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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 349 pages long: 1 40 80 120 160 200 240 280 320 ... 342 343 344 345 346 ... 349 · «PREV / NEXT»
fidanas
fidanas


Adventuring Hero
posted April 17, 2018 08:43 AM

azalen said:


I have been looking at Findan for a preparation-ancient treant build I was thinking about.  The idea would be the usual preparation build: defense, stand your ground, combat->preparation.  Retaliation strike on your Treants.  

Preparation isn't really good on low initiative units (activates only once a defense turn it seems), so I'm thinking of dropping that.  

I've been enjoying preparation builds like Ingvar->Mountain Dwarves, Irina Royal Griffins, and Lucretia Vampries, but I haven't actually tried it with Ancient Treants yet, and they seem to be suited for it.    

-Preparation-Retaliation Strike in Dwarves...BIG YES. Buy(find) the ressurection ring, learn expert light and you will enjoy a solid defensive game that would devastate vast armies.
-Preparation-Retaliation Strike and Ancient Treants is a waste of some good skill slots imho. They already have unlimited retalilation if they defend, so a better use of them would be...surprisingly...a druid. High spell power, expert light, and an arcane shield that would make them invincible. Add the extra summoning magic to the menu, and you will rule a map, just with the good old trees.
-Preparation-Retaliation Strike in Vampires...i don't know. Personally i wouldn't mind to waste my skills like that. Vampires are swift, fast, aggressive attackers. I would choose attack skill development to the max, and throw them to battle only when sufficient numbers are in hand.
-Preparation-Retaliation Strike and Griffins. This i have to test it. Even though Irina with Royal Griffins sounds like the perfect choice, i would try it with a hero capable of dark magic, so i could use eventually Vampirism on my Griffins, to raise them back with every retaliation strike action.
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strigvir
strigvir


Adventuring Hero
posted April 17, 2018 02:48 PM

The vampiric griffons also got buffed due to teleport moved to dark magic. I imagine they will be pain in the ass to dispatch on high level Andreas.

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Pajeezy
Pajeezy

Tavern Dweller
posted April 18, 2018 09:26 PM

Been messing with this for hours now. Game is setup completely by the books. Followed the instructions to the letter. Am trying to play LAN with a friend using ARMG. Yes I know the new AI won't work for that and I have to use the Utility version to play with the old AI. After many trials with much error (namely the AI just not doing anything on their turn), we got it to work by only using the mapmixer to activate scripts and NOT the reanimation patcher.

However, regardless of the method of script activation, we have encountered one final seemingly insurmountable problem. Whoever joins the game (and is not the creator), even if I sent them a copy of the map beforehand (scripts activated and all), it says it's loading the map and essentially makes a copy of the map it's trying to join in the Maps folder. Once we get into the game, the game creator appears to be fine as their scripts are working. The problem is, scripts aren't working for the person who joined the game. So the creator visits a witch hut, it asks and gives you the option. For any subsequent joiners, it just teaches you the skill instead of asking, thus verifying that scripts only work for the creator.

Hopefully this was detailed enough. Essentially how do we get scripts to work for all players involved? I've tried creating the ARMG, using the mapmixer to activate, then sent them a copy of the file through something like Skype after which they then even use the mapmixer also, just to be sure. Regardless, the game still tries to make a copy of the map for the person that joins the game even though they already have the map. This is very confusing and frustrating...
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Gidoza
Gidoza


Known Hero
posted April 18, 2018 09:47 PM
Edited by Gidoza at 21:55, 18 Apr 2018.

Hi there - a small detail that I noticed that I thought would be worth mentioning.

Whereas water resistance for water elementals and fire resistance for fire elementals makes sense (water + water = more water; fire + fire = bigger fire), air resistance on air elementals and earth resistance on earth elementals does not make sense - those ought to be swapped.  Take a meteorite and crash it into earth = both are very much destroyed, but not much happens to the air; a charged lightning bolt hits the ground: the Earth's crust doesn't crack, but the air gets separated and ionized.  Anyways cheers.  

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Pajeezy
Pajeezy

Tavern Dweller
posted April 19, 2018 01:11 AM

Just a followup, no matter what we have done, scripts do not activate for anyone but the game creator when using ARMG maps under the Utility EXE - even the ARMG maps provided with the mod. The only way you can play a LAN game with a friend and have both yours and their HOMM55 scripts activated is if you play an original map provided by the game (ie Battle of the Sexes). Otherwise, any RMG/custom map you play will only allow scripts for the game creator (despite activating them via MapMixer or ReanimationPatcher).

Perhaps this is only an issue for us, as I have not seen anyone else with this problem post, but I don't think this is a user error
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted April 19, 2018 01:49 AM

i don't know why you have this issue, but if original maps work, are the included demo h55..maps also working?, if that is the case then i recommend try packing your generated maps the same way.
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Pajeezy
Pajeezy

Tavern Dweller
posted April 19, 2018 02:00 AM

magnomagus said:
i don't know why you have this issue, but if original maps work, are the included demo h55..maps also working?, if that is the case then i recommend try packing your generated maps the same way.


Unfortunately, no, the HM55 premade ARMG maps do the same thing that every other ARMG map does. When either me or my friend try to join the created game in the Utility EXE, despite there being exact copies of the map in both of our Maps folder already, it gives a message along the lines of "Loading RMG map" for a good 5-10 seconds, then proceeds to put yet another copy of the map into the joiner's Maps folder. I tried setting up the console and using the '@H55_Off/On()' commands in a limited capacity but the joiner is unable to use console commands, only the creator can, so apparently that doesn't help either.
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Pajeezy
Pajeezy

Tavern Dweller
posted April 19, 2018 02:32 AM
Edited by Pajeezy at 02:57, 19 Apr 2018.

Also, if this ends up indeed being the only route, how does one go about "packing" (.pak?) the created ARMG map? And then where would I place such packed file? Back into the Maps folder?

EDIT: Might be important to note, we have been attempting this with AI involved (thus using Utility). The couple times we even tried the main EXE it has given us "Failed to load RMG map"
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fidanas
fidanas


Adventuring Hero
posted April 19, 2018 07:21 AM

Markal R.I.P.

Here are some sad feelings about the new Markal hero.
Yes, i know, the good old Markal, might was overpowered, and his specialty would ruin the balance of the game, but he was an emblematic figure, just as Sandro and Crag Hack imho.
Nowdays he is a ghost of the past. His specialty has no meaning, and no real use. The abscence of leadership to his skill choices makes him useless, and a waste of time as a primary hero.
Maybe on a future mod update, you would consider changing his class.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted April 19, 2018 05:11 PM

@PAjeezy: For some reason it seems only maps that have the multiplayer blueprint work in LAN for you. I think it is possible to convert an RMG map into a real multiplayer map, by unzipping it and changing the folder structure to the same structure as a multiplayer map and also modifying some entries in the map properties tree in the editor that indicate the map as multiplayer.
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azalen
azalen


Adventuring Hero
posted April 19, 2018 06:10 PM
Edited by azalen at 18:11, 19 Apr 2018.

fidanas said:
azalen said:


I have been looking at Findan for a preparation-ancient treant build I was thinking about.  The idea would be the usual preparation build: defense, stand your ground, combat->preparation.  Retaliation strike on your Treants.  

Preparation isn't really good on low initiative units (activates only once a defense turn it seems), so I'm thinking of dropping that.  

I've been enjoying preparation builds like Ingvar->Mountain Dwarves, Irina Royal Griffins, and Lucretia Vampries, but I haven't actually tried it with Ancient Treants yet, and they seem to be suited for it.    

-Preparation-Retaliation Strike in Dwarves...BIG YES. Buy(find) the ressurection ring, learn expert light and you will enjoy a solid defensive game that would devastate vast armies.
-Preparation-Retaliation Strike and Ancient Treants is a waste of some good skill slots imho. They already have unlimited retalilation if they defend, so a better use of them would be...surprisingly...a druid. High spell power, expert light, and an arcane shield that would make them invincible. Add the extra summoning magic to the menu, and you will rule a map, just with the good old trees.
-Preparation-Retaliation Strike in Vampires...i don't know. Personally i wouldn't mind to waste my skills like that. Vampires are swift, fast, aggressive attackers. I would choose attack skill development to the max, and throw them to battle only when sufficient numbers are in hand.
-Preparation-Retaliation Strike and Griffins. This i have to test it. Even though Irina with Royal Griffins sounds like the perfect choice, i would try it with a hero capable of dark magic, so i could use eventually Vampirism on my Griffins, to raise them back with every retaliation strike action.


So I did get around to doing a Findan Ancient Treant build... some findings:

1) Stand your Ground is epic with Ancient Treants... at level 30 I was seeing 140+ defense with just 30 defense on my hero.   That is some outstanding scaling.  

2) Retaliation Strike is pretty good with Findan, and scales ok into the end game.  The one annoying thing about retaliation strike is its uncontrollable nature when it kills the last mob and you still need to tent/regenerate.  

3) Preparation isn't really necessary, and the -2 attack hurts in the early weeks.  Retaliation strike is good enough. The problem with preparation is it only activates once per defense turn, and low initiative creatures don't benefit as much from it.  I think preparation is more appropriate with high initiative creatures like griffins.  I agree it probably should be skipped.  

4) The build felt good, but not great.  Didn't feel overpowered or anything.  





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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted April 19, 2018 06:23 PM
Edited by dredknight at 18:24, 19 Apr 2018.

azalen said:
I think preparation is more appropriate with high initiative creatures like griffins.



It is a double edged sword as high initiative creatures have fragile survivability and perish faster. Also the army that benefits from high init may skip a few money shots due to waiting thus "Preparation" cuts initiative edge for that player.

@Pajeezy, when you generate a map with ARMG instead of patching it with the Mapmixer try activating the map scripts manually from the editor. To do this run map editor as administrator, open the map. Click View -> map properties tree.

Find Mapscripts and click in the value field. Select NEW type a name, select OK. Save the map and distribute it across all players.

It is a common issue that Mapmixer does not succeed in patching the map because the game is installed on the system drive (usually C and due to an unknown reason MapMixer does not have enough rights to patch the file on the system drive (even if run as administrator). So the only way to do this is creating the scripts by hand.

Cheers.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted April 19, 2018 09:33 PM

Quote:
It is a common issue that Mapmixer does not succeed in patching the map because the game is installed on the system drive (usually C and due to an unknown reason MapMixer does not have enough rights to patch the file on the system drive (even if run as administrator). So the only way to do this is creating the scripts by hand.



I did not know this so probably my comment should be ignored. It makes sense since I only recently switched to windows 10 and had to go through a lot of hassle to get full control over the program files folders. Does this also apply to the reanimation patcher?
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azalen
azalen


Adventuring Hero
posted April 19, 2018 09:52 PM

dredknight said:
azalen said:
I think preparation is more appropriate with high initiative creatures like griffins.



It is a double edged sword as high initiative creatures have fragile survivability and perish faster. Also the army that benefits from high init may skip a few money shots due to waiting thus "Preparation" cuts initiative edge for that player.



The last preparation build I wanted to take a look at (that I thin has some potential) was hydras with the Hydra Tamer Overlord hero.  

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Skeggy
Skeggy


Promising
Famous Hero
posted April 19, 2018 11:52 PM
Edited by Skeggy at 07:34, 20 Apr 2018.

Pajeezy said:
Been messing with this for hours now. Game is setup completely by the books. Followed the instructions to the letter. Am trying to play LAN with a friend using ARMG. Yes I know the new AI won't work for that and I have to use the Utility version to play with the old AI. After many trials with much error (namely the AI just not doing anything on their turn), we got it to work by only using the mapmixer to activate scripts and NOT the reanimation patcher.

However, regardless of the method of script activation, we have encountered one final seemingly insurmountable problem. Whoever joins the game (and is not the creator), even if I sent them a copy of the map beforehand (scripts activated and all), it says it's loading the map and essentially makes a copy of the map it's trying to join in the Maps folder. Once we get into the game, the game creator appears to be fine as their scripts are working. The problem is, scripts aren't working for the person who joined the game. So the creator visits a witch hut, it asks and gives you the option. For any subsequent joiners, it just teaches you the skill instead of asking, thus verifying that scripts only work for the creator.

Hopefully this was detailed enough. Essentially how do we get scripts to work for all players involved? I've tried creating the ARMG, using the mapmixer to activate, then sent them a copy of the file through something like Skype after which they then even use the mapmixer also, just to be sure. Regardless, the game still tries to make a copy of the map for the person that joins the game even though they already have the map. This is very confusing and frustrating...



So, I found a solution for this problem.

It is not enough just to generate the map with MMH55_Editor_64.exe.
After the map is generated, user has to:

Step 1: click on “View” option in the Map Editor and select first option “Map Properties”. After that, Adventure Map Properties pop-up window appears. User has to click on “Player Properties” sub-tab, and then under “Player” slider menu, for every player “Main town”, “Generate Hero in Town”, “Human Playable” and “Computer Playable” options has to be enabled.

Step 2: After that, user must click on “Teams” sub-menu, enable “Teams” option and select enough teams that every player has one team. That is, if map has 4 players, 4 teams has to be enabled and properly distributed in a manner that every player is one team.

After that, user must save the map and not pay any attention on warning notice from mapmaker that states “As you’ve changed this map, rmg marker will be lost and multiplayer regeneration won’t work”. That’s a irrelevant message. Just click-it-away. After that, map is saved, and then mapscript option can be added, either with mapmixer or Reanimation Patcher.

If that is not done MMH55_Utility_64.exe will create new clones of the map file and will constantly generate new “index.bin” file and “RMGTemp” folder in game data folder.
After all this, map is playable and all scripts are active for everyone, with both MMH55_64.exe (for human players only) and with MMH55_Utility_64.exe (for humans and AI players). Before that, map was not playable for neither exe files.

Apparently, All RMG maps that comes with the game cannot be played with MMH55_64.exe. It says
“RMG map load failed” when I try to play them in lan multiplayer. It seems to me that problem is the same, those maps are without step1 and step2.

EDIT1: And of course, you can still have whatever teams you want, whether it’s human-ai vs human-ai vs ai-ai vs human-human, or whatever.
And you can still edit teams and create teams in whatever map you created, in whatever combo you want. Teams will work if “Teams” sub-menu of Adventure Map Properties pop-up window is enabled, and teams are configured within it.


Also, both of this “index.bin” file and “RMGTemp” folder (that are generated in game data folder), must be deleted before starting a game.

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Skeggy
Skeggy


Promising
Famous Hero
posted April 20, 2018 12:14 AM

dredknight said:

@Pajeezy, when you generate a map with ARMG instead of patching it with the Mapmixer try activating the map scripts manually from the editor. To do this run map editor as administrator, open the map. Click View -> map properties tree.

Find Mapscripts and click in the value field. Select NEW type a name, select OK. Save the map and distribute it across all players.

It is a common issue that Mapmixer does not succeed in patching the map because the game is installed on the system drive (usually C and due to an unknown reason MapMixer does not have enough rights to patch the file on the system drive (even if run as administrator). So the only way to do this is creating the scripts by hand.

Cheers.



Where did you get this idea??
Mapmixer, among other thing it can do, activates scripts very nicely.

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Gidoza
Gidoza


Known Hero
posted April 20, 2018 06:15 PM

Query - How much defence is needed over attack to achieve the maximum damag reduction?  My presumption is that it works the same as H3, and the number in the files is 0.25 minimum, thus the number should be 30.  Yet when I factor all the influences and even with only defence influencing anything, the math simply doesn't work out - troops with predictable damage (weakness) are doing far more damage than the math seems to say they should.  Can anyone confirm?

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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted April 20, 2018 08:28 PM

@Magno,

Not sure never tried it as I am full admin on my PC.
Found about the issue after a couple of complains from people that cannot join a multiplayer game after they have followed the steps correctly.

At first I had the seed of the doubt that they may be doing something wrong but after following their steps on their PC through TeamViewer session with the player and tried the steps they were not working.

When I had the game installed on my PC at work I had issues with the editor. If it was not "Run as administrator" I was not able to save the map because it did not have enough rights to create file on the system drive. Unfortunately due to recent security changes I cannot install and check this anymore.

Other complaints I have seen regarding the same root cause are people not seeing any objects (monsters, map elements etc..) in the editor.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted April 21, 2018 06:51 PM

the min/max dmg values from defaultstats are not read, so they are the same as in toe (hardcoded)
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Skeggy
Skeggy


Promising
Famous Hero
posted April 23, 2018 01:20 PM

In-game and reference manual description of Aura of Bravery is insufficient, it states: “All friendly stacks that stand on tiles adjacent to this creature will never have negative morale.”

Old description, at least one that is written in Heroes5 Fan Manual is more precise because it doesn’t fail to notice that the carrier of aura is also affected: “Aura of Bravery: This creature and all adjacent friendly stacks have positive Morale (no less than +1).”

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