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lotihoti
Famous Hero
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posted February 09, 2016 08:07 AM |
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Edited by lotihoti at 08:58, 09 Feb 2016.
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Well i tested a battle:
I wanted to spawn Meteorshower on a creature right at the beginning of the combat.
And just nothing happened (in hot seat), while in singleplayer it worked.
Edit:
Another easy test mode is to test a campaign combat script. in multiplayer (the one with godric - c3m5 if i remember right)
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Paradoxian
Tavern Dweller
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posted February 11, 2016 11:06 PM |
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So I downloaded the patcher and it works, but do I download the patches individually from the index you linked below? In particular I'm really interested in the Level 60 patch shown in the screenshot, but it's not there and the only level cap increasing patch is the bugged level 50 one. Is there something I'm missing?
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Deflaktor
Responsible
Known Hero
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posted February 11, 2016 11:31 PM |
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It's bugged, that is precisely why it is missing. I updated the screenshot to avoid confusion. Yes you need to download them individually.
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My Heroes5 Dump /// My Heroes5 Patcher
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Paradoxian
Tavern Dweller
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posted February 11, 2016 11:46 PM |
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Boo. The level cap booster is the one I'm really interested in because 40 levels isn't enough for the eight skills you can get in HOMM5.5. Also, is the faster leveling mod already implemented in 5.5?
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted February 11, 2016 11:51 PM |
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Deflaktor
Responsible
Known Hero
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posted February 12, 2016 12:13 AM |
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted February 12, 2016 12:37 AM |
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Deflaktor
Responsible
Known Hero
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posted February 12, 2016 02:08 AM |
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You can see the exp needed for level 24 is 26520 (194302-167782)
The exp needed for level 25 is 26519 (220821-194302) and so on.
Level 23: 27626
Level 24: 26520
Level 25: 26519
Level 26: 27579
Level 27: 29785
Level 28: 33359
Level 29: 38696
The levels.yml actually contains the explanation for that strange curve. The above plot follows the formula in the yml file.
In the game it is not really noticeable.
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My Heroes5 Dump /// My Heroes5 Patcher
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Paradoxian
Tavern Dweller
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posted February 12, 2016 05:36 AM |
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Sorry, but I have another question - are the patches that change the healing tent compatible? Could I have the one that increases the per-level growth rate, the percentile one for the specialty and the base-power adjuster? So an embalmer with Expert War Machines would have [200+(10*Level)]*1.02 healing/plague power if I'm not mistaken.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted February 12, 2016 10:54 AM |
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lotihoti
Famous Hero
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posted February 12, 2016 11:38 AM |
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Deflaktors dropbox Folder:
https://dl.dropboxusercontent.com/u/30806408/Heroes5/index.xhtml
There you can find it in Homm5Patcher.
@magno:
I think he wants some changes to mmh5.5, not the "vanilla" one and prefers the %Thing which deflkator posted.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted February 19, 2016 07:59 PM |
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@Deflactor, as the greatest hex editing expert, do you know how hard it would be to add a slot for a ninth faction?
Basically I assume it can be as easy as increasing a Faction counter by 1 (factions are object oriented, spawned from templates) to as hard as making every single thing embedded in the code by hand (city, tiers, heroes, slots in the pre-game menu etc..).
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Join our official discord channel | NCF Utility Beta
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Deflaktor
Responsible
Known Hero
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posted February 21, 2016 12:33 AM |
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It has been attempted a few years back but I dont know any details.
I think it would be crazy hard, that is why I probably wont attempt it :/
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My Heroes5 Dump /// My Heroes5 Patcher
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HVKnight
Hired Hero
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posted May 06, 2016 01:55 AM |
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Hi. I'm quite looking forward to trying the PEST patch but I'm having some problems. I downloaded the patcher successfully but when I click on the yml files in Deflaktor's dropbox link to download the individual patches, they open in the browser and when I try to save them, they save as txt files. Can someone tell me what I'm doing wrong?
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted May 06, 2016 12:29 PM |
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted May 17, 2016 08:48 PM |
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Hi deflaktor,
I don't know if you still do hex-editing, but just in case I would like to let you know that I'm interested in the values for the terrain penalties, especially snow and sand.
I have recently discovered H5 does not apply them properly to new classes and since I also had to switch around a lot of class IDs to circumvent other hardcoded issues, basically all heroes in H55 now get all terrain penalties regardless of whether the ground is native.
I figured out a way to roughly fix this, I can increase the default movement a bit to make heroes roughly walk the same distance and use a script to add some almost unnoticaeble bonuses and penalties to the movement of various classes when they interact with the adventure map to balance it out. However this is obviously not as elegant as being able to equalize the terrain penalties exactly by modifying the values.
The fan manual speaks of 25% and 50% penalties, but I think they could actually be defined as x0.8 and x0.66 reductions in the code or alternatively the value isn't multiplied but instead the game uses a table with the exact costs for straight and diagonal movement. For example according to fan manual, for snow and sand those values would be 150 and 211.
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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Deflaktor
Responsible
Known Hero
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posted May 18, 2016 02:51 PM |
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted May 18, 2016 03:17 PM |
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Very Nice, a few important tests from me:
The value 211 for a diagonal move from Academy in fanmanual is incorrect according to the script function that pulls the value from the game, it is 212! the other values in the fanmanual are correct
Also 0.8 and 0.666 are not used on second thought because while 212x0.666 makes 141, 212x0.8 makes 169.6 (not 176). So I think the game either uses the values themselves or multiplies the values from grass 100+141 by 1.5 for Sand and Snow and by 1.25 for the other terrains.
so in summary:
grass+stonehalls 100 - 141
dirt+others 125 - 176
snow+sand 150 - 212
roads 75 - 106
You can see the actual drop in value at any time in the Town management info window, it uses this script function.
GetHeroStat(hero,STAT_MOVE_POINTS);
On a side note: I have also noticed any activity (visit/combat/pickup) costs 100 points.
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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Deflaktor
Responsible
Known Hero
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posted May 18, 2016 03:31 PM |
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted May 18, 2016 03:36 PM |
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I made a correction the roads are actually 75 - 106 (need to tell myself always to look first before writing down)
Those are by the way not important to me. Grass would be the most interesting one after sand and snow.
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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