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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 432 pages long: 1 ... 47 48 49 50 51 ... 100 150 200 250 300 350 400 432 · «PREV / NEXT»
zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted August 20, 2015 10:21 AM

Yeah, i hated, that neutrals act faster than my troops. In previous HOMM games, speed=initiative, also turn based combat system is best for TBS games like HOMM. H6 and H7 don't use H5 combat system. Sadly, we can't modify H5 battle system to make it like was in H1-H4 and H6-H7.

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3lion
3lion


Known Hero
posted August 20, 2015 11:15 AM
Edited by 3lion at 11:18, 20 Aug 2015.

StevenAus said:
You get your normal gold amount (I think towns plus Gold Mines) and then at the last moment it adds on the bonus.  But it isn't included in the income, maybe because it is a scripted addition.


Nope. I did math and it seemed that there is no addition for me.

Also full Dragon set and Dwarven King set doesn't work at all. But single piece of those sets works separately.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 20, 2015 12:02 PM
Edited by magnomagus at 12:07, 20 Aug 2015.

Quote:
Nope. I did math and it seemed that there is no addition for me.

Also full Dragon set and Dwarven King set doesn't work at all. But single piece of those sets works separately.


i think the script engine has crashed on your map and cannot recover because the map you are playing has a new day trigger script (few maps have that), multiplayer and random maps never have that.
Could you tell me which map you are playing?

Quote:
Here is a save file that has both Golden Goose and Endless Bag of Gold in the Artifact Merchant at one time.  It is from the Epic 6P map that is included with the mod.


Could you tell me how you set the lookahead depth?,

Quote:
the dayly income doesnt change - you get +1k Gold after the income.


which happens daily, so it is daily income.

I would like to point out the first post of this thread has a known issues section, since day 1:

Quote:
Known issues

All these issues are hardcoded limitations of 31j source code!

-You cannot play in LAN with AI players.
-The hotseat 8 skills etc. buttons look weird, but they work.
-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.
-Witch huts sometimes offer a new skill even if you already have a full load, if you accept just nothing happens.
-Some of the scripted effects on artifacts are not immediately visible when placing the artifact in the slot, but they should be after closing the heroscreen and right-clicking on the hero or reopening the heroscreen.
-Set artifact indication serve to show you which artifacts are part of which set, but don't update.
-barbarians cannot learn both town gate and town portal.
-Gold income from artifacts is not shown in kingdom overview, but it does add to your stock.
-8 skills is not available in campaigns.
-neutral heroes option is poorly balanced and if hidden artifacts is activated they cannot be switched off 100%.
-paladins cannot use the training building, extra knights are in the pool to neutralize the issue.



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Lichtsang
Lichtsang

Tavern Dweller
posted August 20, 2015 02:14 PM

I downloaded the newest version of 5.5 and still have the problem with the first campaign of the Necromancers "The Temptation" :/
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 20, 2015 02:35 PM
Edited by magnomagus at 14:37, 20 Aug 2015.

Quote:
Now they are reliably being first which makes a big difference imho. In old times ranged units sometimes were able to be faster and damage them.

Where is the problem with a 25% deviation at start ? Can you please tell me the hex position and the value to change it back ? I don't like deterministic battles against neutrals.


Actually it was you who explained to me how to change the value in deflaktors thread, also it seems in 2011 you had a different opinion about this mod Link

Anyway, this is to resolve a balance issue in Human vs Human battles in competitive multiplayer in which a single battle is mostly decisive for the whole game. The first turn is mostly the most important one in the battle and should not be decided by luck, but by strategy and planning. It prevents really hard-hitting shooters like haven tier 2 from acting unfairly before soft hitting shooters like haven tier 5 (which has major impact on the outcome of the battle).
haven tier 2 is supposed to be slow, otherwise overpowered. Wyngaal was often banned from multiplayer for similar reason.

Quote:
I downloaded the newest version of 5.5 and still have the problem with the first campaign of the Necromancers "The Temptation" :/


restart the mission from campaign menu, do not use a save.

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StevenAus
StevenAus


Adventuring Hero
posted August 20, 2015 02:42 PM

Lookahead depth highest possible.  How does this affect the artifacts available from the Artifact Merchant?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 20, 2015 03:06 PM
Edited by magnomagus at 15:10, 20 Aug 2015.

Quote:
Lookahead depth highest possible.  How does this affect the artifacts available from the Artifact Merchant?


It does not but this causes enormous strain during AI turns and turns become annoyingly long. My PC couldn't really take it and the script engine crashed almost every turn (this is not a problem because it always autorecovers, but merely a sign to tune it down)
The gain in 'resistance' is minimal while the gain in resistance from letting the AI cheat more is huge and completely free of strain and turn time increases.

Also teaming up all AI against yourself with console command will make the AI faster and more difficult.
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ldongder
ldongder


Adventuring Hero
posted August 20, 2015 03:47 PM
Edited by ldongder at 15:48, 20 Aug 2015.

Hi Magno,


I played this map H55-4P-Epic of RC1 and found the following

1. crest of the legion, moonblade appeared twice in the early state of the game, once on overground map and once on underground map.

And Ring of caution and necklace of Lion also appeared twice during the early phase of the game.(forgot if one overground and the other underground)

So I guess there should be some problem with the replication control between overground and underground.


2. Deathknight 3D model cannot be fully displayed.

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etore
etore


Adventuring Hero
posted August 20, 2015 04:12 PM

magnomagus said:
Quote:
-Gold income from artifacts is not shown in kingdom overview, but it does add to your stock.

I'm aware that the gold amount from artifacts is not shown in the kingdom overview neither in the daily income summary.

But, like 3LiON said, there is no addition for me.
And I don't believe it's a daily script error because I played several maps (from tiny to huge) and never got the gold from artifacts since the new artifact framework.

Clean RC2a installation over GOG.

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etore
etore


Adventuring Hero
posted August 20, 2015 04:18 PM

Also, like 3LiON again, artifact sets does not work for me (regardless the map).

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LarkinVB
LarkinVB


Known Hero
posted August 20, 2015 04:38 PM

magnomagus said:
Quote:
Now they are reliably being first which makes a big difference imho. In old times ranged units sometimes were able to be faster and damage them.

Where is the problem with a 25% deviation at start ? Can you please tell me the hex position and the value to change it back ? I don't like deterministic battles against neutrals.


Actually it was you who explained to me how to change the value in deflaktors thread, also it seems in 2011 you had a different opinion about this mod Link




I missed the part with the hex offset, thanks. 2011 is a long time ago and now I'm playing against masses of blood furies

Guess you can reduce 10 to 0 as it won't make much difference :

With the new value initiative 9 will only able to beat initiative 10 if the i9 unit gets a starting 10 and the i10 unit gets a starting 0 which is very, very unlikely.




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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 20, 2015 04:55 PM

Quote:
2. Deathknight 3D model cannot be fully displayed.


Don't understand what you mean.

Quote:
Also, like 3LiON again, artifact sets does not work for me (regardless the map).


Can you give me a save with an artifact set or gold artifact not working? I think there must be something wrong on your end, because the mod really works. StevenAus map worked properly on my PC.

Quote:
With the new value initiative 9 will only able to beat initiative 10 if the i9 unit gets a starting 10 and the i10 unit gets a starting 0 which is very, very unlikely.


Following that logic 25% is not going to help you with bloodfuries since shooters are always between 8-11, and the slower furies have 14 which already bridges a 0.25 gap.



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LarkinVB
LarkinVB


Known Hero
posted August 20, 2015 05:11 PM
Edited by LarkinVB at 18:56, 20 Aug 2015.

magnomagus said:

Following that logic 25% is not going to help you with bloodfuries since shooters are always between 8-11, and the slower furies have 14 which already bridges a 0.25 gap.




Ini 11 shooters can beat ini 14 furys with 25 versus 0 starting value.

Enough of theory crafting. If I can hex edit it to my liking and that is fine for me.

EDIT: But I can't ! There is no CDCCCC3D at offset 6734F7. Please help.

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xuxo
xuxo


Responsible
Known Hero
posted August 20, 2015 05:55 PM
Edited by xuxo at 17:56, 20 Aug 2015.

and great that it can be translated easily. Even you should consider opening a Thread only for translations to upload campaigns and dialogues in several optional languages to avoid having to translate them by hand (of course separate download). I will continue the Spanish translation. And remember this time that if you update some text, tries to preserve the actual creation date (31/7/2015) to future changes easily find .... We would not know where you've changed.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 20, 2015 07:27 PM

try 4CE6F1 or just use the exe files from RC1 if you still have them.
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StevenAus
StevenAus


Adventuring Hero
posted August 21, 2015 12:55 PM

In RC2 when the AI picks up an artifact (not sure if it is if you can see it or at all times) you get that message: "You have picked up an artifact." or whatever exactly it is.  Was this fixed in RC2a?  I'm pretty sure the other AI messages were fixed, just making sure this one was too.

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radolkin
radolkin

Tavern Dweller
posted August 21, 2015 01:33 PM

I'm not sure if I have seen messages about found artifacts in RC2a, but I still get tons of "You found nothing" messages, whenever AI heroes visit empty sites like elemental stockpiles or mage vaults.
Furthermore, I'm pretty sure I saw at least one message about freed prisoners.
I made these observations, while playing through campaign 5 (Ranger).

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StevenAus
StevenAus


Adventuring Hero
posted August 21, 2015 02:40 PM
Edited by StevenAus at 14:54, 21 Aug 2015.

Where are the console commands documented again (are there others apart from ChallengeMe and KillMe?  And is there a key to bring the console up, or do you just type on any screen when you're in the game (or does it have to be Day 1)?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 21, 2015 02:54 PM

Console commands and updated mapmaking template are available here
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StevenAus
StevenAus


Adventuring Hero
posted August 21, 2015 03:01 PM

Do you have to bring up the console, or you just type it in on certain (or any) screen in-game?

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