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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 233 pages long: 1 30 ... 48 49 50 51 52 ... 60 90 120 150 180 210 233 · «PREV / NEXT»
dredknight
dredknight


Supreme Hero
posted August 21, 2015 04:21 PM
Edited by dredknight at 16:22, 21 Aug 2015.

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

Check this -> http://forums.steampowered.com/forums/showthread.php?t=911059



To everyone that comes here to report bugs. Please first check if the bug is not being reported already at the first page of this thread OR follow this facebook note I just created.

https://www.facebook.com/notes/might-magic-heroes-55/bug-log/762680953842770

It will be updated on every version of the mod that comes out.
The bugs are divided into sections depending on which game mod they relate to (ALL, Scenario, LAN multiplayer).
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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted August 21, 2015 04:37 PM

@dredknight:

excellent work, but can you make following modifications:

-remove avenger bug, it is not a bug because the option doesn't exist.

-the chance for neutral heroes to appear with hidden artifacts is very low ~2%

-network save: ? clarify amount of saves in folder or amount of times saving the game during play.

-set artifact bug description says they are not working = too negative because they are working.

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dredknight
dredknight


Supreme Hero
posted August 21, 2015 06:00 PM
Edited by dredknight at 18:04, 21 Aug 2015.

Thanks! Things are done!
magnomagus said:
@dredknight:
-network save: ? clarify amount of saves in folder or amount of times saving the game during play.



This issue appears when there are too many LAN save games. The time to load/save an ongoing game changes. Tested it multiple times to be sure.

For example:

I got around 15 saved games. Saving an extra large map too about 6-7 minutes. Loading took half that time.

Once cut down the saves to 3-4 it took 10 seconds. Load was reduced significantly as well.

It was not only that - the whole game was very slow.
Examples:

1. While playing the game if I go to game Menu and try click the load/save option it takes about 1 minute just to go to the panel.

2. While attacking scripted buildings I see that it takes about 10 seconds to load the scripted functions and enters battle.

3. I had game lag. When moving the hero around it took some 5 seconds for the hero to start moving.

I experienced such issues the last few weeks thinking that my PC is not good enough (cause I work with other powerfull tools on the background) or my OS is boosy (not rebooted for weeks) but reboot didnt fixed the performance issues.

After cutting the save game number to few all of those issues disappeared.

Cheers!

P.S. one of the fans in FB asked why this graphical mod is not included in MM5.5.

http://heroescommunity.com/viewthread.php3?TID=24842

I saw your comments inside the thread. Did you change your mind ).
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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted August 21, 2015 08:20 PM

Quote:
P.S. one of the fans in FB asked why this graphical mod is not included in MM5.5.

http://heroescommunity.com/viewthread.php3?TID=24842

I saw your comments inside the thread. Did you change your mind ).


No, mod was a hoax back then, still a hoax now.
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dredknight
dredknight


Supreme Hero
posted August 21, 2015 11:09 PM

Alright.

What about the idea to change Wrights with death knights ?

Here are some threads that you may already know about but anyways .

http://heroescommunity.com/viewthread.php3?TID=18553&pagenumber=5 -

Check page 5 it changes all 3 wrights with 3 versions of the death knights. All that have to be done is stats/skill balancing + may be comsetic changes (texts etc.).

http://heroescommunity.com/viewthread.php3?TID=24731&pagenumber=5

This one has 2 versions - Death knighs instead of dragons and Death knights instead of banshees.This thread is inspired by the first one.
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xuxo
xuxo


Known Hero
posted August 21, 2015 11:43 PM

Quote:
No, mod was a hoax back then, still a hoax now.


because it was a hoax? To have the same size of textures looks fine (I have not tested in the game): P

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devilfire
devilfire


Adventuring Hero
posted August 22, 2015 09:58 AM

It would be really cool if we have Black Knights for Tier 6 and Tier 7 Wight. The only problem is gonna be the speed and the flyer trait, but this can be mitigated by giving the Wights the teleport ability (I even saw a youtube video). The Bone Dragons can be made into neutrals.

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zmudziak22
zmudziak22


Famous Hero
posted August 22, 2015 12:35 PM

Dragons are fine. But it could mess up with Markal task to collect 20 bone dragons. His specialty don't affect neutral(non-Necropolis) Units

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Nordos
Nordos


Known Hero
posted August 22, 2015 01:47 PM

zmudziak22 said:
Dragons are fine. But it could mess up with Markal task to collect 20 bone dragons. His specialty don't affect neutral(non-Necropolis) Units


Why should it? As long as you use the Bone Dragon.xdb to modify, everything will be replaced (I modifiyed the Lich in the past to Lvl 7, it was quite funny to see all the Lich in the cutscene instead of the Dragon ^^ Though the Caption wasn't changed and it still stated Bone Dragon everywhere)

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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted August 22, 2015 02:10 PM
Edited by magnomagus at 14:13, 22 Aug 2015.

I like the idea of death knights 16, wights t7 and have investigated this many months ago, but there were many issues with the textures, basically they need to be completely remade, because none of the current mods matches the professional quality of the default TOE unit lineups.

The biggest issue is the unupgraded dk, it must have some of these skeleton bits removed to make it look like it evolves after upgrade.

The helmets must match the liches helmets of the same upgrade line.

The colors must match the upgrade lines

some of these mods have sharpened textures, so they are ruined and cannot be recovered, work must be redone from the original textures, not from the mods.

Quote:
because it was a hoax?


sharpened textures are practically identical to the default textures with maxed out AA and AF, except that they look terrible when zoomed out, unlike the original textures

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ldongder
ldongder


Adventuring Hero
posted August 22, 2015 04:58 PM

@ Magno

Maybe xuxo has some solution?

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zmudziak22
zmudziak22


Famous Hero
posted August 22, 2015 05:12 PM

I could get 2 Freyda's. Campaign one is Knight and Tavern One is Paladin.

All Campaign Mod use TOE Freyda in her campaign instead HOF one.

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dredknight
dredknight


Supreme Hero
posted August 22, 2015 09:58 PM
Edited by dredknight at 22:00, 22 Aug 2015.

Diggin in the creates today! (due to being stuck in train for 12 hours)

How is the NCF testing goes ?  Lotihoti I have some memories that you were trying to mix it with the mod?

Regarding the NCF I found this dead thread where some peeps tried to implement Living NCF to undead normal and NCF units. http://heroescommunity.com/viewthread.php3?TID=28244

May be it may come in handy later on.


Regarding the T6 Death knight unit - may be there is similar monster in the NCF pack which graphics can suit for 3rd upgrade?
I saw 2 knights - Apocalypse knight and Ghost knight but the screenshots are deleted.

I will install the NCF tomorrow to check those graphics.

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lotihoti
lotihoti


Famous Hero
posted August 22, 2015 10:45 PM

was able to mix it - but ncf causes seriouse instabilities - so i removed it from my game again... only fun for single player...

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xuxo
xuxo


Known Hero
posted August 22, 2015 11:09 PM
Edited by xuxo at 23:12, 22 Aug 2015.

Quote:
@ Magno
Maybe xuxo has some solution?

Tomorrow we will try the mod, but if he says it looks bad by far (many pixels moving) that will not activate the option "Generate MIP maps" in the .dds options. This causes when the camera moves away, the texture is automatically halved. All textures of Heroes V have it, it is one of the largest utilities .dds format

MIP map example

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ldongder
ldongder


Adventuring Hero
posted August 23, 2015 05:39 AM

Hi Magno,

Have plan to givea specific name for this project? like H3 Wake of God.

I think it's better to have a good name rather than just MMH5.5


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dredknight
dredknight


Supreme Hero
posted August 23, 2015 10:24 AM
Edited by dredknight at 10:55, 23 Aug 2015.

One thing that bothers me for a while.

There are a few creatures left which alternative upgrades are not really alternative. Here is the list:

1. Rune patriarch VS Rune keeper.
Rune Patriarch is obviously the better choice - magically (firewall > fireball) and offensively (cross attack is way better).
Keepers +5 HP and +1 attack does not compensate for the abilities above.

2. Archmage VS Battlemage
Archmage has more spells, HP, MANA, spells.
Battlemage has +2 Attack (-1 defense) and the protection against other mages which I dont consider an ability as it is used in a very narrow scenarios.

3. Djin sultan VS Djin Vezir

Why one has Air protection while the other does not (or have some other in exchange). Actually if we count the original Titan alternative upgrade mediocracity  (that @Magno already changed), half the Academy line up is pretty much the same.

It seems that Nival/Ubi "creative team" exhausted on this line up .

Here are some wild ideas. Feel free to propose one too .

Rune keeper - he is one step more defensive then the other upgrade (no cross attack, more HP) give him some more mana and the ability to cast blade barrier. This way he is still strategical unit and can look after himself as the only damage-OK archer in Fortress.

Battlemage - +2 attack +2 defense on top of what he has now will make him feel a bit more offensive.

Djin Vezir/Sultan - Make Djin Sultan immune to Water. His resitance is OK to be lower as he can bless/curse which is stronger than fortune of Vezier.
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devilfire
devilfire


Adventuring Hero
posted August 23, 2015 11:44 AM
Edited by devilfire at 11:45, 23 Aug 2015.

One thing that is on my mind and really make me wonder is what is the purpose of High Druid`s channeling now. Before it made sense because the Sylvan heroes had higher Defense and Knowledge stats. Channeling was the skill that made Sylvan casters possible.

- Channeling - High druids increase the spell power of the hero but it cannot exceed their knowledge.
Now all of Sylvan classes have either higher power or equal (Ranger 10 % P and 10 % K, Warden 25 % P and 25 % K, Druid 40 % P and 30 % K), so this skill have absolutely no use for Sylvan heroes which makes this upgrade useless.

-> I propose to either give channeling to other faction and change the High druid skills or change one of the classes to have higher Knowledge gain to have a use of this creature.

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dredknight
dredknight


Supreme Hero
posted August 23, 2015 11:58 AM

@Magno, I got report that the new Knight/Death knight model that was added has poor walking animation. I think we cant do anything about it but at least to let you know.
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zmudziak22
zmudziak22


Famous Hero
posted August 23, 2015 01:58 PM

Why Wulfstan start without Ballista?

He had a Ballista Specialty and starting with out this make no sense.

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