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Heroes Community > Heroes 5 - Modders Workshop > Thread: [MMH5.5] Mapmaking, Scripting & Console Commands
Thread: [MMH5.5] Mapmaking, Scripting & Console Commands This thread is 4 pages long: 1 2 3 4 · «PREV / NEXT»
dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted December 24, 2018 02:35 PM

You can find the master files in MMH55-Index.pak
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lokiseto
lokiseto

Tavern Dweller
posted December 27, 2018 12:43 AM

Found it myself, thanks for helping out

We wanted to combine creature growth and stat increase of those heroes having a creature specialization.
Most of them are subpar in our opinion and are rarely selected.
When I'm getting to it, I'll upload some modified .pak files with descriptions here - might take some time (those lua scripts aren't an easy read and a lot of the code is disperse)

Btw - any ideas how to reactivate the demon and barbarian artifact sets?

Happy new year btw

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted December 27, 2018 01:03 AM
Edited by dredknight at 01:03, 27 Dec 2018.

@lokiseto,

I am not sure they are deactivated.
I believe @Magnomagus just zeroed the bonuses and changed description.

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lokiseto
lokiseto

Tavern Dweller
posted January 05, 2019 04:47 PM
Edited by lokiseto at 21:00, 05 Jan 2019.

There seems to be another xml file

which seems rather important "types.xml".

Any ideas why the DefaultsStats.xdb and the types.xml
have similar entries for status information.

I'd like to see at least some effect, as it seems I might have mingled the wrong bits

Any clarification is welcome

@dredknight:

He deleted the artifact items in the xml file

Any idea how to change the mindreaver skill?

I'd say I'm about halfway through

Thanks

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted January 05, 2019 09:09 PM

Hello Lokiseto,

You are correct types.xml holds every single game item.
if item in types.xml and defaultstats.xdb have a value, defaultstats.xdb file takes precedence. If you compare ToTE and MMH55 defaultstats you will notice there are quite some new entries.

By mindreaver skill do you mean specialization (Deidre?)?

What do you want to change about it?
As far as I can recall this was original ToTE specialization. Magno added +1 knowledge bonus to it.
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lokiseto
lokiseto

Tavern Dweller
posted January 08, 2019 01:37 AM

In order to balance the heroes

Firstly, thanks for helping out.

We found, that following heroes are way under-powered in late game.

1. Might heroes: dark and summoning magic is overkill -> improve stats
2. Creature growth and creature skill heroes specializations:
New ones get a level up like other new heroes at certain intervals
Old stack based ones (+1 attack,defense level/2, get additional troops via the script (at least that was the plan, which still needs some tinkering
3. Freaks (as I call them, underpowered or useless skills (embalmer, etc), some like Emilia or Deirdre as well as Alastor, both have the mindreaver skill that will reduce mana of enemy stacks, a rather useless skill in late game since the hero spells are much more dominant, at the moment I'm trying to combine two skills into one (mindreaver and HERO_SPEC_INEXHAUSTIBLE aka mystic) to improve the specializations via xml edits.

As soon as I've got some more time, I'll post a documentation of sorts.


One further question about the .pak files.

At the beginning I was rather puzzled, when I renamed the MMH55-Index.pak in the data folder and replaced with my version, the game didn't start, hero errors 'missing #1 hero' etc. were displayed.

I then unzipped the original file and zipped it, renaming it to .pak file extension, still nothing good came off it.
Then, by sheer chance I left the old MMH55-Index.pak in while renaming it insufficiently, and lo and behold, when I added my zipped and renamed script core.lua and DefaultsStats.xdb version MMH55-Index.pak to it, the game started.

At the moment the In-game skillwheel is missing, some local variables seem to get overwritten, so it's not really working as intended but for one solid day's work, I'm rather content.

If you've got some more information, as what to include and how the MMH55-Index.pak structure can be kept stable, I'm all ears.

Thanks again,
Best regards

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted January 08, 2019 07:11 PM
Edited by dredknight at 19:25, 08 Jan 2019.

You are welcome!

Here are some answers:
1. Summoning are high-end spellpower schools so Might is not the perfect fit. That does not mean  it is not useful as Might heroes tend to have difficult early game on PvP map (very strong creatures on the ARMG) so sometimes it is just necessary.

Dark magic is completely fine for Might in the late game. Might heroes tend to have an edge in the very late game due to the bonus they give to their constantly growing army. Having not that efficient school because of not that high SP is an act of balancing and nothing more.

A while back when I was playing (and QA-ing) the mod on a daily basis I was trying to use as many different heroes and build as possible and to make them the perfect weapon. Some builds, like the mentioned above, may seem unoptimized in a perfect game but when you are playing against a worthy opponent and you know armies are going to be the same, the mind games of your build help a lot!

Have in mind the following in PvP - tavern is your friend, it helps you see his main hero from the early game and predict his build. Using this information to counter the enemy build may lead to an unpredictable build of yours that taken out of the concrete situation feels not that useful.

2. I am not sure I understood this one. Can you explain it a bit more constructively?

3. To some extent I can agree with you when it comes to Mindreaver but the issue with it is that the specialization is hardcodded and there is nothing we can do. Mystic is not that bad as it helps killing NPC very fast and not holding back. It is not required that a certain specialization should be good through the whole game or the late game. The idea is that it gives certain strength and your strategy should revolve around it. Sure you may have a good late game specialization but what if the enemy comes in the mid game and get you before that? or what if due to the constantly overflowing mana the enemy creeps more, gets more treasures, castles and has better army than you so specialization does not matter (this happens a lot when playing against not that experienced player). It is all a matter of perspective. If you play single player vs AIs than please beg my pardon. Just choose what you think fits your survival.

Regarding .pak files, they keep specific structure.
MMH55_index.pak is not a folder, it is a group of files archived together (zip). Extension is than changed from .zip to .pak.

If you have more than one version of the same file in pak in DATA folder, the game will use the one with the most recent modified date (on the file inside not the .pak archive).

To see the original structure of ToTe files browse data.pak.

FYI check this article.


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lokiseto
lokiseto

Tavern Dweller
posted January 09, 2019 06:32 PM
Edited by lokiseto at 22:58, 24 Jan 2019.

Modification

Well, I guess we're not the default case

We're mostly playing Hotseats sessions (well above 1000 hour )

Since most sessions will end in the same fate (hero-wise) every other game, we
wanted to spice things up a little bit.

Since the AI process isn't available, I wanted to change the Hero skills.
I've linked a google sheet with a documentation below, it contains 3 sheets
with a list of all heroes, their internal names and skills and our modifications
"Hero specialization list", it's a bit crude but I guess you'll understand it easily

Thanks again for your help.


1. Agreed, most skills are useful and their counterparts valid, hence
dark magic and summoning magic are the only magic schools that are effective
when fighting on maps with 6 AI players and hundreds of legions of stacks on xxxlarge maps.

2. The original game included heroes which have special skills which increase
attack and defense of a specific unit, e.g. Havez with Gremlins +1 attack and defense for
every second level.

The 5.5 Mod adds more or less 3 new hero-types from a scripting POV (in short).

1. New creature heroes, which get an additional stack of units each week, depending on the hero level.
2. Dragonblood heroes with newly added creatures
3. Brandnew Heroes without any previous specialization skills (can be
seen in the MapObject xml files of the different heroes, </specialization> is empty,
those get a certain stat improve every other level (e.g. lvl/7, lvl/9, ...)

I wanted to combine the skills of the original heroes (Havez) with the growth
skills of the new heroes (Davius, beastmaster), which have different growth rates
depending on the favored creature.


As a result of the old/new hero combination, both hero types should get one
stronger stack and a buff on attack and defense for this stack (at the moment
that only partially works, buffs but no creatures



Those .pak files are a pain in the ass, so to speak.
To be precise, I tested the following multiple times:
Unzipping the original MMH55-Index.pak in the data folder and zipping it back together,
nonetheless, Modd 5.5 did not accept the original 7-zipped .pak file, I luckily made
a copy beforehand so the game could still be restored and started.

I've read somewhere in the top thread, that the most recent version is used which
was clearly recognizable in game, as the skillwheel was not available anymore.



If you could take a look I'll add a link to the modified MMH55-Index.pak
later in this thread.


Here is the google sheet documentation

Here is the modification of the MMH55-Index.pak, which contains several edited files (DefaultStats.xdb, H55-Core.lua being the most important)
MMH55-Index.pak



Best regards and thanks for the link

Edit:
For the most part this rebalanced mod is in working mode, the files would have to be changed manually at the moment, if someone is willing to test themselves.
I will upload a working .pak when everything is final, the heroes specials properly set and the DefaultStats.xdb tuned to our liking.

Thanks for helping out, editing via 7Zip and Notepad did the trick

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted January 25, 2019 04:31 PM

lokiseto,

Sorry I have missed your answer.

2. You want more heroes that gain units or gain unit benefits. the +1 attack/defense bonus is not possible to be used as it is hardcodded.
For the +creatures per week - sure we can all one hero for every single creature but is it worth it? Anyways if you want to do it noone will stop you .

3. At the end your desire is to combine +1 att/def bonus with growth per week  into one specialization. Technically it is possible but it is 100% OP.

I will check the MMH55-index tonight and get back to you but the most common mistake is that files in the INDEX.pak are not in folder but when you unzip them you put them into one and later on you zip the whole folder back so you put an extra folder structure above which interfere with what the game expects.

You can collaborate with @vulcancolak he was searching for people to participate in his mod with ideas and propositions. You can also join  our discord where you can chat or talk with others for strategies.
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lokiseto
lokiseto

Tavern Dweller
posted January 30, 2019 07:21 PM
Edited by lokiseto at 16:01, 21 Mar 2019.

dredknight said:
lokiseto,

Sorry I have missed your answer.

2. You want more heroes that gain units or gain unit benefits. the +1 attack/defense bonus is not possible to be used as it is hardcodded.
For the +creatures per week - sure we can all one hero for every single creature but is it worth it? Anyways if you want to do it noone will stop you .

3. At the end your desire is to combine +1 att/def bonus with growth per week  into one specialization. Technically it is possible but it is 100% OP.

I will check the MMH55-index tonight and get back to you but the most common mistake is that files in the INDEX.pak are not in folder but when you unzip them you put them into one and later on you zip the whole folder back so you put an extra folder structure above which interfere with what the game expects.

You can collaborate with @vulcancolak he was searching for people to participate in his mod with ideas and propositions. You can also join  our discord where you can chat or talk with others for strategies.


2. Yep, we've recognized that - at the moment all new creature heroes get a stat upgrade every 10th or so level, seems an ok startingpoint in contrast to the old heroes.

In best case, creature heroes can pull their own weight and be more than garrison or town heroes, which they were like in the original HoMM.

3. Not quite, the old creature heroes get more troops, the new ones more attack /defense so as to balance the old creature stat increase.
As mentioned above, creature heros almost never make good fighters.

Thanks again, your hint solved most problems - editing "on the fly" is a bit clunky but once done, fine adjustments are nothing to fret about

Thanks, well I won't fiddle too much with skills and creatures, imho they are balanced quite ok compared to the hero specs - but I might appear in discord sometime.


The last thing I'm willing to try is to combine two specializations into one . Some specials like mystic and confusion seem ideal, as both will fit together quite nicely.

We haven't tested many edited heroes, some specializations like
AvatarOfDeath, Paragon or Dragonblessed for example.

Again, thanks for further input.

Edit:
Somehow the changes messed up the wasp swarm spell, not sure why


To add to that

Here's a Google Sheet that gives an overview of each skill specialization as well as basic values, some Defaultstats.xdb parameters and reviewed speculative description.

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Gidoza
Gidoza


Famous Hero
posted March 21, 2019 04:31 PM bonus applied by Galaad on 09 Apr 2019.

By the way - for those doing editing or just want good reference points, I made this list of Hero names, which is the 18 Heroes from each faction, listed as you see them in the data files and then as you see them in the game.


Astral = Nur
Cyrus = Cyrus
Davius = Davius
Emilia = Emilia
Faiz = Faiz
Gurvilin = Gurvilin
Havez = Havez
Isher = Razzak
Josephine = Josephine
Maahir = Maahir
Minasli = Minasli
Nur = Nathir
Razzak = Narxes
Rissa = Rissa
Sufi = Jhora
Tan = Galib
Timerkhan = Theodorus
Zehir = Zehir


Dungeon

Agbeth = Agbeth
Almegir = Yrbeth
Dalom = Lethos
Eruina = Eruina
Ferigl = Sorgal
Inagost = Sinitar
Kastore = Kastore
Kelodin = Shadya
Menel = Kythra
Ohtarig = Vayshan
Raelag = Raelag
Ranleth = Ranleth
Sephinroth = Sephinroth
Shadwyn = Ylaya
Sylsai = Sylsai
Thralsai = Thralsai
Urunir = Yrwanna
Welygg = Welygg


Fortress

Bart = Bart
Bersy = Ebba
Brand = Brand
Egil = Erling
Hangvul = Hangvul
Hangvul2 = Uland
Ingvar = Ingvar
KingTolghar = King Tolghar
Maximus = Maximus
Ottar = Helmar
Rolf = Rolf
Skeggy = Karli
Tazar = Tazar
Ufretin = Ufretin
Una = Inga
Vegeyr = Svea
Vilma = Vilma
Wulfstan = Wulfstan


Haven

Alaric = Alaric
Axel = Freyda
Brem = Rutger
Christian/Duncan/Glen (unsure) = Duncan
Godric or Maeve (unsure) = Maeve
GodricMP = Godric
Isabell = Isabel
Jeddite = Jeddite
Mardigo = Laszlo
Markal = Markal
Nathaniel = Ellaine
Nicolai = Nicolai
Orrin = Dougal
RedHeaven07_Orlando = Orlando
RedHeavenHero01 = Andreas
RedHeavenHero03 = Valeria
RedHeavenHero05 = Bertrand
RedHeavenHero06 = Gabrielle
Sarge = Klaus
Ving = Irina


Inferno

Agrael = Agrael
Ash = Ash
Biara = Biara
Calh = Calh
Calid = Grawl
Calid2 = Calid
Deleb = Deleb
Efion/Guarg (Unsure) = Alastor
Grok = Grok
Harkenraz = Harkenraz
Jazaz = Nebiros
Malustar = Malustar
Marder = Marbas
Nymus = Nymus
Oddrema = Jezebeth
Sheltem = Sheltem
Sovereign2 = Kha-Beleth
Zydar = Zydar


Necropolis

A2_Arantir = Arantir
Aberrar = Zoltan
Aislinn = Aislinn
Archilus = Archilus
Effig = Raven
Giovanni = Giovanni
Gles = Kaspar
Muscip = Naadir
Nemor = Deirdre
Nimbus = Nimbus
Ornella_necro = Ornella
Pelt = Vladimir
Sandro = Sandro
Straker = Orson
Tamika = Lucretia
Thant = Thant
Vidomina = Vidomina
Xerxon = Xerxon


Preserve

Arniel = Ivor
Diraya = Dirael
Elleshar = Vinrael
Gem = Gem
Gillion = Gilraen
Heam = Findan
Ildar = Alaron
Itil = Ylthin
Jenova = Jenova
Kyrre = Kyrre
Linaas = Wyngaal
Melodia = Melodia
Mephala = Mephala
Metlirn = Anwen
Nadaur = Talanar
Ossir = Ossir
Vaniel = Tieru
Vinrael = Elleshar


Stronghold

Azar = Azar
Crag = Crag Hack
Erika = Erika
Gottai = Gotai
Hero1 = Kragh
Hero2 = Urghat
Hero3 = Garuna
Hero4 = Gorshak
Hero5 = Quroq
Hero6 = Shak’Karukat
Hero7 = Haggash
Hero8 = Telsek
Hero9 = Kilghan
Kraal = Kraal
KujinMP = Kujin
Kunyak = Kunyak
Matewa = Matewa
Mokka = Mukha
Shiva = Shiva
Zouleika = Zouleika

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Lilt
Lilt

Tavern Dweller
posted March 25, 2019 11:08 PM
Edited by Lilt at 02:57, 26 Mar 2019.

dredknight said:
You can find the master files in MMH55-Index.pak


Thanks so much! Is there a place where we can edit the specializations? For example, to change the explorer ability from 1% every two levels to 2%?
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anl93
anl93

Tavern Dweller
posted March 26, 2019 04:47 PM

may i ask something about maos we create?
i want the make a map where i can set factions and heroes inside the game rather than inside the editor
the default maps and other maps i download from internet has this
but the maps i create i can choose faction and hero for only myself (player) but i cant choose for the ai

i mean i want to choose factions and heroes at map settings inside the game but i can only choose for player
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lokiseto
lokiseto

Tavern Dweller
posted March 26, 2019 07:01 PM

DefaultStats.xdb

Lilt said:
dredknight said:
You can find the master files in MMH55-Index.pak


Thanks so much! Is there a place where we can edit the specializations? For example, to change the explorer ability from 1% every two levels to 2%?


The specializations are hardcoded and imo can only be changed in the DefaultStats.xdb file. Take a look at the Google sheet for reference, still incomplete and might have errors but feel free to comment (I'll edit them out if notified)

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Lilt
Lilt

Tavern Dweller
posted March 27, 2019 02:52 PM
Edited by Lilt at 01:35, 28 Mar 2019.

Quick question for anybody,

<DamageIncrease>0.025</DamageIncrease>
<DamageIncreaseCap>4</DamageIncreaseCap>
<DamageDecrease>0.025</DamageDecrease>
<DamageDecreaseCap>0.25</DamageDecreaseCap>

Does this mean with enough defensive advantage, a 75% damage reduction is achieved? I looked it up in the manual and the provided chart stops at 0.4, but attack also stops at 2.5 (rather than 4).
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lokiseto
lokiseto

Tavern Dweller
posted March 28, 2019 02:41 AM

Stats

Lilt said:
Quick question for anybody,

<DamageIncrease>0.025</DamageIncrease>
<DamageIncreaseCap>4</DamageIncreaseCap>
<DamageDecrease>0.025</DamageDecrease>
<DamageDecreaseCap>0.25</DamageDecreaseCap>

Does this mean with enough defensive advantage, a 75% damage reduction is achieved? I looked it up in the manual and the provided chart stops at 0.4, but attack also stops at 2.5 (rather than 4).


I'd say that's a valid assumption, if one level means linear increase per coefficient, at level 100 a hero would've
100*0.025 = 2.5 DamageIncrease.
DamageIncreaseCap 4 might assess other modifiers, skills, artifacts maybe (just guessing).

Guess your assumption is correct, the target of those functions is always the same variable (Damage), so if DamageDecrease would also increase linearly, at level 100 that would be 10 times higher than the Cap.
I guess the idea behind that is, that an even lower DecreaseCap than IncreaseCap ensures losses.

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted April 08, 2019 08:27 PM

@Magno,

Which function is responsible for summoning units via the magic guild?

I found the info one for the Governor pane - H55_InfoElementals but I cannot find the one that rolls every Monday and summon creatures.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted April 08, 2019 08:43 PM

you are looking for a section that starts with 'if blood >= 14 then..'

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted April 08, 2019 09:01 PM

Thanks!
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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted May 02, 2019 04:41 PM

@Magno,

Could you make a quick tutorial what a modder should do if he wants to make a map that includes custom scripts but in the same time they do not affect the operation of MMH55 mod?

For example I know that some maps that have "New day" trigger affect the mod but this is as far as my knowledge go.

What is the approach that you would advise as best practice?
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