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Posts from NHF – new heroes for Heroes V 3.1.

4.9 (16 ratings)
#5068
MMH55 is based in its major form on LUA scripts. We would very much like to implement this functionality.

We have a test group in discord that try new functionality before release. If you provide us with an example script they can test it in various situations on LAN.

If you have MMH55 you can check the scripts in MMH55-INDEX.pak/scripts/ folder otherwise I do uploaded them here.
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#5069
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I play the mod from time to time. If there are any updates, I can write reviews or report bugs if I find any.
#5070
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Hello everyone. Sorry for the long absence... years, to be exact... and for asking a question that might be a bit off-topic. I simply didn't have the time. Now I've decided to revisit the game; I used to only play through the campaigns and some scenarios. I never played on regular maps. What a disappointment... The AI didn't give me any trouble, even on the hardest "Hero" difficulty level. I even set up scenarios with only one race and blocked some slots to give the AI more castles. Nothing...((( This wasn't the case in the third game. Can anyone recommend something to improve the AI? I've been browsing the forums, but I didn't really understand anything. Some mods are for version 3.0, and another one only prevents the AI from fleeing battles. I understand that you can't turn a computer into a human, but playing multiplayer with real people for hours isn't an option either. Of course, it needs to be compatible with version 3.1 and NHF.
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#5071
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Hello.
I can't recommend any compatible mods. But playing on small maps with 8 players can be quite interesting. Like in the School map or Warlords. Often, situations arise where built-up castles start to put pressure from several sides quite early on. And the first 3-4 weeks are very exciting. Of course, if you survive that, then it becomes quite boring and the game is won methodically, but still, it's something. If you don't use exploits that allow you to cheat the AI, then it's a decent option)).
In reply to Роман RRR
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#5072
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Roman RRR
Hello everyone. Sorry for disappearing... for years... and that the question will be somewhat off-topic. I simply didn't have time for anything... Now I decided to remember the game; I used to only complete the Campaigns and some scenarios. I didn't play on simple maps. What a disappointment... The AI didn't create any problems for me, and this is on the most difficult level, "Hero"... I even set up opponents of the same race and closed off slots so that he would have more Castles. Nothing...((( This wasn't the case in the third game. Who can advise me on how to improve the AI? I browsed the forum, but I didn't really understand. Somewhere it's for version 3.0, another mod only prevents them from fleeing from battle, and that's it. I understand that you can't turn a computer into a person, but playing multiplayer with real people for hours is also not an option... Naturally, it needs to work with version 3.1 and NHF.
Play with computer-allies. They are quite the troublemakers. Unlike enemies, you can't kill them, but they reliably take mines, resources, and block the path...
In reply to Роман RRR
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#5073
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Roman RRR
Hello everyone. Sorry for being absent... for years... and for asking a question that's not entirely on topic. I simply didn't have time for anything... Now I decided to revisit the game; I used to only play through the campaigns and some scenarios. I never played on simple maps. What a disappointment... The AI didn't give me any trouble, even on the most difficult "Hero" level... I even set up opponents to be of the same race and blocked slots to give them more castles. Nothing...((( This wasn't the case in the third game. Can anyone suggest something to improve the AI? I've been browsing the forums, but I didn't really understand. Some are for version 3.0, and another mod only prevents the enemy from fleeing the battle. I understand that you can't turn a computer into a human, but playing multiplayer with real people for hours isn't an option either... Of course, it needs to be compatible with version 3.1 and NHF.

Yes, I'm a prophet. I was literally mentioning you just a week ago. Well, hello, if you still remember me).
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
#5074
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Hello. I want to thank you for the mod; thank you very much. All the scripts are easy to read (I especially liked Hafad's script).
Lakrodekta has a bonus to knowledge, as well as Marbas's specialization. Belket (perhaps this is intentional) lacks the "Raise Dead" spell.
Do you have any ideas for a specialization similar to Jelu (or Dragon) from HoMM3
(transforming one unit into another)?
In reply to JohnHanz
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#5075
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I understand the project has lost some momentum? That's a shame... It would be good to discuss some things with the creators (in particular, some special abilities implemented through scripts).
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#5077
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Well, in theory, you can still write down what you wanted...
 

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In reply to Ment
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#5078
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Ment
Well, in theory, you can still write down what you want...
Wanting is one thing. The ability to implement it is another.
In reply to DirtyLiar
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#5079
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DirtyLiar
I guess the project is losing steam?
That's a shame... It would be good to discuss some things with the creators (in particular, some abilities implemented through scripts).

So, you can suggest things here, and I'll forward them to him by email!
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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#5080
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Wanting something is one thing. The ability to realize it is another.
Okay...
Do you have any ideas for a specialization similar to Jelu (or the Dragon) from HoMM3
(transforming one unit into another?)
By the way, I didn't notice this question. In the Duman mod, he already created a specialist for unique units, namely Mirabelle with her pirates. Yes, the idea there isn't about conversion; they simply appear. But it's probably easier to balance that way. Specialists like Jelu and the Dragon, for collecting creatures from different cities and converting them, would be more specific in multiplayer, as their usefulness would sharply fluctuate depending on the presence of certain cities on the map, ranging from a simple overpowered unit to a mega-overpowered one.
 

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In reply to Ment
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#5081
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psatkha
So, basically, you suggest here, and I'll forward it to him via email!
Well, firstly, the Daedra specialist messes up as always.
One and a half Banshees for Necromancy – easy. :D

Secondly (strangely enough), my suggestions align with previous posts, namely, strengthening specialists based on creatures.
But not by simply increasing the growth rate.
Ment
By the way, I didn't pay attention to this issue. In the Dushman mod, he already created a specialist for unique units, namely Mirabelle with her pirates. Yes, the idea there isn't about conversion; they just appear. But it's probably easier to balance that way. Specialists for Jellu and Dragon for collecting creatures from different cities and converting them would be more specific in Multiplayer, as their usefulness sharply changes depending on the presence of certain cities on the map, ranging from simply overpowered to mega-overpowered.
Not quite. If we disregard upgrading "non-native" units, their specializations are just an analog of Training. We lose the 3rd level and gain the 4th (Jellu) and the 5th instead of the 4th (Dragon).
And all this is not free.
#5082
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Hello everyone, why when I click on "start processing" in the area where it says "processed" and below it shows 0/1 in red? When I click "details," it shows:
Maps found: 1
Maps processed: 0
Errors:
lua/map_rw.lua:260: operation completed with error 1
and it's the same with every map.
Can anyone suggest how to solve this problem?

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