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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 357 pages long: 1 40 80 120 160 200 240 280 320 ... 338 339 340 341 342 ... 357 · «PREV / NEXT»
Skeggy
Skeggy


Promising
Famous Hero
posted April 06, 2018 07:07 PM

xtek said:
Does anyone know where I can edit the amount of movement points caravans have?


I've done some tests and it seems that movement points that caravans have is defined by BaseHeroMovement variable in DefaultStats.xdb file.
MMH 5.5 has its own DefaultStats.xdb file, and it’s located in MMH55-Index.pak in GameMechanics -> RPGStats subfolder.
BaseHeroMovement variable is visible immediately as soon as DefaultStats.xdb file is opened in some word editor with its default value of 2750.
That value defines basic move points available to every hero. That value is also used to define total available move points for every caravan. Increasing that value will increase movement points of every caravan but it will also increase default movement points of every hero.

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xTek
xTek


Hired Hero
posted April 06, 2018 08:21 PM
Edited by xTek at 20:56, 06 Apr 2018.

fidanas said:
Which one you choose when playing HOMM 5.5?
So far i found no real use to select the Hybrid middle class, to start with. I think there is no real use for this class of heroes in game, except some native hero perks that boosts creatures and so on.


I use the "hybrid class" as town governors, and build them to completely mitigate or at least minimize the enemy damage.

Sylvan

Best example I could give you would be buying a Warden class hero and learning skills such as Defense, Shatter Destructive, Combat, War Machines and Light Magic skills. I give them all of the Unicorns, Treants and Dryads.
Dryads and Treants heal each other, whenever you cast a light magic spell on a Treant or Dryad, it automatically gets cast on White Unicorns as well. That combo is amazingly resistant to any sort of attack, and makes the Sylvan/Preserve towns impossible to siege.

As far as the hero... easy choice. Ossir as my main Hero (at the same time my favorite HoM&M Hero of all time, which you can notice by my avatar), and Ylthin as my governor. (Tho I did change Ylthin to Warden class, because as I mentioned above I use unicorns as tanks).

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xtek
xtek


Hired Hero
posted April 06, 2018 08:24 PM
Edited by xtek at 20:24, 06 Apr 2018.

Skeggy said:
I've done some tests and it seems that movement points that caravans have is defined by BaseHeroMovement variable in DefaultStats.xdb file.
MMH 5.5 has its own DefaultStats.xdb file, and it’s located in MMH55-Index.pak in GameMechanics -> RPGStats subfolder.
BaseHeroMovement variable is visible immediately as soon as DefaultStats.xdb file is opened in some word editor with its default value of 2750.
That value defines basic move points available to every hero. That value is also used to define total available move points for every caravan. Increasing that value will increase movement points of every caravan but it will also increase default movement points of every hero.



I've been messing around with that value for a while now, but I didn't notice that it changes the caravan movement as well. Well that sucks. God forbid they made 2 variables... Lazy programmers

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thGryphn
thGryphn


Promising
Famous Hero
posted April 06, 2018 08:47 PM

fidanas said:
Which one you choose when playing HOMM 5.5?
I play sor far:
-Necropolis: Magic and Sandro is my first choice. Later on, some actual help from a might vampire hero, just with vampires in great numbers.
-Sylvan: Magic because strangelly, i'm enjoying the wasp queen so much. She can rule large maps with Treants unlimitted retaliation, celestial aid from light magic, and ofcourse, the power of the phoenix.
-Dwarven Treasures: Might all the way. Powerfull first level tank and the joy of balistas. Accompanied with the new ring o life that ressurects 1st level casualties after combat.
-Dark Elves: Magic is no brainers here. Stealth and let the fires burn them all.
-Wizzards: Elementalist is my first choice, even it lucks the Artificier skill, its the most logical selection for a wisdom warrior. Along with necromancers, is the only function that supports 2 active heroes on the map flawllesly. Your first choice, and a second one, an armageddon wielder with just Golems or Gargoils in his ranks.
That's it so far...
Now testing inferno, heaven and later on Barbarians.

So far i found no real use to select the Hybrid middle class, to start with. I think there is no real use for this class of heroes in game, except some native hero perks that boosts creatures and so on.



Sorry, I really cannot agree with your assessment of the middle class (sounds like a liberal, I know, lol) feeling inferior to other classes, except for the Assassin for Dungeon. In fact for some factions, I find the middle class to be best of the pack: Paladin, Gatekeeper and Runemage mostly, and Warden and Wizard also are head to head to be the best. Here is my assessment of the classes for each faction, if I ignore hero specials and consider only the skillwheels:

Haven: 2 >= 1 > 3 (3 feels inferior to others)
Inferno: 2 >=1 >= 3 (not significant)
Necro: 3 > 2 > 1 (somewhat significantly)
Sylvan: 1 = 2 = 3 (quite balanced)
Dungeon: 3 > 1 > 2 (2 feels inferior significantly)
Academy: 3 = 2 >= 1 (not significant)
Fortress: 2 >= 3 >= 1 (not significant)
Barbarian: 1 > 2 >= 3 (a whole different story than other factions: 1 feels more natural to play than others and 2 has better synergies with the faction than 3 does)




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fidanas
fidanas


Adventuring Hero
posted April 06, 2018 09:33 PM

thGryphn said:

Fortress: 2 >= 3 >= 1 (not significant)






Now, that's the beauty of the game i guess :-) You'll be amazed how significant is an engineer. I'm amazed too. Slowly, wisely, my good old Wulfstan could be unbeatable just with Dwarfs and the balista on any neutrals (that's great economy). And facing other heroes all other militia comes handy then.
____________
Just another turn and i'm done...

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fidanas
fidanas


Adventuring Hero
posted April 06, 2018 09:36 PM

xTek said:


As far as the hero... easy choice. Ossir as my main Hero .


Mine as well, but before the mod. Since the archers are nerfed, and since the combo of two archery artifacts doesn't work the same, it's not as easy as before.
____________
Just another turn and i'm done...

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xTek
xTek


Hired Hero
posted April 06, 2018 10:02 PM
Edited by xTek at 23:07, 06 Apr 2018.

fidanas said:

Mine as well, but before the mod. Since the archers are nerfed, and since the combo of two archery artifacts doesn't work the same, it's not as easy as before.


Not for you.. I modded the mod. I gave Ossir the "Nature's Luck", and the Arcane Archers got the "Elves' Double Shot", "Ranged Retaliate", "Unlimited Retaliation" and "Regeneration" abilities. I feel like that more than enough compensated for the lack of the Artifact Set bonus and the nerf

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fidanas
fidanas


Adventuring Hero
posted April 07, 2018 12:24 PM

xTek said:

Not for you.. I modded the mod. I gave Ossir the "Nature's Luck", and the Arcane Archers got the "Elves' Double Shot", "Ranged Retaliate", "Unlimited Retaliation" and "Regeneration" abilities. I feel like that more than enough compensated for the lack of the Artifact Set bonus and the nerf


I'm not playing with you
____________
Just another turn and i'm done...

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Gandalf196
Gandalf196


Adventuring Hero
posted April 07, 2018 03:35 PM

Hi, first things first — you did a wonderful job with this mod; your work really brought Heroes of Might and Magic V to its fullest potential.
However, there are, "data venia", some mistakes, particularly regarding the classes of heroes. I believe they should be more distinct from each other (be it by having unique skills, traits, etc.), but I recognize that this would require a tremendous work of balancing and that is why I am not advancing this point.
I want to talk about the classes’ names. I feel there are some very good choices, but terrible ones too. Let me give you my opinion of each one:

Haven:

Knight: couldn’t be better;
Renegade: good name, translates well the class philosophy, although Rogue Knight would be a good name too;
Paladin: couldn’t be better;
Heretic: a good name, but Apostate (not to be consufed with apostle) may suit the class better, because the idea here is of someone who has renounced completely a religion/philosophy, not simply renounced some tenets.

Sylvan

Ranger: couldn’t be better;
Warden: very good name (maybe keeper of the grove would be better hahaha, joking
Druid: couldn’t be better.

Academy

Seer: good name, Guildmaster would be a good name too
Wizard: terrible choice. Let me give you a little background: I remeber when little me purchased Heroes of Might and Magic III, reading the manual, I came across this:
“Alchemists are the might heroes of Tower. They are skilled in physical and chemical magic, particularly so in the building and animation of golems. Working their craft builds muscular strength, which makes Alchemists ready learners of military skills as well. Their armour is composed of rare metal alloys created through their skill in alchemy.”  
I thought Wow! Chemical magic, this game is so rich, only to find out later that this was only flavor text, alchemists were as bland as the other classes of Heroes III. However, now this town has Artificier (what could be closer to chemical magic?), so why not name the masters of this craft as Alchemists? It would be so much better.
Elementalists: again, terrible choice. An elementalist is someone who is finely attuned to the elements of nature, even in a physical sense. Here, we have “scientists” of magic, the maestri of magic itself, but that is due to their training/study. Therefore, I believe Wizard would be much better than Elementalist (mage is a good name too, however, let us not do like Heroes IV; there’s already a creature named mage).

Dungeon

Overlord: couldn’t be better;
Assassin: couldn’t be beter;
Warlock: very good indeed, but sorcerer would be nice too.



Necropolis

Death Knight: couldn’t be better;
Reaver: not sure about it. I feel Dark Priest or (maybe) Embalmer would be better;
Necromancer: couldn’t be better;

Inferno

Demon Lord: nice;
Gatekeeper: very good;
Sorcerer: no. Sorcerer is not the appropriate name for a devilish conjurer. Cultist would fit this class way better.

Fortress

Engineer: I can’t think of a better name
Runemage: never liked it. Alternative names like Runekeeper or Runemaster (even better) are more fine tuned to the town;
Flamekeeper: really good name.


Stronghold:

Chieftain: nice, but Warchief is a more imponent name;
Khan: very good;
Veteran: nice;
Shaman: very good indeed, fits the town like a glove;
Witch: no. Heroes III placed witches in their due place, the swamp. They do not belong in the same place as barbarians, unfortunately. Something along the lines of oracle, diviner, or even enchanter would be much better (heroes VII had Storm Caller and Earth Shaper, maybe those are good names too).

That’s it. Changing names may sound like a trivilaity, but I firmely believe this would greatly improve the lore consistency aspect of this gem of a game that your efforts made shine.

Best regards!

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Gidoza
Gidoza


Known Hero
posted April 07, 2018 04:31 PM

Query - Where do I find the Hero secondary skills in all the data sets in order to modify them?  I can find where the prerequisite lists come up, but I cannot find the actual values anywhere.

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xTek
xTek


Hired Hero
posted April 07, 2018 04:35 PM

Gidoza said:
Query - Where do I find the Hero secondary skills in all the data sets in order to modify them?  I can find where the prerequisite lists come up, but I cannot find the actual values anywhere.


data/MMH55-Index.pak/MapObjects/Town/Hero

Under section <Editable>, under <skills>

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hoaheo
hoaheo

Tavern Dweller
posted April 07, 2018 04:53 PM
Edited by hoaheo at 18:51, 07 Apr 2018.

Hi there,

I'm playing a map generated by M55_Utility.exe

I have encountered some problems:

1. The Abilities & Perks window only show 5 rows for Skills (and theirs Perks), although I've enabled 8 skill-slot setting.
2. If one of my heroes visit a Witch Hut, that Witch Hut's tool tip will show status "Visited" for all other heroes even though they did not visit it yet.
3. Heroes cannot learn 6th skill with Witch Huts.
4. Heroes cannot learn more than 6 basic skills. Even though I've enabled 8-skill option.

Is "Restart Mission" the culprit. It's weird because I've checked the manual an FAQ and found nothing about this problem

I've used "Restart Mission" several times at the beginning of my game.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted April 07, 2018 08:09 PM

Quote:
although I've enabled 8 skill-slot setting.


This has never been bugged, so somehow you didn't. maybe restart mission can cause it i don't know.
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Gidoza
Gidoza


Known Hero
posted April 07, 2018 08:32 PM

xTek said:
Gidoza said:
Query - Where do I find the Hero secondary skills in all the data sets in order to modify them?  I can find where the prerequisite lists come up, but I cannot find the actual values anywhere.


data/MMH55-Index.pak/MapObjects/Town/Hero

Under section <Editable>, under <skills>


Thanks!

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Gidoza
Gidoza


Known Hero
posted April 07, 2018 08:41 PM

Elvin said:
You really prefer the tree ant? Good heavens that is such a terrible model.


I do as well - the beta model is slow, ugly, and I'm quite happy with the trees that came on H5 release thanks.

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Gidoza
Gidoza


Known Hero
posted April 07, 2018 10:29 PM

xTek said:
Gidoza said:
Query - Where do I find the Hero secondary skills in all the data sets in order to modify them?  I can find where the prerequisite lists come up, but I cannot find the actual values anywhere.


data/MMH55-Index.pak/MapObjects/Town/Hero

Under section <Editable>, under <skills>


Ok - I just looked.  I think you misunderstood my question (or rather I phrased it badly).  I meant how to edit what skills *do*, not editing what heroes start with.  Sorry!

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted April 07, 2018 11:02 PM
Edited by magnomagus at 23:03, 07 Apr 2018.

Quote:
I meant how to edit what skills *do*


If it is not in defaultstats, then it can only be scripted or reverse engineered
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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted April 07, 2018 11:13 PM
Edited by dredknight at 09:49, 08 Apr 2018.

hoaheo said:
Hi there,

I'm playing a map generated by M55_Utility.exe

I have encountered some problems:

1. The Abilities & Perks window only show 5 rows for Skills (and theirs Perks), although I've enabled 8 skill-slot setting.
2. If one of my heroes visit a Witch Hut, that Witch Hut's tool tip will show status "Visited" for all other heroes even though they did not visit it yet.
3. Heroes cannot learn 6th skill with Witch Huts.
4. Heroes cannot learn more than 6 basic skills. Even though I've enabled 8-skill option.

Is "Restart Mission" the culprit. It's weird because I've checked the manual an FAQ and found nothing about this problem

I've used "Restart Mission" several times at the beginning of my game.



Please read the F.A.Q..
1 & 4 -Did you play the game for more than one day. If you do, you probably have quit the game and started again and loaded from a save. Every time you start the application you need to enable 8 skills, even if you are going to load a save from a game where 8 skills were enabled. This feature is not kept in the save file so unless it is enabled every time the app starts it is off by default.
2 & 3 - known issues read the faq.

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xTek
xTek


Hired Hero
posted April 08, 2018 12:15 AM

There must be a way to change what creatures military posts sell.
To be precise I want to add the upgraded creatures to military posts as well. But I can't find it.

@Magnomagus Do you think that can be added to MMH5.5 as a standard feature?

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Gidoza
Gidoza


Known Hero
posted April 08, 2018 05:33 AM

magnomagus said:
Quote:
I meant how to edit what skills *do*


If it is not in defaultstats, then it can only be scripted or reverse engineered


Interesting - it seems as though only the main hero skills for each class are in defaultstats - which would be to say that things like the bonus for Offence are unchangeable, correct?

But this is different from the ordering and structure of each of the trees, correct?  That seems to be in a different place altogether, and if I understand it correctly, looks perfectly editable.

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