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

4.6 (10 ratings)
#531
RC9c hotfix was released for the stable stream (RC9b) users. It includes critical fixes and user troubleshooting options as follows:

-Fixed critical issue, mod becoming dysfunctional on custom maps where one or more AI players start without heroes. (Hotsprings map issue)
-Added console command: @H55_FixAICTD(); (using it will likely reveal you have an installation issue after all)
-Added option to user settings to disable all artifacts merchants in towns.
-Fixed AI sync issues caused by scripted movement modifiers.
-Possibly fixes 'Permanent cursor flickering' issue when AI lookahead depth is set to higher than normal. (I could not trigger this bug on Huge+underground map with 8 players and lookahead depth at impossible with this fix)

HOW TO INSTALL?

Replace MMH55-Index.pak and MMH55-Settings.pak with the files in zip the archive. Location is "Whatever your TOE folder is" -> data.

>>>> Hotfix Download <<<<
In reply to dredknight
#532
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Can I revert the base attack and defense skill to 5% instead of 2.5%? Where is this setting located? Could someone suggest a script that would double the creatures' inherent primary attack and defense skill values? In this case, we could keep the value at 2.5%, but it would be doubled for all creatures, and the hero wouldn't have such a significant impact on the final value.
#533
AlexAnt,

Yes you can.

1. Extract MMH55-Index.pak
2. Open GameMechanics\RPGStats\DefaultStats.xdb
3. Change :
0.025 to 0.05
0.025 to 0.05
4. ZIP the whole structure and change the extension to .PAK
5. Replace the original MMH55-INDEX with the new pak
In reply to dredknight
#534
dredknight
AlexAnt,
Yes you can...
Thanks! What is the DamageIncreaseCap and DamageDecreaseCap parameters?
#535
Those are the maximum bonus for having higher attack or defense.

3.00 for DamageIncreaseCap means you cannot go over 300% damage.
0.1 for DamageDecreaseCap means damage cannot be reduced more than 10% of the original value.
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#536
Auto-translated
These limitations don't work; the actual damage can be higher or lower.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
#537
How can I reverse the effect of magical power on the duration of magic buffs and debuffs in rounds?
#538
You have to edit every single spell in the same pack inside /GameMechanics/Spell/Combat_Spells directory.
In reply to dredknight
#539
dredknight
You have to edit every single spell in the same pack inside /GameMechanics/Spell/Combat_Spells directory.
Need I change the formula of the duration of the action for each individual spell? Is any possibility to change this in one place?
#540
Each spell should be done individually.
#541
RC10 BETA 2 UPDATE:

To speed things along:

MMH55 RC10 Beta 2 (Hotfix)

Updates RC10 Beta to Beta2. This will include many important bug fixes and propose for gameplay testing a revision of town building cost balance and sylvan channeling issue.

ECONOMY OVERHAUL

(to avoid any confusion this is unrelated to Skeggy's post above)

The goal of the economic changes is to make economic demands more continues throughout the game instead of having all economic difficulty very early. Economic demands early will actually be a little lower in Beta 2. Also a lot of big balance issues between towns needed fixing.

-To make early game more smooth fort will cost 3000->4000->5000 gold instead of 5000->3500->5000.
-To make choice between T6 and T7 less linear the cost of T7 dwelling building will be reduced by -5 rare resource per level.
-Slave market is moved away from the capital chain in stronghold.
-Shipyards cost less wood.
-Towns will always have a 'wood bias' OR an 'ore bias'. A wood bias means the town will need around 95 wood for building all dwellings and special buildings (and around 80 ore)
Sylvan, Necropolis, Dungeon and Stronghold will have a wood bias. The other towns will have an ore bias.
You will feel this while playing, basically all towns will now play more like sylvan which always had a wood bias and was therefore harder to build, while some other towns were unfairly easy.
-Gold is now balanced for all towns and will be around ~71000 needed for all dwellings and special buildings, this actually means that some towns like necropolis got significantly more expensive, but haven got a lot cheaper.
-Each town will now require around 140 rare resources (same as previously fortress) to build all dwellings and special buildings, but not more than ~45 of one type and better spread.
-Instead of having 1 'favoured' rare resource every faction will 2 'favoured' rare resources. I will explain the new system by example of the Haven faction, but all other factions will be treated in similar way:

Haven has 2 favourite resources: Crystals & Gems
The resource silo produces 1 Gem per day
T6 Building costs 10 Gems (level 1) and 15 Gems (level 2)
T7 Building costs 10 Crystal (level 1) and 15 Crystal (level 2)
(there are of course also ore, wood and gold costs but those are not relevant discussing)

T6 unupgraded costs no Gems
T6 upgraded costs 1 Gem
T7 unupgraded costs 1 Crystal
T7 upgraded costs 2 Crystal

Since a town produces double the amount of T6 the demand on both resources is actually the same and 2xT6 creature are also similar in power to 1xT7.
The result is that towns are not entirely self-sufficient since the resource silos will only provide for T6, this may seem unorthodox for H5 players
but H5 was actually the first game were all towns were self sufficient. In H2 and H4 there were no silos and in H3 various towns had silos that did not
give the resource needed for tier 7.

While testing this system not much difference in gameplay was shown on maps that had mines for each resource available.
On maps without mines however the gameplay can become dramatically different and the players will be in constant struggle for T7.
It is however not likely a problem to start breeding them early if desired.

BUGS

-Fixed critical issue, mod becoming dysfunctional on custom maps where one or more AI players start without heroes.
-Fixed AI sync issues caused by scripted movement modifiers.
-Possibly fixes 'Permanent cursor flickering' issue when AI lookahead depth is set to higher than normal. (I could not trigger this bug on Huge+underground map with 8 players and lookahead depth at impossible with this fix)
-Fixed inferno t4 unable to gate.
-Fixed many perks not giving the right spell.
-Fixed some classes unable to learn power of endurance, arcane armor & power of speed.

OTHER BALANCE STUFF

-channeling costs mana and require feed from dryads
-fixed dungeon shipyard not costing wood, fixed inferno castle not requiring pit.
-Implemented all minor stat fixes added to RC10 details thread.

Changes with impact on txt (translators):

-added skeleton bonus to pile of skulls building for heroes without necromancy
-balanced low level creature growth perks (to give more)
-Added warning to governance contract about governors not able to use more than 10 dragonblood crystals. (blocks shatter-farming)
-Some resource silos have desc changed.

>>>> Download Patch <<<<

HOW TO INSTALL?

replace MMH55-Index.pak and MMH55-Text-EN.pak with the files in zip the archive.

Location is "Whatever your TOE folder is"\data\MMH55-Index.pak
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#542
Auto-translated
Interesting idea with a paid ability (for mana), I didn't know that it would technically work. Some other free abilities stopped working when a price was set, for example, mana steal.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
#543
"Mod of the year" competition has begun! Help us by going to the mod page and clicking on the "VOTE NOW" button.
In reply to dredknight
#544
Auto-translated
The AI is behaving strangely. It attacks a castle with a garrison of only 22 gremlins and 10 gargoyles, while the player is level 1. The attacking side has 19 archdemons and 1 unupgraded knight. After the archdemons teleport inside the castle, only 7 gremlins remain among the defenders. However, instead of finishing off the 7 gremlins, they start teleporting them to themselves each turn. Then, I move a gremlin away, and it all starts again. And the hero, instead of finishing off these gremlins, resurrects archdemons (3 at a time per turn). As a result, the towers shot them down, and the catapult could only destroy the left tower. I've never seen anything like this before. The map size is 320x320, 6 players (3 vs 3), and the AI type for all is "Offensive AI."

P.S. I still voted for this mod.
#545
@Zelator,

Thank you for the feedback and vote!
We have very little space to work with the AI because we do not have the code. However we expect completely new verison of it written by the author himself (Quantomas).