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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 ... 225 226 227 228 229 ... 250 300 350 400 435 · «PREV / NEXT»
Skeggy
Skeggy


Promising
Famous Hero
posted November 28, 2016 10:24 PM

While I was playing duel mode with shamans and witches, I’ve noticed that all barbarian warcries, except call of blood, were usable and active, even though heroes didn’t have bloodrage. Warcries were placed on the special abilities section of the classic spell book (not barbarian cattle skin spellbook).
Later I tried to add warcries to all heroes manually and they all worked perfectly well except not being able to add rage points, and except call of blood because it is linked only to adding the rage point.
So, the idea is to make those wonderful abilities available to all, but, not to be overpowering, it should be received on the items set basis. Similarly, when you put ring of banishment, you receive banish spell under special abilities section.
The proposal is this:
1.Wearing all pieces of Power of Dragons gives Fear My Roar
2.Wearing all pieces of Armor of Death’s Embrace gives Word of the Chief
3.Wearing all pieces of Armor of Dwarven Kings gives Horde's Anger
4.Wearing all pieces of Sar-Issus Regalia gives Battlecry
5.Wearing all pieces of Prophet’s Set gives Ralling Cry
If possible, this would justify keeping the above sets for all, and the chieftans would have the same choice that they have now.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted November 29, 2016 02:36 PM

While I'm not enthusiastic about robbing stronghold from their specialty it is also problematic the spells cannot be unlearned when the sets are removed.
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Skeggy
Skeggy


Promising
Famous Hero
posted November 29, 2016 06:55 PM

magnomagus said:
While I'm not enthusiastic about robbing stronghold from their specialty it is also problematic the spells cannot be unlearned when the sets are removed.


So the methodology of banish ability that is received when the ring is in the ring slot and removed when the ring is off the slot, cannot be applied to warcries, because warcries are defined as spells and not abilities?
Because once the hero learns the spell, there’s no way to unlearn it?
I guess that would break basic game fairness.

Is there a possibility to create another variable in the MMH55-Settings.pak, one that would offer a possibility that hero receives new spells at the moment the spell appears in the newly built mage guild level, without being in town?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted November 29, 2016 07:15 PM

Quote:
So the methodology of banish ability that is received when the ring is in the ring slot and removed when the ring is off the slot, cannot be applied to warcries


yes because that one is in the source code

Quote:
Is there a possibility to create another variable in the MMH55-Settings.pak, one that would offer a possibility that hero receives new spells at the moment the spell appears in the newly built mage guild level, without being in town?


no, because there is no script function to determine the spells in the guild.
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thGryphn
thGryphn


Promising
Famous Hero
posted November 30, 2016 01:40 PM

Creature Info Page

Alright, I found some more time to work on this, and I have two questions:


1) How to access the creature info pages?
To clarify, there will be 9 pages for 8 factions plus neutrals.

Placing 9 buttons on a game window is somewhat problematic: either the buttons will have to be tiny, which makes it extremely difficult for them to be descriptive, or I will have to get creative to extend the window, etc.

Somewhat easier implementation is to have a single button (like in the skill wheel), which takes you to a page where you select the faction. The only downside is that this means two clicks to reach the faction page.

So, which one: 9 buttons, or a single button?



2) From which page/window would you like to access the creature info page?

I'm thinking "Hire Screen" and "Build Screen" pages in town view, "Army and Stats" page in hero view, and the "Creature Info" page when you double-click a creature.

Would that be sufficient?


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted November 30, 2016 03:31 PM
Edited by magnomagus at 15:42, 30 Nov 2016.

I don't like one button, because it doesn't allow the speed of reference needed. My initial idea was 8 buttons (same size and design as the skillwheel buttons) because I want them to be placed symmetrical (otherwise ugly). If you want 9, I'd say I want them all in a row (or a 9 tile square, but i've no idea where that's going to fit). This seems currently to only fit in creature upgrade window, but maybe it also fits in hire creatures if the 'hire creatures' text is reduced to 'Recruits' or an extra bar (background texture) with row of buttons is placed in the empty space next to resource bar and above the hire tab.

Personally I don't care about the hero screens, I think it will look redundant and i don't want the hero UI to slow down.

I don't know what you mean by tiny, are you talking about skillwheel size, is that impossible to manage?




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thGryphn
thGryphn


Promising
Famous Hero
posted November 30, 2016 04:01 PM

magnomagus said:

Personally I don't care about the hero screens, I think it will look redundant and i don't want the hero UI to slow down.



It really shouldn't slow anything but I will certainly test for it. In terms of the sheer size and dynamics, it's not like the skillwheel

I suppose I can drop it from the Army and Stats page, but I think it's very well placed in the Creature Info page...


magnomagus said:

I don't know what you mean by tiny, are you talking about skillwheel size, is that impossible to manage?



I meant tiny if I had to fit all 9 buttons in the currently available space on top, beside the page title... but I can try to extend that space like you described, or add a narrow strip of a frame beside the regular frame. If I do this, I promise it will look good

The problem with the extension you proposed, it will create an irregularity when compared to other windows (where the buttons won't show).

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thGryphn
thGryphn


Promising
Famous Hero
posted November 30, 2016 10:34 PM
Edited by thGryphn at 06:38, 02 Dec 2016.

Creature Info Page

I think I have a solution:

Expanding vertically wouldn't work because it clashes with the resource bar...

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 01, 2016 10:35 AM

In my opinion this looks weird, you open the hire creature windows and suddenly it seems to be predominantly an encyclopedia of
all creatures in the game. Like the skillwheel mods I want it to look like either part of the retail game or otherwise like a subtle hidden feature.

Can we please first of all go back to the skillwheel button, since continuity in the UI is important.

also making the column bigger doesn't work for 4:3 and 16:10 format.

Lastly, i think this discussion needs to move the thread you specifically made for it.
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Skeggy
Skeggy


Promising
Famous Hero
posted December 01, 2016 03:53 PM

thGryphn said:

Expanding vertically wouldn't work because it clashes with the resource bar...



Perhaps two small buttons would be proper way to address certain issues, like the current small button for skillwheel, in the “Hire creatures” page.
One small button that opens domicile faction creatures page detailed info, and the other small button that reveals extended column with big buttons for all other detailed faction pages.
If there would be no problems, two buttons could be also added to hero “Army and Stats” info page.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted December 01, 2016 10:39 PM

@Magno, is there a way to make a 64 bit version of Utility.exe .

Some people reported that they just want to play with their friends vs bots on LAN. So they use utility.exe but at some point they have the game crashing due to the size of the map.
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Deflaktor
Deflaktor


Responsible
Known Hero
posted December 02, 2016 03:12 PM

Paradoxian said:
Would I be correct in assuming that all efforts to increase the level cap to 50 (to account for the 8-skills option) have failed? I know there's a level 50 patch in the bugged section of that HoMM5 Patcher but I don't know if it's usable and just really buggy or completely useless.


Since this has been requested so many times, I picked up work again on it. And it's looking pretty good
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 02, 2016 03:30 PM

@dredknight: I think i'll add that in one of the last version otherwise I have to keep updating so many exe files.
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Ebgish
Ebgish

Tavern Dweller
posted December 06, 2016 01:10 AM

This is top quality mod, thank you for tremendous work! Do you plan to add useful hotkeys like in heroes3 hd+ mod - army swap, artifact swap between heroes? Chains are still very troublesome to do in heroes 5, dragging units one by one. And why did you remake treant? I cant understand, old one was nice. New one looks...questionable.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted December 06, 2016 08:37 AM

Ebgish said:
This is top quality mod, thank you for tremendous work! Do you plan to add useful hotkeys like in heroes3 hd+ mod - army swap, artifact swap between heroes? Chains are still very troublesome to do in heroes 5, dragging units one by one. And why did you remake treant? I cant understand, old one was nice. New one looks...questionable.


Hello Ebgish,
I believe the Treant issue is very subjective. It is just we like it more.

@Magno, I got a facebook question I cant really answer to. Could you help a bit.

"Why is Attack secondary skill gives just 20% damage bonus on expert level, while Defense gives 25% damage protection on the same level?"


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 06, 2016 04:40 PM

@Ebgish: If it was possible then I would remove chaining from the game entirely, since it is a design flaw.

@dredknight: offense gets more powerful if attack primary skill increases, defense not.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted December 07, 2016 02:37 PM

Thanks @Magno.

There is a Mod of the year contest on Moddb.
you can vote for heroes 5.5 here.

Select "Vote Now" button at the right side of the timer.
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Andrei
Andrei

Tavern Dweller
posted December 14, 2016 10:14 PM
Edited by Andrei at 22:15, 14 Dec 2016.

Is there any way to disable the scaling of objectives like the crypt, dragon utopia etc? It's the only thing that I do not like about this mod. I like to play on very hard difficulties and those encounters are absurd.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted December 14, 2016 11:00 PM

Andrei said:
Is there any way to disable the scaling of objectives like the crypt, dragon utopia etc? It's the only thing that I do not like about this mod. I like to play on very hard difficulties and those encounters are absurd.


in <game folder>/data/MMH55-Settings.pak there is a file called  H55-Settings.lua.

Open it and change H55_BanksDifficulty = 1 to something between 0 and 1.
This will reduce the size by that %.


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Skeggy
Skeggy


Promising
Famous Hero
posted December 17, 2016 04:29 PM

Dark Renewal description says:
Increases the hero’s mana regeneration by +4 and should it happen that any Destructive, Dark, Wasp Swarm or Divine Vengeance (not mass) spell is completely resisted by the target, the hero gains back all the mana spent to cast that spell and her/his ATB value drops to 0.2/0.3/0.4/0.5 depending on Sorcery skill mastery. Doesn’t work for Warlock Irresistible Magic.

So, what happens with the classes that doesn’t have Sorcery? Does the calculation take Leadership instead of sorcery?

Also, Corrupted Soil seems too much underpowered with damage=Hero Level*10, especially if its compared with Mana Burst from Shutter Destructive that has damage=Hero Level*30.

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