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Heroes Community > Heroes 5 - Modders Workshop > Thread: Unofficial Might & Magic Heroes 5.5 mod pack
Thread: Unofficial Might & Magic Heroes 5.5 mod pack
Skeggy
Skeggy


Promising
Famous Hero
posted February 15, 2018 03:38 PM bonus applied by Galaad on 16 Feb 2018.
Edited by Skeggy at 19:07, 02 Oct 2019.

Unofficial Might & Magic Heroes 5.5 mod pack

This unofficial mod pack for Might & Magic Heroes 5.5 is experimental mod pack that addresses certain aspects of the game in a different view. Mods that are in this mod pack are independent of each other, you can use one without the other.

alternate-conversion-and-grail.pak is no longer part of unofficial-mmh55-mod-pack.zip.
alternate-conversion-and-grail.pak is now part of the standalone mod alternate-conversion-and-grail.zip.
This is so due to the changes between latest RC’s.

To download alternate-conversion-and-grail.zip for Might & Magic: Heroes 5.5 RC12b, click this link:
https://www.mediafire.com/file/y229onpkc12lywq/alternate-conversion-and-grail.zip/file

The rest of the unofficial-mmh55-mod-pack.zip was also updated with latest RC12b creature stats and you can download it by clicking this new link:
https://www.mediafire.com/file/z0d0ztm14amgfwn/unofficial-mmh55-mod-pack.zip/file


alternate-conversion-and-grail.pak
1.lowers the price for converting cities.
Before:
Converting fully built town = approximately 100 000 gold, 100 wood/ore 90 everything else.

Now:
Converting fully built town = approximately 9000 gold and 7 everything else

2.to receive the grail now you need to sacrifice (on altar of sacrifice) both Cornucopia and Legion artifact sets.

3.dwelling conversion cost is lower:
Before:
H55_DwellingT1ConvCosts = {2000,5};
H55_DwellingT2ConvCosts = {4000,5};
H55_DwellingT3ConvCosts = {6000,5};
H55_DwellingT4ConvCosts = {8000,10};

Now:
H55_DwellingT1ConvCosts = {1000,1};
H55_DwellingT2ConvCosts = {1000,1};
H55_DwellingT3ConvCosts = {1000,1};
H55_DwellingT4ConvCosts = {2000,2};






Files in unofficial-mmh55-mod-pack.zip:

additional-spells.pak
fibonacci-upgrades-5-55-with-marketplace-town-specialization.zip
fibonacci-upgrades-5-55-without-marketplace-town-specialization.zip
melee-penalty-shooters1.pak
melee-penalty-shooters2.pak
melee-taunt-t6.pak
war-machines1.pak
war-machines2.pak
mmh55-mod-pack.pdf


additional-spells.pak
1.antimagic also works on dead (to prevent any kind of rising of dead, including pristine unicorns, without the need to place another creature or arcane crystal over dead stock)
2.redefined barbarian warcries:
level 1: battlecry, call of blood, fear my roar and shout of many
level 2: ralling cry
level 3: word of the chief
there are no more required hero levels to learn specific warcries, all warcries are available from basic level (level 0).

This mod addresses the problem of four standard perks squeezing out two level three warcries.
Before this mod two level 3 warcries being squeezed out were battlecry and horde’s anger.
But with this mod, if player wants to invest in all possible standard perks (effectively four possible out of five), two warcries that will be squeezed out from cattle skin spell list are level 2 (ralling cry) and level 3 (word of the chief). These two warcries are very similar to prayer and encourage, so there isn’t much damage to lose them if player wants to invest in standard perks (avenging strike, chain attack, retaliation strike, prayer and encourage).

Casting prayer and encourage produce full ATB reset, but casting any warcry without shout skill also produces full ATB reset. And shout skill is not available by default to all chieftains. And closest similar warcries to prayer and encourage cost mana. Also, any casting of avenging strike, chain attack and retaliation strike cost only half a turn.


fibonacci-upgrades-5-55
This mod redefines upgrade prices of creature dwellings inside towns.
I’ve just applied numbers from Fibonacci sequence on rare resources section of the price for upgraded dwellings because they are indicators of player activity. Everything else concerning in-town dwelling prices (wood, ore and gold) is same as in RC10 Beta4 update. Only the price of upgraded dwelling is changed, for basic dwellings prices remains the same. Extra rare resources for t6 and t7 are the same because it wouldn’t be justified to use next number from Fibonacci sequence (89).

Main purpose of this mod is to offer additional immersive context by making players use their basic creatures much more and calculate investment in those upgrades that suits them best in certain surroundings, without the need for game to be played on low-resource maps.

This is table of additional rare resource added to already present prices of upgraded dwellings.
t1 additional rare materials = 5 = (1 1 1 2)
t2 additional rare materials = 8 = (2 2 2 2)
t3 additional rare materials = 13 = (3 3 3 4)
t4 additional rare materials = 21 = (5 5 5 6)
t5 additional rare materials = 34 = (8 9 8 9)
t6 additional rare materials = 55 = (15 15 15 10)
t7 additional rare materials = 55 = (15 15 15 10)

For instance, ThundercloudTemple price in RC10 Beta4 update is:

<Cost>
<Wood>10</Wood>
<Ore>10</Ore>
<Mercury>0</Mercury>
<Crystal>10</Crystal>
<Sulfur>0</Sulfur>
<Gem>15</Gem>
<Gold>12000</Gold>
</Cost>

After applying additional rare materials for upgrade of Academy t7 dwelling, resulting price for upgraded dwelling is:

<Cost>
<Wood>10</Wood>
<Ore>10</Ore>
<Mercury>15</Mercury>
<Crystal>25</Crystal>
<Sulfur>15</Sulfur>
<Gem>25</Gem>
<Gold>12000</Gold>
</Cost>

There are two files, one that redefines marketplace town specialization (into some resource specialization), and one file that leaves marketplace specialization as it is.
Place only one fibonacci-upgrades-5-55.pak from the desired zip file in data folder of the game, either from
fibonacci-upgrades-5-55-with-marketplace-town-specialization.zip
or
fibonacci-upgrades-5-55-without-marketplace-town-specialization.zip


melee-penalty-shooters1.pak
All ranged creatures (including neutral and basic creatures) that DO NOT have NO_MELEE_PENALTY ability, receive maneuver ability.


melee-penalty-shooters2.pak
Same as melee-penalty-shooters1.pak, except all casters receive expert cleansing. Except for academy faction, basic caster creatures do not get cleansing.
All stronghold casters (except basic creatures) now DO receive cleansing but they need to sacrifice goblin in order to cast cleansing because of low spell points. Now goblin witch-doctors have only 20 spell points for only one casting. This way goblin witch doctors fulfill their new role successfully and stronghold casters can cast cleansing after one or two goblin sacrifice.
Necropolis casters do not receive cleansing.

Same as for fibonacci-upgrades, place only one pak file,
either
melee-penalty-shooters1.pak
or
melee-penalty-shooters2.pak


melee-taunt-t6.pak
All tier 6 (including the neutral and basic creatures) receives taunt ability, all except dungeon faction. In Dungeon faction tier 5 creatures have taunt ability.


war-machines.pak1
Raise basic hit points for ballista, first aid tent and ammo cart to 1000. This makes ammo cart more resilient to damage because if player installs either melee-penalty-shooters1.pak or melee-penalty-shooters2.pak, ammo cart plays much bigger role than before because ranged retaliations depletes available shots quicker. Also, first aid tent now has 5 shots.


war-machines.pak2
Same as war-machines1.pak, except now first aid tent has 10 shots.

place only one pak file,
either
war-machines.pak1
or
war-machines.pak2

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incognito
incognito

Tavern Dweller
posted February 15, 2018 05:05 PM

Wow, that is a huge nerf to shooters that have NO_MELEE_PENALTY

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Skeggy
Skeggy


Promising
Famous Hero
posted February 15, 2018 05:33 PM

incognito said:
Wow, that is a huge nerf to shooters that have NO_MELEE_PENALTY


Ranged creatures without NO_MELEE_PENALTY always deal half damage in melee retaliation when attacked in melee manner. Now, with maneuver ability, they still deal only half damage on retaliations (maneuver ability is defined that way), but they go for a clear space on the tactical map, and their next attack will deal full range damage because they are not connected to the target, there are some space between them. You could say that maneuver ability saves one full turn for ranged creatures without NO_MELEE_PENALTY, giving then unexpected edge in dealing with melee attackers.
So, you could say maneuver ability is not a nerf, but a buff.
So where’s the nerf side?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted April 03, 2019 03:45 PM
Edited by Elvin at 15:47, 03 Apr 2019.

That kind of depends but I would definitely prefer a full retaliation over maneuver most of the time. Much safer to stay in a corner and retaliate in full than run all over the place while exposed to multiple stacks. It might be more useful if I could manually decide where to maneuver.
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Skeggy
Skeggy


Promising
Famous Hero
posted April 04, 2019 11:56 AM
Edited by Skeggy at 20:09, 04 Apr 2019.

Elvin said:
That kind of depends but I would definitely prefer a full retaliation over maneuver most of the time. Much safer to stay in a corner and retaliate in full than run all over the place while exposed to multiple stacks. It might be more useful if I could manually decide where to maneuver.


I suppose it's not the question of safety but a specific type of consistency of the specific type of class that transpires throughout all races. You know, like melee type of class has. I just thought that range type of class didn't have that recognizable default combination of actions like melee class have.
You see, melee type of class attacks and retaliates from the nearest proximity and that's their default signature that consists of a combination of two default actions.
Same thing I wanted to define for a range type of class.

I suppose I can understand that you have a wish for some kind of combination of actions that you would like range type of class to have, but your argument that it is safer that way is questionable. Did you make some tests? Where's the math behind the wish? Also, it seems to me that you are implying that is natural behavior of range units. I disagree. I think it's more natural for a typical range type of class that after it has been struck by melee attack run away to some other position and make a range retaliation. Because of all the commotion of moving, they make only half damage. That makes sense.
What does your proposal imply? that they change bow and arrows so quickly with some small daggers and still make full retaliation? Ridiculous!

EDIT1: When pressed in a corner or completely surrounded range type of creatures will revert to old behavior, they will retaliate in a melee manner dealing half of their standard damage. This mod doesn't prohibit melee retaliation of range type creatures, it just recontextualizes it, so you can still have your old tactics.

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Skeggy
Skeggy


Promising
Famous Hero
posted September 30, 2019 02:20 AM
Edited by Skeggy at 18:17, 02 Oct 2019.

Mana feed, mana siphon and power feed for every MMH 5.5 faction mod pack adjusted for RC12b is updated at the original thread

http://heroescommunity.com/viewthread.php3?TID=45406

Feel free to check it out and try it out. I suppose you can even share an opinion if you like.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 30, 2019 08:42 AM

Thank you Skeggy for maintaining a different view of the game.
Some of the stuff seem interesting I may try them out.


Skeggy said:

It is good to know that Battle Dive ability has a bug when used with MMH55.exe or MMH55_64.exe. When Imperial Griffins try to use Battle Dive under Chain attack, the game will crush immediately. Bug does not appear when MMH55_Utility.exe or MMH55_Utility_64.exe is used instead, but then player can use only 6 skills instead of 8.



One correction though Chain attack bug in MMH55_64 has been fixed in RC12b.
Quote:
-Fixed battle dive causing fatal crash when used with chain attack.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted September 30, 2019 01:25 PM

Quote:
Wow, that is a huge nerf to shooters that have NO_MELEE_PENALTY


I think this means in relatiove power, now shooters that had NO_MELEE_PENALTY are weaker, since normally their stats are diminished to have this ability, but now other shooters get an extra ability for free and they get nothing.

Maybe give +1 att / +1 def to no_melee_penalty shooters or something like that?
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Never changing = never improving

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