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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 376 pages long: 1 50 100 150 200 250 300 350 ... 362 363 364 365 366 ... 376 · «PREV / NEXT»
DeepLord
DeepLord

Tavern Dweller
Skeleton
posted February 06, 2019 08:00 PM

okrane said:
Hey guys. Do you know any cool maps i can play single player which arent in the regular distribution?


The best map is Divided Loyalities. Little and complex.

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azalen
azalen


Promising
Adventuring Hero
posted February 08, 2019 07:50 PM

DeepLord said:



Update of some of my ideas:

-All armys without a leader hero (AI creatures, mine defenders, town defenders without hero...) gain +5 attack and defense. It could compensate the heroes' overpower, and make the mines a little bit more defendable. Gate garrisons gain +10 attack and defense, and the enemy hero's SP reduced by 25%. the gates are so rarely, monumental, have good position on all maps but don't worth to defend them.

-You can not take out creatures from gates, but all of your gates has the same defender army. Sometimes you have more gates and don't worth to divide your army, e.g. on Subterranean Treasures. The take out restriction is for prevent army teleport.

-Recruitment ability has an other low bonus: You gain 3 Defenders per hero level into the garrison of the visited mine (can not be doubled). These Defenders can not be taken out from the garrison but can be dismissed. This ability gave bonus only for the governers, this new low bonus could be useful for the conquerors too.



My main issue with all your mine/gate/castle stuff is a defender army with no hero has no chance against a main hero no matter what you do.  I think what you want to do is defend against scout heroes, but defending against scout heroes is how the game discouragea you from developing only 1 hero.  So, at the end of the day,  the solution is to develop multiple heroes if you need to defend against scout incursions.


DeepLord said:

-AI creatures always has 4 troops. Not just on the new random generated maps, but on all of them. Minimum one of them are shooter and one of them are large enemy. Fight against AI creatures is much simplier than against AI players, becuase of the diversification of the armies.



There is an option in heroes 5.5 where you can get random hero/mixed army encounters from any map creature stack if that is what you are after.


DeepLord said:

New ideas:

-There could be a sign on the cursor on the the map when we riding with a hero to show the last place where we can go without lose the usage of the spell Town Gate. I can load the Autosave when I left less then 2000 movement point but it isn't an option in PvPs.

-There could be route planner: we chose the intermediate point(s) and it shows the route to let we see the last point where we can go. Sometimes I just don't know that could I attack X or go into a town if I go first to some other places. I could be used e.g. by press Shift.




Nice ideas, but all this stuff is hard coded, so it won’t happen.


DeepLord said:

-The Critical Hit ability should make your lucky hits deals double damage instead of boost it just to 1.83 times higher. It is just weak and needs Soliders Luck what is also realy weak almost always.



Soldiers Luck is actually really good.  It is mainly for Vampire Torpor, but other factions put it to good use as well.

As for critical hit, Mag put a lot of effort into the  mathematical balance of the skills.  Also, I don’t think you would say the same thing  if you have ever experienced  a Wyngaal favored enemy/lucky hit blizkrieg

DeepLord said:

-Plauge Tent: The ability to chose between heal or deal damage is useless, and I don't understand why is it effect with the resurrection artifacts. Its bonus is also realy low. I would like to rework it:
The Tent is able to consumes corpes. It is a whole turn action for the tent. After it the tent will have 100% increased healing and max HP for the rest of the battle. The actual HP is increasing too.



Yes, plague tent is garbage, but I suppose they cant all be winners can they?  Unfortunately, the way it works is probably hard coded, so good luck changing it.  Maybe one of these tent specializing heroes make it useful, but I suspect the payoff isn’t much to write home about.

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okrane
okrane


Famous Hero
posted February 12, 2019 05:00 PM

DeepLord said:
okrane said:
Hey guys. Do you know any cool maps i can play single player which arent in the regular distribution?


The best map is Divided Loyalities. Little and complex.


Played that already.

Anything else that I can download?

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etore
etore


Adventuring Hero
posted February 12, 2019 09:47 PM

okrane said:
Anything else that I can download?

Just finished "World at War", downloaded from maps4heroes. All map stuff works in H5.5.
I tried more complex maps but usually there are problems, mostly with skills and abilities changes.

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Kristo88
Kristo88

Tavern Dweller
posted February 13, 2019 10:34 PM

Hi everyone,

i've started to play HOMM 5.5 not long ago (may be a week) and i'm still new in this mod. I'll play a lot more in the coming weeks, and i'm glad that such mod exists, as i was playing the vanilla game for years and it def needed a refresh in the gameplay.

With that said, i have some ideas, which i'm working on (mostly writing them down for now), and will probably share later on. Right now i'm shaping the ideas for new skills - as i think they need a polish or two.
Basically is this:

Written ideas for skills: Traps, Nature Magic, Alchemy
Not-finished, but shaped ideas: Beastmastery, Arcane Magic, Shadow Arts, Economy, Assassination, Conquest and so on.

Anyway, i'll write back soon.
See ya.

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thGryphn
thGryphn


Promising
Famous Hero
posted February 13, 2019 10:48 PM

Kristo88 said:
Hi everyone,

i've started to play HOMM 5.5 not long ago (may be a week) and i'm still new in this mod. I'll play a lot more in the coming weeks, and i'm glad that such mod exists, as i was playing the vanilla game for years and it def needed a refresh in the gameplay.

With that said, i have some ideas, which i'm working on (mostly writing them down for now), and will probably share later on. Right now i'm shaping the ideas for new skills - as i think they need a polish or two.
Basically is this:

Written ideas for skills: Traps, Nature Magic, Alchemy
Not-finished, but shaped ideas: Beastmastery, Arcane Magic, Shadow Arts, Economy, Assassination, Conquest and so on.

Anyway, i'll write back soon.
See ya.




So, no offense but, you just started playing the mod and you already wanna change it??

Also, as you'll find out, it's just not possible to implement new skills at will. A lot of things are hardcoded. Sure, scripts help with certain bonuses but that's about it.

Enjoy!



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DeepLord
DeepLord

Tavern Dweller
Skeleton
posted February 16, 2019 01:10 AM
Edited by DeepLord at 01:11, 16 Feb 2019.

okrane said:

Played that already.

Anything else that I can download?


Played that already??
I played it once per day in the exam period...

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jiallombardo
jiallombardo

Tavern Dweller
posted February 25, 2019 10:34 AM

Hello,

I've googled around for a while, but didn't find a similar problem.
The thing is, with the 8 skills whenever I update a certain skill with perks, some other skills get "shut down". For example, I had expert Logistics + pathfinding on my hero, but when I leveled up hero and took dark magic (and then advanced it via a witch hut), the hero's adventure map speed dropped dramatically. Another example would be that (while playing a lvl 31+ Scinitar) I had very low spell cost (for example, empowered Implosion cost me 8 mana, since I had erratic mana + arcane training + scinitar's hero ability). However, after the aforementioned upgrade to dark magic I noticed that the spell cost "reverted" as if I'd either lost the hero ability or "arcane training perk".

Is this a known issue, or am I doing something wrong?

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted February 25, 2019 05:04 PM

Hello jiallombardo,

Welcome to the forums! From what I see this looks either as an installation issue or another mod/map script may be interfering with MMH55.

1. Could you confirm the game was installed this way
2. What map are you playing on when the issue is happening?
3. Single player or multiplayer?
4. What faction hero is Scimtar? There are 144 heroes in the game.
5. When you visit Witch hut with your hero does the game ask you a question or give you a skill directly?
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thGryphn
thGryphn


Promising
Famous Hero
posted February 25, 2019 05:15 PM

jiallombardo said:
Hello,

I've googled around for a while, but didn't find a similar problem.
The thing is, with the 8 skills whenever I update a certain skill with perks, some other skills get "shut down". For example, I had expert Logistics + pathfinding on my hero, but when I leveled up hero and took dark magic (and then advanced it via a witch hut), the hero's adventure map speed dropped dramatically. Another example would be that (while playing a lvl 31+ Scinitar) I had very low spell cost (for example, empowered Implosion cost me 8 mana, since I had erratic mana + arcane training + scinitar's hero ability). However, after the aforementioned upgrade to dark magic I noticed that the spell cost "reverted" as if I'd either lost the hero ability or "arcane training perk".

Is this a known issue, or am I doing something wrong?


None of that is "known" for any measure. Dark Magic skill has no interference with either Logistics or Sorcery.

Boots of Levitation artifact can explain the loss of walking range; it is buggy like that.

And whateveritsname week of half mana points can explain the latter.


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jiallombardo
jiallombardo

Tavern Dweller
posted February 25, 2019 06:40 PM

thGryphn said:

Boots of Levitation artifact can explain the loss of walking range; it is buggy like that.

And whateveritsname week of half mana points can explain the latter.




Thanks!

I was, actually, using the boots you mentioned, will check the week to verify the latter.
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jiallombardo
jiallombardo

Tavern Dweller
posted February 25, 2019 09:25 PM

I can't confirm 100%, but probably it was that week that cut my spell point cost so low.

One more question -- I have a very annoying problem with the cursor switching to an hourglass and back on the adventure map. I've seen that reported, but never found a reliable solution for that. It started a lot of turns ago, so I can't really reload a save -- is there a remedy for this?
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thGryphn
thGryphn


Promising
Famous Hero
posted February 25, 2019 11:11 PM

jiallombardo said:
I can't confirm 100%, but probably it was that week that cut my spell point cost so low.

One more question -- I have a very annoying problem with the cursor switching to an hourglass and back on the adventure map. I've seen that reported, but never found a reliable solution for that. It started a lot of turns ago, so I can't really reload a save -- is there a remedy for this?


Oh, you got the freak bug. Unfortunately there is no solution for it as its source could not be identified. I almost never have it. Then, on a few maps it shows up but then mildly. Some people report extreme cases where it renders the game unplayable, which never happened to me.

So, yeah, there is no fix for that one. You may try to load a savegame where you didn't have it and play again from there.


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AlexAnt
AlexAnt


Hired Hero
posted March 02, 2019 06:55 PM

Hello!
Why did mill marked as "not visited" if I have visited them in this week but did not pay regularry providing of resources?
Does you planned multi colored flags for each hero correspondent to they fraction?

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fierro
fierro


Hired Hero
posted March 03, 2019 01:52 PM

The game is unplayable when you start on big RMG maps. For example, I've played two matches in a row on a generated map for 5 players. Crashing constantly during mid-game. I think this is caused by huts that give quests. Computer just cannot handle them.

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Skeggy
Skeggy


Promising
Famous Hero
posted March 06, 2019 06:38 AM

fierro said:
The game is unplayable when you start on big RMG maps. For example, I've played two matches in a row on a generated map for 5 players. Crashing constantly during mid-game. I think this is caused by huts that give quests. Computer just cannot handle them.


Does this look like something similar?

osemoka said:
hey, didnt know where to write about this issue
I wanted to play ur mod via lan with my friend.
Maps preapared for 5.5(rc9c and rc10beta4) and maps random generated maps don't work - game exits itself after a few turns without any error prompts ( we used reanimation patcher of course)
>normal maps from tote works

we also have problems with connection(when player one creates the game - it is not seen to player 2, but when player 2 creates, player one sees it) - maybe it's connected with previous crashes

we have exacly same version of the game from gog




Have you tried to play standard TOTE multiplayer games with MMH 5.5?

Perhaps this steps can provide some answers.


If you used Advanced Random Map Generator (ARMG) to create new maps, it is possible that ARMG left one folder (“RMGTemp” folder) and one file (“index.bin”) in your game data folder.
Both “RMGTemp” folder and “index.bin” file must be deleted before starting a game.

Also, if you used Advanced Random Map Generator (ARMG) to create new maps, it is not enough just to generate new map (preferably with MMH55_Editor_64.exe.), after the map is generated, user must perform step1 and step2.

Step 1: click on “View” option in the Map Editor and select first option “Map Properties”. After that, “Adventure Map Properties” pop-up window appears. User has to click on “Player Properties” sub-tab, and then under “Player” slider menu, for every player, options “Main town”, “Generate Hero in Town”, “Human Playable” and “Computer Playable” have to be enabled.

Step 2: After step 1, user must click on “Teams” sub-menu, enable “Teams” option and select enough teams that every player is one team. That is, if map has 4 players then 4 teams have to be enabled and properly distributed in a manner that every player is one team.
Alternatively, if you want to create teams, you can still do that in whatever combination you want. Teams will work if “Teams” sub-menu of “Adventure Map Properties” pop-up window is enabled, and teams are configured within it.

After step2, user must save the map and not pay any attention on pop-up warning notice from mapmaker that states “As you’ve changed this map, rmg marker will be lost and multiplayer regeneration won’t work”. That’s irrelevant message. Just click-it-away. After that, map is saved, and then mapscript option can be added, either with mapmixer or Reanimation Patcher.

If step1 and step2 aren’t done, rmg maps cannot be played in LAN with MMH55_64.exe. When I try to play them in LAN multiplayer with MMH55_64.exe, game says “RMG map load failed”. Apparently, All RMG maps that comes with the game cannot be played with MMH55_64.exe. It seems to me that problem is the same, those maps are without step1 and step2.

They can be played with MMH55_Utility_64.exe, but MMH55_Utility_64.exe WILL create new clones of the map in MAP folder of the game and WILL constantly generate new “index.bin” file and “RMGTemp” folder in game data folder. I suppose that could cause synchronization issues in multiplayer games, either in lan or otherwise.

After step1 and step2 are done, all scripts are active for everyone, and map is playable both with MMH55_64.exe (for human players only) and with MMH55_Utility_64.exe (for humans and AI players) and both MMH55_64.exe and MMH55_Utility_64.exe will NOT generate new “index.bin” file and “RMGTemp” folder in game data folder, or make new map clones in-game MAPS folder.

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Lilt
Lilt

Tavern Dweller
posted March 16, 2019 06:10 PM
Edited by Lilt at 16:01, 17 Mar 2019.

5.5 Edit Andreas

Hey, first time on this forum and I only started playing HOMM about a month ago. I bought 5 because I heard it was the best after 3 and I liked the look of the game a bit more. I saw the 5.5 mod and immediately started playing with it and don't want to go back, particularly because of the ultimate artifacts and more balanced perks.

Now I really want to make a custom hero though.

I noticed on the editor, I cannot make a duel preset. I get a runtime error and the program immediately shuts down. Is that known? I'd ultimately like to make a Wizard or Paladin that looks like Andreas (BAMF red armor) on the map and have him be a starter on a created RMG map, ideally with a different specialization.

I have found forum posts on how to edit heroes, but I don't think it takes into account the 5.5 mod since Nicolai's map object folder still has him as a knight rather than a Paladin with the Suzerain specialization and not the sentinel specialization.

If there's a way to give the custom Knight the Avenger perk as well, that'd be great, although I might just be being greedy there.
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azalen
azalen


Promising
Adventuring Hero
posted March 17, 2019 03:28 AM

New 5 Star Heroes Guide posted for 5.5

I've posted a new 5 star heroes guide for 5.5...

New 5 Star Hero Guide for 5.5

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted March 18, 2019 09:22 PM

This is neat! I will share it on the FB page .
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Gidoza
Gidoza


Famous Hero
posted March 19, 2019 01:50 PM

jiallombardo said:
I can't confirm 100%, but probably it was that week that cut my spell point cost so low.

One more question -- I have a very annoying problem with the cursor switching to an hourglass and back on the adventure map. I've seen that reported, but never found a reliable solution for that. It started a lot of turns ago, so I can't really reload a save -- is there a remedy for this?


The best source I've seen (and I've tested this and found it effective) is that the bug occurs when an AI player visits Mermaids in the sea.  The only real way to fix it is to open up every map you want to play and delete all the mermaids in the ocean so the AI can never visit them.

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