced too strong, the paladin walk to the other side exposing the archers hitting nothing? the crusaders were not positioned to protect the archers from large creatures? then they also got very unlucky with the ethereal effect so the tactical errors were exploited to the extreme.
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sayke
sayke

Tavern Dweller
posted July 12, 2016 06:49 PM

Magno, this is awesome!! Yay!!! =D

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 12, 2016 07:09 PM
Edited by dredknight at 19:11, 12 Jul 2016.

magnomagus said:
Quote:
btw check out this replay. Inferno seem quite too strong now.


I'm not convinced too strong, the paladin walk to the other side exposing the archers hitting nothing? the crusaders were not positioned to protect the archers from large creatures? then they also got very unlucky with the ethereal effect so the tactical errors were exploited to the extreme.


That is correct. But the scroll thing is really overpowered.

I am playing the haven player and decided to go full out just to see how much of a opposition i will get. It seems quite a lot .
But also have in mind that Inferno player creatures has -6 luck modifier (he has expert luck so the final cut is -3) and Haven also used a lot of puppets and still the amount of damage Inferno caused was outrageous.

Stronghold vs Inferno battles are comming where Stronghold is the same strength as Inferno. You can place your bets now !
My prediction is that Stronghold chance of winning is absolute zero.
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