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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 358 pages long: 1 40 80 120 160 200 240 280 320 ... 349 350 351 352 353 ... 358 · «PREV / NEXT»
CRASHY
CRASHY

Tavern Dweller
posted June 04, 2018 12:43 PM

Anyone had any issues with Sylvan Campaign - The Refugees? When you defeat Biara it's supposed to trigger mission win but it doesn't seem to be working. I've read there are a number of bugs with this mission (on OG HoMM5) but I can't seem to find anything on this particular bug. I'll restart the mission and see if that sorts it out.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted June 04, 2018 03:39 PM

easier to type

@Win();

in the console
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Zendude
Zendude

Tavern Dweller
posted June 05, 2018 08:23 AM

Loving 5.5...

Great work on the mod, met just about everything I ever wanted 5.0 to be

I've been playing around tweaking just a few settings (changed Stronghold Resource Silo back to producing mercury instead of sulpher, things like that), but two things I can't figure out:

1) Where are the starting artifacts defined/set on a new game where that option is selected? It seems as if Stronghold at least always gets mostly useless items (earth damage increase boots, sextant on a no water map, etc.), and once the RMG is saved they always have the same 4 items to choose from--would love to tweak that.

2) Also, how do you give an item initiative boosts? Ring of Celerity giving 10% haste to all creatures, the various Dragonscale Armor pieces giving initiative boost to certain creatures, etc.

Once again, great mod, loving it!

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CRASHY
CRASHY

Tavern Dweller
posted June 05, 2018 01:53 PM

magnomagus said:
easier to type

@Win();

in the console


Haha! That'll work

Damn, I love this mod.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted June 05, 2018 05:56 PM

@zendude: both requests are technically impossible, if you don't like the artifacts it is better to take 3000 gold since the artifacts sell for 2399.
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Zendude
Zendude

Tavern Dweller
posted June 05, 2018 06:34 PM

magnomagus said:
@zendude: both requests are technically impossible, if you don't like the artifacts it is better to take 3000 gold since the artifacts sell for 2399.


Yeah, after looking deep into the files I couldn't see a setting for where the initiative component was set--figure it's hard coded somewhere.

On the starting artifact I'll play around with a script to see if I can replace whatever is given with something decent based on class just for my own use.

Thanks for the feedback, although the haste one does bug me--seems like that would be something available to modding.
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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted June 05, 2018 10:46 PM

Dear all,

Just to let you know that the existing ARMG manual steps were updated to go around the Windows 10 privileges issue during map creation and patching.

A second guide was created explaining how to create a random map using the map editor. This is for those who still cannot create a map with Utility_64 using the updated steps.
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Zendude
Zendude

Tavern Dweller
posted June 09, 2018 09:19 PM

Script Modding question--override previous version?

I've made some successful minor changes to artifacts, buildings and heros, so wanted to dig a little deeper, but have run into some issues.

1) is there any way to get the console output to write to a file? I've made the changes to be able to see the console in game, but it has a very small buffer,and I'd like to be able to see the entire sequence of events up to this point.

2) I've made some changes to one of the core H55 script functions (function H55_WeeklyEvents), but haven't been able to figure out how to get the game to read in my changes.

I've tried editing the file, then re-building MMH55-Index.pak but that crashes the game entirely.

I've tried saving the changed function to a separate .lua file, and placing it in /data/scripts/ but it does not load (and doesn't seem to attempt to load).

I've also tried copying the entire H55-Core.lua to the /data/scripts/ file with the same file name, as well as a different file name, but none of those work either.

With the artifact, hero, and building changes the game seemed to automatically overwrite the original data when it read it again from a newer file but right now I can't even get it to load any version of my .lua file at all--any suggestions?

Thanks in advance,

Zen

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boozuka
boozuka


Hired Hero
posted June 09, 2018 11:14 PM

I have a question about Academy Faiz's ability, it has been completely changed in 5.5. Now it says:

Time shifter - Caster transforms the local time continuum, changing the order of creatures action at the start of combat. The intensity of the transformation depends on the hero's level.

It clearly changes the ATB at the start of the combat, but how? Does it work on both armies? Does it increase or decrease my ATB or is it random?

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted June 09, 2018 11:58 PM

@zendude: 1 not possible, 2 use same method described in tutorial on moddb customizing town management

@boozuka: i don't know the numbers, it is random, but gets more often in favor of hero with levels.
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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted June 10, 2018 09:56 AM

@boozuka, I remember playing it a long time ago.
From observations, I think it fills the ATB bar of your units by a value based on Faiz level. The higher the level the more forward they begin until the point where all your troops act before all enemy troops.

Worst case scenario is that no changes on ATB bar happen because of low hero level and low bonus.
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tzening
tzening


Hired Hero
posted June 10, 2018 03:05 PM

May I get a link to the skill wheel for this? The names and descriptions are totally different from the original.

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thGryphn
thGryphn


Promising
Famous Hero
posted June 10, 2018 03:08 PM
Edited by thGryphn at 15:08, 10 Jun 2018.

tzening said:
May I get a link to the skill wheel for this? The names and descriptions are totally different from the original.


There is a skillwheel in-game (it's the button that shows up at the corner at hero screens), but there is also the more comprehensive external MMH5.5 manual including a similar skillwheel: http://heroescommunity.com/viewthread.php3?TID=42212

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tzening
tzening


Hired Hero
posted June 10, 2018 03:48 PM

Thanks. The button is way too small to see initially. How do I hire all creatures at once from external dwellings? The fastest I can take is shift-click.

What happened to the unique skills for each hero? Like when you had to raise a hero with certain skills to unlock them?

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thGryphn
thGryphn


Promising
Famous Hero
posted June 10, 2018 06:14 PM
Edited by thGryphn at 18:14, 10 Jun 2018.

tzening said:
Thanks. The button is way too small to see initially. How do I hire all creatures at once from external dwellings? The fastest I can take is shift-click.

What happened to the unique skills for each hero? Like when you had to raise a hero with certain skills to unlock them?


The button is really the right size. It would be too distractive otherwise. Now it should be able to catch the attention of any player even if they didn't know it's the skillwheel.

I don't know how to hire all creatures at one shot. Could too use that shortcut if extists...

The Ultimate perks are gone. The faction specific skills are still there and available to one or two hero classes per faction. Skill development is much less chaotic and all perks are "quite useful" now, as opposed to being anywhere from "useless" to "game winner".

As you dig deeper you'll see the amount of thought that went into skill development, skill/perk bonuses, spell system, spells themselves, creature abilities and stats, and new artifact framework. Coupled with new battlegrounds, map locations, advanced RMG, Quantomas' AI, new optional gameplay tools, new eyecandies and UI improvements, it all comes together to create a uniquely great experience compared to the original game.

Publishers sell new games with much less added on previous installations (looking at you Ubi ).


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ChapterSerf
ChapterSerf

Tavern Dweller
posted June 12, 2018 08:20 PM

Is the general rule of thumb, if something in the campaign doesn't seem like it's working properly, (like yesterday I was playing through the original HoMM5 Haven campaign, I got Godric out of the map on the last mission, and Nicoli never spawned, meaning Agrael came at me with an army of about 10,000 units total), just open the Utility mode thing? That fixed it for me at least.
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Zelan
Zelan

Tavern Dweller
posted June 14, 2018 08:05 AM

Downloading ARMG map problem

Hi everyone.
I have one problem. I create ARMG map with MMH55_UTILITY_64.exe, patched it with reanimation patcher, and when I create LAN game, my friend getting error on downloading that map. We both using MMH55_64.exe for playing.
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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted June 14, 2018 09:15 AM
Edited by dredknight at 09:16, 14 Jun 2018.

@ChapterSerf, yes that is the rule!

@Zelan, Heroes 5 maps cannot be transfered through the game. You have to send the map to your friend manually and he has to put it in <game folder>/Maps before launching the game.
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Zelan
Zelan

Tavern Dweller
posted June 14, 2018 09:36 AM
Edited by Zelan at 09:37, 14 Jun 2018.

dredknight said:
@ChapterSerf, yes that is the rule!

@Zelan, Heroes 5 maps cannot be transfered through the game. You have to send the map to your friend manually and he has to put it in <game folder>/Maps before launching the game.


Hi Dredknight. We just tried it out, but game still trying to download it.
Map folder must be inside Tribes of the East or in the Heroes of Might and Magic V - Gold Edition?
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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted June 14, 2018 10:12 AM

Hey Zelan,

First make sure both of you deployed the game and mod properly.


Second, map should be in the proper map folder. If you have multiple game variant deployments the easiest way to find which MAP folder is correct is the following.

Right click the EXE file on your Desktop that you use to open the game -> select "Open file location". It will take you to one of the <game folder>/bin directories.

Go back one folder level and you will see a folder named MAPS. This is where the map should be placed so the game can "see" it.

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