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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 50 100 150 200 ... 213 214 215 216 217 ... 250 300 350 400 435 · «PREV / NEXT»
edhelmegil
edhelmegil


Hired Hero
posted August 30, 2016 05:00 PM
Edited by edhelmegil at 17:39, 30 Aug 2016.

Such a manual would be really marvelous. I will do my best to help. As soon as I find some interesting interactions I will post them here.

Respect for all the efforts the fan community has put in making this mod such an awesome alternative for the original game.

I will try to make myself useful as well. I used to be judging tournaments in Magic: The Gathering and hence my affinity for detailed and clear rules that leave no doubts, gaps or double meaning for anyone that reads them.  If you need any help with formulating the text about specific rulings, I would be more than happy to contribute.

Furthermore I will give my fare share of effort to popularize the game through my stream.

I am officially sold about this mod!
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Skeggy
Skeggy


Promising
Famous Hero
posted August 31, 2016 03:10 PM

There's already a lot of documentation on mod’s Facebook page, especially on photos section.
https://www.facebook.com/mightandmagicheroes5.5/


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edhelmegil
edhelmegil


Hired Hero
posted September 01, 2016 03:55 AM
Edited by edhelmegil at 03:56, 01 Sep 2016.

I noticed that sometimes when a map is created through the ARMG some of your initial extra dwellings in your starting territory are blocked by creatures that are meant to protect something else. This creates a bit of a handicap if it is the case only for one of the players (like it was on two of the maps I created). Not being able to take those extra seven hunters week 1 makes creeping in week 2 much less effective.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 01, 2016 08:36 AM

edhelmegil said:
I noticed that sometimes when a map is created through the ARMG some of your initial extra dwellings in your starting territory are blocked by creatures that are meant to protect something else. This creates a bit of a handicap if it is the case only for one of the players (like it was on two of the maps I created). Not being able to take those extra seven hunters week 1 makes creeping in week 2 much less effective.


This is normal. Happens all the time and makes the game more random.
The worst case scenario I have seen (and I have seen a lot) is to have 2 out of the three dwellings guarded. I accept it as a part of the game though it probably makes some people inconvenient.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 01, 2016 11:52 AM

This was already programmed in the original TOE RMG and not something I can modify. If no dwellings are blocked other objects like witch huts will be.
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Evene
Evene

Tavern Dweller
posted September 02, 2016 11:30 AM

Hi guys! Russian translate of your mod:
https://drive.google.com/file/d/0B48dJGOyZpi1Zk1HVGNyalo2OW8/view?usp=sharing
only the stories of heroes is not translated.

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edhelmegil
edhelmegil


Hired Hero
posted September 02, 2016 12:25 PM

Skeggy said:
There's already a lot of documentation on mod’s Facebook page, especially on photos section.
https://www.facebook.com/mightandmagicheroes5.5/




Thank you, mate! This was exactly what I was looking for.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 02, 2016 02:27 PM

Quote:
Hi guys! Russian translate of your mod:
https://drive.google.com/file/d/0B48dJGOyZpi1Zk1HVGNyalo2OW8/view?usp=sharing
only the stories of heroes is not translated.


Hello Evene, is this the same translation that was posted on heroesworld.ru or is this another one.?
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Academic
Academic

Tavern Dweller
posted September 03, 2016 01:16 AM

Does spell "Frenzy" work?  It  is  always  red  in my spellbook,  even in easy fights with non-undead  non-mechanical opponents.

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StevenAus
StevenAus


Adventuring Hero
posted September 03, 2016 02:13 AM
Edited by StevenAus at 02:15, 03 Sep 2016.

Frenzy is now a spell you cast on your own troops, and unit types that used to be immune to Frenzy as an offensive spell are now immune to Puppet Master.

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etore
etore


Adventuring Hero
posted September 03, 2016 02:59 AM

Playing "The Art of Strategy" map with Kilghan (barbarian).
After I bought the amulet of Town Portal I cannot cast Town Gate anymore (I certainly had cast it before to came back to main city). Is this expected?
Another question, the hero is a barbarian but the in game skill wheel has three another classes: chieftain, veteran and shaman. I remember that this subject was discussed earlier in this thread, but I thought that was fixed.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 03, 2016 10:23 AM

Read the description of the tp amulet,

I don't understand what you mean my ingame skillwheel shows all the correct classes?
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edhelmegil
edhelmegil


Hired Hero
posted September 03, 2016 01:02 PM
Edited by edhelmegil at 13:04, 03 Sep 2016.

@etore You should not see a class name "barbarian", because such a class does not exist anymore in 5.5. I had a similar issue when my rangers were shown in game as paladins. The problem is probably due to some of your old maps. When I completely cleared my MAPS folder, everything went back to normal.
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edhelmegil
edhelmegil


Hired Hero
posted September 03, 2016 01:15 PM
Edited by edhelmegil at 13:54, 03 Sep 2016.

I have a question concerning one of the perks available for rangers - imbue ballista. I can't imagine any case scenario in which I pick this over Nature's Wrath (obv one can't pick both). I mean Rangers have low spellpower and knowledge (unlike in TOTE where you have a lot of knowledge which is transferred to spellpower via High Druids), they do not have access to Destructive Magic mastery and the magic guild doesn't always contain destructive spells. Furthermore the plus 1 to maximum damage is a very strong effect for a might hero.

So my question is: How exactly is imbue ballista useful for the ranger class (it is the only class that has it).

Edit: Perhaps it can have some merit with Divine Vengeance, Wasp Swarm or occasional destructive spells you pick form the map or your guild but this seems like a very marginal use for a perk you should invest so much into.  

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floyt
floyt

Tavern Dweller
posted September 03, 2016 07:09 PM

edhelmegil said:
I have a question concerning one of the perks available for rangers - imbue ballista. I can't imagine any case scenario in which I pick this over Nature's Wrath (obv one can't pick both). I mean Rangers have low spellpower and knowledge (unlike in TOTE where you have a lot of knowledge which is transferred to spellpower via High Druids), they do not have access to Destructive Magic mastery and the magic guild doesn't always contain destructive spells. Furthermore the plus 1 to maximum damage is a very strong effect for a might hero.

So my question is: How exactly is imbue ballista useful for the ranger class (it is the only class that has it).

Edit: Perhaps it can have some merit with Divine Vengeance, Wasp Swarm or occasional destructive spells you pick form the map or your guild but this seems like a very marginal use for a perk you should invest so much into.  



I too think it got overly nerfed by magic school restrictions, along with Imbue Arrow in general  *kwetch, gripe*

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etore
etore


Adventuring Hero
posted September 03, 2016 07:20 PM
Edited by etore at 19:36, 03 Sep 2016.

edhelmegil said:
@etore You should not see a class name "barbarian", because such a class does not exist anymore in 5.5. I had a similar issue when my rangers were shown in game as paladins. The problem is probably due to some of your old maps. When I completely cleared my MAPS folder, everything went back to normal.

I don't have nothing but the game and the mod installed.

edit: the class is in the specialization description:

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 03, 2016 08:15 PM

@etore: I'm sorry but you must have done something wrong, this is NOT RC8b.
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etore
etore


Adventuring Hero
posted September 03, 2016 08:53 PM

My bad. I was in RC8. Sorry for taking your time.

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evene
evene

Tavern Dweller
posted September 03, 2016 09:41 PM

magnomagus said:
Quote:
Hi guys! Russian translate of your mod:
https://drive.google.com/file/d/0B48dJGOyZpi1Zk1HVGNyalo2OW8/view?usp=sharing
only the stories of heroes is not translated.


Hello Evene, is this the same translation that was posted on heroesworld.ru or is this another one.?

Another one.
this translate was made by myself
It has style of text like original translate of heroes 5)
Also,i'll be planning to support it for your new versions in the future and finish all untranslated stories

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 04, 2016 11:12 AM
Edited by magnomagus at 11:17, 04 Sep 2016.

@Evene: Thank you for your work.

Maybe some people will like your translation better.

The hero stories are mostly copied from H4, H6.


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