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

4.6 (10 ratings)
#546
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When can we expect the new AI mod from Quantomas to be released, even approximately?
#547
He has not provided any time frame. What we know is that he is in the final stages of development.
#548
JUST why is every guarded building guarded so heavily?!
Just OMG how much of them there are.
That's impossible :/
#549
Hello Bowmore,

Do you mean the new special buildings that have monsters inside or the creatures on the adventure map guarding objects?
In reply to dredknight
#550
dredknight
Hello Bowmore,

Do you mean the new special buildings that have monsters inside or the creatures on the adventure map guarding objects?

Exactly.
#551
But which one?

Adventure map creature strength can be lowed when generating the map - Just decrease the "Creature strength" difficulty by 1 level.

Special buildings creature strength and growth can be modified in the settings file of the mod.
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#552
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Will this mod include 2v2 PvP? I mean, on a battle arena, 2v2 or 4 players, each for themselves? In Guild Wars, for example, even 3v3 and 6 players, each for themselves, were implemented 10 years ago. It would be unique, and another unique feature would be a PvP mode where the mobs guarding all the buildings on the map and the free units are always controlled by the opposing player in case of an attack by another player. I think this could be done with a script, if only I knew which one.
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#553
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GVD
Heroes of War and Money, or something like that? Well, that's a completely different game, and the difficulty is not comparable to the difficulty of creating such a mod. I don't think your request can be fulfilled in Heroes 5.
 

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#554
Hello Воланду,

Unless we have access to the game code it cannot be done.
In reply to Воланду
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#555
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Volandu

That would be unique, and a unique PvP mode would be even better, where the opposing player always controls the mobs guarding all the buildings on the map and simply free units in case another player attacks them. I think this could be done with a script, if only I knew how.
Here's an interesting idea; if I remember correctly, the "ghost mode" in an online game allows this, but with limitations. Perhaps a script could be created for a simple online game.
#556
Actually I have never used ghost mode so I am not sure what it really does.
In reply to dredknight
#557
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Sorry for posting in the wrong thread. Could you please tell me where, in which files, the parameters for the effects of abilities, artifacts, and spells are stored? For example, the file that specifies that the Bag of Infinite Gold drops exactly 250 gold, and that Logistics adds exactly that many movement points. Thank you in advance.
#558
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I'm sorry to disappoint you, but these specific parameters are hardcoded into the executable file. The only thing that can be changed is the bonuses to the hero's stats (Attack, Defense, Spell Power, Knowledge, Morale, Luck) in the file located at data.pak\GameMechanics\RefTables; you can also remove artifacts from the generation pool and set their cost there.
#559
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When will they create a decent AI? Right now, it's weak and makes a lot of mistakes.
#560
RC10 Beta 4 version is here!

The following changes are included:
-Added Black Knights to Necropolis as specialty of Xerxon.
-Changed Black Knights appearance and balanced stats.
-Added back Creaturepedia.
-Revised amount of shots of shooters.
-Likely fixed crashes some people had when sieging a town.
-Changed all heroes resource specialties to give the most desired resource since beta 3.
Installation guide - https://www.facebook.com/notes/might-magic-heroes-55/installation-and-upgrade-guide/1100405733403622/
Download - http://www.moddb.com/mods/might-magic-heroes-55/downloads/might-magic-heroes-55-rc10-beta-4

RC10 Skillwheel is also available.

List of changes -> http://heroescommunity.com/viewthread.php3?TID=42212&PID=1449950#focus
Download -> http://www.moddb.com/mods/might-magic-heroes-55/downloads/mmh55-reference-manual-rc10-beta-4