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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 ... 240 241 242 243 244 ... 250 300 350 400 435 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 02, 2017 08:03 PM

The ability desc don't go in specifics because it gave Nival  the comfort of being able to make balance changes without needing to update the txt files and all translations.

Since at this point I don't expect much changes anymore, you can add them, but add them in the game first as a file pak I can use to overwrite the MMH55-Text-EN.pak later.
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Skeggy
Skeggy


Promising
Famous Hero
posted February 03, 2017 08:31 PM

MMH5.5 random map based on template 8P-Epic-I/XLu-(All#) created by the advanced RMGv1.32 with options: extra large size, with underground, without water, with medium monsters. The map is for 8 players, start seed 1480261693, heroic difficulty, lookahead depth Impossible, neutral champions normal, AI rush discount off, no hidden artifacts, no taxes, 8 secondary skills.

Fighting for Fortress/yellow color: Ebba, Runemage, level 30 / human
ADSK=16,22,22,18
Ring of sar-issus, dragon eye ring, dragon flame tongue, crown of sar-issus, dragon scale armor, boots of magical defense, dragon teeth necklace, shield of the forgotten hero, dragon wing mantle, tome of the destructive magic.
63 flame lords, 113 rune keepers, 575 skirmishers, 575 shieldguards.
Skills: expert in runelore, sorcery, defense, light magic, destructive magic, shatter dark, advanced luck, basic enlightenment.
Abilities: fine rune, dwarven treasures, runic knowledge, wisdom, mark of the sorcerer, magic resistance, warrior’s luck, armorer, forge master, master of wrath, master of fire, fiery wrath, ignite, corrupt dark, weaken dark, intelligence.


Fighting for Sylvan/blue color Findan, Ranger, level 22 / RC9a MMH55_64 AI
ADSK=12,16,10,5
Ring of the broken will, ring of the unrepentant, trident of the titans, robe of the prophet, windstrider boots, dragon teeth necklace, dragon scale shield, four leaf clover.
19 emerald dragons, 79 savage treants, 141 pristine unicorns, 109 druid elders, 273 sharpshooters, 396 wind dancers, 1 dryad.
Skills: expert in offense, combat, luck, enlightenment, leadership, defense, light magic, advance avenger.
Abilities: deadeyeshot, imbue arrow, battle frenzy, intelligence.

Very interesting fight you can download from the link:
http://s000.tinyupload.com/?file_id=08672423408087831033

Even though Ebba is almost twice as strong in main attributes, has half power of the dragons armor set, half of the sar-issus regalia and 8 levels higher, without blade barrier she would either lost, or win with narrow margin.
I’ve checked all cities on the map and not one has teleportation spell in mage guilds. Is that spell available only through teleport assault ability?
Destruction magic isn’t that destructive without caster’s luck and occultism but deep freeze and fireball with master of fire ability still gives player enough reason to choose the skill.
Although Ebba doesn’t have even basic summoning magic, the duration of the blade barrier spell was 3.2 turns. Considering that teleportation spell can be (or is) practically non-existent in mage guilds, I suppose that is very long lasting spell.
In addition, when the spell blade barrier is casted just in front of the main gate, where attacker cannot access, one blade falls over the gate while other two are located each on each side of the gate.

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

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted February 03, 2017 09:20 PM

Just one thing. Findan has higher army count. He has higher T2 and T5 weekly growth count. Not having dragons is also a serious drawback.

I believe on open field both players could win with the assets they have, and it would be close call.
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cichy
cichy


Hired Hero
posted February 03, 2017 09:40 PM

If someone want, then [url=https://drive.google.com/open?id=0B1m1_yeIRQIoT1BYZ1N0ZGVwOFk]there[/url] is exe + gui version of previously posted script.
In the end it's normal size exe.

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Skeggy
Skeggy


Promising
Famous Hero
posted February 03, 2017 10:13 PM

Perhaps the advanced RMG should have a script that places arcane library in front of every city, or just main city.

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Bazz
Bazz

Tavern Dweller
posted February 03, 2017 10:38 PM


I am interested in French translation, how could I help you?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 03, 2017 11:42 PM
Edited by magnomagus at 23:59, 03 Feb 2017.

@skeggy: teleportation was not removed from the guilds

@cichy: Excellent, but i have some questions

--creaPowerRatio=1.1  

Does this increase amount of creatures like amount*1.1 ?

--creaGroupRatio=0.55

By 'groups' do you mean mixed neutral stacks?
   
--creaNeutralReduction=2  

I don't understand what this does, remove stacks or reduce the amount of creatures?

@bazz: MMH55-Texts-EN.pak must be translated to French, so far I don't know anyone working on that. This file is actually a zip file with many txt files, if the translated txt files have a later date than the english sources they overrule them.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 04, 2017 01:34 AM
Edited by magnomagus at 01:35, 04 Feb 2017.

@cichy: one more question, if for artifacts only 'change' is selected does it prevent artifact from being placed that are set to CanBeGeneratedToSell = false?
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cichy
cichy


Hired Hero
posted February 04, 2017 08:24 AM

--creaPowerRatio=1.1

Now it's: army -> power -> power * powerRatio -> army
That's: 20 T1 -> * 3.0 -> can be about 20 T3 (but also 60 T1 or 10 T4) (there is no much restriction - probably should be)

Maybe would be possible to add(if I'd like to): --creaAmountRatio
That would be: army -> power -> army -> army * amountRatio

magnomagus said:
By 'groups' do you mean mixed neutral stacks?


yes

magnomagus said:

--creaNeutralReduction=2  

I don't understand what this does, remove stacks or reduce the amount of creatures?



Reduce chance of neutrals to be placed on map.
- chanceToPlaceOnMap = 1 / townsCount / (creaNeutralReduction + 1)


magnomagus said:

@cichy: one more question, if for artifacts only 'change' is selected does it prevent artifact from being placed that are set to CanBeGeneratedToSell = false?



yes, same with SubjectOfRandomGeneration for creatures

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 04, 2017 12:13 PM
Edited by magnomagus at 12:21, 04 Feb 2017.

@cichy: I like your tool a lot, if you agree I would like it to be part of the mod installer and replace reanimation patcher, but therefore it needs one more feature, which should be very easy to add for you:

every RMG map.xdb has close to the end of the file this section:

<MapScript/>

Could you please add one more tickbox to your tool that has description 'make hotseat/LAN compatible' and if activated changes that section to:

<MapScript href="MapScript.xdb#xpointer(/Script)"/>

that's all.

Also for advertising purposes I would like it to have a more fancy name. I was thinking 'MMH55 Mapmixer'

also some texts are unclear for new users, under artifacts and creatures could you modify text 'change' to 'swap' and modify 'random' to 'random blocks' since you are already randomizing when only swapping. Could you also change 'group ratio' to '% mixed stacks'

also I noticed, is it possible to NOT modify any mood settings, the app generated an error when I deselected them all.

Quote:
Now it's: army -> power -> power * powerRatio -> army


Sounds good to me, but are you really using the power rating from the cretaure xdb file or the experience rating, experience would be more accurate since the RMG uses that also. But it won't be much of an issue if you stick to power rating.

Quote:
Reduce chance of neutrals to be placed on map.


I read this but I don't understand, by 'neutrals' do you mean 'neutral creatures'? and placed where? the RMG has already decided where creatures are placed??

I probably want to clarify text of this settings when it is understandable.
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cichy
cichy


Hired Hero
posted February 04, 2017 02:30 PM

Quote:

every RMG map.xdb has close to the end of the file this section:

<MapScript/>

Could you please add one more tickbox to your tool that has description 'make hotseat/LAN compatible' and if activated changes that section to:

<MapScript href="MapScript.xdb#xpointer(/Script)"/>

that's all.



Shouldn't be problem.

But as for now, script does backup of map when it's not found.
And next time if backup is present, then loads map from it(so creatures power is always about same, otherwise it would start change, little by little).

Script(console version) has param --loadMapFromBck.
If you set it to false, then it will not load from backup (will still create backup).

Will think about it.

But checkbox could be set by default.


Quote:

also some texts are unclear for new users, under artifacts and creatures could you modify text 'change' to 'swap' and modify 'random' to 'random blocks' since you are already randomizing when only swapping. Could you also change 'group ratio' to '% mixed stacks'



Would be probably better

Quote:

also I noticed, is it possible to NOT modify any mood settings, the app generated an error when I deselected them all.



Mood is always changed, so it's needed.

Quote:

Quote:
Now it's: army -> power -> power * powerRatio -> army


Sounds good to me, but are you really using the power rating from the cretaure xdb file or the experience rating, experience would be more accurate since the RMG uses that also. But it won't be much of an issue if you stick to power rating.


Power rating is used, but probably would be possible to change it to experience rating. Will think about it.

Quote:

Quote:
Reduce chance of neutrals to be placed on map.


I read this but I don't understand, by 'neutrals' do you mean 'neutral creatures'? and placed where? the RMG has already decided where creatures are placed??

I probably want to clarify text of this settings when it is understandable.



Creatures without faction (TOWN_NO_TYPE).

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 04, 2017 03:03 PM
Edited by magnomagus at 15:04, 04 Feb 2017.

@cichy: I think with some simple tweaks it is also possible for your tool to upgrade user made H5/TOE maps to H55 Quality maps.

Many old maps have a list of allowed artifacts under

<artifactIDs>
  "list of artifacts"
</artifactIDs>

could you add a checkbox under artifacts that is by default unchecked and has description 'upgrade TOE map'

when it is checked it reduces this whole section to only:

<artifactIDs/>

(unless ofc it was already set like that.

Also currently it seems not possible to add mixed neutrals to a map that  is initially made with random blocks (non RMG maps) I was wondering if that is possible to happen according to setting 'group ratio'

Quote:
Shouldn't be problem.

But as for now, script does backup of map when it's not found.
And next time if backup is present, then loads map from it(so creatures power is always about same, otherwise it would start change, little by little).

Script(console version) has param --loadMapFromBck.
If you set it to false, then it will not load from backup (will still create backup).

Will think about it.

But checkbox could be set by default.


I think it works well, if it works just like the other settings and the checkbox is checked when the tool is started.
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cichy
cichy


Hired Hero
posted February 04, 2017 03:23 PM

magnomagus said:
@cichy: I think with some simple tweaks it is also possible for your tool to upgrade user made H5/TOE maps to H55 Quality maps.

Many old maps have a list of allowed artifacts under

<artifactIDs>
  "list of artifacts"
</artifactIDs>

could you add a checkbox under artifacts that is by default unchecked and has description 'upgrade TOE map'

when it is checked it reduces this whole section to only:

<artifactIDs/>



That means what? If new MMH55 artifact isn't in that list, then it will not work? And empty list means all artifacts allowed?

magnomagus said:

Also currently it seems not possible to add mixed neutrals to a map that  is initially made with random blocks (non RMG maps) I was wondering if that is possible to happen according to setting 'group ratio'



It's not working? Maybe some element in creature description is missing? I didn't tried this.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 04, 2017 03:36 PM

I tried replacing random creature blocks on a multiplayer map with mixed neutrals but it did not work.

Quote:
And empty list means all artifacts allowed?


Yes, if there is no list all artifacts will be distributed including the H55 artifacts (excluding only CanBegeneratedTosell=false)


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cichy
cichy


Hired Hero
posted February 04, 2017 03:52 PM

magnomagus said:
I tried replacing random creature blocks on a multiplayer map with mixed neutrals but it did not work.



It didn't replace creatures in xml, or didn't load them in map?
Did it print some errors?
Can you upload map?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 04, 2017 04:38 PM
Edited by magnomagus at 16:43, 04 Feb 2017.

I tried with dragon hill map downloaded from here:

Download

couldn't see a difference, all entries remain random blocks.

EDIT: About Hotseat/LAN

if entry is initially not equal to

<MapScript/>

then your tool should do nothing since it indicates someone is trying to use your tool to modify a scenario map that already has a script.
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cichy
cichy


Hired Hero
posted February 04, 2017 05:19 PM

magnomagus said:
I tried with dragon hill map downloaded from here:

[url=http://www.celestialheavens.com/search2.php?map_name=&author_name=&size=&nr_players=&playing_type=&version=h5&sort_by=map_name&order=asc&multiplayer=&month=&year=&minimaps=on&results1=20&page=1&action=search&submit=Search]Download[/url]

couldn't see a difference, all entries remain random blocks.



Well, it worked for me


magnomagus said:

EDIT: About Hotseat/LAN

if entry is initially not equal to

<MapScript/>

then your tool should do nothing since it indicates someone is trying to use your tool to modify a scenario map that already has a script.


Ok, but will work on all of this later, because going out for few days.

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cichy
cichy


Hired Hero
posted February 04, 2017 05:21 PM
Edited by cichy at 17:26, 04 Feb 2017.

@magnomagus: didn't you opened map.h5m.bck instead of map.h5m?

Also all inputs in dialog are parameters of new map, if we don't count NCF parameter.
So don't check creaRandom if you don't want to have random block output.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 04, 2017 05:41 PM

ok, it seems it didn't work the first time because I made a copy of the map before changing it.
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Skeggy
Skeggy


Promising
Famous Hero
posted February 04, 2017 06:56 PM

It does turn creatures into groups but not if random option under creatures section is activated. Changes artifacts and creature moods too.
In addition, creature turn to group does tend to be more powerful, so power ratio set to 0.7 or 0.8 will make more balanced group.



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