Posts from MMH5.5 - Heroes of Might and Magic 5.5
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There is a limit on how many towns of each faction can exist on the map. You can check this thread for full specifications.
To increase the town limit:
- Go to <game folder>/data
- Extract MMH55-settings.pak
- go inside the extracted folder and open scripts/H55-settings.lua
- change H55_AmountExtraTownsDwellings to a whole number higher then the default value (2 or 3 should do it).
That's an interesting limitation.
My attitude towards city conversion is strongly negative, but in the context of such a limitation, it might not be that bad.
Although the limitations are too lenient, for example, with 16/24 cities for 2 players, it seems you can create up to 9/13 identical cities (using the formula towns/players + 1)?
I would suggest an additional limitation on dominant factions: if a player controls more than 50% of cities of the same type, they should not be able to convert their cities into that type.
By the way, would you like to implement a template for generating Diamond maps from Heroes 3?
2dredknight:
Interesting limitation.
My attitude towards city conversion is strongly negative, but in the context of such a limitation, it may not be that bad.
Although the restrictions are too lenient, for example, with 16/24 cities for 2 players, it turns out that you can create up to 9/13 identical cities (according to the formula towns/players + 1)?
I would suggest an additional restriction on dominant races: if a player controls more than 50% of cities of the same type, then he cannot convert his cities into that type.
For example, if you have 2 players (Player A - Haven, Player B - Inferno) and 6 castles, and each player controls 1 castle and has 2 neutral castles in his territory with the following distribution:
Player A) Owned - Haven, Neutral 1 - Inferno, Neutral 2 - Inferno.
Player B) Owned - Inferno, Neutral 1 - Sylvan, Neutral 2 - Necropolis.
Player B will be able to convert only one of the two castles he has because the formula allows no more than 6/2 + 1 = 4 inferno castles on the map.
This will be valid until Player A converts any of the inferno towns to Haven. At that point in the game, inferno will be able to convert his second neutral castle.
By the way, would you like to implement a template for generating Diamond maps from Heroes 3?
Could you show how it looks and what are the specifics?

The specific feature of this map template is that it has a lot of towns and many branching paths. In zones 9-16, there are 2 villages in each. That makes a total of 24 towns.
I like this template because it offers a huge variety of different routes and ways to reach the opponent, and you can quickly access many towns. However, with extremely powerful guards at the passages, as in your game, the advantages of the template may be lost.
(small S/M templates are adaptations of Diamond for small maps).
Just to let you know that the MMH55 ARMG cannot put more than 1 castle per zone which is something the diamond template has.
Just to let you know that the MMH55 ARMG cannot put more than 1 castle per zone, which is something the diamond template has.
If you implement such a template (with weak passage guards), it will be possible to test the balance well within 1 month of gameplay.
H55_NeutralStackSize = 1; -- Multiplier for neutral stack size standing on the adventure map (do not set to zero). Example: 1.2 = 20% more, 0.8 = 20% less. -- GUIDELINES for tweaking the Advanced RMG monsters: -- Strong creatures x1.58 = Halfway between Strong & very Strong. -- Very Strong creatures x0.75 = Halfway between Strong & very Strong. -- Very Strong x1.55 = Halfway between Very Strong and Impossible. -- Impossible x 0.5 = Halfway between Very Strong and Impossible.
Added 1 minute ago
Regarding Diamond templates, could you provide a map that we can check in HOMM3 SOD?
I don't have the map right now, but I'll post a link to the thread where you can download a set of templates along with Diamond (for Heroes 3):
/post/564869/
1) Basic Combat = +30% damage to counterattacks
2) Advanced Combat = Level Up
3) Expert Combat = Level Up
The idea is this: a 10% bonus to counterattacks is weak and situational (similar to adding +5% to ranged attacks). At the same time, giving a good bonus and supporting it with 3 levels of the skill would be a general, significant increase to counterattack damage, which could potentially be dangerous (especially when playing defensively). Plus, the mod authors clearly don't want to strengthen Combat. Nevertheless, there are gentle ways to do this, as the authors, judging by all, don't particularly value Level Up effects, which, at the same time, are good if they don't make the game too long.
Another alternative is 10/20/30% damage to counterattacks (as it is now), but with additional Level Ups for each skill level (up to 3 Level Ups in total). The point of Level Up is simple: the hero, judging by the skills, personally participates in the battle and thus gains additional experience.
With late-game skill development, the effects of Level Ups may seem strong, but this is compensated for by the uselessness of many skills in this branch when you have a large army.
Regarding Preparation, there's an idea: if you believe that a penalty is necessary, instead of giving -2 to attack, give -1 to speed. This looks more logical if the focus is on aggressive defense.
Besides MMH55 we are also working on a another project that regards NCF.
In few words it makes NCF installation easier (just a few clicks) and also adds compatibility for MMH55. You can find more information on how to install it here.
You can download the new NCF tool here. It also includes the NCF megapack.