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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 435 pages long: 1 50 100 150 200 ... 232 233 234 235 236 ... 250 300 350 400 435 · «PREV / NEXT»
thGryphn
thGryphn


Promising
Famous Hero
posted January 19, 2017 08:39 PM

[quote name=dredknight
@Gryphn there is one change that is not included:
- "Teleport other" ability range increased by 1.

Not sure how or if it works but I remember Magno shared it somewhere.


Thanks for the heads-up but it's a change on the ability itself, not on the creature per se. So, I'll include that when I get to do the changelog on creature abilities

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 20, 2017 11:43 AM
Edited by Elvin at 11:44, 20 Jan 2017.

I am curious about the pao kai, how did you manage to make their lightning breath not activate on retaliation? A small thing but a very important one
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 20, 2017 01:21 PM

That 'bug' was not in the Quantomas source code
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 20, 2017 01:23 PM

Lol.. Funny effect from an AI mod.
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Map also hosted on Moddb

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Skeggy
Skeggy


Promising
Famous Hero
posted January 21, 2017 01:01 AM

Perhaps it would be nice, if possible, to have option in MMH55-Settings file that allows all heroes with leadership to be governors of any town if the player if playing without active town gate option.

In addition, could there be a way to manage the resources of the player/colors that lost, a way to split the resources either equally between the player that are still active, or perhaps unequally to stimulate more active playstyles. Perhaps that could also be a choice in MMH55-Settings file.

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Skeggy
Skeggy


Promising
Famous Hero
posted January 21, 2017 04:21 PM

Windrose vanilla map, normal size, defeat all, 8 secondary skills, no hidden artifacts, no taxes, AI rush discount off, neutral champions normal, lookahead depth Impossible, difficulty heroic.

Fighting for Haven/red color Jeddite, Heretic, level 22 / human

Jeddite:
ADSK=11,8,19,9
ring of celerity, ring of machine affinity, runic war axe, emerald slippers, shield of dwarwen kings, evercold icicle, breastplate of eldritch might
17 archangels, 66 paladins.
Skills: expert in dark, destructive, war machines, luck and occultism and basic defence
Abilities: first aid tent, erratic mana, master of ice, armorer, dark ritual, master of mind, pain and spirit link

Fighting for Fortress/purple color Ebba, Runemage, level 17 / MMH55_64 AI (RC9, released 2.1.2017.)
ADSK=9,8,10,7
Ring of sar-issus, ring of life, dragon scale armor, necklace of victory, four leaf clover.
She has in her inventory rune of flame with an effect of +1 spellpower and grants rune of charge and AI chose four leaf clover instead of that, even though rune of charge is now level 5. Perhaps that is too strong artifact.
17 magma dragons, 35 flame lords, 64 rune keeper, 145 whitebear riders, 142 battleragers, 270 harpooners.
Skills: expert in runelore, defense, destructive magic, enlightenment, light magic and sorcery.
Abilities: fine rune, master of fire, fiery wrath, intelligence.

Very interesting fight you can download from the link:
Jeddite-vs-Ebba.sav

Winning tactics is not immediately clear, but after more than few tries, it is more than clear that if runemage doesn’t have luck with resistances, or shutter dark, that the dark magic is key element for heretic’s victory. AI uses spells that it has very well, but perhaps not in this final version tactics.
After final magma dragon attack, Ebba flees away.

Great mod, great replayability, great differences between different tactics.



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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 21, 2017 07:03 PM

RC9a will be released in 1 hour

@Skeggy, thanks for your replay,

I won't tie governance to leadership (or any might skill)  since that would be unfair to magic classes
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted January 21, 2017 08:17 PM

magnomagus said:
RC9a will be released in 1 hour

@Skeggy, thanks for your replay,

I won't tie governance to leadership (or any might skill)  since that would be unfair to magic classes


Guys you are on a roll!

You got a lot of love from facebook as well. The last 3 weeks there is a significant wave of new people coming.

Keep up the good work
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 21, 2017 08:23 PM

UPDATE

MMH55 Release Notes RC9a

MMH55 Download RC9a

____________
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Skeggy
Skeggy


Promising
Famous Hero
posted January 21, 2017 08:45 PM

Now you have to convert the city first and then use the faction domicile hero. Wouldn’t it be more immersive if governance option was only faction-based ability?
Why not make the relevant border movement radius proportional to map size, and make governance faction based only, so that governor can become any hero form the same faction as the city?
That way you can keep the old behavior, that is, you can transform the city if you wish, and if you have new hero, from the same faction as the city, you don’t have to convert the city to be the governor.

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thGryphn
thGryphn


Promising
Famous Hero
posted January 21, 2017 10:58 PM

magnomagus said:
UPDATE

MMH55 Release Notes RC9a

MMH55 Download RC9a



Ah, finally!

Observe guys a couple of changes in the combat arena:

1) The UI hideshow (old ATB-hide) button now also hides part of the combat UI, but the keyboard functionality is there while the UI is hidden. E.g. 'ESC' brings the options menu even though the UI is hidden. Also works for keyboard shortcuts for auto combat and flee.

The same UI hideshow button now remembers the state of the combat log and rage bonus info windows, which now work nicely with each other as well

2) In the ATB bar, the creature/hero acting now is no longer duplicated as both a large icon and a small icon. Instead, the first small icon shows the creature/hero who will act next.


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Skeggy
Skeggy


Promising
Famous Hero
posted January 22, 2017 12:57 AM

thGryphn said:
magnomagus said:
UPDATE

MMH55 Release Notes RC9a

MMH55 Download RC9a



Ah, finally!

Observe guys a couple of changes in the combat arena:

1) The UI hideshow (old ATB-hide) button now also hides part of the combat UI, but the keyboard functionality is there while the UI is hidden. E.g. 'ESC' brings the options menu even though the UI is hidden. Also works for keyboard shortcuts for auto combat and flee.

The same UI hideshow button now remembers the state of the combat log and rage bonus info windows, which now work nicely with each other as well

2) In the ATB bar, the creature/hero acting now is no longer duplicated as both a large icon and a small icon. Instead, the first small icon shows the creature/hero who will act next.




I would very much like to know how to make all icons same size during combat.
I’ve managed to find the ATBBar.(Texture).dds and changed it to my likings, but, that action did not change size of first icon during the duration of the combat that is.
It is extremely annoying and completely unnecessary to have first icon bigger then others and I would like to know how to change the size of that first icon.

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Skeggy
Skeggy


Promising
Famous Hero
posted January 22, 2017 02:15 AM

thGryphn said:

2) In the ATB bar, the creature/hero acting now is no longer duplicated as both a large icon and a small icon. Instead, the first small icon shows the creature/hero who will act next.



I guess there was alway first icon bigger. I guess it didn't bother me because there was that famous duplication. I guess that duplication was important, because this is really unbearable.
It looks nice but to actually consider applying real perceptive focus on the bottom left corner…
I don’t know about the other players but to me, well, it makes me sick, so I’ve edited MMH55-Data and removed that brand new atb bar. Now I’m using the old one, from mmh5.5 9.

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strigvir
strigvir


Adventuring Hero
posted January 22, 2017 03:21 AM

The ATB change is indeed disorienting. Not sure if I was accustomed to the old behaviour or there is a particular reason the image was duplicated. The old bar "flows" but with the new bar the current unit effectively vanishes from the queue.

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thGryphn
thGryphn


Promising
Famous Hero
posted January 22, 2017 06:52 AM
Edited by thGryphn at 07:04, 22 Jan 2017.

strigvir said:
The ATB change is indeed disorienting. Not sure if I was accustomed to the old behaviour or there is a particular reason the image was duplicated. The old bar "flows" but with the new bar the current unit effectively vanishes from the queue.


The large icon is part of the queue. It's the first in queue. Nothing is disappearing, the icons are actually flowing. The fact that it's large is (and has been) a visual cue for the player to see (almost without looking directly at the ATB bar) which creature is taking turn.

The fact that the fist small icon duplicated the large icon was purely technical/cosmetic. (No philosophy or goal behind it.) I resolved that. You're welcome

Now it seems you guys got too used to that "bug"... Believe me, it's just habits getting the best of you...

Edit: Oh, I see now, you're saying the large icon is disappearing... Well, before, the large AND the small icon disappeared at the same time (because they were the same)!! I don't know which one is more disorienting?

Disappearing behavior is unavoidable and the only logical queue dynamic. I mean, what else would you suggest the creature/hero who just used their turn do?.. They go back in the queue, as expected, and give the turn to the next in line...


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Skeggy
Skeggy


Promising
Famous Hero
posted January 22, 2017 10:01 AM

thGryphn said:
strigvir said:
The ATB change is indeed disorienting. Not sure if I was accustomed to the old behaviour or there is a particular reason the image was duplicated. The old bar "flows" but with the new bar the current unit effectively vanishes from the queue.


The large icon is part of the queue. It's the first in queue. Nothing is disappearing, the icons are actually flowing. The fact that it's large is (and has been) a visual cue for the player to see (almost without looking directly at the ATB bar) which creature is taking turn.

The fact that the fist small icon duplicated the large icon was purely technical/cosmetic. (No philosophy or goal behind it.) I resolved that. You're welcome

Now it seems you guys got too used to that "bug"... Believe me, it's just habits getting the best of you...

Edit: Oh, I see now, you're saying the large icon is disappearing... Well, before, the large AND the small icon disappeared at the same time (because they were the same)!! I don't know which one is more disorienting?

Disappearing behavior is unavoidable and the only logical queue dynamic. I mean, what else would you suggest the creature/hero who just used their turn do?.. They go back in the queue, as expected, and give the turn to the next in line...





To play a game is not the same kind of effort as to participate in a visual perception practice and improvement program. Those two efforts are neither similar nor compatible. It is very wrong to demand that the player treat the game as some kind of a mix of two.

It is also very wrong to treat a serious perceptional issue, like placing visually very intense focus point on the lower left corner, as some trivial game modification and expect that players accept that as a part of a traditional player-to-game adjustment.

SO, why not avoid not only total game ruining experience, but potentially very serious perceptional issues, and stay true to the game tradition and define the ATB bar as the creature/hero acting duplicated as both a large icon and a small icon?

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Eadan
Eadan

Tavern Dweller
posted January 22, 2017 10:40 AM
Edited by Eadan at 10:56, 22 Jan 2017.

Thanks for this awesome mod. I have a problem that you may solve. When I install heroes5 and expansions from uplay and then install tote patch 3.1, I still see version 3.0 when I open tote. I can then install this mod but we get checksum error when we try to play mmh5.5 maps in multiplayer (but can play other maps fine). I will try installing heroes 5 first then 1.6 patch, then hammers of fate and 2.1 patch then tote and finally 3.1 patch and 5.5 mod. Do you think this will solve the problem or do you have any idea how to solve it? Thanks in advance.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted January 22, 2017 11:24 AM
Edited by dredknight at 11:25, 22 Jan 2017.

Eadan said:
Thanks for this awesome mod. I have a problem that you may solve. When I install heroes5 and expansions from uplay and then install tote patch 3.1, I still see version 3.0 when I open tote. I can then install this mod but we get checksum error when we try to play mmh5.5 maps in multiplayer (but can play other maps fine). I will try installing heroes 5 first then 1.6 patch, then hammers of fate and 2.1 patch then tote and finally 3.1 patch and 5.5 mod. Do you think this will solve the problem or do you have any idea how to solve it? Thanks in advance.


The method you provide will not help. Give me a screenshot of the error. You either have issues in mod/game versions or you use a map with no scripts activated.
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Eadan
Eadan

Tavern Dweller
posted January 22, 2017 11:39 AM
Edited by Eadan at 12:01, 22 Jan 2017.

dredknight said:
Eadan said:
Thanks for this awesome mod. I have a problem that you may solve. When I install heroes5 and expansions from uplay and then install tote patch 3.1, I still see version 3.0 when I open tote. I can then install this mod but we get checksum error when we try to play mmh5.5 maps in multiplayer (but can play other maps fine). I will try installing heroes 5 first then 1.6 patch, then hammers of fate and 2.1 patch then tote and finally 3.1 patch and 5.5 mod. Do you think this will solve the problem or do you have any idea how to solve it? Thanks in advance.


The method you provide will not help. Give me a screenshot of the error. You either have issues in mod/game versions or you use a map with no scripts activated.


We both have the same versions (tote 3.0 + 64bit 5.5 mod) and we try to play mmh5.5 maps that come with the mod. I thought scripts were already activated for them. I will post a screenshot when I get the chance but it's a checksum error.

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thGryphn
thGryphn


Promising
Famous Hero
posted January 22, 2017 11:49 AM

[quote name=Skeggy

To play a game is not the same kind of effort as to participate in a visual perception practice and improvement program. Those two efforts are neither similar nor compatible. It is very wrong to demand that the player treat the game as some kind of a mix of two.

It is also very wrong to treat a serious perceptional issue, like placing visually very intense focus point on the lower left corner, as some trivial game modification and expect that players accept that as a part of a traditional player-to-game adjustment.

SO, why not avoid not only total game ruining experience, but potentially very serious perceptional issues, and stay true to the game tradition and define the ATB bar as the creature/hero acting duplicated as both a large icon and a small icon?



Playing a game requires visual interaction with the screen, and the change here improves that interaction. Game tradition?? Come on, it has nothing to do with the "game" and it's rather a long standing bug, rather than a tradition... All you have to do is open your mind and see it for what it is (was):

The ATB bar now is as simple as it gets: the first icon, which is the large one, is the acting creature/hero, and the small icons constitute the remainder of the queue. This is much more straightforward than the previous awkward behavior, where you have the large icon duplicated also as a small icon. Totally redundant and confusing, especially considering how the ATB bar used to progress with two icons disappearing, to be replaced by the same creature/hero: too much visual mumbo-jumbo. There is now much less visually distracting activity at the lower left corner.

So, I'm not 'placing visually very intense focus point on the lower left corner', it's exactly opposite of that! I'm actually relieving focus from the lower left corner!


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