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

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#351
PRT is included in MMH55. No need to install :)
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#353
"dredknight"
bonus attack - at level 30 a hero will get a bonus of 4 attack which is about 13.32% damage increase for the whole army.
bonus to creature stats - at level 30 a hero will grant 15 attack and 15 defense to a specific stack which is 49.95% damage and 49.95% defense boost
This is not correct calculations for 3.33% bonuses at MMH5.5 mechanics. It's closer to original 5% bonuses.
The general point is that all bonuses are calculated for BASIC damage, not current.
For example (in 3.33% mechanics), +3 attack give +10% of current damage, but only if the difference is 0 (for example, 12-15 attack vs 12 defence). If the difference is more or less than 0, bonus will be other. For example, 42-45 attack vs 12 defence give 210% damage vs 200% damage, or only 5% (210/200 = 1,05) bonus damage.

In short, real bonuses are less than basic. Having 150% number of creatures is much stronger than having "49.95% damage and 49.95% defense boost", even without destructive spells.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
#354
Nargott
This is not correct calculations for 3.33% bonuses at MMH5.5 mechanics. It's closer to original 5% bonuses.
The general point is that all bonuses are calculated for BASIC damage, not current.
For example (in 3.33% mechanics), +3 attack give +10% of current damage, but only if the difference is 0 (for example, 12-15 attack vs 12 defence)....
I am not sure I can follow the numbers below this line but I think I get what you mean.

Both attack/defense bonus and offense/defense secondary skill are applied on creatures base values and do not multiply each other. So creatures are always better because when a player gets them he also gets any attached bonuses for them while bonus is just for the base.
Nargott

In short, real bonuses are less than basic. Having 150% number of creatures is much stronger than having "49.95% damage and 49.95% defense boost", even without destructive spells.
I think you meant 50% more creatures.
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#355
"dredknight"
Both attack/defense bonus and offense/defense secondary skill are applied on creatures base values and do not multiply each other.
Offence/defence skills are applied on current damage, not basic. That's why +10% damage by offence is much stronger than +3*3.33% by attack stat.
I think you meant 50% more creatures.
Yes.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to battleredcat
#357
battleredcat
Do you have your own website?:confused:


The official mod website is www.moddb.com

The official forum page is at www.heroescommunity.com

Official fan page is on www.facebook.com.
Nargott
Offence/defence skills are applied on current damage, not basic. That's why +10% damage by offence is much stronger than +3*3.33% by attack stat.

@Nargott thank you for correcting my post and also reminding me something very important.

About a year ago we did a lot of games where the main focus was on the late game look, feel and balance. We found out that at later stages (month 6 to 10) offense and defense secondary skills are extremely useful due to the fact you mentioned. Because of the multiplication the formula [(creature_stat*(1+hero_stat))*Expert_secondary ] bonuses the game avalanches at some point. @Magnomagus was made aware of this by a few other people as well so he was going to introduce a change but he skipped the last (RC9) release because he didn't had the time to calculate and test well enough.

In few words at the current state of the mod Defense stat gives a little edge at the late stages of the game.

@Nargott if you have any propositions regarding this I will be glad to pass them to the others. The more feedback the better :).

Cheers!
In reply to dredknight
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#358
Auto-translated
What needs to be changed in the executable file to add a new hero class, and is it possible to create a new faction this way?
In reply to AstralLein
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#360
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AstralLein
No, it's impossible. It's been said many times. This is the sad conclusion of all modders.
Indeed, it's sad. What about the classes? In this mod, there are three per faction.
#362
Гусъ, we cannot add a new faction but we really want to. If this is possible it will open the door for a lot of new content.

You are right there are 3 classes per faction and more can be added.
Check inside MMH55-Index.pak/scripts/H55-Core.lua
In reply to dredknight
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#363
dredknight
Гусъ, we cannot add a new faction but we really want to. If this is possible it will open the door for a lot of new content.

You are right there are 3 classes per faction and more can be added.
Check inside MMH55-Index.pak/scripts/H55-Core.lua
How can you editing scripts? What program you have? Is it difficult?
#364
Heroes V is using LUA language.

Scripting works just as modding. If you embed it in map it will work only if the map is inside the MAPs folder. If you put it in data it will work like a MOD for the whole game.

Is it difficult? - Overall LUA is simple language but it depends on your programming knowledge. @Magnomagus wrote the code and he learned it by using internet tutorials - here is something you can start with.

How to use it for Heroes V modding? - Lets say you do read some LUA lessons or a week and want to use it for modding. The easiest way to start is by inspecting already done things, look at the code and see how they work in the game.

For example - Heroes campaigns are made with LUA. Start by inspecting them.
Here is an example on where to search for them - DATA.PAK/maps/Scenario/A2C3M4/script.lua
Also it is advisable to enable console so you can check it now and then for things that the script may print.

Some scripting information is available in <game folder>/Editor documentation:
- HOMM5_A2_IDs_for_Scripts.pdf
- HOMM5_A2_Script_Functions.pdf
- HOMM5_Script_Functions.pdf

This discussion about LUA in ubi forums can be of help too.

Later on when you feel confident enough you can inspect the MMH55 scripts.

Cheers!
In reply to dredknight
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#365
dredknight
Heroes V is using LUA language.

Scripting works just as modding. If you embed it in map it will work only if the map is inside the MAPs folder. If you put it in data it will work like a MOD for the whole game.

Is it difficult? - Overall LUA is simple language but it depends on your programming knowledge. @Magnomagus wrote the code and he learned it by using internet tutorials - here is something you can start with.

How to use it for Heroes V modding? - Lets say you do read some LUA lessons or a week and want to use it for modding. The easiest way to start is by inspecting already done things, look at the code and see how they work in the game.

For example - Heroes campaigns are made with LUA. Start by inspecting them.
Here is an example on where to search for them - DATA.PAK/maps/Scenario/A2C3M4/script.lua
Also it is advisable to enable console so you can check it now and then for things that the script may print.

Some scripting information is available in <game folder>/Editor documentation:
- HOMM5_A2_IDs_for_Scripts.pdf
- HOMM5_A2_Script_Functions.pdf
- HOMM5_Script_Functions.pdf

This discussion about LUA in ubi forums can be of help too.

Later on when you feel confident enough you can inspect the MMH55 scripts.

Cheers!
May I create a new skills or perks in game with the scripts? As true, now my knowledge in programming =0. But if results will ressurect my dreams about modding, I will try.