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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 2 3 4 5 ... 50 100 150 200 250 ... 266 267 268 269 270 · «PREV / NEXT»
stachnie
stachnie


Adventuring Hero
posted August 13, 2017 08:43 AM
Edited by stachnie at 08:45, 13 Aug 2017.

magnomagus said:
@stachnie: was it an academy or dungeon town?


Academy. It happened to me twice: after I had started a game at Impossible (at this sort of map AI bonus really hurts) and at Heroic (it was an experiment: I had captured all cities and I allowed the last AI hero to siege my first town, because I hoped he would convert it so perhaps I could be able to convert his starting town; after the crash I have loaded autosave, simply attacked the hero with my main hero and defeated him).

S

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twidel
twidel


Hired Hero
posted August 13, 2017 11:17 AM

where can i find the text file where you can change numbers like between 1-5 to change stuff like monsters growth and starting buildings in neutral  towns?
i changed a few things in it a while ago and i want to change it again

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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted August 13, 2017 11:37 AM

Growth for neutral sites on adventure map is set at Data/Settings.pak file.
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Gidoza
Gidoza


Known Hero
posted August 13, 2017 04:09 PM

So I've set Town Gate to 0 in H5.5 settings, but Town Gate is still functioning.

What's wrong?  :/



Also, in other news - I get a bug that comes up every single first day of the week.  What will happen is that my mouse will go from normal, to "flickering" on my turn between the hand pointer and the sandtimer that you get when computers are playing their turns.  When it's flickering, I can only give my heroes commands if I click at the time the hand is up during the flicker and not during the sandtimer - which makes giving commands very irritating.  The solution I've come up with to this is to mash my keyboards during the AI turn, and the next turn it'll turn back to normal (nothing else works - even quitting the game and rebooting it will retain the flicker behaviour, ONLY mashing the keyboard fixes it).

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted August 13, 2017 05:33 PM
Edited by magnomagus at 17:41, 13 Aug 2017.

@stachnie: caused by artifact merchant, it seems I cannot make the prevention script execute fast enough to fix it. This bug can only happen if an acadmey or dungeon town owned by a human player at the start of the map is conquered by an AI player.

modifying script settings cannot work on pre-existing save games.

for some reason this cursor flicker issue decided to show up after not seeing it for years, only thing I know right now for sure it is not in h55 scripts and somebody reported it going away after lowering the sound volume and wait for 5 minutes??
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stachnie
stachnie


Adventuring Hero
posted August 13, 2017 08:32 PM

magnomagus said:
@stachnie: caused by artifact merchant, [...] This bug can only happen if an acadmey or dungeon town owned by a human player at the start of the map is conquered by an AI player.


O.K. Is there any way to avoid this bug? E.g. to not to build the Merchant if the town may be captured by AI?

S.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted August 14, 2017 11:31 AM
Edited by magnomagus at 11:32, 14 Aug 2017.

That should work, but I prefer not worrying about it and not getting conquered.
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Gidoza
Gidoza


Known Hero
posted August 14, 2017 09:30 PM

magnomagus said:
@stachnie: caused by artifact merchant, it seems I cannot make the prevention script execute fast enough to fix it. This bug can only happen if an acadmey or dungeon town owned by a human player at the start of the map is conquered by an AI player.

modifying script settings cannot work on pre-existing save games.

for some reason this cursor flicker issue decided to show up after not seeing it for years, only thing I know right now for sure it is not in h55 scripts and somebody reported it going away after lowering the sound volume and wait for 5 minutes??


The game I started with those script settings WAS a brand new game.

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stachnie
stachnie


Adventuring Hero
posted August 15, 2017 08:06 AM

magnomagus said:
That should work, but I prefer not worrying about it and not getting conquered.


Well... anyone would prefer to not to worry, but Artifact Merchant is just icing on a cake. Nice to have but usually if you have enough resources to really have use of it, your capital is relatively safe. And if you lose your capital at this stage of the game, this often means the game is lost. So I would say this is irritating, but not gamebreaking.

S.

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Skeggy
Skeggy


Known Hero
posted August 16, 2017 03:06 PM

With the new prices of the artifacts, the in-town artifact merchants became double game-ruining paradox.
Not only that in-town artifact merchant appearance is highly selective and its artifacts offers unreasonable gameĖbreaking opportunities, but now artifacts became hilariously expensive, like the price somehow lowers the game-breaking potential.
There should be a line in the data/MMH55-Settings.pak that enables disabling of all in-town merchants. Or perhaps it can be replaced with in-town arcane library if bugless.
If disabling is detrimental for affected factions, perhaps there should be some sort of trade back, like bigger bonus for ritual pit or cheaper mini-artifacts.

There should be a line in the data/MMH55-Settings.pak that enables disabling of out-of-the-town artefact merchants. There are plenty of opportunities to collect artefacts on various locations through standard game interactions.
Or, it should be limited only to minor and non-set major artifacts.

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Gidoza
Gidoza


Known Hero
posted August 17, 2017 03:56 PM

Query - is there any interest in assessing the differences between the unit upgrade options and expanding their distinctiveness? Some of the options offer brilliant choices; some offer no choice; and others are just boring because they're practically identical.  I'm inclined to do a unit-by-unit analysis and come up with ideas for alterations so there's always tough choices to be made, the choices are not boring, and game type doesn't overly favor one choice over another too often.

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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted August 17, 2017 04:19 PM

Could you give top 5 of the most similar upgrades as I am not sure what do you mean?

P.S.
Excluding poltergeists/ghosts, they are meant to be stupid.
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Yuehan
Yuehan

Tavern Dweller
posted August 18, 2017 11:51 AM

Hi guys , I'm new here to the forum so excuse my lack of knowledge in the matter. I love the mod, it's a refreshing new experience and it made me comeback to HOMMV . That said, I have 2 questions that I hope someone can answer.

1. Can we use any model replacers with this mod, and if so can you recommend any good ones ?

2. Is there any way (other than the in-game settings which accounts for all player heroes) that speeds up Death Knights, they are so freaking slow compared to others?

That's all for now, thanks again for this amazing mod and keep up the good work, always looking forward to new updates.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted August 18, 2017 10:13 PM

@skeggy: while your proposel can be useful for testing purposes, I don't consider merchants in any way gamebreaking. something is gamebreaking if it takes the challenge out of the game.

@Gidoza: In my opinion most of these issues have been solved already, but I'll see what comes out of this.

@yuegan: thanks and welcome, concerning models I can say: not hero models
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Yuehan
Yuehan

Tavern Dweller
posted August 18, 2017 10:52 PM
Edited by Yuehan at 22:57, 18 Aug 2017.

magnomagus said:

@yuegan: thanks and welcome, concerning models I can say: not hero models


OK, thanks for clarifying , what about the slowness of the Death Knights (player controlled)?

EDIT: About the models, when I said that I did mean total replacement but what about texture replacers (making his helmet/hair, cape other color or texture or similar and not changing anything else)? Does that count in your statement above?

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted August 18, 2017 11:43 PM

Depends on the method used for modifying, you will have to open both mods and check if both have same .xdb file.

I recall Dks were already fixed as much as possible,


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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted August 19, 2017 09:53 AM
Edited by dredknight at 09:54, 19 Aug 2017.

@Magno,

Here is a French translation of the mod for RC9b by Mathieu Couespel.
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Skeggy
Skeggy


Known Hero
posted August 19, 2017 12:53 PM

magnomagus said:
@skeggy: while your proposel can be useful for testing purposes, I don't consider merchants in any way gamebreaking. something is gamebreaking if it takes the challenge out of the game.



I don't like the fact that artifact merchants operate only in some towns and that you can buy relic level artifact just for money. Usually, relic level artifacts are connected with some story, or some more complicated strategical effort - to amass the forces, and tactical effort - to conquer dragon utopia or something.
Buying it just for money changes the way game is played; at some point if one player has more towns than other player, and other player, even if s/he has lower number of units but has more tactical and strategic skill, but can still overpower the opponent, there comes the in-city artefact merchant. Iím not saying that first player is tactically or strategically inferior, or anything like that, Iím just saying that in-city artifact merchants takes the edge off what could otherwise be extremely interesting situations.
Basically same goes for out-of-the-city artifact merchants. It is not just the question if there are too many of them and/or if they are unequally placed on the map, it is the question of possible denial of legendary clashes of skills.
I would like to have options for completely disabling in and out of the city artefact merchants.

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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted August 19, 2017 01:12 PM
Edited by dredknight at 13:14, 19 Aug 2017.

Skeggy this is like saying the game is disbalanced because I get stupid artifacts for my hero and the opponent get cool one. There is a certain factor of luck.

Have in mind the artefact prices are very high so any money you spend on them are money not spend on creatures. FYI on big maps I am out of money even at month 5. Economy is really strained so every thousand of gold counts.

Also the city difference factor where one player has more castles than the other is not valid because this means one of the players underperformed or took inferior decisions through the game.

Cheers.
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Skeggy
Skeggy


Known Hero
posted August 19, 2017 01:38 PM

dredknight said:
Skeggy this is like saying the game is disbalanced ...



Misbalance in the case of artifact merchant is not the question which artifact you buy, it is the question can you buy relic level artifact without any kind of effort.
It is not big maps or underperformance that are in question here.
For example: player A makes correct choices and conquers dragon utopia. With that money buys relic level artefact in in-city artefact merchant. Player B does not have in-city artefact merchant. S/he also conquers dragon utopia and instead of artefact buys creatures.

Relic-level artefacts are extremely powerful and can very easily overpower any equation-based balance if suddenly there is excess of money.

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