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Posts from MMH5.5 - Heroes of Might and Magic 5.5

4.6 (10 ratings)
10 years ago
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MMH5.5 Mod on Moddb.com
MMH5.5 Mod on Facebook

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Download MMH55 mod, the same mod's Russian localization can be found here.

Backstory
Since the last Heroes 5.5 project died and Quantomas intends to move away from Heroes of Might and Magic V after creating an improved AI and his work on producing commercial indie games, I want to start everything anew with a new H5.5 project, because after so many years, a true "H5 WOG" was never created. Separating it from past attempts, I call this project MMH5.5 instead of HOMM5.5. With a new and very complex AI, the project will allow for many revolutionary changes in the game that were previously considered impossible.

Goal
The goal of MMH5.5 is to combine most of the wonderful features of H5TOE, H3SOD, H3WOG, H4 Equilibris, and King's Bounty the Legend into a 3D game to create an all-in-one TBS. Technically, MMH5.5 is a huge script that expands the H5TOE adventure maps. MMH5.5 also has a new RMG method to generate balanced PvP and single-player 320x320 maps with new objects from MMH5.5.

Expanded Adventure Map
MMH5.5 will have about 30 new items. Treasuries and dungeons now have unique battle interiors, growing armies, and new obstacles. New locations are dynamic; we were inspired by Oblivion/Skyrim during their creation. Armies and rewards will not repeat regardless of how often you play the game. Opponents will change depending on the player's strength. Rewards will no longer contain a fixed amount of gold and resources; with some chance, they will have artifacts, spells, scrolls, wands, prisoners, and skill upgrades.

Expanded RMG
The expanded RMG should fix shortcomings in large Heroes 5 maps and increase the game's replayability. It combines excellent 3D design and capabilities from the original Heroes 5. The RMG is completely reworked, with new objects, artifacts, and monster placement mechanics added. The expanded RMG is capable of balancing the map at the beginning, middle, and end of the game. It places all new items and objects on the adventure map. The expanded RMG can create balanced PvP maps as well as giant single-player maps with hundreds of epic battles. See details...

New Artifacts
MMH5.5 is the first mod in which new artifacts are added to the game. Currently, 34 new artifacts and 6 sets have been added. The mod will also feature many new artifact effects; in terms of uniqueness, actually far more than in Heroes 3. Additionally, some artifacts can work from the backpack, increasing the number of effective slots in the same way as in Heroes 3/4. See details...

Expanded Class/Skill/Spell System
MMH5.5 will have balanced classes with their own skills and 8 secondary skills for all 24 classes. A new system features 18 heroes per faction and 6 heroes in each class, and all heroes have special properties, portraits, skills, and specializations. Leveling up will allow the player to learn all skills up to level 40. Witch huts will help players with this. The entire artifact set has been rewritten for 24 classes. The spell system has been improved. See details...

AI Improvement
MMH5.5 uses a reprogrammed AI - H5_AIProcess31j.exe by Quantomas. In the new quick combat, AI scripts have been fixed, and even on the largest maps, battle calculation will be fast. There will be a 64-bit exe file that can use more memory and fix performance issues. New console commands and script functions will appear. MMH5.5 also has extremely simple team settings. The game automatically detects players, and if two or more people are playing on the map, the game will offer to form teams. If players refuse, the game will not change teams. In single-player, console commands can be used on any map where a human plays against all AI.

Campaigns and Maps
All old campaigns and single-player maps from Heroes 5 / HOF are available in MMH5.5 with new features. There are also 15 demo maps that allow you to explore all the new items and capabilities.

Improved Town Portal (Optional)
The ability to teleport to any town you need, taken from Heroes 3. In MMH5.5, the system is very simple and balanced. Every town with a level 5 Mages' Guild receives a 'town portal,' and all heroes can teleport to that town if they wish, regardless of their level.

Governor (Optional)
This is a new additional feature introduced in mod version RC4 that allows players to use secondary players to manage towns and gain experience points, skill points, and other bonuses.

Town and Dwelling Conversion (Optional)
Starting with MMH5.5 RC3, it will be possible to rebuild towns, though this is optional. In H5.5, town conversion will be much better balanced than in Might & Magic: Heroes VI. In Heroes 6, this made the game too simple because it was too cheap. In MMH5.5, town conversions can actually make the game harder, not easier. There will be various RMG templates designed specifically for experienced players who want the game to become more difficult and chaotic with conversions enabled.

Trailers dedicated to this mod can be seen here.

Screenshots
























Hotseat & LAN require script activation!
MMH55 is an expanded script, and Heroes 5 does not have activated scripts in multiplayer modes (Hotseat & LAN) by default. Therefore, you must activate scripts on newly created RMG maps, as well as on multiplayer maps downloaded from the internet (which do not have any scripts), if you want to play these games in Hotseat/LAN. You do not need to do this for single-player. All H5.5 maps and bundled maps already have activated scripts by default.

MMH5.5 Script Activation and Sync Error Prevention.

System Requirements
MMH5.5 has higher system requirements (roughly like Heroes 6). On weak computers, you may experience lags since MMH5.5 uses more detailed terrain textures. Modern processors with high single-core clock speeds make the AI think very quickly and are recommended for this mod.

MMH5.5 FAQ - Troubleshooting

Discord channel
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10 years ago
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I tried that before. Thanks for pointing me towards the PRT Beta 0.3 textures by xuxo. /topic/11538/ and the templates for RMG, RMG_Templates.pak. Everything else turned out to be uninteresting.
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10 years ago
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Thank you for the topic, but I have a small request: either replace the Google translation with something more literary, or provide a link to the original text (or write the original text in a second message). Because the mod description is difficult to read, please excuse me. Or are you writing from abroad? If so, then never mind, the translation is not your responsibility, but someone else's...
10 years ago
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If you create a Russian language pack, I will download it.
10 years ago
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Hello everyone, here is a link to the official thread on the page. Here it is once again -> http://heroescommunity.com/viewthread.php3?TID=41303&pagenumber=1
You will find the original text there.
I apologize for the poor translation. I am not fluent in Russian. I just wanted to share the new mod with other people who play Heroes V.
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10 years ago
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Okay, no problem, thank you for your work.
In reply to Ment
10 years ago
RC3 version of the mod was released.

it includes:
- graphic and design improvements
- new random generator templates!
- optional ability to convert towns to your own faction -> http://heroescommunity.com/viewthread.php3?TID=41876
- Balanced Knowledge primary Skill (Issue since HOMM1)
-Reorganized necromancy and necro-leadership to solve current discontent from the players with those skills.
-Improved Retribution,Know Your Enemy,Nature Wrath,Secrets of Destruction,Plague Tent.
-Removed blackscreen from hotseat.
-Fixed most reported bugs.
10 years ago
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Are there any kind souls who can translate this? I don't understand what the artifacts, quests, and hero skills are in the game... everything is in English(((
10 years ago
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Ah, if only it were possible to create a separate portal here that would lead to the city, so you could choose a specific arrival location...
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10 years ago
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Is this by any chance about this mod?
10 years ago
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RC4 and RC5a version released! New additions: - Governance module (optional), details -> Details: http://heroescommunity.com/viewthread.php3?TID=41977 - Improved User Customization, Town Gate, Town Conversion and Governance can be switched on/off independently, and the player can change the amount of allowed town and dwelling conversions. Details -> http://heroescommunity.com/viewthread.php3?TID=41977&PID=1341072#focus - Supply Contract Feature, weekly resource buildings can be 'flagged' and no longer need to be visited every week. - War Machine factories can supply a little bit of wood with this (Supply) feature. Changes: - Simplified Town Gate requirements. You have to build up a network of Lvl 5 mage guilds, as you can only teleport to towns that have one. This means you will need more resources to build up all the guilds, but on the plus side, you can even teleport lvl1 heroes. - Improved recruitment perk, now also boosts the effectiveness of legion regalia artifacts. - Changed Mentoring: now teaches 10% + gives 2 knowledge. - Improved Advanced RMG Starting Zone composition, special resource mines are not always so close to the town. - In-game Manual Appendix showing outdated info. - In-game Manual and shatter descriptions showing wrong %. - Now Town Conversion also converts shipyards, some special buildings (not all), and the tear of Asha. - Deleb & Ylaya knowledge reduced. - AI players and battle sites are better adjusted to gameplay after month 8. - Shatter skills reverted to ToTe (Mastery reduced: 11110 - 22211 - 22222). - Armageddon loses much more damage if not cast on expert level. - Pariah no longer has extra requirements. - Vampirism Spell increase by 1% instead of 2% per SP. - Regeneration Spell increase by 10% per SP instead of 5% (at expert level). - Seraphs: +2 Defense, exchange righteous might for regeneration spell. - Fortress T2 Dwelling Upg costs 10 wood instead of 10 Ore. - Corrected a large amount of minor irregularities between creature power ratings and costs. - Improved lord of undead: replace effect - the hero earns 0.5 gold for every skeleton in his army. - Improved amulet of necromancy: 20% cost discount instead of 10%. - Improved orson zombie specialty, it also gives a few zombies every week. - Necromancy raise percentages: 10/15/20 (no impact on balance). - Base Dark Energy 150 instead of 200. - Amplifier +5% Necromancy and +100 DE instead of +150. - Grail Building +10% Necromancy and +250 DE instead of +150 DE. - Vampires reverted back to ToTe (9A, 9D). - Spectral Dragons +10HP. - Restructured some code to allow adjustment of custom maps to use H5.5 build in New Day Trigger with crash protection for scripted events. - Corrected name for Spirit Link (Mark of Necromancer) Skill. Fixed bugs: - Some new features were not working when a hero was garrisoned inside a town (turned out this issue was only 50% fixed in RC3, now it is 100% fixed). - Summon elementals/reinforcements sometimes not working. - Fixed Pariah not available for Warlocks. - Engineers unable to learn Absolute Protection. - Stronghold unable to use Town gate. - Governors not resigning after dying. - Script engine crashing when the game tries to show a flying txt message. - Script engine crashing when AI tries to convert a town. - Script engine crashing when an overlord or warlock is in town garrison. - Issues where the mod becomes dysfunctional in campaign and scenario missions. - Fixed a critical issue: script engine crashing when using heroes with creature spec affecting growth in town buildings. Download link: http://www.moddb.com/mods/might-magic-heroes-55/downloads/might-magic-heroes-55-rc5a Added 4 minutes ago
Neon-n71
Are there any good people who can translate this? Because I don't understand what the artifacts, quests, and hero skills are in the game... everything is in a foreign language(((
This month, we will be launching a translation campaign on the facebook page. Anyone who is willing to translate the game may participate in it. Currently, we have a Polish translation of the mod. I am going to make a Bulgarian version of the mod.
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10 years ago
This month we will be launching a translation campaign on the facebook page. Anyone who is willing to translate the game may participate in it.

Currently we have a Polish translation of the mod. I am going to make a Bulgarian version of the mod.
Great! :smile20:
To be nonest, Bulgarian translation might be understandable for russian )
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10 years ago
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The problem is that the mod is in English, which makes it difficult to fully understand.
10 years ago
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Question for modders: is it possible to restore the standard hero progression system in the mod? Is it a difficult task? I want to keep the changes to the perks themselves, but make the progression paths – the skill wheel – the same as in the original game. P.S. The mod works perfectly with NCF using a patcher, despite what the mod author says about incompatibility. Now, if we could restore the standard hero progression and integrate NHF into it...

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