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lotihoti
Famous Hero
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posted January 29, 2016 02:56 PM |
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Nice - i will test that tomorrow!
This value seems nice even for my hp Balance actually it is truly awesome...
Btw did you c my pm for ya? THX
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Deflaktor
Responsible
Known Hero
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posted January 29, 2016 03:13 PM |
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lotihoti
Famous Hero
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posted January 29, 2016 03:22 PM |
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devilfire
Adventuring Hero
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posted January 29, 2016 04:54 PM |
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Thats great! Tt was considered impossible for ages.
Is it possible to make the Siege towers and moat scale as well ? Also is it possible to add different effects that trigger when stepping on moat ? The game is not reacting to the changes when they are made from the defaultstats, but the lines are there (spells, mines, damage etc).
What about the warmachine Ballista, is it possible to scale its damage ?
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted January 29, 2016 06:08 PM |
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Thank you for this new Tent patch it seems to work excellent on my first test!
I was wondering if you are still looking for this mass spell float value, as I want to release new version of H5.5 but need to replace a lot of ingame manual pages if you can do this?
The dmg for towers is currently scaling as 70 * TL/Max TL and 50 * TL/Max TL. I think they will be more balanced if they are at least doubled as 140*TL/max/TL / 100*TL/MaxTL. So I'm also interested in those offsets.
Moat is not scaling but in xdb files.
@Devilfire:
Ballista damage is already scaling and not hardcoded
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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devilfire
Adventuring Hero
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posted January 29, 2016 07:02 PM |
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The files have spells, mines etc for the moat, but the game is not reacting when I try to change them.
Is it possible to add spells on the moat ? Right now some of the moats already have spells attached to them (Necroplis have weakness and suffering for example), but when I try to change their spellpower or mastery level nothing happens.
If we can add some effects to the moat it can really add some diversity to the different town sieges (it has now, but more is always better).
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Mario
Known Hero
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posted January 31, 2016 04:27 PM |
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Is there any chance to implement NFC to MMH5.5?
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lotihoti
Famous Hero
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posted February 01, 2016 08:45 AM |
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Well you could do that personally. NCF is currently a bit bugged (HotSeat - Multiplayer Maps). Thats why they dont get implemented.
Althugh it would be fun...
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Mario
Known Hero
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posted February 02, 2016 08:00 PM |
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Is NFC is now compatible with MMH5.5?
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted February 02, 2016 08:10 PM |
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Deflaktor
Responsible
Known Hero
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posted February 02, 2016 08:20 PM |
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magnomagus said:
I was wondering if you are still looking for this mass spell float value, as I want to release new version of H5.5 but need to replace a lot of ingame manual pages if you can do this?
Im on it, but I cant promise stuff. It is very unpredictable when and if I find the right offsets.
magnomagus said:
The dmg for towers is currently scaling as 70 * TL/Max TL and 50 * TL/Max TL. I think they will be more balanced if they are at least doubled as 140*TL/max/TL / 100*TL/MaxTL. So I'm also interested in those offsets.
What exactly is TL?
lotihoti said: Well you could do that personally. NCF is currently a bit bugged (HotSeat - Multiplayer Maps). Thats why they dont get implemented.
I still have no idea why it is considered bugged. I tried it once and it seemed to work? Can you elaborate on what is not working with it?
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My Heroes5 Dump /// My Heroes5 Patcher
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted February 02, 2016 08:41 PM |
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted February 03, 2016 12:28 AM |
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For NCf gamebreaking bugs have been reported in various threads, according to Quantomas there are many loose ends in the 31j source code, so much work he didn't want to do it even while having the source code.
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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 February 03, 2016 05:03 AM |
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Update: Added atb.yml patch and removed norandomatb.yml
While searching for the atb value for mass spells I found some other values. As such the atb.yml patch is a compilation of various atb values which I have found along the way. It contains:
- ATB value for mass spells (0.50)
- Bonus ATB value for each sorcery skill level (0.10)
- ATB value for wait action (0.50)
- Max random start ATB value (0.25) by Indral
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My Heroes5 Dump /// My Heroes5 Patcher
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lotihoti
Famous Hero
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posted February 03, 2016 08:43 AM |
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I would suggest another qualitiy Point for your work.
Excellent Job...
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted February 03, 2016 04:26 PM |
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted February 07, 2016 10:58 AM |
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Some thing I would like to mention (in case you are bored):
The archmage energy channel ability is overpowered, it is stronger than a full secondary skill (arcane training) and makes spells very cheap, while academy already has more mana than other factions.
If you can reduce it from 25% to 10%, that would be great.
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zmudziak22
Supreme Hero
Heroes 3 Fan
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posted February 07, 2016 11:36 AM |
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I suspect this with Zehir TOE Campaign, Ring of Sar Issus, Archmages and Archane Library, very low mana for spells Phoenix or Deep Freeze.
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lotihoti
Famous Hero
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posted February 08, 2016 08:18 AM |
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Hey,
An idea which with Comes a great Chance to all scripter of us:
Is there an Offset that checks if the game is a multiplayer game and denies combat scripts then? if so - any Chance to find it?
Would be awesome to have this script functions in multiplayer maps.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted February 08, 2016 04:06 PM |
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..or even better, having scripts activated in multiplayer by default so the map doesn't need to be prepared.
@lotihoti: Did you actually do a solid test to verify the scripts not working and describe exactly what happens?
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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