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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 2 3 4 5 ... 70 140 210 280 350 ... 353 354 355 356 357 · «PREV / NEXT»
magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted August 15, 2018 08:00 PM

Yeah ok, let me clarify some things about the state of the project.

As far as it concerns bugs, some of those are definitely worth updating, but unfortunately no solutions have been found so far for bugs that still remain in H5 source code.

Core game mechanics and balance seem like 99,99% done, any update on this is so small, it feels like hardly worth updating.

This actually means that any update will be either very small or very big, because either it only implements the 0,01% fixable balance issues that still remain or it adds some real new content to the game like an expansion of the artifact framework, an expansion of the RMG or an expansion in terms of Campaigns and Maps. I have been working and researching on further content releases several months ago, but at some point realized I needed to take time off H5 to 'recharge my brain' to become motivated again to work on it.

This is needed because I have been working on the project for so long, take in mind I already started working on this project years before even posting about it, I also thought it would be much smaller in scope and popularity. The first version was released as v5.48, because I thought I just do 2 bug fix releases and then this thing is done. Probably between 50-100 people will play it at best and I move on with my life. So that did not happen and there came so many releases, the last version is now called 'RC10 beta 4' which frankly doesn't make any sense, but has been downloaded 10.000 times, while I was paying less attention to the project then ever before.
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blueghost686
blueghost686

Tavern Dweller
posted August 16, 2018 01:59 AM

Dear friends, this is the complete game H55 that I play, Chinese version. I hope gao renren can help me to replace the function of LearningStone with that of HillFort, so that LearningStone can only have the function of upgrading biology, and HillFort can have the function of adding experience 1000, thank you! My game download address is:

https://pan.baidu.com/s/1Vi1VV5Esu0InSRtbhDtkzg
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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted August 16, 2018 07:46 PM

@blueghost686, the site is in Chinese so it is very hard to navigate . I managed to find the download link but it required a client to do the transfer. I got the client but it is again in Chinese and it requires a login which I certainly I cannot do without a proper translation.

Can you share it in Dropbox or other public share platform?

Announcement

MMH55 Tavern group chat is migrating towards MMH55 official discord server. If you want to discuss the game, search for an opponent or just want to chat with MMH55 peasants feel free to join!
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blackboy_homm
blackboy_homm

Tavern Dweller
posted August 17, 2018 07:27 AM
Edited by blackboy_homm at 07:42, 17 Aug 2018.

@magnomagus @dredknight
My MOD had on the github(https://github.com/blackboysdj/h55mod.git). This MOD base on the RC9c. If you want to play, just download and pack it in a .h5u
I begin to develop this MOD when @magnomagus push the RC8. But the language is Chinese, maybe it's some trouble.
Following is some new and interesting things in my MOD.
1. I load a combat script for every hero. some new specializations or artifacts can be realization.
   1) Emilia's specialization: When the [ARCANE_CRYSTAL][BLADE_BARRIER][SUMMON_HIVE] be destroied, hero recover 2mana.
   2) Davius's specialization: When the Rakshasa(3 type) first move on the combat or kill all of an enemy, a auto and free [Dash] be casted.
   3) Zehir's specialization: When the elements be summoned, the element's ATB have been seted to [0.4+HeroLevel*0.02].
   4) Aislinn's specialization: When hero cast [ANIMATE_DEAD] to a creature , the creature can move immediate(It mains the creature's ATB have been seted to 1).
   5) KujinMP's specialization: She's specialization can be effected to all race.
   6) Shiva's specialization: When the creature's ragelevel up to a higher level, the creature can move immediate.
   7) Angelic_Alliance: When hero equipment the Angelic_Alliance, at the begin of the combat, [MASS_BLESS][MASS_HASTE][MASS_BLOODLUST] will be cast auto and free.(this future is develop now)

And so on, more than 100+ feature has been realization, but some feature and the skill wheel is in the queue. They're on the way, maybe one month  later.

Email: blackboysdj@163.com


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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted August 17, 2018 09:36 AM

hello black boy, interesting to see the use of universal combat scripts

Does your version run with both old AI and new AI?

Did you find any possible cause of 'oscillating cursor' issue and did the implementation of additional script make it any worse?

Can you tell something more about the new features that are not hero specializations?


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blackboy_homm
blackboy_homm

Tavern Dweller
posted August 17, 2018 09:41 AM

Zendude said:
I want to be able to guarantee that a second, specific hero is always available to a player using an ARMG generated map...don't care how specifically.

My first thought was to look at how the Prison object interaction worked, but I can't find the code for that anywhere. Any idea where it might be?

My second thought was a console command of some sort, so I looked for a basic script function "AddHero", but couldn't find anything other than "DeployReserveHero", which suggests that there is a way to reserve heros for a specific faction, but I can't find where that would be designated.

Any thoughts or suggestions?


In my MOD
there is a function(in H55-Core.lua) like following:
=============================================
function H55_HireHero1(i_player, str_choosehero_name)
AllowPlayerTavernRace(i_player, 0, 0);
AllowPlayerTavernRace(i_player, 1, 0);
AllowPlayerTavernRace(i_player, 2, 0);
AllowPlayerTavernRace(i_player, 3, 0);
AllowPlayerTavernRace(i_player, 4, 0);
AllowPlayerTavernRace(i_player, 5, 0);
AllowPlayerTavernRace(i_player, 6, 0);
AllowPlayerTavernRace(i_player, 7, 0);
AllowPlayerTavernHero(i_player, str_choosehero_name, 1);
end;
function H55_HireHero2(i_player)
AllowPlayerTavernRace(i_player, 0, 1);
AllowPlayerTavernRace(i_player, 1, 1);
AllowPlayerTavernRace(i_player, 2, 1);
AllowPlayerTavernRace(i_player, 3, 1);
AllowPlayerTavernRace(i_player, 4, 1);
AllowPlayerTavernRace(i_player, 5, 1);
AllowPlayerTavernRace(i_player, 6, 1);
AllowPlayerTavernRace(i_player, 7, 1);
end;
=============================================
there is a function(in H55-Core.lua) like following:
=============================================
H55_ChooseHero_Name = '';
H55_ChooseHero_Switch = 0;
=============================================

There is a setting option in H55-Settings.lua, when the game begin, you hire a hero, when the next day come The hero you choose come in your Tavern.(There is a attention: if the hero have been hire by other player, this function become invalid)

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blackboy_homm
blackboy_homm

Tavern Dweller
posted August 17, 2018 10:37 AM
Edited by blackboy_homm at 15:14, 17 Aug 2018.

My version now can run at H55-RC9c.
What's the mean of "old AI and new AI"? But my script run at H55-RC9c is no problem.
When the game trigger the interface and my script run a function (some thing will pass the creature's turn), 'oscillating cursor' will happen once.


some features that are not hero spec(or not combat script):
1) Angelic_Alliance: When hero equipment the Angelic_Alliance, at the begin of the combat, [MASS_BLESS][MASS_HASTE][MASS_BLOODLUST] will be cast auto and free.(this future is develop now)
2) When a hero visit a witchhut, whick skills can be learn will show on the tips of the witchhut.
3) Gelu can change the shoot creature which is in justice to Sharpshooter.
4) Some setting in 'H55-Settings.lua' to give some artifact and skill(contain basic skill and absolute skill) to AI's hero(also can give to human) When the game's beginning.
5) A new skill base on 'Logistics' : When the hero visit the 'Obelisks' or 'Shantiri'
     5-1) at the first time for this hero and this 'Obelisks' or 'Shantiri', hero get [500*HeroLevel EXP]
     5-2) after the hero win a combat and visit it, hero recover 25% move points and 25% mana points
6) A new bonus for skill 'Death_Tread': When the distance between the hero and the enemy city is less than 'H55_GetHeroMovement(hero)', the hero can recover 50% move points once per day.
7) A new skill base on 'Logistics' : When the hero visit own city ,the hero recover 25% move points and 25% mana points once per day.
8) Heaven' Markal:
     8-1)Heroes' units increase the fighting power for [5% * Hero Level]
     8-2)Before the battle a number of [0.25% * Hero Level] enemy creatures join the hero (combination units are calculated separately by team, at least 1)
     8-3)Wild creatures will have a higher tendency to join the hero (all the courage of the wild creatures fighting against the hero will be set to MONSTER_MOOD_AGGRESSIVE)
     8-4)You will get extra resources when you beat wild creatures
9) Necropolis's Karrisa: special hero for Skeleton, Like 'Mardigo'
10) Sandro's spec: hero increase the SPELL_POWER and KNOWLEDGE equal to the number of magic hero has learned / 5
11) Eightfold: hero have 25% probability move immediate after cast a magic who equipment the Eightfold.
12) Hire the choose hero by h55-setting.lua(exact details is in the above floor)
13) Some features in my queue: 'regenerable war fog' 'wild creatures' patrolling area', I think it can be choice in the setting.

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beautypop258
beautypop258

Tavern Dweller
posted August 17, 2018 08:42 PM

How do i recruit Manticore in dungeon town ? I build magic guild and it say i can recruit Manticore with 10 blood dragon. This mod is too new with me.

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MagiCollector
MagiCollector


Hired Hero
posted August 18, 2018 02:01 AM
Edited by MagiCollector at 02:14, 18 Aug 2018.

I don't have any particular question, but i just wanted to thank you, Magnomagus, and everyone in your team.
Thank you for this amazing product. It oozes with effort, care, balance and, most of all, understanding of what makes heroes, well, heroes. Thank you all for the countless hours (3 years at least!) of bug fixing, content creation, community help, balance making, everything you did for the project as a whole.
I found this because i wanted a "modern" heroes 3. I've found a Heroes of might and magic 8 basically, which is everything i wanted from 3 and 5 combined, and more. I was looking especially for XL map support, a challenging AI (one that could actually beat me both strategically and resource-wise without cheating, and the former objective is almost accomplished. I can actually brag about winning against such an AI instead of it being considered bare minimum), a good map generator and balance bewteen faction. You accomplished 90% of these objectives, which is huge for a mod. Not only that, you added stuff i didn't think i needed until now, like 8 hero skills again! Not to mention all the new content...

I could go on and on, but i think you guys deserve even more popularity with your project, because you deserve it. I also hope you'll get plenty of rest and that you'll finish the mod saying "at last, the game is as we wanted it!" instead of leaving it out of boredom, tiredness or just lack of ideas. Take your time, but don't abandon such a gem when it has come so far, it'd be truly a shame to see it go out without a bang, especially when mods of this quality are so rare these days. Hell, it's 2018, the game is more than 10 years old, and yet here we are!

TL;DR: Love you guys, can i donate somewhere?

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blueghost686
blueghost686

Tavern Dweller
posted August 18, 2018 08:46 AM

This is the H55MOD I made by myself, this time it is the uploaded MEGA net disk, interested friends can download at will, but I hope you can help me realize the function of hill fort and the function of experience crystal exchange, thank you!

https://mega.nz/#! Xj423aJJ! TOCBAokJDpJl1t - L - zb0jGff3S0Vh2Q5FS8mmgjKX4o
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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted August 20, 2018 02:13 PM

blueghost686 said:
This is the H55MOD I made by myself, this time it is the uploaded MEGA net disk, interested friends can download at will, but I hope you can help me realize the function of hill fort and the function of experience crystal exchange, thank you!

https://mega.nz/#! Xj423aJJ! TOCBAokJDpJl1t - L - zb0jGff3S0Vh2Q5FS8mmgjKX4o


The link does not work.
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blueghost686
blueghost686

Tavern Dweller
posted August 20, 2018 02:43 PM

I'm sorry, you try this address. There was a problem with the old address

https://mega.nz/#!Xj423aJJ!tOCBAokJDpJl1t-L-zb0jGff3S0Vh2Q5FS8mmgjKX4o

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MagiCollector
MagiCollector


Hired Hero
posted August 20, 2018 05:49 PM

Maybe i do have one question: How can i edit Dark energy values? I'm interested in both editing the grail building and the DE artifact to be specific

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Muzinzafrika
Muzinzafrika

Tavern Dweller
posted August 21, 2018 10:57 AM

Does anyone hear have some experience to share regarding compaigns with this mod? I would like to try them with the new AI however i don't really want to restart missions in a different exe every time something odd happens. Can anyone tell me more about which campaigns/missions work fine with the AI from this mod and which ones should be played with vanilla AI? (And yes, I have read the Troubleshooting section)

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted August 21, 2018 01:55 PM
Edited by dredknight at 22:12, 21 Aug 2018.

If you want to save troubles do not activate 8 skills and disable town convertion before you start. You really do not want an AI converting towns to their own as it will break either the campaign scripts or the balance of the map.
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Skeggy
Skeggy


Promising
Famous Hero
posted August 23, 2018 08:11 PM

The game is much more interesting when <HeroInitiative> variable in DefaultStats.xdb is set to 20 or 30. Not to mention that brings hero specialization even more in focus.

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted August 23, 2018 08:27 PM
Edited by dredknight at 19:57, 24 Aug 2018.

Doesn't this mean that the hero attacks almost after every 1-2 creatures in full army PvP battle?

P.S.
@Magno check your inbox.
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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted August 27, 2018 06:37 AM

I have considered setting a different value for regular hero actions but that would be like giving everyone a turbo-boosted swift mind. Even if spellcasting rate remained the same, you'd be able to cast long before the army acts.
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So you're saying.. the dead are rising from their graves?
Excellent! I need some target practice!

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted September 01, 2018 01:10 PM

"Iron Lord" specialization description is not correct.

It says that the damage formula is 20 + 20*power where power is -1 + hero_level/3 rounded up.

The real formula is 24*power (power is the same as above).
We tested it and it works just like that:
hero levels:

1-3 ->  24*-1 = 0 (but 1 because that is min)
4-6 -> 24*0= 0 (but 1 because that is min)
7-9 -> 24*1 = 24
10-12 -> 24*2 = 48

I can verify that formula multipliers (defaultstsats.xdb) are just as in spec description but couldn't find where the flat values are assigned.
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incognito
incognito

Tavern Dweller
posted September 15, 2018 11:49 AM
Edited by incognito at 14:32, 15 Sep 2018.

Is it ever worth to pick shatter magic? It seems kinda useless in 90% cases (enemy hero will just use other kind of magic) and over powered in the remaining 10%.

The lvl1 abilities also feel super boring since they are the same for every magic type.

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