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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 ... 22 23 24 25 26 ... 50 100 150 200 250 300 350 400 435 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 17, 2015 05:19 PM

@dredknight: I noticed something weird I had nerfed initiative of executioners to 11 and rage bonus to +1, but i think in the replay BETA2! they have more at start of combat also earth daughter same story, gets 15 immediately but level 1 was nerfed to +2?

Could you reload this game and see if executioner really has base initiative of 11?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 17, 2015 05:46 PM
Edited by magnomagus at 18:15, 17 Jun 2015.

Quote:
Hence I've been wanting to see what would happen if nobody ever got any points in offense as they went up levels-reconfigure all classes to put all leveling into defense, spellpower, or knowledge, and thus make battles much more of a longer drawn out affair where the first significant attack doesn't effectively decide the battle right then and there.


This is not possible, maybe you could try increasing all creature HP by 20-30%?

EDIT: Wait, possibly a much easier way in defaultstats, effect of A & D:

<combat>
<DamageIncrease>0.05</DamageIncrease>
<DamageIncreaseCap>3</DamageIncreaseCap>
<DamageDecrease>0.05</DamageDecrease>
<DamageDecreaseCap>0.1</DamageDecreaseCap>

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted June 17, 2015 07:25 PM
Edited by dredknight at 19:57, 17 Jun 2015.

Deflaktor said:
Deflaktor said:

That wont work that way. You will have to unlearn Learning with the Memory Mentor first, save the game, apply the patch, load the game and then learn it again.






Thanks Def ))!

I will try some iterations of this tomorrow!

@Magno may be a new game should be created in order effects to take change.

Have in mind that Daughters start with blood rage lvl 1 because of the abilities. Also I have the dragon scale armor which gives further 5% to small creatures.

@Magno, I also had the ring for 20% initiative but we never use it in game (also the netherworld staff) because they break the game.
I mean it is not enough to be strong but fast as well...??

PvE monsters stand no chance... and it makes you immune to casualties.


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lotihoti
lotihoti


Famous Hero
posted June 17, 2015 07:41 PM

I would decrease the staff and ring to 10 + 10% and the little onse to 5%...

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted June 17, 2015 07:59 PM
Edited by dredknight at 20:03, 17 Jun 2015.

Some food for thought...

Barbarians warcries - they are very imbalanced. Basically if you look at them they have the best of the best from magic schools.

Word of the Chief- Costs 1 mana!!!! Kills irrelevant amount of units (even less because half of the damage is absorbed by bloodrage and by casting it units get bloodrage passively..) and gives +1 turn immediately to one unit. This should be changed. One way is make it the same but vastly increase the damage! Also the ATB scaling is wrong. I think it scales too quick with the levels.

The formula is 0.1 + 0.02*levels. At level 30 this is + 0.7. Too much for such strong units. It should not go above 0.5 at all times.

Ralling Cry - at lvl 30 it gives 5 MORALE + 40 rage points.
NOTHING should give 5 morale. and this is level 1 battlecry for god sake... it should not give even 3, because with 1 cast you cover leadership. Furthermore Rally flag + order of the chief and you have all you need from leadership! You just saved 4 level up points! I say reduce it to +2 morale at all times. This is somehow better.
I dont know what is the formula but the more levels you get the better  it becomes (it starts from +1 morale and goes up to +5 at lvl 33).


Horde's Anger despite the reduction to 0.8 per horde count it is still strong. My Anger was killing more than 120 sylvan archers and about 8-10 dragons. Try 0.7 for now.

last but not the least SHOUTING.

Have you ever thought about the difference between shouting and magic schools? basically shouting is like sorcery, but stronghold get their magics for free (levels) so basically they save 1 skill slot. at the same time their shouts are very very strong. They also scale with leveling which again comes free because you do it any way...

In comparison spell power comes with rate 1 point per 2 levels at most (if chance is 50%). Enlightment further increase this a bit and artifacts too but it is just not fair that warcries are so efficient on their own. Barbarians are wild this is their strength and their weakness ! You should know that sometimes the wild nature will not do always good for the person who use it.

After all our civilization is here because we are organized and work together! And when you are organized the chance things to happen becomes higher which should not be the case with warcries!!!

Just think of this for a second. I know answer is ahead...

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lotihoti
lotihoti


Famous Hero
posted June 17, 2015 08:19 PM
Edited by lotihoti at 21:35, 17 Jun 2015.

Most of this spells can be changed using defaultstat.xdb:

<RPForLevel1>500</RPForLevel1>
<RPForLevel2>800</RPForLevel2>
<RPForLevel3>1750</RPForLevel3>
<StartRP>0</StartRP>
<DamageAbsorbtionPerHeroSkill>
<Item>4</Item>
<Item>8</Item>
<Item>12</Item>
<Item>16</Item>
<Item>20</Item> </DamageAbsorbtionPerHeroSkill>

<RPToArmyOnWarcryLevel1>10</RPToArmyOnWarcryLevel1>
<RPToArmyOnWarcryLevel2>20</RPToArmyOnWarcryLevel2>
<RPToArmyOnWarcryLevel3>30</RPToArmyOnWarcryLevel3>
<RallingCry_MoraleBonus>
<Base>1</Base>
<LevelDivisor>20</LevelDivisor>
<PerDividedLevel>1</PerDividedLevel>
</RallingCry_MoraleBonus>
<RallingCry_Duration>3</RallingCry_Duration>
<CallOfBlood_RPPerCasterLevel>4</CallOfBlood_RPPerCasterLevel>
<WordOfTheChief_ATBBonusBase>0.1</WordOfTheChief_ATBBonusBase>
<WordOfTheChief_ATBBonusPerCasterLevel>0.005</WordOfTheChief_ATBBonusPerCasterLevel>
<WordOfTheChief_RPBonus>20</WordOfTheChief_RPBonus>
<Battlecry_SpeedBonus>
<Base>1</Base>
<LevelDivisor>1</LevelDivisor>
<PerDividedLevel>0</PerDividedLevel>
</Battlecry_SpeedBonus>
<Battlecry_OffenceBonus>
<Base>1</Base>
<LevelDivisor>8</LevelDivisor>
<PerDividedLevel>1</PerDividedLevel>
</Battlecry_OffenceBonus>
<ShoutOfMany_DamagePerCreatureInArmy>0.4</ShoutOfMany_DamagePerCreatureInArmy>
<ShoutOfMany_ShockwaveMoveTime>0.5</ShoutOfMany_ShockwaveMoveTime>

This are at least my values... I call them a bit more balanced then the original onse.

And all my spells got this durations:
<duration>
<Item>
<Base>0</Base>
<PerPower>0.05</PerPower>
</Item>
<Item>
<Base>0</Base>
<PerPower>0.075</PerPower>
</Item>
<Item>
<Base>0</Base>
<PerPower>0.1</PerPower>
</Item>
<Item>
<Base>0</Base>
<PerPower>0.125</PerPower>
</Item>
</duration>

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 17, 2015 08:42 PM
Edited by magnomagus at 22:21, 17 Jun 2015.

Wow that's a lot of homework

Quote:
I would decrease the staff and ring to 10 + 10% and the little onse to 5%...


Actually most creatures have initiative between 8-11 and the effect on them is very small. I think a better fix may be to change the creatures with excessive amounts (14/15/16) to have -1 because they are much more affected by these artifacts than the other creatures and I'm not sure this was taken into account when Nival calculated their power ratings. Maybe that combined with 15%/7.5%. Then all dragon artifacts also 7.5%.

Quote:
Have in mind that Daughters start with blood rage lvl 1 because of the abilities. Also I have the dragon scale armor which gives further 5% to small creatures.


Yes, you're right I forgot

EDIT

@lotihoti

Some of your changes really don't make any sense, if a spell takes like 20 spellpower to last a turn. This is not a HOMM game anymore. Focus on balancing the spell. Also if you set rage absorption so low that it is significantly weaker than defense which absorbs 30% permanent without requiring to gather any rage then something else must be wrong.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted June 17, 2015 10:35 PM
Edited by dredknight at 23:06, 17 Jun 2015.

magnomagus said:
Wow that's a lot of homework

Quote:
I would decrease the staff and ring to 10 + 10% and the little onse to 5%...


Actually most creatures have initiative between 8-11 and the effect on them is very small. I think a better fix may be to change the creatures with excessive amounts (14/15/16) to have -1 because they are much more affected by these artifacts than the other creatures and I'm not sure this was taken into account when Nival calculated their power ratings. Maybe that combined with 15%/7.5%. Then all dragon artifacts also 7.5%.


Magnomagus, there are 2 big issues. First one is the one you mentioned - excessive initiative. Second one is that by increasing/decreasing army initiative the hero is pushed backward in the ATB.

+10% initiative may not seem that much but when you have 7 creatures (some of which act twice or trice!) VS one hero acting once it is a lot.

I believe that in the replays that i posted I will win even if I dont cast any warcries.

Second barbarian warcries are very efficient because they either affect all his creatures which are awesome anyway OR they affect one creature that makes difference (you FEAR archers/big stacks OR you use WORD of the CHIEF on one important creature of yours, compare this to any school, summoning for example where you have to wait a few turns your spells to take effect whereas meanwhile you dont have the neccesary attack and defense to defend your units). One should have either good creatures or good spells not both.

You can see that against the replays where I use casually the FEAR against archers or the rooted trees and unroot my whole army. Bassically with 1 spell I disable 2 of the best sylvan units. And this will happen every game 100% of the time with stronghold as no skill is required.

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klosarmicko
klosarmicko


Hired Hero
posted June 17, 2015 11:34 PM

The way you are going there will be no powerfull items or skills or any other stuff, they will all be balanced

I think there should be crap items and also powerful ones. Even overpowerd but very rare or hard to get(skill). Thats what makes a game interesting. Just dont balance everything, thats my point ^^

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 17, 2015 11:41 PM
Edited by magnomagus at 23:43, 17 Jun 2015.

Quote:
Second one is that by increasing/decreasing army initiative the hero is pushed backward in the ATB.

+10% initiative may not seem that much but when you have 7 creatures (some of which act twice or trice!) VS one hero acting once it is a lot.


So what you are basically saying is that in your opinion generally heroes in this game don't get enough turns? Because this game is build on the idea of having many initiative modifiers which are equally available to all factions, so there isn't really a faction vs faction issue (leaving stronghold out of the equation for this question).
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Elessar
Elessar


Adventuring Hero
posted June 18, 2015 03:28 AM

magnomagus said:
Quote:
Hence I've been wanting to see what would happen if nobody ever got any points in offense as they went up levels-reconfigure all classes to put all leveling into defense, spellpower, or knowledge, and thus make battles much more of a longer drawn out affair where the first significant attack doesn't effectively decide the battle right then and there.


This is not possible, maybe you could try increasing all creature HP by 20-30%?

EDIT: Wait, possibly a much easier way in defaultstats, effect of A & D:

<combat>
<DamageIncrease>0.05</DamageIncrease>
<DamageIncreaseCap>3</DamageIncreaseCap>
<DamageDecrease>0.05</DamageDecrease>
<DamageDecreaseCap>0.1</DamageDecreaseCap>



Elaborate, please.  This avenue looks promising.

Mind, all I want to do right now is some experiments.  IIRC there was a thread somewhere (here or Celestial Heavens) years ago discussing this very issue.  How does everyone feel about that-lessening the effects of damage/offense overall, making for a more defensive-oriented game with longer lasting battles?  Unintended consequences?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted June 18, 2015 09:34 AM
Edited by dredknight at 10:01, 18 Jun 2015.

magnomagus said:
Quote:
Second one is that by increasing/decreasing army initiative the hero is pushed backward in the ATB.

+10% initiative may not seem that much but when you have 7 creatures (some of which act twice or trice!) VS one hero acting once it is a lot.


So what you are basically saying is that in your opinion generally heroes in this game don't get enough turns? Because this game is build on the idea of having many initiative modifiers which are equally available to all factions, so there isn't really a faction vs faction issue (leaving stronghold out of the equation for this question).


Excluding stronghold from this example.
Have in mind that a Wizzard army is not as strong has Might hero army.
So the wizard have to compensate with his power and also have the time to use it.
So basically if you are might hero and hasten your units with 20% globally. you severely cripple the opponent wizzard ability to react.


Now for stronghold. I was thinking how to fix them while in the same time they stay what they are. The following idea came to my mind.

Lorewise battlerage is the heart of stronghold. Basically the army gets more and more enraged with each turn passed and by the end of the battle they have to reach their full potential.

Trust me or not it is not what happens in reality.
What happens is that in an equal fight (this means that stronghold wins 50% of the battles but loses the other 50%). Stronhold barely gains rage levels. The tactics i use and most of the people use is not to kill stronghold units but to keep their rage levels at 0 so you cut efficiency.

What I want to be the end result of the stronghold change.
1. Whatever happens stronhold creatures gets heavily raged by the end of the battle no matter what!
2. Rage levels give high bonuses (basically keeping the rage bonuses as they are now) but creatures chance to die is also high. So the only way to win is actually be offensive and fast! Just what the faction is meant to be.

In order to do this i suggest the following.

1. Significantly decrease the damage reduction from rage. I suggest. we start with 30% at expert level. You think this is all negative but no, lower damage reduction has huge positive impact as well.

Cons: creature die easily.
Pros: Rage is not reduced to zero if creature is under heavy damage. This means that creature will mostly gain rage gradually throughout the whole battle and get all bonuses rage gives by the end of the fight, which lorewise is pretty cool and also gives different strategies to the opponent (the current strategy is only one - defend).

few changes that may follow after the this change may be related to adjusting the rage levels gap but again this is easy and requires some iteration of the gameplay to check the balance.

What do you guys think?

P.S. also this way you will justify the big + strong executioners population of stronghold

Haste and slow efficiency of 262 earth daughters is 37%.... too much having in mind they apply slow on hit.

Unfortunately there is no memory mentor on the map so I cant do the test Deflactor proposed.


QUIZ OF THE DAY!

Tell me how I managed to do this

This is the spellbook of earth daughters.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 18, 2015 10:29 AM

I have set up my own 'scientific' experiment to test the rage damage absorption. I made map for auto-combat between two identical heroes laszlo & kragh, both stats 10-10-5-10, no spells they were only doing combat. Laszlo had combat skill instead of rage and kragh had bloodfrenzy perk to have more rage. Both of their armies were exactly 10xbase growth.

With Beta 2 stronghold wins every time, but I realized something new: the cyclops are majorly overpowered. The idea behind rage creatures was they have less hitpoint to compensate for rage, but for some reason cyclops are excluded from that rule and actually have the best hitpoints of all lvl 7 except lava dragons. In TOE with massive absorption their effective HP is actually more than 500!!.

I tried various scenarios but found out that if cyclop HP is reduced by -20 and rage absorption is set to 40%, Haven already wins every battle!

Here is the map so you can try for yourself, play haven, no artifact bonus! and attack with autocombat:

http://www.mediafire.com/download/0515oldu7nsmlg4/Ragetester.h5m
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lotihoti
lotihoti


Famous Hero
posted June 18, 2015 10:43 AM
Edited by lotihoti at 10:50, 18 Jun 2015.

lotihoti said:
Most of this spells can be changed using defaultstat.xdb:

<RPForLevel1>500</RPForLevel1>
<RPForLevel2>800</RPForLevel2>
<RPForLevel3>1750</RPForLevel3>
<StartRP>0</StartRP>

<DamageAbsorbtionPerHeroSkill>
<Item>4</Item>
<Item>8</Item>
<Item>12</Item>
<Item>16</Item>
<Item>20</Item>
</DamageAbsorbtionPerHeroSkill>

-20% DMG for a skill is still a lot... Imagine with defence - you can still compensate a lot of incoming dmg...
With MMH5.5 your able to get ultimate rage (+500rage) with lvl 6(if your a bit lucky). Then your on rage lvl 2 and still farming for ressources. I wont call that balanced. Thats why i increased the required Points of lvl 2 rage to 800.
Another Point is: Rage lvl 3 gives stronghold creatures a lot power (orc chiefs and executors - 1 of them gets double strike - he hits 4 times then with his massacre ability and gets 200 rage each attack). 1700 is still a lot... but reachable.



<RPToArmyOnWarcryLevel1>10</RPToArmyOnWarcryLevel1>
<RPToArmyOnWarcryLevel2>20</RPToArmyOnWarcryLevel2>
<RPToArmyOnWarcryLevel3>30</RPToArmyOnWarcryLevel3>
<RallingCry_MoraleBonus>
<Base>1</Base>
<LevelDivisor>20</LevelDivisor>
<PerDividedLevel>1</PerDividedLevel>
3 Moral with lvl 40 is a LOT! Still compensaiting leadership, but better then actual 5 Moral at lvl 30!
</RallingCry_MoraleBonus>
<RallingCry_Duration>3</RallingCry_Duration>
<CallOfBlood_RPPerCasterLevel>4</CallOfBlood_RPPerCasterLevel>
<WordOfTheChief_ATBBonusBase>0.1</WordOfTheChief_ATBBonusBase>
<WordOfTheChief_ATBBonusPerCasterLevel>0.005</WordOfTheChief_ATBBonusPerCasterLevel>
<WordOfTheChief_RPBonus>20</WordOfTheChief_RPBonus>
<Battlecry_SpeedBonus>
<Base>1</Base>
<LevelDivisor>1</LevelDivisor>
<PerDividedLevel>0</PerDividedLevel>
1 Speed for all lvls + Attack is nice
</Battlecry_SpeedBonus>
<Battlecry_OffenceBonus>
<Base>1</Base>
<LevelDivisor>8</LevelDivisor>
<PerDividedLevel>1</PerDividedLevel>
</Battlecry_OffenceBonus>
6 Attack for a Mass Spell is slightly enough - for a non Magic faction(stronghold)
<ShoutOfMany_DamagePerCreatureInArmy>0.4</ShoutOfMany_DamagePerCreatureInArmy>
0.4 is way enough: Imagine you get a lot of goblins. You hit soon 1k creatures. And thats more then most of the spells do!
<ShoutOfMany_ShockwaveMoveTime>0.5</ShoutOfMany_ShockwaveMoveTime>

This are at least my values... I call them a bit more balanced then the original ones. Stronghold heroes nature is hard hitting, thats why i crippeled there war cries a bit...

And all my spells got this durations:
<duration>
<Item>
<Base>0</Base>
<PerPower>0.05</PerPower>
</Item>
With 20 Spellpower the spell lasts for 1 turn which is sufficient for a base power.
<Item>
<Base>0</Base>
<PerPower>0.075</PerPower>
</Item>
<Item>
<Base>0</Base>
<PerPower>0.1</PerPower>
</Item>
<Item>
<Base>0</Base>
<PerPower>0.125</PerPower>
</Item>
With 20 Spellpower the spell lasts for 2.5 turns which is good for a expert power - good because mass spells only take 0.5 ATB
</duration>


My comments in red - why i set the values this way.
@magno: Did you test other heroes too? Inferno, Necros etc.?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 18, 2015 10:59 AM
Edited by magnomagus at 11:00, 18 Jun 2015.

OK I made a critical error in one of my trial runs I had not set the rage to health transfer coef properly

This value must be set as follows:

absorption on expert level - transfercoef

60 - 1200
50 - 1500
40 - 1800
35 - 2057
30 - 2400

After correction stronghold kept winning at 40% and 35% rage absorption with cylops health -20HP. Haven wins every time at 30%.

@lotihoti: I don't see the transfercoef in your post so if it is still at 1200 you did it all wrong.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted June 18, 2015 10:59 AM
Edited by dredknight at 11:09, 18 Jun 2015.

Lotihoti,

The duration of spells is not OK. How it is now is just fine.

I like some of the changes in the warcries.

@magno,

This health factor? how does it work?
I was looking for some tips on different forums but didnt find anything.

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lotihoti
lotihoti


Famous Hero
posted June 18, 2015 11:11 AM

Nah the rage Transfer coef is another one - but i Need to look into it im not at home ^^

What do you think of my spell and warcries changes?

@dredknight:
1 Magic cast shouldnt last 1 Long battle. A battle that lasts more then 7 turns is rly unrealistic. Thats why i made this changes, otherwise you have to cast only 1 spell and you got it for the battle.
It is a tactical Feature: DMG-Spell or a bless spell?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 18, 2015 11:13 AM

It is explained in the fanmanual
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Nordos
Nordos


Known Hero
posted June 18, 2015 11:19 AM

Awesome Mod though I do like modding myself and am inclined to modify some files as well.
I noticed some things:

Editing creature files did partly work  - modifying Lich, Wight and some other creatures were no problem, but modifying Pit Lords and Devils posed a problem:

I could edit the Arch Devil. That was the only one of these 6 files which would be used. I had to move these files into the MMH55-Index.pak for the to work. I have no explanation why only these files were affected, though.

Another thing I noticed were the Banks. I wanted to add a new variant to the Dragon Utopia - but to no avail. I then thought about editing an existing variant, but the changes were ignored as well.
Are the banks hardcoded?
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lotihoti
lotihoti


Famous Hero
posted June 18, 2015 11:29 AM

The Banks are not hardcoded.
They were simply changed in this mod. They are located in MMH55_index/Scripts.

But the functions arent that easy to understand, cause they got generated in 2 different files (tables and another one, Name is not present right now).

After that you need to analyze the functions, which isnt that easy, but possible

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