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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 317 pages long: 1 40 80 120 160 200 240 280 ... 310 311 312 313 314 ... 317 · «PREV / NEXT»
velzun
velzun

Tavern Dweller
posted November 05, 2017 08:59 PM

Quote:
@velzun: that was not the issue was talking about, if you did not get any spells at all you are having obne of the following issues:

-You are loading the game from the wrong exe file. (watch out for old shortcuts and steam application misleading you)
-You are playing on a newly generated map in Hotseat or LAN, but forgot to activate scripts. Patch the map with reanimation patcher in start menu.
-You are playing a map downloaded from the internet in Hotseat or LAN, but it doesn't have scripts activated. Patch the map with reanimation patcher in start menu.
-Game wasn't patched to 3.1 before installation and/or mod isn't installed in right directory, uninstall and reinstall the mod.
-A conflicting mod or map is installed, try removing temporarily all custom maps and other mods downloaded from the internet and restart a clean RMG map, check if everything is now working properly.
-You are trying to play an incompatible custom map downloaded from the internet that includes conflicting game modifications or scripts or adds unrecognized new heroes.



Maybe it's one of the two first possibilities

Because we just downloaded the steam game today. and TOTE on steam is in 3.1
We haven't got any other mods installed just yours and we have just used the map editor from heroes 5.5 to try to play

we use Heroes 5.5 64bit shortcuts so i guess it's the right one since my friends run W10 64 bit


Well, too bad i'm not anymore in my friends house, so i can't do the trick for him since he don't understand english (yesterday i was trying to translate all the non french building/creatures skill, heroes skill for him )

so We just have to find this "reanimation patcher" in the game menu and patch the map with it ?
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted November 05, 2017 10:52 PM

@velzun: yes, and consider using version Rc9b instead of beta, since it is completely translated in French.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted November 05, 2017 10:58 PM
Edited by magnomagus at 23:05, 05 Nov 2017.

To make economy more interesting in the game I was thinking maybe upgraded tier 6 creatures should also cost 1x rare resource, while T7 costs 2x rare resource per creature, so that every faction is dependant on two instead of one type. Then resource silos should change if needed to support T6 instead of T7, so T7 depends on exploration.

Currently T6 creatures seem somewhat underpriced since 2 of them are close to = 1x T7

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Elvin
Elvin


Admirable
Omnipresent Hero
Tastes like chicken
posted November 05, 2017 11:39 PM

That sounds a lot. Probable result, people would delay upgrading t6 till lategame which doesn't sound fun. Might have been more reasonable if their growth was 2-3 but 4 plus dwelling bonuses doesn't paint a favourable picture imo.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted November 05, 2017 11:54 PM

The price for 4 t6 is the same as currently 2 T7, but a little less gold. Also the silo will always produce the needed resources for the T6.

and the adventure map is no longer as TOE, there are 6 new resource artifacts, mining skill and automated weekly suppliers.  
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azalen
azalen


Adventuring Hero
posted November 06, 2017 04:07 AM
Edited by azalen at 04:40, 06 Nov 2017.

magnomagus said:
The price for 4 t6 is the same as currently 2 T7, but a little less gold. Also the silo will always produce the needed resources for the T6.

and the adventure map is no longer as TOE, there are 6 new resource artifacts, mining skill and automated weekly suppliers.  


Another idea would be to impose a weekly tax of 1 resource per T7 unit of whatever is there favored resource.  If you can't fully pay the tax, then the difference will be auto dismissed from your T7 stack.  T6s resource cost would be a one time fee at hiring and would not have the tax.

That would really make mining skills/artifacts a priority.

It would also discourage the growth of game dominating T7 stacks.  I think it fits thematically as well as T7s are independently powerful creatures working with your hero for mutual benefit - they aren't basic soldiers like the other units.

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thGryphn
thGryphn


Promising
Famous Hero
posted November 06, 2017 07:06 AM

azalen said:
magnomagus said:
The price for 4 t6 is the same as currently 2 T7, but a little less gold. Also the silo will always produce the needed resources for the T6.

and the adventure map is no longer as TOE, there are 6 new resource artifacts, mining skill and automated weekly suppliers.  


Another idea would be to impose a weekly tax of 1 resource per T7 unit of whatever is there favored resource.  If you can't fully pay the tax, then the difference will be auto dismissed from your T7 stack.  T6s resource cost would be a one time fee at hiring and would not have the tax.

That would really make mining skills/artifacts a priority.

It would also discourage the growth of game dominating T7 stacks.  I think it fits thematically as well as T7s are independently powerful creatures working with your hero for mutual benefit - they aren't basic soldiers like the other units.



He's saying T6 are too cheap, you're trying to make T7 even more expensive.

Auto-dismissing creatures? Please NO. That would be a different game altogether.

It might be interesting to play that as a custom-made map, but definitely not as a norm.

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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted November 06, 2017 10:12 AM

@Magno, it sounds as a good idea but have in mind that some m Magic/Balanced classes heavily rely on a fast high tier opening to compensate for their early game inefficiency.

Some examples:
- Stronghold + Witch/Hag class - They need T6 for its regeneration purpose to cope with battle damage.
- Sylvan - Druid that opens up with Light.

However those exceptions regard the old light magic so my notes may not be relevant at all.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted November 06, 2017 10:25 AM

@dredknight: I wasn't planning on unupgraded T6 creatures costing any rare resources

Quote:
It would also discourage the growth of game dominating T7 stacks.  I think it fits thematically as well as T7s are independently powerful creatures working with your hero for mutual benefit - they aren't basic soldiers like the other units.


T7 stacks are not that special, on the contrary T6 is mostly your strongest stack, since it starts growing earlier, but overall T5-7 are not much different in strength.
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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted November 06, 2017 11:16 AM
Edited by dredknight at 11:17, 06 Nov 2017.

Then it is ok .
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted November 06, 2017 02:00 PM

I did some more research and currently, most towns need around 120-130 rare resources to build all dwellings and special buildings, except Haven needs only 95, stronghold 110 and Fortress 143?

T7 mostly costs 15 and then 20 for the upgrade, I think it is better to lower the cost for the unupgraded to 10 so player has real choice early between T6 and T7. This combined with equal continues costs on T6 and T7 will then better balance out resources throughout entire game.
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edhelmegil
edhelmegil


Hired Hero
posted November 06, 2017 02:20 PM

When I use the 'swap artifacts' option from the map mixer I get a lot of artifacts on the map that have no name when you hover over them and when you take them, there is actually nothing there. Is this supposed to work this way?

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edhelmegil
edhelmegil


Hired Hero
posted November 06, 2017 02:21 PM
Edited by edhelmegil at 14:23, 06 Nov 2017.

Can it be because of certain maps or it always does this on any map? (which is my experience so far)

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted November 06, 2017 02:24 PM

no, if you everything works properly without using mapmixer then i have no idea why in your case it malfunctions, otherwise this looks like an installation issue, read FAQ.
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Skeggy
Skeggy


Known Hero
posted November 06, 2017 03:53 PM

edhelmegil said:
When I use the 'swap artifacts' option from the map mixer I get a lot of artifacts on the map that have no name when you hover over them and when you take them, there is actually nothing there. Is this supposed to work this way?



I had the same problem. It turns out that map had its own GameMechanics folder with its modified creatures reftables and artifacts.

http://heroescommunity.com/viewthread.php3?TID=41303&pagenumber=251

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Skeggy
Skeggy


Known Hero
posted November 06, 2017 04:03 PM

Why not make all T6 creatures interceptors, that is, give them all taunt ability? Well, all T6 except dungeon faction where interception could be done by T5. MMH5.5 already has Taunt ability but it is used only by stronghold’s warmongers. Upgrades in price could be contextualized with new ability, all interceptors would have to be 2x2 and defense combat tactics would gain new abilities.


Also, “melee preference” ability could be given to Storm Titans while upgrading their damage and hit points to a level of Titan. Range ability in T7 isn’t much of a thing if they are 2x2 and therefore very hard to protect. Difference in other abilities gives Academy T7’s enough variability to choose either one.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted November 06, 2017 04:22 PM

1. doesn't make any sense
2. the other titans are already 'melee-preference like'.
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Skeggy
Skeggy


Known Hero
posted November 06, 2017 04:51 PM

Taunt ability provides possibility of intercepting attack intended for some other, possibly weaker creature. Usually T6 has enough high defense, hit points and numbers to take the few extra blasts not originally intended.
Perhaps tier-based distribution is a little bit unusual, but taunt ability (as in homm 5) is extremely interesting for turn-based games because it provides additional contextual chance-based tactical protection, so more intensive distribution of that skill is perhaps a good thing.

Concerning titans, yes, that is correct, I agree completely, but, I just thought that storm titans needed little more hit points.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted November 06, 2017 05:31 PM

Because it is very annoying work, I kind of always avoided working on building costs, but now i took more time i guess i should regret that. Stronghold, Dungeon & Inferno are easier to buildup than the other towns. They need to cost around 30 Wood and 15 Ore more. Haven has low rare resource costs, but the highest wood & ore demands of all towns.
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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted November 06, 2017 07:03 PM

magnomagus said:
Because it is very annoying work, I kind of always avoided working on building costs, but now i took more time i guess i should regret that. Stronghold, Dungeon & Inferno are easier to buildup than the other towns. They need to cost around 30 Wood and 15 Ore more. Haven has low rare resource costs, but the highest wood & ore demands of all towns.


Actually I never found this as a huge advantage because those 3 races have the most casualties early game because their creatures are quite fragile. So to some extent this balances it out. May be the only disadvantage I see is when playing Dungeon Magic hero because due to the high damage output you get zero to none casualties and at the same time you can easily get Magic Guilds + High tier soldiers.
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