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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»
magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted October 19, 2018 12:21 PM
Edited by magnomagus at 12:21, 19 Oct 2018.

@dredknight: I'm sorry for being unavailable and send you a PM

some discussed stuff:

-artifact merchant are not only this way for balance reasons, have it any other way and the game will keep crashing permanently.

-the mysterious mouse flickering issue, is not related to a certain scripted event like a seer hut or something, I have tested it even happens when all scripts are shut down.
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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted October 21, 2018 12:08 AM bonus applied by Galaad on 10 Nov 2018.

Hey everyone!

Just dropped a LAN multiplayer quick start guide. I hope it comes in handy!
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fidanas
fidanas


Adventuring Hero
posted October 21, 2018 11:01 AM
Edited by fidanas at 11:02, 21 Oct 2018.

I'm playing single player 100% of my time...
...but THANK YOU!
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darkdill
darkdill

Tavern Dweller
posted October 25, 2018 12:27 AM

I've been playing through the campaigns with the 5.5 mod, but one thing that really annoys me (besides being unable to get 8 skills, but that's a known unfixable bug) is that there are no Memory Mentors in the original HOMM5 and HoF campaigns. Is it at all possible to add them into some of the maps so that players can respec their skills?

(If this has been asked before, I wasn't aware.)

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted October 25, 2018 04:07 PM

@Findas enjoy .

@darkdill those maps are static and are in the ToTe pak files.
If you are able to find where are they and edit them with the editor there is no problem in adding memory mentor.
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Derael
Derael

Tavern Dweller
posted October 27, 2018 07:30 PM

Skeggy said:


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.



Sorcery (and other modifiers that directly affect ATB) works completely different from what you explained (at least in original game, might be different in this mod and than I might be wrong). First of all, it has NO effect on initiative. If you view initiative as speed, then ATB scale is length you need to cover.

So normally you cover length of 1 with speed 10 in 0.1 time. If the length is reduced (by sorcery), to let's say 0.66, then it will take you 0.066 time. The same effect could be achieved if hero had initiative of 1/0.066=15.15. So expert sorcery is roughly 50% boost to hero initiative. With Jhora her initiative is further boosted by 25% at level 40, for example. So her total effective initiative would be 18.94. So she will be 89.4% faster than any normal hero. But the effect only starts working AFTER casting at least one non mass spell. Before that her initiative is only 25% faster than enemy initiative, so he might still have a chance to act first, and some creatures will act before Jhora.

Empathy works in more or less the same way, but instead of boosting initiative it gives the hero small jumps between his turns. So if let's say 3 creatures have morale trigger between hero turns on average, it means that together with expert sorcery turn only takes 0.66-0.15=0.51 length. So the effective initiative is 1/0.051=19.6.

According to the description in skill wheel, detain will grant extra 25% to the "length" parameter. So without Empathy the length will be: 0.66*1.25=0.825. So new effective initiative is 1/0.0825=12.12 (AFTER detain is taken into account). So the decrease in initiative is actually lower (12.12/15.15=0.8, so 20% decreased effective initiative). The hero will still be much faster than hero without sorcery, but not to the extent of being 50% faster.

Now, if you increase base inititative to 20, everything will be doubled basically, but proportionally the same. So Jhora with sorcery will still be 89.4% faster than typical might hero (without Shatter), and 51.5% faster than might hero with shatter at level 40.

The only difference would be that your heroes will act twice as fast compared to your creatures (and act first in battle most of the time, disrupting the balance). Right now you can act with fast creatures before hero has a chance to do something bad to them, but with boosted initiative it will be impossible. Not to mention abilities like swift mind that would become mostly useless (except for defining who of the 2 heroes will act first, but acting second might actually be better since you can more effectively respond to enemy threats, e.g. cast Mass Haste vs Mass Slow).

Besides, heroes with high mana and/or powerful spells will absolutely dominate the battlefield, since they will act at least 2 times faster than average unbuffed creature (or 4 times faster for high level Jhora with sorcery). So either they just wipe each others army with spells or one of them runs out of mana and instantly loses. Overall touching hero initiative can rarely be a good idea, that's why I don't quite get Jhora and Sorcery buff (though it's more understandable with mass spells nerfs).

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darkdill
darkdill

Tavern Dweller
posted October 28, 2018 01:42 AM

dredknight said:
@Findas enjoy .

@darkdill those maps are static and are in the ToTe pak files.
If you are able to find where are they and edit them with the editor there is no problem in adding memory mentor.
Unfortunately, I'm having trouble with this. I can find where the map folders are, but none of the files in them are files that are compatible with the Map Editor. All I'm seeing are .lua, .xdb, and .bin files.

I'm unfamiliar with HOMM5 modding, though.

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted October 28, 2018 10:03 PM

@darkdill I do not know either.
All I know is that maps are usually ending on .h5m.


To @Magnomagus and actually everyone.
One of the people in Discord just reported that it is not possible to change AI faction choice when you play in Single player -> Custom game. I tested it and it is the way he says.

- if game is LAN or hotseat and ARMG map has "Random towns" choice selected - all factions can be changed for you and AIs.

- if game is single player only the user faction can be changed.

I guess this is hardcodded but it is weird.
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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted October 31, 2018 08:17 AM

I have started experimenting with creature banks with the goal of having them give free spells without fighting any guardians.

I start with crypt, set the first variant 100% (and the others 0%), set creatures to zero, make it give 4 tier 1 spells. Success, works as intended.

I try the same with mage vault and.. failure! Says it's already been visited. I try the same with gargoyle stonevault, again says visited. I leave the settings as they are and add a gargoyle guardian. You attack it, you get the spells as expected..

I do not understand, why does the same setup require a fight and the other does not? I know for certain that nothing has been copied incorrectly.

- Any ideas on how to fix that? Or alternatively..
- Is it possible to make a spell shrine give multiple spells?
- Is it possible to set a creature bank to give multiple spells from different tiers? Like 5 t1 spells, 4 t2, 3 t3, 2 t4..
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fidanas
fidanas


Adventuring Hero
posted November 01, 2018 09:00 AM

Due to the lack of new maps of HOMM-5, yesterday i started the campaign of HOMM-3 Horn Of The Abyss.
It's been ages since i played HOMM-3, i've started with a nostalgia smile, and the patience of a newcomer in a game.
But soon enough i've got frustrated and missed all the wonderful HOMM-5 features.
My biggest dissapointment is the combat as usually. Predifined places for troops, the lack to re-arranged them prior combat, the need to visit external dwellings to recruit troops etc etc etc...
All this in half an hour play of the first small map. Couldn't go any further. I switched to HOMM-5 as fast as possible.
Damn...

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted November 01, 2018 09:07 AM

@Fidanas I got the same type of experience a few months ago. H3 felt so bland.

Good job everyone! xD
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fidanas
fidanas


Adventuring Hero
posted November 01, 2018 09:19 AM

Not to offend HoTA players. I've been playing myself HOMM-3 far too long those days.
But HOMM-5 had so many to offer in strategic maneuvers, combat mechanics and heroes casting/attacking,that left prior titles to the past.
HOMM-3 excells in adventure map simplicity i guess. That's the only reason i think people are still glued to it. I bet many of them would love HOMM-5.5 magic system and combat situations in their HOMM-3 adventure maps.
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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted November 01, 2018 10:54 AM

Yeah pretty much. Homm3 is anything but bland(and saying so will get you burned at the stake for heresy ^^) but the gameplay has evolved a lot since 1998. H5 has a lot to learn from H3 but the opposite is also true.
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fidanas
fidanas


Adventuring Hero
posted November 01, 2018 11:08 AM

Bless me father for i have sin...
Makes me wonder about HoTA modders. I guess the game wouldn't allow so drastical changes. If it did, it's a shame that they didn't try to implement HOMM-5 combat mechanics and HOMM-5.5 magic improvements.


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Forsberg
Forsberg


Adventuring Hero
posted November 05, 2018 07:00 PM

I guess a lot of H3 fans (including me) praise H3 because they grew up playing this game. It leaves good memories in the brain and psychologically that what was good in one's childhood will be better remembered (and more favourably) than other things even when in reality they are not so good.

I love H3 but technically it is way behind H5, the game's mechanics is really outdated. But the map graphics is cool, technically it is outdated, but H3 looks is very united, map makes a fairy tale look with mystical elements like the eye of the seer, lakes ect. Add to that music (really wonderfully suits the game) and we've got effect. That all made in players brains memory that even today when H3 is technically old and pixelated, does not matter much and is beloved.

For me personally H5 is better in almost everything except map view, I mean the world, colours, it just mystical in H3. In H5 it is worse.

But again, this may be a brain reaction, many games which offer technically better graphics have worse review because before the lack of graphics was masked by the brain. When there is detailed 3D graphics, then this effect is gone.

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fidanas
fidanas


Adventuring Hero
posted November 06, 2018 09:05 AM
Edited by fidanas at 09:10, 06 Nov 2018.

Forsberg said:
I guess a lot of H3 fans (including me) praise H3 because they grew up playing this game. It leaves good memories in the brain and psychologically that what was good in one's childhood will be better remembered (and more favourably) than other things even when in reality they are not so good.



Very good, very good!
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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted November 07, 2018 08:44 AM
Edited by dredknight at 08:45, 07 Nov 2018.

Some findings of a moddb fan:
Quote:

Hy! I found some Bugs in HOMM 5.5!

KNOWN ISSUES:

"Witch huts cannot fill the 8th slot with a basic skill but can improve the 8th skill to advanced or expert. This issue does not apply to the 7th slot."
>>> THIS IS ONLY PARTLY TRUE! In fact not the 8. skill can't be filled with a witch hut basic skill. It is the LAST skill which can not be filled. If you play with 8 skills enabled, than it is the 8. skill. But if you play with 6 skills than it is the 6. skill witch can not be filled with a basic witch hut skill.


I have seen this while I was playing Haven campaign with 8th skills a while ago. If anyone decides to double check please let us know.

Quote:

OTHER BUG:
I have a Warlock hero with logistics and estates. The estates skill says I earn 250 + (25*Knowledge) gold  day, but the (25*Knowledge) part simply is not functioning. I only get 250 gold  day.



I want to double check this too but currently I cant. If anyone tries it out please give some feedback.

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fidanas
fidanas


Adventuring Hero
posted November 07, 2018 09:14 AM

About the 8th empty slot and Witch Huts, i thought it was mentioned before, as a well known issue.
It's true.
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lokiseto
lokiseto

Tavern Dweller
posted November 07, 2018 02:43 PM
Edited by lokiseto at 14:44, 07 Nov 2018.

dredknight said:
Some findings of a moddb fan:
Quote:

Hy! I found some Bugs in HOMM 5.5!

KNOWN ISSUES:

"Witch huts cannot fill the 8th slot with a basic skill but can improve the 8th skill to advanced or expert. This issue does not apply to the 7th slot."
>>> THIS IS ONLY PARTLY TRUE! In fact not the 8. skill can't be filled with a witch hut basic skill. It is the LAST skill which can not be filled. If you play with 8 skills enabled, than it is the 8. skill. But if you play with 6 skills than it is the 6. skill witch can not be filled with a basic witch hut skill.





As an addendum, the witch huts offer basic skills after you've already got all 8 slots completed, even costing money iirc.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted November 09, 2018 06:20 PM
Edited by magnomagus at 18:27, 09 Nov 2018.

@dredknight: do you still have a link on russian forums to old translation because the old one gets downloaded more often on moddb than the updated one?

The statement about witch hut is correct and unfixable

also the hotseat menu has indeed better functionality, but if you play in hotseat alone you still have to activate scripts on new RMG maps as if you are playing multiplayer.

Quote:
OTHER BUG:
I have a Warlock hero with logistics and estates. The estates skill says I earn 250 + (25*Knowledge) gold  day, but the (25*Knowledge) part simply is not functioning. I only get 250 gold  day.


This often means the player has an installation issue and all scripted content isn't working, but the player just hasn't noticed that yet.
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