Posts from MMH5.5 - Heroes of Might and Magic 5.5
Could you provide a screenshot?
It's not a problem or an error.
Mod functionality that does not work in campaign:
- 8 skills option does not work
- Dwelling conversion may not work properly (it is not advised to use it)
- Governor setting is not advised as well
AI considerations:
- "Hammers of Fate" second campaign mission (Wulfstain campaign) cannot be completed due to AI issues. It is advised to use the MMH55_Utilitiy_64.exe which uses the original ToTe AI.
Game difficulty considerations:
- It is advised to play on normal or hard difficulty. The mod makes campaign easier due to balancing hero specializations.
Let me know if there is any area you dont understand with google translate. I will rewrite it in more simpler manner :).
Hello! Is the presence of mixed detachments of neutral creatures compatible with the possibility of joining them through the "diplomacy" skill?
Hello. Please tell me, does replacing detachments of the same type of neutral monsters with mixed detachments of different monsters interfere with their recruitment using the "diplomacy" skill?
Hello! Is the presence of mixed detachments of neutral creatures compatible with the possibility of joining them through the "diplomacy" skill?
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shouldn't, but I think you're posting in the wrong place. This is the mod creation section, and you're asking about game mechanics. Durman might delete the message.
It's possible that some other mods have a similar option to replace regular neutrals with mixed ones, but that doesn't matter in this case. Because in other mods, the replacement itself might be implemented differently, and the interaction with diplomacy might also be different.
There, because in the original game, there are practically no mixed groups of neutral creatures, and if there are, they don't join. Here, the MMH55_Mapmixer.exe utility replaces regular neutral creatures with mixed ones.
Perhaps, some other mods may have a similar option to replace regular neutrals with mixed ones, but that doesn't matter in this case. Because in other mods, the replacement itself may be implemented differently, and the interaction with diplomacy may also be different.
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in the Tribes of the East, they also join and then leave
As far as I understand, mixed neutrals there only join if they are supposed to join according to the scenario "always join". I wanted to find out the influence of "diplomacy," specialization on certain creatures from the mixed neutral squad, and the presence of similar creatures in the hero's stack specifically in this mod.
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Hello Uriel Septim X and AlexAnt!
In MMH5.5, there are two types of stacks: mixed creatures and single-creature stacks.
- Mixed creatures have the "Hostile" mood and "Flee_join" courage.
This means the mood specifies the likelihood of attacking or doing something else. In this case, it means they will always fight, regardless of the hero's army size and diplomacy bonuses.
- Single creatures have the "WILD" mood and "FLEE_JOIN" courage.
I'm not entirely sure what "WILD" means (I couldn't find it in the documentation), but from practical testing, I believe it's half friendly/half hostile, so it's susceptible to diplomacy and army size bonuses and CAN be joined.
This is also valid for "Monster of the Week" creatures that appear on the map.
One can use Mapmixer to make all creatures wild or friendly (including the mixed creature stacks), so players can have a chance to join them.
I've been playing Heroes of Might and Magic V for a while, and I generally like it; it has potential.
However, the maps are not very good.
I have a couple of favorite maps, but I can't seem to make them so that all the heroes are available (for example, the Elementalist for the Dark Elves).
Can anyone help me modify them properly?