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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 50 100 150 200 250 300 ... 314 315 316 317 318 ... 350 400 435 · «PREV / NEXT»
dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted November 16, 2017 09:32 PM

@Magno, check your messenger.
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Forsberg
Forsberg


Adventuring Hero
posted November 18, 2017 12:27 PM
Edited by Forsberg at 12:29, 18 Nov 2017.

Yo guys.
Are there decent maps for H5.5? I tried http://www.maps4heroes.com/heroes5/maps.php but a lot of them is scripted which can break game later.
Map maker creates quite boring maps I think. It is not so good like H3 maker - there are sometimes weird things like repeating texture tiles over and over or 5 same buildings within distance of 2 days travel.

Another question - is there way to edit map without exiting game itself? Sometimes I create map with map generator but I am forced to set one castle. I would like to choose another but I cannot do that - I have to exit game and run editor, set it and go back to the game. What options allow to freely choose sides when generating map in game itself without need of leaving game?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted November 18, 2017 01:20 PM

Forsberg, take a look at this guide. It shows the whole map generation process from start to end. Use the options that are show on the screenshots and you will be able to chose a faction when starting the game ("Random town" option should be enabled).

Mapmixer does not generate maps it makes the map MMH55 compatible and mixes units and artifacts (if desired).
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Skeggy
Skeggy


Promising
Famous Hero
posted November 18, 2017 08:40 PM
Edited by Skeggy at 20:42, 18 Nov 2017.

This is first example of mod that redefines upgrade prices of creature facilities inside cities.
I used default prices from one standard marketplace inside cities to define price in gold for basic creature dwellings inside cities and then multiplied that price 3 times and then recalculated the result in resources and gold as a price for upgraded facility.
Main purpose of this mod is to make players use their basic creatures much more and calculate investment in those upgrades that suits them best in certain surroundings, without the need for game to be played on low-resource maps.

Right now I’m playing the game on MMH 5.5 random map based on template 8P-Epic-I/XLu-(All#) created by the Advanced RMG v 1.32 (started from MMH55_Editor_64.exe) with options: extra-large size, with underground, without water, with strong monsters. The map is for 8 players, start seed is 1509235382, normal resources and experience level 3. I deleted all witch huts from the map so I can monitor level pacing without any intrusions.
H55_IgnoreExpAdjustment is set to 1, so I have same leveling as AI, H55_AIHandicap is 0, H55_AICheatMode is 2.
I run the map though mapmixer, but lowering power ratio makes the monster too weak, so I left the power ratio to 1 and I’m playing the map right now on heroic difficulty and heroic lookahead depth.

In cases where basic creature dwellings were more expensive than its upgrades (griffin, swordsman, rune priest, defender, vampires, wights,) I used cheaper facility for basic calculation, because otherwise wouldn’t make any sense.

There are two files, one that redefines marketplace town specialization (into some resource specialization), and one file that leaves marketplace specialization as it is.

To download basic1x-nonbasic3x.pak without marketplace town specialization, click this link:
https://www.mediafire.com/file/bp1xzgfupffgsax/without%20marketplace%20town%20specialization.zip

To download basic1x-nonbasic3x.pak with marketplace town specialization, click this link:
https://www.mediafire.com/file/5er17fy9dg19v4l/with%20marketplace%20town%20specialization.zip

After download just place the basic1x-nonbasic3x.pak from the zip file in data folder of the game.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted November 19, 2017 01:41 AM

Quote:
H55_IgnoreExpAdjustment is set to 1, so I have same leveling as AI


you always have the same leveling as the AI, except that if cheating is enabled, it gets a few bonus skills to make up for the fact that it doesn't visit witch huts, which you now don't get since you removed the huts
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted November 19, 2017 05:39 PM bonus applied by Galaad on 20 Nov 2017.
Edited by magnomagus at 17:43, 19 Nov 2017.

UPDATE:

To speed things along:

MMH55 RC10 Beta 2 (Hotfix)

Updates RC10 Beta to Beta2. This will include many important bug fixes and propose for gameplay testing a revision of town building cost balance and sylvan channeling issue.

ECONOMY OVERHAUL

(to avoid any confusion this is unrelated to Skeggy's post above)

The goal of the economic changes is to make economic demands more continues throughout the game instead of having all economic difficulty very early. Economic demands early will actually be a little lower in Beta 2. Also a lot of big balance issues between towns needed fixing.

-To make early game more smooth fort will cost 3000->4000->5000 gold instead of 5000->3500->5000.
-To make choice between T6 and T7 less linear the cost of T7 dwelling building will be reduced by -5 rare resource per level.
-Slave market is moved away from the capital chain in stronghold.
-Shipyards cost less wood.
-Towns will always have a 'wood bias' OR an 'ore bias'. A wood bias means the town will need around 95 wood for building all dwellings and special buildings (and around 80 ore)
Sylvan, Necropolis, Dungeon and Stronghold will have a wood bias. The other towns will have an ore bias.
You will feel this while playing, basically all towns will now play more like sylvan which always had a wood bias and was therefore harder to build, while some other towns were unfairly easy.
-Gold is now balanced for all towns and will be around ~71000 needed for all dwellings and special buildings, this actually means that some towns like necropolis got significantly more expensive, but haven got a lot cheaper.
-Each town will now require around 140 rare resources (same as previously fortress) to build all dwellings and special buildings, but not more than ~45 of one type and better spread.
-Instead of having 1 'favoured' rare resource every faction will 2 'favoured' rare resources. I will explain the new system by example of the Haven faction, but all other factions will be treated in similar way:

Haven has 2 favourite resources: Crystals & Gems
The resource silo produces 1 Gem per day
T6 Building costs 10 Gems (level 1) and 15 Gems (level 2)
T7 Building costs 10 Crystal (level 1) and 15 Crystal (level 2)
(there are of course also ore, wood and gold costs but those are not relevant discussing)

T6 unupgraded costs no Gems
T6 upgraded costs 1 Gem
T7 unupgraded costs 1 Crystal
T7 upgraded costs 2 Crystal

Since a town produces double the amount of T6 the demand on both resources is actually the same and 2xT6 creature are also similar in power to 1xT7.
The result is that towns are not entirely self-sufficient since the resource silos will only provide for T6, this may seem unorthodox for H5 players
but H5 was actually the first game were all towns were self sufficient. In H2 and H4 there were no silos and in H3 various towns had silos that did not
give the resource needed for tier 7.

While testing this system not much difference in gameplay was shown on maps that had mines for each resource available.
On maps without mines however the gameplay can become dramatically different and the players will be in constant struggle for T7.
It is however not likely a problem to start breeding them early if desired.

BUGS

-Fixed critical issue, mod becoming dysfunctional on custom maps where one or more AI players start without heroes.
-Fixed AI sync issues caused by scripted movement modifiers.
-Possibly fixes 'Permanent cursor flickering' issue when AI lookahead depth is set to higher than normal. (I could not trigger this bug on Huge+underground map with 8 players and lookahead depth at impossible with this fix)
-Fixed inferno t4 unable to gate.
-Fixed many perks not giving the right spell.
-Fixed some classes unable to learn power of endurance, arcane armor & power of speed.

OTHER BALANCE STUFF

-channeling costs mana and require feed from dryads
-fixed dungeon shipyard not costing wood, fixed inferno castle not requiring pit.
-Implemented all minor stat fixes added to RC10 details thread.

Changes with impact on txt (translators):

-added skeleton bonus to pile of skulls building for heroes without necromancy
-balanced low level creature growth perks (to give more)
-Added warning to governance contract about governors not able to use more than 10 dragonblood crystals. (blocks shatter-farming)
-Some resource silos have desc changed.
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azalen
azalen


Responsible
Known Hero
posted November 19, 2017 11:02 PM

Magnomagus, TY for all your hard work to make this game great.  

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted November 20, 2017 12:01 AM

I should add currently very few templates are without rare resource mines, but this will dramatically change in next update that will have many new templates with new gameplay.
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azalen
azalen


Responsible
Known Hero
posted November 20, 2017 12:25 AM

My guess is Necropolis will benefit the most from level 7s being harder to get.  

How is this 'feed' thing supposed to work.  Does it replace Symbiosis?

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Mario
Mario


Known Hero
posted November 20, 2017 02:08 AM
Edited by Mario at 03:09, 20 Nov 2017.

Thanks for update Magno!
I updated the Polish translation to a new version
Polish Translation RC10 Beta 2

Edit: You've changed names the Tier 7 Academy creatures. Did their skills have not been modified?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted November 20, 2017 10:24 AM

Thanks,

No skill changes and you don't need to change the names in polish if you don't want to.
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Mario
Mario


Known Hero
posted November 20, 2017 11:13 AM

magnomagus said:
Thanks,

No skill changes and you don't need to change the names in polish if you don't want to.


Thanks. I kept the old names in Polish version. The translation link is still valid

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted November 20, 2017 01:31 PM
Edited by dredknight at 13:32, 20 Nov 2017.

Magno,

A few issues for RC10 beta 2.

Dwarven set
Currently the Moonblade is the part of the set where the Dwarven Shield is not.

Could you verify?

Lion Set
Lion set description report different things:
Lion crown and necklace say "The hero gains +4 Attack for wearing the Crown, Necklace and Cape" where the Cape says that the attack bonus is +6.

I believe the +6 is the correct one.

Death's Embrace
Ring of Unrepentant - quest description says "mummies" when it should be "Mummies" .


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted November 20, 2017 01:46 PM

I fixed the dwarven set in Beta 2, but those 2 descriptions slipped by me, they need to say +6.
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Mario
Mario


Known Hero
posted November 20, 2017 02:07 PM bonus applied by Galaad on 20 Nov 2017.

Good catch dreadknight! I updated translation.
@Magno Since you didn't put translation on moddb I am giving the new link:
Polish Translation RC10 Beta 2

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted November 20, 2017 02:26 PM
Edited by dredknight at 14:33, 20 Nov 2017.

magnomagus said:
I fixed the dwarven set in Beta 2, but those 2 descriptions slipped by me, they need to say +6.


My bad regarding the Dwarven set. I refreshed the texts but forgot to change the RC10b1 database with RC10b2.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted November 20, 2017 03:29 PM

I have added it to moddb and made sure the 2 txt files are newer than the fixed ones on my PC.
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Mario
Mario


Known Hero
posted November 20, 2017 03:37 PM

magnomagus said:
I have added it to moddb and made sure the 2 txt files are newer than the fixed ones on my PC.


Thanks Magno

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted November 20, 2017 06:22 PM

to everyone that has played campaigns.

I need an objective opinion on how hard are campaigns on normal difficulty with 5.5 mod? I got a person that complains that AI is very hard on some missions but as I have never played the campaigns (even without the mod) I cannot give opinion .

When it is hard? when it is easy? what makes or breaks the AI on campaign?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted November 20, 2017 09:02 PM

what difficulty is he playing and have you told this person to switch off town conversion?

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