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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 435 pages long: 1 ... 34 35 36 37 38 ... 50 100 150 200 250 300 350 400 435 · «PREV / NEXT»
funked15
funked15


Hired Hero
posted July 19, 2015 03:04 AM

magnomagus said:

Quote:
Hello, theres a small big with battle griffins, i know Irina is specialist but Battle griffins Specialty (attack all creatures in a lane) is executed instantly for her while at all other heroes the griffin has to wait for it's next turn.


Is this only for AI heroes?


Human's using Irina enjoy the same perk. I disagree that it's a bug, but it should be better documented in her bio.
Irina is the griffin trainer and her battle griffins are trained extra well!

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Tiptoe_McGuffy
Tiptoe_McGuffy


Adventuring Hero
posted July 19, 2015 08:21 PM

Noob question: How do you play the vanilla/HoF campaigns?

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oskarroza
oskarroza

Tavern Dweller
posted July 19, 2015 09:03 PM

To play original campaigns, choose the campaign icon (marked below with a red circle):

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Tiptoe_McGuffy
Tiptoe_McGuffy


Adventuring Hero
posted July 20, 2015 12:39 AM

I don't have those buttons, but I found out that's part of the second beta that I've been delaying for some reason. Thanks!

Incidentally, can you uninstall the MMH5.5 without uninstalling TotE? I only see one uninstall.exe.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 20, 2015 12:45 AM

MMH55 has its own uninstaller in the start menu
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 20, 2015 06:39 PM
Edited by dredknight at 18:42, 20 Jul 2015.

@Magno, today we did 2 games with the new settings.

Battle 1 - stronghold won. I will upload replay tomorrow.
I played the magics very badly.

Battle 2 - Fortress won. it was very even fight almost till the end and stronghold player did a few mistakes. My game crashed when quitting the battle so i couldnt save the replay.

After all Stronghold hero is quite stronger than the fortress and have advanced shatter destruction which cripples the fortress hero quite a lot. I think more or less the game is now OK.

I think that the 0.33 settings are good.

Anyway I think so much changes are enough and we have to test with other factions.

I am very tired...  check back here tomorrow.

Note: one personal thing I dislike is that if the Stronghold hero equips the longbow for "no penalty shooting" the Cyclop shoots as strong as a Titan...
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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted July 20, 2015 09:39 PM
Edited by zmudziak22 at 22:33, 20 Jul 2015.

Yeah, Cyclops are dangerous. Both in close combat and trowing goblins. With Rage they are unstoppable. I could clean a campaign using only Cyclops with Perfect Gotai Build.

Edit:
It is possible to remove resurection/raise dead health penalty? I belive that in unpatched H5 Vanilla that wasn't a hp penalty.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 21, 2015 12:04 AM

@dredknight:

thank you for your trouble, looking forward to new replay.

Quote:
Edit:
It is possible to remove resurection/raise dead health penalty? I belive that in unpatched H5 Vanilla that wasn't a hp penalty.


Not possible, but also not desirable for balance reasons.

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Morty
Morty

Tavern Dweller
Heroes 5.5 FTW!
posted July 21, 2015 01:15 AM
Edited by Morty at 01:49, 21 Jul 2015.

Whoa!

Damn it! I am so happy to see that HEROES V is still alive game
Honestly, after Heroes V all other sequels tries way too hard to copy generic MMORPG theme and style while losing its unique theme.
Your MOD brought back some hope! It is great mod, it feels like playing a whole new game. It beats Heroes VI and sure will kick Heroes VII in the guts.

The only real issue I had was being unable to use runes in Fortress. Couldn't find the triger. Does anyone know how to solve this?

Some questions/ suggestions:

1. I've noticed that title screen says Heroes VI/VII. Do you plan adding some content from Heroes VI?
A) Skills and abilities
B) Creatures
C) Unique Hero models? The only thing I liked about Heroes VI was the hero models. Having different models for genders and classes was a nice thing.Is it possible to use Heroes VI hero models?

2. Do you plan on implement some new abilities and skills into current skill wheel to add more variety?
Do you plan having class icons?

3.Will you divide Magic Schools into more element based schools like:
Air Magic,Light Magic, Dark Magic, Water Magic, Fire Magic, Earth Magic, Prime Magic? It could add some nice thematic feel.
Example:
Sylvan: Earth Magic
Haven: Light Magic
Academy: Air Magic
Necropolis: Dark Magic
Inferno: Fire Magic
Dungeon: Water Magic
and etc.
Sure players should be able to learn anything they want, but they faction should have bonus for learning faction orentied Magic.

4. Will you add more options in Hotseat like:
A) Being able to choose your banner color (Maybe more colors to choose from)
B) Pick teams
C) Set resource, army growth ,exp rates

5. Will your mod include graphic/texture upgrades?
Like sharp texture mods, model recolors and etc.
It would be cool if alternative upgrades could look more than recolored upgrade versions.
Vampire Knight looking more like a Knight( Armor and vice versa).

6. Will you have all faction use unique war machines like in Heroes VII?
Really the only cool thing about Heroes VII.

7. Could/Will you add 9th creature slot?
It would really make Diplomacy skill more useful. And would give players more variety, more strategic options.

8. Alternative creatures
Being able to choose Death Knight instead of Bone Dragon.
Being able to pick Manticore instead of Dark Rider and etc.

You got the point.

Anyways great mod. Made account only to keep the track of your progress!



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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 21, 2015 09:11 AM

Morty said:
The only real issue I had was being unable to use runes in Fortress. Couldn't find the triger. Does anyone know how to solve this?

Morty, check above the ATB bar. There is a small line up with runes.
Before you can see them you need to have have the respective runelore level and to get them from the castle.

Morty said:
1. I've noticed that title screen says Heroes VI/VII. Do you plan adding some content from Heroes VI?

Actually it says Heroes 5.5 in roman symbols
The idea of the mod is to keep the classic heroes V idea but expand the universe by adding new content from other games in the franchise (heroes  1,2,3,4 for now). Definitely creatures .

Unique hero models, may be but only in case all factions benefit from it equally otherwise it wont look good.

Morty said:
2. Do you plan on implement some new abilities and skills into current skill wheel to add more variety?

This is tricky as new functionality requires massive hex editing or the ownership of the source code which we do not have. So basically we stick with what there is already and what it is possible with LUA codding.

Morty said:
3.Will you divide Magic Schools into more element based schools


No. We will keep the Heroes V idea. 2 schools per faction. This is as far as I can tell you.

Morty said:
4. Will you add more options in Hotseat

cannot say anything. Currently we are aiming at functionality and balancing. Customization/localization will be done last.

Morty said:
5. Will your mod include graphic/texture upgrades?

Depends on community effort. But we will definitely stick to the original visuals.

Morty said:
6. Will you have all faction use unique war machines like in Heroes VII?

No, we are keeping the 3 war machines in HV. Currently each faction might hero starts with either tent or ammo cart.

Morty said:
7. Could/Will you add 9th creature slot?

No. This will shake the PvP balance a lot, plus the battlefields are not big enough.

Morty said:
8. Alternative creatures

Nope. But we are definitely changing some of the existing ones to make them really alternative. Currently some of feel almost the same.

You can follow the changes on the Facebook page. Check my signature link.
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Kimarous
Kimarous


Supreme Hero
posted July 21, 2015 10:04 AM

I noticed a screenshot a few pages back, it seems that hero models have matching colour schemes in accordance to the player's colour. If that is the case, any chance the banners on the Haven townscreen could get the same treatment, rather than always being blue?

I know this is a SUPER minor point and ultimately inconsequential to pretty much everyone (myself included), but still, thought I'd ask.

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Nordos
Nordos


Known Hero
posted July 21, 2015 10:23 AM

magnomagus said:
@dredknight:

thank you for your trouble, looking forward to new replay.

Quote:
Edit:
It is possible to remove resurection/raise dead health penalty? I belive that in unpatched H5 Vanilla that wasn't a hp penalty.


Not possible, but also not desirable for balance reasons.

But it is?!

The 'duration' in the xdb files determinate the penalty. That means, that you could even do something like

<Item>
<Base>0.2</Base>
<PerPower>-0.005</PerPower>
</Item>
If you have 40 or more Spellpower, the penalty would be removed. Even if the tooltip ingame would say 'reduce Life by -x%', it would still be 'full life' and no life will be added.

Just wanted to throw this out there

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 21, 2015 11:17 AM
Edited by magnomagus at 11:25, 21 Jul 2015.

Quote:
3.Will you divide Magic Schools into more element based schools like:


If you think deeply about this you will find out it actually requires redesigning the whole game: classes, skills, artifacts etc.

Quote:

B) Pick teams
C) Set resource, army growth ,exp rates


Read first post about new team options and console commands (it is max possible) Also point C is already handled by difficulty and Adv RMG properties.

Quote:
5. Will your mod include graphic/texture upgrades?


If you run it you will see graphics is already greatly improved with landscape improved to H6 texture quality. The sharpened texture mods are a hoax and don't do anything that AA and AF are already doing better.

Quote:
6. Will you have all faction use unique war machines like in Heroes VII?


Fun, but not possible.

Quote:
Being able to choose Death Knight instead of Bone Dragon.


i actually like the idea of T6 knights, T7 wights, dragons neutral but it will require 3 fully professional quality dk models which are currently not available.

Quote:
it seems that hero models have matching colour schemes in accordance to the player's colour.


Actually some campaign heroes are still missing taht feature but people hardly notice it. Anyone is welcome to start the work, but i have other priorities.

Quote:
If you have 40 or more Spellpower, the penalty would be removed. Even if the tooltip ingame would say 'reduce Life by -x%', it would still be 'full life' and no life will be added.


great idea, but did you really test it, because sometimes the game doesn't respond, I recently found out frenzy duration cannot be changed.
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Nordos
Nordos


Known Hero
posted July 21, 2015 12:17 PM
Edited by Nordos at 12:42, 21 Jul 2015.

Yeah, I did Was playing with this change since a pretty long time (before I installed HoMM 5.5 at least) and I am pretty sure that I looked closely at the results. I can check again, though, since the experiment is considerable old after all

EDIT:
So, yeah, it works. Following things as an addition:
If you revive with lower spellpower (e.g. lichmaster), and thenr evive with an revive without penalty (currently I used a lichstack which had about ... enough power to have the health increased, but I think it would also work with the 40 SP version), the possible life amount will revert to the original, BUT, the restored HP will be the one of the maximum HP before (so, if a creature with 100 HP gets revived by a 20% penalty, and then by one without, he will have 100 max HP, 80 current HP and he can't be revived again. I guess that extends to healing as well). Letting the stack get damage, and then revived for a third time, again with a no penalty, he will have max HP (since his may HP was increased to 100 by its previous revive). Since all attacks killed at least one creature, I do not know what would happen if he only recived damage, but I guess he would become a target once more, yielding the same results.

Thats about it. There doesn't seem to be a great problem ...

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oskarroza
oskarroza

Tavern Dweller
posted July 21, 2015 12:22 PM

dredknight said:

Morty said:
5. Will your mod include graphic/texture upgrades?

Depends on community effort. But we will definitely stick to the original visuals.



I believe that the only mod worth including is that which sharpens creatures textures

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 21, 2015 02:57 PM
Edited by dredknight at 15:43, 21 Jul 2015.

Some bugs and balance notes

SYLVAN @Magno, I got info from one of the fans that WARDEN hero who has avenger skill cannot pick any favored enemy from the hut in the castle. Can you check that in the code or it is hardcoded issue.
Probably it is going to be the same for the magic hero.

ATTACK/DEFENSE Here is the replay fotress_vs_stronghold battle4
Have in mind that lowering the attack and defense coefcients will impact the ability to fight big PvE battles. If you consider lowering the coeficient to 0.33 or 0.4 also reduce the growth.

With the normal settings (0.5) I have very hard time to fight very strong sites with mage from one point. On the other hand strong might hero wipes everything!

INFERNO
Just generated ARMG map and chose inferno. No heroes start with succubi there. On default maps it works (Windrose, deathfeud).
I suspect the ARMG does not add the new change.

TESTING

Let me know which campaigns are not tested (Vanila, HoF, ToTE).
There is one fan willing to help us with that.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 21, 2015 03:54 PM
Edited by magnomagus at 15:55, 21 Jul 2015.

Quote:
SYLVAN @Magno, I got info from one of the fans that WARDEN hero who has avenger skill cannot pick any favored enemy from the hut in the castle. Can you check that in the code or it is hardcoded issue. Probably it is going to be the same for the magic hero.


Weird it seems the issue is caused by avenger not being in first slot, but the fact that it got reported so many years after these classes were first released already means these skills should be removed from their trees even if they were working!

Quote:
With the normal settings (0.5) I have very hard time to fight very strong sites with mage from one point. On the other hand strong might hero wipes everything!


yes I have that covered.

Quote:
INFERNO
Just generated ARMG map and chose inferno. No heroes start with succubi there. On default maps it works (Windrose, deathfeud).
I suspect the ARMG does not add the new change.


i have already played many rmg maps without this problem, open console imeediately check if scripts have crashed.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 21, 2015 04:30 PM
Edited by dredknight at 16:31, 21 Jul 2015.



No errors.

May be i did something wrong when generating the map.
Basically i did the following.

Opened the ARMG.exe -> Go to the ARMG option - selected size, template and number of players.
I choose all random (also tried with fixed towns).

Then login in game and play the map.

I generated 4-5 maps on different templates, random and fixed towns.
Not a single succubi seen.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 21, 2015 05:15 PM

You forgot to activate scripts for multiplayer, but something else is also weird I have never seen RMG add inferno to grass terrain?
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 21, 2015 05:53 PM
Edited by dredknight at 17:59, 21 Jul 2015.

blah... sorry for bothering you for such thing... had to check the manual.

Regarding the grass - may be it is because inferno was chosen as fixed race instead of Random or the other way around ?

What about campaign testing?
which one we dont have covered. I see in the thread someone picked Tote?

I will ask him do the HoF.


One more thing regarding Fortress VS stronghold fight.
The stronghold guy just told me that he has diplomacy and a few weeks before the battle he joined 500 centaurs.

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