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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 360 pages long: 1 2 3 4 5 ... 70 140 210 280 350 ... 356 357 358 359 360 · «PREV / NEXT»
MagiCollector
MagiCollector


Hired Hero
posted October 07, 2018 05:46 PM

dredknight said:
MagiCollector said:

Where can i find these scripts? There's no pak filled called scripts. There is a scripts folder in Index.pak, but i can't find any text lines with %values to edit, and only "if x, then y" functions instead.


That is the place. Unlike ToTe mod files this scripts are pure LUA code and are not user or mod friendly unless you know some coding language.
MagiCollector said:

Also, when i capture an enemy city, and try to build an artifact merchant, it says "Upgrade level limit for this building has been reached".
The unmodded game allows you to capture and build/keep artifact merchants, how can i restore this possibility?


This is by design for balancing reasons, each player is allowed to have at most one merchant. If you have one and capture a city that has one it will be automatically downgraded. Otherwise some factions are privileged to search for the artifacts they need by building merchants in their native town.

I do not know how to change this back to ToTe.

Offtopic:

Holly molly! Just came back (here, moddb, steam) to answer some questions (if any) and noticed that the mod has passed 13k downloads mark and is at 144 mod ranking. This is very high for mod with no recent updates.

Thank you for the scripts answer.
However, the artifact merchant one is not entirely true, since i conquered the city while having no artifact merchants yet (i was inferno), and the map had no artifact merchants. It simply didn't allow me to build one in the conquered city. It's fine to have one per game in a city, but to have none if you are not Academy or Dungeon is a huge bummer.

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted October 07, 2018 05:53 PM

@MagiCollector,

My explanation is wrong now I recall. It is :
- zero - for each player that start with a faction which does not have merchant in the town build
- one - for each player that starts with faction which does have merchant in the town build (Academy and Dungeon).
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MagiCollector
MagiCollector


Hired Hero
posted October 07, 2018 05:59 PM

dredknight said:
@MagiCollector,

My explanation is wrong now I recall. It is :
- zero - for each player that start with a faction which does not have merchant in the town build
- one - for each player that starts with faction which does have merchant in the town build (Academy and Dungeon).

Thanks again for all the help! It's a shame though, i know you said you don't know how to change it to one per player period/back to ToTe, but does someone know? Maybe Magnomagus could know how to change this thing alone?

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted October 07, 2018 06:02 PM

Ofcourse he knows. After all he did it .
If it is easy to alter he will probably help you with values and code place.

BTW MMH55 artifact values are in this script -> H55-Core.lua
They are defined beforehand as an elements in H55-Tables.lua
Artifact set groups are here -> A2_Artifact_Sets.lua
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MagiCollector
MagiCollector


Hired Hero
posted October 07, 2018 06:04 PM

dredknight said:
Ofcourse he knows. After all he did it .
If it is easy to alter he will probably help you with values and code place.

BTW MMH55 artifact values are in this script -> H55-Core.lua
They are defined beforehand as an elements in H55-Tables.lua
Artifact set groups are here -> A2_Artifact_Sets.lua

Oooh, now that is useful, thanks for the help with scripts!
I was also thinking: does the AI build and use his own artifact merchant (if he's of the proper faction of course)? Because if so, a workaround could be let the AI purchase them and then beat them and get the stuff from them

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fidanas
fidanas


Adventuring Hero
posted October 12, 2018 11:44 AM

Still playing the game, still playing the mod. What a joy!!! What an excellent fairytale, and what an excellent mod for my beloved fantasy.
As i see many aspiring modders came forth. My suggestion is to stop brainstorming with ideas for scripts, skills, perks etc.
The best "modding" for this wonderful evolution of HOMM-5 would be new maps.
Unique, detailed, challenging, storytelling and so on.
Bless you all.
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MagiCollector
MagiCollector


Hired Hero
posted October 13, 2018 09:31 PM

I was wondering: does the RMG place the tear of asha? I've seen no option to always include it, so i don't know if by default it's always placed or if it's not placed at all. I'd also like for it to not be a win condition if placed by a RMG.

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Skeggy
Skeggy


Promising
Famous Hero
posted October 14, 2018 07:09 PM

dredknight said:
Skeggy said:
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.


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



All RC10 Beta 4 exes (and that includes MMH55, MMH55_64, MMH55_Utility and MMH55_Utility_64.exe) have following default configuration regarding various ATB values (that means for all casters, including heroes):

0.15 - mass spells atb (atb bonus for using mass spells)
0.5 - wait action atb (the atb of the creatures and heroes that uses wait is multiplied with this value)
0.15 - max start value atb (the maximal atb creatures can have during the start of a combat, actual value is determined randomly)
0.1111 - sorcery atb (atb bonus each sorcery skill level gives)

Also, RC10 Beta 4 DefaultStats.xdb relevant defaults for sorcery atb interactions are:
Line3: <HeroInitiative>10</HeroInitiative>
Line 1862: <Empathy_ATBAffectionOnMorale>0.05</Empathy_ATBAffectionOnMorale>
Line 1914: <DetainMagic_CasterExtraATBDrop>0.3</DetainMagic_CasterExtraATBDrop>
Of course, there are several other variables that affect atb values, but only those three are relevant for understanding nature of atb balance if we are going to raise default hero initiative.

So, hypothesis is as follows:
for RC10 Beta 4 default (if hero has expert sorcery) after casting any spell (except mass spell), following action (doesn’t matter if the following action is spell casting or else) comes faster by 33.33%. If line3 defines hero base initiative as 10, that means that hero gets additional 3.33 initiative. The result is that any hero with expert sorcery after casting any spell, acts like it has 13.33 initiative. Also, every hero initiative after casting mass spells (doesn’t matter if it has sorcery or not) is increased by 15%. That means that every hero after casting mass spells have initiative of 11.5.

Detain options in shutters gives 30% inhibition of hero caster initiative. That means if hero with expert sorcery cast a spell from spell school that opposite hero has detain option in corresponding shutter, resulting initiative of the hero caster is: 13.33 – 13.00 = 0.33, meaning its next action will come faster by the initiative factor of 0.33. That means that heroes without sorcery are encouraged to cast mass spells and heroes with sorcery are encouraged to cast individual spells, except in case when opposite hero has detain option in shutter, in that case heroes with sorcery are encouraged to change school altogether.

Empathy also plays a role, if hero has empathy, then, after four consecutive positive morale triggers its initiative is increased for 20% and is 12.00 if the base hero initiative is 10.

Therefore, for basic hero initiative of 10, sorcery gives 3.33 plus boost, but that can be negated with detain option in some shutter, that negates 3.00 of sorcery boost. And, if hero is might hero, it can even have a positive initiative score with magic hero with the help of empathy.

So, if we redefine basic hero initiative to be 15 instead of 10, we get following results:
33.33% sorcery boost gives 4.9 boost to hero initiative, detain option negates 4.5 and empathy gives 0.75 initiative boost per morale trigger (because 5% of 15 is 0.75).

If we redefine basic hero initiative to 20 instead of 10, we get 6.66 sorcery boost, detain negates 6, and empathy gives 1 initiative boost per morale trigger.

I suppose that the more basic hero initiative is increased, the more important become which shutter we choose for might hero to have. I don’t see that as something bad, especially because magic resistances offer might hero incredibly well protection. Therefore, increasing basic hero initiative is indeed very interesting thing that can give new relational facet to the whole game.

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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted October 15, 2018 07:55 AM

That would give dark/destructive casters a serious edge in creeping, no?
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Skeggy
Skeggy


Promising
Famous Hero
posted October 15, 2018 11:57 AM
Edited by Skeggy at 13:55, 15 Oct 2018.

Elvin said:
That would give dark/destructive casters a serious edge in creeping, no?


The name of the file is DefaultStats.xdb, it’s located in MMH55-Index.pak, inner path is GameMechanics -> RPGStats. Just change line 3 from, 10 to 15 and see how you like it.

When you increase hero initiative, hero appears more frequently on atb bar, so I suppose it’s easier against the neutrals. Might hero always had means to appear more, even before raising initiative, either with chain attack or avenging strike or retaliation strike, so I suppose hero with sorcery with base initiative 15 will appear more frequently than before against neutrals with no hero. Of course, you can crank-up “Neutral Champions” slide bar to Impossible and then every neutral group will have its own neutral hero and then it depends if neutral hero has detain option in appropriate spell school.

EDIT1:

For full clarification, here’s the full math for 15 initiative:

If we redefine basic hero initiative to be 15 instead of 10, we get following results:
33.33% sorcery boost gives 4.9 boost to hero initiative (because 33.33% of 15 is 4.9), detain option negates 4.5 and empathy gives 0.75 initiative boost per morale trigger (because 5% of 15 is 0.75)

That means that action that follows after spell cast of any spell (except mass spell) of the hero with expert sorcery (doesn’t matter if the following action is spell casting or else) comes faster by 33.33%. If line3 defines hero base initiative as 15, that means that hero gets additional 4.99 initiative (because 33.33% of 15 is 4.9). The result is that any hero with expert sorcery after casting any spell acts like it has 15 + 4.99 = 19.99 initiative.

Also, every hero initiative after casting mass spells (doesn’t matter if it has sorcery or not) is increased by 15%.  For basic initiative of 15 that means that every hero after casting mass spells have initiative of 15 + 2.25 = 17.25 because 15% of 15 is 2.25.

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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted October 15, 2018 03:47 PM

Not my point. You easily start before emeralds without even investing in a skill. That's a double swift mind right there.
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Skeggy
Skeggy


Promising
Famous Hero
posted October 15, 2018 04:49 PM

Elvin said:
Not my point. You easily start before emeralds without even investing in a skill. That's a double swift mind right there.


I suppose it is. So could you please explain in details why do you think of that as something wrong. Don't you think that can only enrich gameplay? I mean so what if the hero starts before the emeralds? Where's the substance of that?

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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted October 16, 2018 11:53 AM

If you have light, 50% faster casting is irrelevant in creeping. Summoning is boosted but not as much as destructive/dark that would have a ridiculously easy time.
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Skeggy
Skeggy


Promising
Famous Hero
posted October 16, 2018 12:55 PM

Elvin said:
If you have light, 50% faster casting is irrelevant in creeping. Summoning is boosted but not as much as destructive/dark that would have a ridiculously easy time.


Hero needs 9 knowledge (90 mana points) to cast icebolt 10 times and 10 spellpower to make 1500 damage points of that 10 icebolt casting. For a dungeon warlock 10 spellpower with 10 knowledge comes at level 19.
So, what is the span of your creepeing? Does it include level 19 warlock?
Or did you think that hero will cast frenzy 10 times (400 mana points for 10 casting) on neutrals?

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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted October 16, 2018 02:48 PM

One or two well-placed spells are enough if you play first. Also, you'd be surprised. I've reached lvl 19 warlocks week 2 on more than a few occasions.
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Skeggy
Skeggy


Promising
Famous Hero
posted October 16, 2018 04:19 PM

Elvin said:
One or two well-placed spells are enough if you play first. Also, you'd be surprised. I've reached lvl 19 warlocks week 2 on more than a few occasions.


Level 19 might hero can produce same or even greater damage with all perks that might hero have on its disposal.

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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted October 16, 2018 04:45 PM

You must not have played competitively to say that.
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Skeggy
Skeggy


Promising
Famous Hero
posted October 16, 2018 06:18 PM

Elvin said:
You must not have played competitively to say that.


I'll make a special duel mod for level 19 heroes so you can test that properly. Duel mod will include DefaultStats.xdb with heroinitiative of 15

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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted October 16, 2018 07:14 PM

Test what? In week 2 you have virtually no army so your best bet is warmachices or direct attacks. And unless a might hero gets wm, logistics AND enlightenment early, it is unlikely he could even get to lvl 19. Granted that wm is safer for creeping than destructive but same damage? Doubtful.
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fidanas
fidanas


Adventuring Hero
posted October 19, 2018 11:43 AM

I have no excuse...

...all this time the 5.5 mod is out, never tweek the sidebar for neutral creatures difficulty.
What a doofus.
Man...!!!!!!!!
I'm playing all my maps again :-)
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