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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 ... 32 33 34 35 36 ... 50 100 150 200 250 300 350 400 435 · «PREV / NEXT»
dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 07, 2015 10:47 AM
Edited by dredknight at 11:13, 07 Jul 2015.

@Magno,

Can you change the way elementals are given by shatters?
magic guild lvl 3 is just too high.
When I build it I dont need the elementals at that state.

Can you make the growth of elementals equal to this formula:

growth = Guild_level * X

Where X is 0 for basic shatter, 1 for advanced and 2 for expert.

This way at magic guild level 5 and expert shatter a player will get 10 units per castle, per week.

Some thoughts on balance:

It is not too strong because  you either go for tiers or magic guild levels, you need sacrifice one for the other.
Your hero development is slowed down if you pick shatters early because the skill does not help much.

This growth allows at some point to change one of the seven tiers with elementals if the player wants it.

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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted July 07, 2015 03:55 PM
Edited by zmudziak22 at 15:56, 07 Jul 2015.

@magnomagus why we can have 8 skills on single or multi but no in campaign?

In original game I always missed 2 slots.

My heroes Always have Learning(Enlightment), 2 magic schools, and spellcasters(magic heroes) also sorcery. I couldn't learn logistics becausee i fill all 6 skills.

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lotihoti
lotihoti


Famous Hero
posted July 07, 2015 06:41 PM

Magno did you change boss firewall skill? Its the skill of demonlord sovereign at the end of homm 5.

Idk why but it doesnt work anymore.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 07, 2015 06:54 PM
Edited by magnomagus at 18:56, 07 Jul 2015.

@lotihoti: afaik I didn't make changes and don't know how to add new spells, also these spells would be tactically redundant.

@dredknight:
it can be finetuned, but you are only considering one shatter skill, but you can have more than one.

@zmudziak:
question was answered.

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Dredknight
Dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 07, 2015 07:09 PM

More shatters meen less points for better skills.
Getting 2 shatters early game is going to cripple your game quite a bit.

Even disregarding the state above a hero need to spend 6 points on shatters to get 20 elementals per week per castle.
Don't forget that besides spending points for shatter they also will interfere with the perks pick up till the end of the game.

Also having an alternative stack sounds like a nice addition.
Ads another small dimension to the game .
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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted July 07, 2015 07:53 PM

Will you make some changes in campaigns?

New banks, Memory Mentors for Vanilla/Hof campaigns. Also HOF campaigns are capped to 29/30 hero level. Same to Isabel Campaign, last mission capped to level 24.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 09, 2015 01:50 PM
Edited by dredknight at 12:29, 10 Jul 2015.

Just noticed that Hero with 15 SP and expert destruction has magic missile dealing less damage than the normal attack of the hero...

Also I have the cultmaster perk. I dont see additional troops joining on the start of the week. Do I need to have some in the hero? 3 priests joined my side this week. How does the perk work exactly? Will priests join me if I dont have such in my hero?
My hero is lvl 24.

on maps where zones are isles there is a bug one of the lighthouses is not guarded correctly in zone 1. Not sure if it will be repeated elsewhere.
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lotihoti
lotihoti


Famous Hero
posted July 09, 2015 04:56 PM

Magic Missile:
Depends. You will definitly kill more peasans with Magic Missile, then with a normal hit. Magic Missile is a lvl 1 Skill, for killing strong creatures you should use better spells (Implosion etc.)

Doesnt cultmaster perk only increase creature growth - depending on hero lvl - for towns? So for example: your able to buy +3 pit Lords/week.


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 10, 2015 02:22 PM
Edited by magnomagus at 14:26, 10 Jul 2015.

Quote:
Also having an alternative stack sounds like a nice addition.


I will work on this

cultmaster is explained in the manual, please determine which specific passage is unclear.

The lighthouses were placed with RTMG, not an ARMG issue. RTMG is not open source.

Hero combat damage is based on creature amounts, overlap in some situations is unavoidable.

Quote:
New banks, Memory Mentors for Vanilla/Hof campaigns. Also HOF campaigns are capped to 29/30 hero level. Same to Isabel Campaign, last mission capped to level 24.


Not high priority, but if it is simple maybe it can be done.
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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted July 10, 2015 07:49 PM

I play original scenerio Diplomat

Me as Haven vs Dungeon

There is also blue Academy but i can't attack them(quest)

Main Dungeon Hero Lethos attack my Haven after losing Dungeon. He has 17 level and quite good stats A9 D2-3 SP9 K10. I send my scount Ruther to defend it and I won

I have replay uploaded if some want look at it.

http://speedy.sh/afebb/RutgervsLethos.sav

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oskarroza
oskarroza

Tavern Dweller
posted July 10, 2015 10:05 PM
Edited by oskarroza at 22:06, 10 Jul 2015.







Is it possible to change the combat screen, or even get back to the old one? Personally, I don't like not seeing the right border of the creatures queue For me it should be narrowed a bit, at least, so that it fits the screen perfectly.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 10, 2015 10:34 PM

Remove MMH55-ATB.pak from your data folder
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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted July 10, 2015 10:36 PM

There is also Xazardous Combat Interface. Look on heroescommunity for 3.1 version.

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oskarroza
oskarroza

Tavern Dweller
posted July 10, 2015 10:45 PM
Edited by oskarroza at 22:46, 10 Jul 2015.

Thx!
Looking at it right now. I've decided to try to combine the xazardous queue with all of the other improvements from MMH5.5 and get "my ultimate combat experience"

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oskarroza
oskarroza

Tavern Dweller
posted July 11, 2015 12:56 AM
Edited by oskarroza at 00:58, 11 Jul 2015.

OK, got it all done, but there is one issue I can't cope with:
How do you set the number of creatures present in the ATB bar? In the  xazardous version, there are only 10 creatures seen; in the MMH5.5, there are more - see the screens:






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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted July 11, 2015 12:32 PM

It looks like that come with MMH5.5 is modified version of Xazazardous one.

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oskarroza
oskarroza

Tavern Dweller
posted July 11, 2015 12:44 PM

Yeah, and that's why I was wondering how to set the number of creatures seen in the queue. The version from MMH5.5 can look good in 1920x1080, but it is too long in lower res (I play in 1400x900).

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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted July 11, 2015 03:58 PM

You need edit files in .pak/.h5u archive.

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oskarroza
oskarroza

Tavern Dweller
posted July 11, 2015 04:32 PM
Edited by oskarroza at 18:51, 11 Jul 2015.

zmudziak22 said:
You need edit files in .pak/.h5u archive.


I've figured that out already The question is WHICH files I need to modify


EDIT:
I've figured it out - the file responsible for the queue length is "IconView.(WindowSimpleShared).xdb".

After numerous tweaks and changes I've come to this look:



It's not perfect, but I couldn't make it better
Here's the link to my file - works best on 1400x900, I didn't check it on other res.
[url=http://www.mediafire.com/download/i7l6kcn1ebu14c6/MMH55-ATB.pak]Combat Queue for 1400x900[/url]

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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted July 13, 2015 03:38 PM

@Mag how can i add music files like you did in MM5.5?

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