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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 270 pages long: 1 30 60 90 120 150 180 210 240 ... 261 262 263 264 265 ... 270 · «PREV / NEXT»
magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted May 17, 2017 06:27 PM
Edited by magnomagus at 18:31, 17 May 2017.

Quote:
So it is possible to play, for example, 2 Human vs 2 AI vs 2 AI, if I generate a map, set teams, use reanimation patcher, and then cancel the question at the beginning?


Yes, but I can't think of a good reason to prefer this over 2vs2 or
2vs3 since those will result in faster AI calculations and also gameplay 2vs2vs2 is unlikely better. Even 2vs4 will give faster calculations.

@NOvaCharger: I don't know this dueblo client, probably dredknight can recommend one that has proven to be more stable.

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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted May 17, 2017 08:43 PM
Edited by dredknight at 20:49, 17 May 2017.

NovaChaser said:

So we decided to play a game on dueblo


You can also try:
- Game ranger - works in any environment
- Tunngle - also works well but you may need to do a port forwarding if your PC is behind NAT.
- Hamachi - should probably work but I havent played with it since the heroes 3 days.

A few tips:
- All players should disable firewall. This is not neccessary but can cause some player not to see other player games (for example player A can see player B game but not player C: ).
- Regarding the invisible map issue - could you elaborate more I have the feeling about a few things but not concrete sure what exactly do you mean.

Do you mean that a player can make a map in the editor and click save but nothing appears? This happens if the editor is launched with no administrative privileges. To go around this issue next time you launch the editor right click on it and select -> "Run as Administator". A few permanent fixes for this:

1. Install the game on a drive different then the system drive (which is probably C.
2. Right click on the Editor shortcut-> properties -> copatibility -> tick the check box next to "Run this program as Administrator". Click OK to close the window. Now the program will run as admin automatically every time.

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edhelmegil
edhelmegil


Hired Hero
posted May 17, 2017 09:03 PM
Edited by edhelmegil at 21:06, 17 May 2017.

I'm the guy with the invisible maps NovaChaser is talking about. Thing is when I just copy paste a map in the map folder, it does not appear in the game. If I open a map in the map editor and save it in the map folder, then the map appears in the game but it is not visible in the folder - when i open the folder it seems empty and the only way to see the map there is to browse to that folder with the map editor. My game is on the main drive.

Basically, maps saved in the map folder with the map editor are usable in the game but invisible unless you use the map editor to check. Maps that are put in that folder by any other means but saving via the map editor are visible but unusable in the game.

Edit: And by the way we are using Game Ranger - Dueblo is a map name and not a client

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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted May 17, 2017 09:12 PM

edhelmegil said:

Edit: And by the way we are using Game Ranger - Dueblo is a map name and not a client



Hahaha you really got me and magno rick-rolled.

I am not very sure why the map disappears. The only thing coming to my mind is permissions issue. Try to Run the game as admin (right click run as admin)and see whats up. Beyond this I dont have any clue.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted May 18, 2017 12:19 AM

Quote:
If I open a map in the map editor and save it in the map folder, then the map appears in the game but it is not visible in the folder - when i open the folder it seems empty and the only way to see the map there is to browse to that folder with the map editor. My game is on the main drive.


yeah this is very weird and probably something with your Operating System, I have never seen this myself.
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NovaChaser
NovaChaser

Tavern Dweller
posted May 18, 2017 10:07 AM

Hi, again

I feel we are drifting a bit away from the main issue and that is what can be the cause of the checksum error because this is the only map (Dueblo_Allied_rnd.h5m downloaded from the link I gave you in my previous post) that we have a problem with. It's not a big deal anyway since we can always play on a different one but I'd rather we found what's wrong with it. As I mentioned before only one of us 4 has the checksum error and it is exclusively for that particular map.

Let us know if you have any suggestions, if not - ARMG to the rescue . Other than that I'd like to add that this mod is awesome so keep up the good work!

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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted May 18, 2017 07:48 PM
Edited by dredknight at 19:49, 18 May 2017.

NovaChaser, about the 0.2.0 issue.

I can advise as many things that may help in some way.

1. Patch the map with Mapmixer and make sure everyone has the same patched version.

2. Everyone with 0.2.0 error, make them go to <game folder>EditorH5MMods an delete everything inside. Try again.

3. if the error still up (or invisible map issue) for this particular map (but no such mistake on other maps) ask them to copy the whole heroes 5 folder and paste it on non system drive (D:, E: etc.). Make them launch the game from that folder and try again.

4. If anything above fails, a player whose game works should archive the whole game folder (with the map inside) and send it to the person with 0.2.0 error. The receiver should extract the game and try to play from it.


P.S. Not sure if relevant but make sure all participants launch the game from the same exe file.
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xtek
xtek

Tavern Dweller
posted May 19, 2017 10:41 AM

Guys, where can I find the IDs of the perk points and skills?
By that I mean ones like these.

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NovaChaser
NovaChaser

Tavern Dweller
posted May 19, 2017 12:23 PM

Thank you for the suggestions, dredknight, we'll try those the next time we gather for 2v2 and will tell you how it went.

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Skeggy
Skeggy


Known Hero
posted May 19, 2017 11:15 PM

xtek said:
Guys, where can I find the IDs of the perk points and skills?
By that I mean ones like these.


What is wrong with numbers on that page?

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xtek
xtek

Tavern Dweller
posted May 20, 2017 12:02 AM

Skeggy said:
xtek said:
Guys, where can I find the IDs of the perk points and skills?
By that I mean ones like these.


What is wrong with numbers on that page?


The issue is some of them simply don't function. The other issue is that some of these were changed, so the old IDs don't match up. At least if I'm correct on that matter.

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Skeggy
Skeggy


Known Hero
posted May 20, 2017 02:12 AM

xtek said:

The issue is some of them simply don't function. The other issue is that some of these were changed, so the old IDs don't match up. At least if I'm correct on that matter.


Perhaps you should write some examples so we can all see and propose some solutions.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted May 20, 2017 11:03 AM

The skillsystem of h55 is build on workarounds and obsolete source material, it does not use skill IDs that did not exist in TOE (impossible). The internal changes are not documented anywhere.
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xtek
xtek

Tavern Dweller
posted May 20, 2017 11:39 AM

Skeggy said:

Perhaps you should write some examples so we can all see and propose some solutions.


For example: Perk "Dwarven Luck" is now "Warrior's Luck", and as far as perks that can't be added I'll go with "Nature's Luck" aka "RANGER_FEAT_ABSOLUTE_LUCK" aka "124". Doesn't work anyway you try to add it. If I open editor and force add it to the Hero it works. Which means that it exists, but for some reason can't be added via console to the hero. And its not the only one, a lot of others can't either.

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xtek
xtek

Tavern Dweller
posted May 20, 2017 12:05 PM

magnomagus said:
The skillsystem of h55 is build on workarounds and obsolete source material, it does not use skill IDs that did not exist in TOE (impossible). The internal changes are not documented anywhere.


What about the perk "Forge Master"? I cannot find it anywhere. I tried adding luck of the barbarian (which if I remember correctly it is replacing) both via console and editor, but it doesn't appear.

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Skeggy
Skeggy


Known Hero
posted May 20, 2017 03:52 PM

xtek said:
Skeggy said:

Perhaps you should write some examples so we can all see and propose some solutions.


For example: Perk "Dwarven Luck" is now "Warrior's Luck", and as far as perks that can't be added I'll go with "Nature's Luck" aka "RANGER_FEAT_ABSOLUTE_LUCK" aka "124". Doesn't work anyway you try to add it. If I open editor and force add it to the Hero it works. Which means that it exists, but for some reason can't be added via console to the hero. And its not the only one, a lot of others can't either.


For instance, if you want to give Jezebeth "Warrior's Luck", you need to activate ability to cheat, open the console and type three times
@GiveHeroSkill(“Oddrema”, 5)
@GiveHeroSkill(“Oddrema”, 5)
@GiveHeroSkill(“Oddrema”, 5)

Then you need to add magic resistance:
@GiveHeroSkill(“Oddrema”, 31)

And, at last, to add "Warrior's Luck", you need to type
@GiveHeroSkill(“Oddrema”, 159)

Works like a charm.

Forge Master is spellproof bones or boneward or 106 on this page

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xtek
xtek

Tavern Dweller
posted May 20, 2017 06:49 PM

Skeggy said:

For instance, if you want to give Jezebeth "Warrior's Luck", you need to activate ability to cheat, open the console and type three times
@GiveHeroSkill(“Oddrema”, 5)
@GiveHeroSkill(“Oddrema”, 5)
@GiveHeroSkill(“Oddrema”, 5)

Then you need to add magic resistance:
@GiveHeroSkill(“Oddrema”, 31)

And, at last, to add "Warrior's Luck", you need to type
@GiveHeroSkill(“Oddrema”, 159)

Works like a charm.

Forge Master is spellproof bones or boneward or 106 on this page



So if I want to add a perk, I have to add all the perks that are it's prerequisites? I knew about the fact that I need to add the skill it self (in this case Luck), but I didn't know that you need to add it's prerequisites (Magic Resistance in this case).

Is there like a list of the changed names of perks? (So I can cross-reference it to the original list)

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Skeggy
Skeggy


Known Hero
posted May 20, 2017 07:26 PM

xtek said:

So if I want to add a perk, I have to add all the perks that are it's prerequisites? I knew about the fact that I need to add the skill it self (in this case Luck), but I didn't know that you need to add it's prerequisites (Magic Resistance in this case).

Is there like a list of the changed names of perks? (So I can cross-reference it to the original list)


I suppose it's enough to follow the skillwheel. You have in-game skillwheel, and you have stand-alone reference manual with skillwheel which you can download at this link

As for the changed names comparison, you can use old Heroes of Might and Magic V Skill Wheel

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Skeggy
Skeggy


Known Hero
posted May 20, 2017 08:23 PM

Would it be possible to connect production of mines with number of creatures placed in the mines?

For example, at least one generation of full castle production of upgraded creatures (that means either 49 conscripts or 24 marksman or 20 squires and so on) is needed for normal, everyday production of 1 rare ingredient (mercury, crystal, sulfur and gems) and 2 wood/ore per day.

Every mine could have option to produce 1 extra resource every second day if 2 generations of creatures are placed in mine, either 1 double generation or 2 separate.

Without creatures, mines could produce 1 rare ingredient and 2 wood/ore every second day, and ownership could be lost if same monster week repeats itself, for instance, second time Week of Tiger appears, or second time Week of Griffin appears.

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Skeggy
Skeggy


Known Hero
posted May 21, 2017 01:21 AM
Edited by Skeggy at 22:15, 21 May 2017.

Since it is not possible to make 4 replies in a row in the same topic, I edited previous post.


If barbarian chieftain heroes take avenging strike and retaliation strike, combined with prayer and encourage, then their cattle skin spellbook doesn’t show all warcries. Two last level 3 warcries are squeezed out of the active (or any other) view if 4 interactive perks are in upper row.

Barbarians do not need neither prayer or encourage if they can have ralling cry and word of the chief free of charge, (with zero spellcost).
Those two warcries are very similar to prayer and encourage and simple elimination of those two perks from chieftain skillwheel would completely solve the problem with warcries being squeezed out of the cattle skin spellbook.






New post

Apparently, when vampirism is casted on phantom forces stack unit, that stack unit does not disappears completely when it receives damage. It behaves like any other regular unit, taking damage and lowering its numbers, and adding numbers when attacks because of active vampirism.

Life drain does not work on that kind of unit, it behaves like elemental unit. Elemental overkill applies, therefore, it behaves like summoned elemental unit. Unit retains behavior of regular summoned elementals even after vampirism wears out. Even though it can be considered summoned elementals, elemental balance does not apply and does not reproduce same unit on the other side.

Interesting to notice is that vampirism replaces phantom forces “until hit” designation.
I really don’t mind, I suppose it is interesting behavior even though it might be some kind of bug.
Whatever it is, it would be nice to include description of that possibility in some FAQ.
Perhaps phantom forces should be level 5 spell and much more expensive and conjure phoenix level 4 and much more cheaper.

Besides very interesting new gameplay possibilities, this really offers unique perspective on summoned elementals.

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