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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 ... 333 334 335 336 337 ... 350 400 435 · «PREV / NEXT»
Athis
Athis


Adventuring Hero
posted March 14, 2018 04:33 PM

Hello folks
I asked about this before - but it is a long time ago and I thought to ask again in case things have changed

I want to play the original campaigns and I seem to have three options...

1. Use the original games vanilla
2. Use Tribes of the East with the original campaigns mod as supplied by the French site
3. Use Heroes 5.5

I recall reading there were some issues using Heroes 5.5 due to the Quantomas AI not working correctly with the scripts of the original campaigns.

What is the situation at this time with the current build of Heroes 5.5?

And what is your advice for a stable and as bug free as possible playthrough?

Thanks


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 14, 2018 04:47 PM

read FAQ and message that pops up immediately when playing first mission in h55.

there is no reason to play the campaign in h55 if you don't prefer h55 gameplay.
____________
MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ

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xtek
xtek


Hired Hero
posted March 15, 2018 05:13 PM
Edited by xtek at 17:37, 19 Mar 2018.

Is there a table of perk and item name variables used in editor?

I waste hours trying to find things like how is "Forge Master" perk under "Defense" skill tree named in editor?
Same goes for items. Most of them I can guess pretty accurately, but some are just damn impossible to find...

*IMPORTANT EDIT*
"Forge Master" perk is listed as "HERO_SKILL_LUCK_OF_THE_BARBARIAN"
Items can be found under: "MMH55-Index.pak/GameMechanics/RefTables/Artifacts"

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thGryphn
thGryphn


Promising
Famous Hero
posted March 15, 2018 05:48 PM

xtek said:
Is there a table of perk and item name variables used in editor?

I waste hours trying to find things like how is "Forge Master" perk under "Defense" skill tree named in editor?
Same goes for items. Most of them I can guess pretty accurately, but some are just damn impossible to find...


I don't believe magno keeps such a table.
Some of those names were already messed up thanks to Nival. Then some of them were repurposed in MMH5.5. It's quite chaotic now and I don't know which one is which and I too need to look through to figure it out when I need, which hasn't been happening almost at all after I finalized working on the skillwheel.

If I'm not mistaken, the xdb files include the paths to text files containing the names of the skills. You can track them down like that way...


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Forsberg
Forsberg


Adventuring Hero
posted March 15, 2018 09:29 PM

I've got unusual question
Did someone translate this game to Dutch language? I've been learning it for some time and I got this idea of learning with pleasure.

The same method I used when I was teenager, I translated Fallout 2 from English to Polish and it hugely bumped my skills at the time being.

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Athis
Athis


Adventuring Hero
posted March 15, 2018 11:21 PM


Thank you magnomagus
I decided to play the campaigns without H5.5 and make a separate instal with H5.5
Are there player made maps and campaigns for H5.5?

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xTek
xTek


Hired Hero
posted March 15, 2018 11:29 PM

thGryphn said:

If I'm not mistaken, the xdb files include the paths to text files containing the names of the skills. You can track them down like that way...



You mean the xdb files in the map folder in the editor folder?
I opened up the folder, found the xdb files, scoured through them and found no signs of paths.
Maybe it's a different folder?

Would you happen to know where could I find the paths?
Thanks.

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uata
uata

Tavern Dweller
posted March 16, 2018 01:24 AM

Hey,

First of all thanks for a great mod! Love it!
But I have a huge problem with a 5.5 map editor. I'm working on my two level, impossible size map. At the beginning everything went smoothly but after some time it is almost impossible to work on this map. In one word - sometimes I cannot save it. Map editor saves all files but sometimes xdb file is corrupted. It looks like last part of xdb is missing. I have to close all xdb tags manually to make it working again. But usually it means that part of what I worked on is not saved. And now, when map is ready in 80%, it happens almost every time. Sometimes editor saves my map correctly but in 9/10 cases it is corrupted.
And sometimes it is even worse! After saving my map h5m files is huge! The correct size of my h5m file is about 1.8MB, but in the worst scenario H5.5 editor saves it and it is about 25MB and it is not possible to unpack it. That's why I have about 5 backups

Do you know something about this? I tried to find some information but unfortunately without success
I lost my motivation to create my map. What is the point to do it when I have to pray to save it correctly.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted March 16, 2018 09:13 AM

Hello Uata - The more objects there are the higher the requirements for running the editor. Also make sure that you use the _64.exe editor so it can utilize more PC resources.

What PC are you running it on?
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dace
dace


Hired Hero
posted March 16, 2018 12:30 PM

amount of experience

Hi folks,

First - and one more time - thanks for this incredible mod.

Now I have a little question about experience points in the game:

I alaways play with difficulty at max level and I found it's a bit dificult to gain some levels with rmg maps. It's ok but it makes (for me) too much time to reach level 15 or 20, and makes (for me) the game a little less fun.

So, how can I change the amount of experience the hero win after each fight, keeping the difficulty to maximum level? Is there a way to edit this in data.pak or so?

Sorry for my poor english

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 16, 2018 12:44 PM

@Forsberg: afaik there is no dutch translation, also I don't expect there to be a large market for it.

@xTek: I think he is talking about skills.xdb in gamemechanics/reftables folder in data.pak

@uata: I remember having a similar issue very long ago (before i started making h55) with TOE editor. I was still on 32bit but i don't know if that is relevant. I think I had to go back to older save of the map that did not have the issue yet and copy paste areas of latest version into older version.
____________
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 16, 2018 12:47 PM

@dace: change H55_IgnoreExpAdjustment in MMH55-Settings.pak
____________
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dace
dace


Hired Hero
posted March 16, 2018 01:22 PM

@magno: thx a lot!

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Uata
Uata

Tavern Dweller
posted March 16, 2018 02:00 PM

dredknight said:
Hello Uata - The more objects there are the higher the requirements for running the editor. Also make sure that you use the _64.exe editor so it can utilize more PC resources.

What PC are you running it on?


I use _64.exe. My PC is not so bad: Intel Core i5-4670K, 16GB RAM, Radeon R9 270X

magnomagus said:
@uata: I remember having a similar issue very long ago (before i started making h55) with TOE editor. I was still on 32bit but i don't know if that is relevant. I think I had to go back to older save of the map that did not have the issue yet and copy paste areas of latest version into older version.

I use this copy-paste method but I have to do it after almost every single save. And some part of map are lost anyway and I have to add it again. Very annoying. Maybe I will try 32bit version but I think I've already done it
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almostlost
almostlost

Tavern Dweller
posted March 16, 2018 04:06 PM

Hello heroes fans. Did someone of you was able to play HMM 5.5 via LAN without problem with scripts?
Where for example starting gold is around 3000 for everyone, and not only for Host player? When heroes army specializations summons army to heroes stack? Or when objects on RMG map works as expected?

Did it work for anyone here?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted March 17, 2018 11:10 AM

Sure I played it many times.
Check out this guide that provides info on the most common issues and how to prevent them.
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thGryphn
thGryphn


Promising
Famous Hero
posted March 18, 2018 12:45 PM

@magno, after playing with and against them, I'm convinced that two creatures are overpowered (compared to peers and in the grand scheme):

1) Archmage and Combat Mage: Issue is Fist of Wrath spell. They cast it at Advanced level and they just kill the living hell out of anything. As stack size grows this is less of an issue with non-linear spell power but at small stack sizes, they inflict as much as 19 damage per creature to any foe. They are formidable creatures anyway and neither they nor Academy needs such boost. I suggest changing their Fist of Wrath level to "None" which means at most 12 damage per creature, which is still a little boost compare to ToTE.

2) Cleric and Zealot: With their drastically increased damage (which I know came at a cost of reduced ranged damage), they're just too much in melee. I'm actually fine with increased damage output but they are too much of a tank with extremely high damage output. Haven really does not need this boost. To keep their newly defined role without overpowering, I suggest reducing their HP to 70 (or even a little less). Base unit is fine at 54 HP.


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twidel
twidel


Adventuring Hero
posted March 18, 2018 01:29 PM

is the flickering crosshair fixed?

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xtek
xtek


Hired Hero
posted March 19, 2018 01:14 PM
Edited by xtek at 13:49, 19 Mar 2018.

If I would like to change Hero Class or the slot artifact goes to, where would I find them in the data folder, so that I can directly edit them?


Nevermind, I managed to find both things.

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dace
dace


Hired Hero
posted March 19, 2018 01:37 PM

thGryphn said:
@magno, after playing with and against them, I'm convinced that two creatures are overpowered (compared to peers and in the grand scheme):

1) Archmage and Combat Mage: Issue is Fist of Wrath spell. They cast it at Advanced level and they just kill the living hell out of anything. As stack size grows this is less of an issue with non-linear spell power but at small stack sizes, they inflict as much as 19 damage per creature to any foe. They are formidable creatures anyway and neither they nor Academy needs such boost. I suggest changing their Fist of Wrath level to "None" which means at most 12 damage per creature, which is still a little boost compare to ToTE.

2) Cleric and Zealot: With their drastically increased damage (which I know came at a cost of reduced ranged damage), they're just too much in melee. I'm actually fine with increased damage output but they are too much of a tank with extremely high damage output. Haven really does not need this boost. To keep their newly defined role without overpowering, I suggest reducing their HP to 70 (or even a little less). Base unit is fine at 54 HP.





I agree with this! But I'm still thinking that hunters/master hunters and especially arcane hunters are owerpowered!


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