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What's the point of these creatures if they are only neutral? Are there any creatures under the Heroes of Might and Magic V mod that have been added to the cities? As a third type of upgrade or a further upgrade of two existing types?
What's the point of these creatures if they are only neutral? Are there any creatures under the MMH5.5 mod that have been added to the cities? As a third type of upgrade or a further upgrade of two existing species?
Well, MMH5.5 doesn't really specialize in that! :smile09:
All new creatures are outside the castles, but there will be buildings for hiring them (there are already a few)! :smile25:
Besides, not all of the added creatures are purely neutral - many of them are tied to factions! :smile01:
There's a separate mod, RTF, that includes a replacement of Orcs with Lizardmen. I haven't had any glitches with the Lizardmen.
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The user was asking about adding, not replacing. The RTF authors are replacing elements due to the significant technical difficulties involved in adding them (as I understand it).
With the addition of the city, problems arose. I heard that the skill tree wasn't designed for the new city. This means that there will be nothing there except the town hall, castles, and creatures.
With the addition of the city, there are problems. I heard that the skill tree hasn't been designed for the new city. This means that there will be nothing there except for the town hall, castles, and creatures.
There aren't even town halls and fortresses there; it's all empty:smile48:
dredknight: Is it possible to customize the size of the battlefield? I would like to try exactly 12x12.
Nope. You can either use the default size 8x10 or the 14x14 boss one. Shadowclaw
Maybe you could also add the ability to add new towns?:)
This is something everyone wants, but so far, no one has stepped forward to try. Most of the people who want it don't have knowledge in hex editing. Those who have the knowledge stay quiet. I suppose it is quite a heavy task to be done by one person.
Also, keep in mind that much more than hex editing is desired. We will need 3D designers to create the new city buildings, which is a cumbersome job. Probably one way to do it without the need for a designer is to hex edit the ninth town slot and clone an already existing city. Later on, the textures could be exchanged.
Anyway, that was just a random thought. I don't even know if it is possible to be done this way.
Just to clarify what is in the queue of things that are desired but still nobody has found how to accomplish:
- reduce Frenzy duration to 1/1/1/1 turns instead of 1/1/1/2 (requires hex editing) - reduce Archmage "Energy channel" channeling ability to 10% instead of 25% (requires hex editing) - add a new town (complex hex editing, significant 3D modeling skills, time). - increase Tower damage (hex editing - Deflaktor has taken on the assignment). - Reduce Academy mini artifacts Attack and Defense gain per point of knowledge. (we know where the bits are, but it is not possible as there is not enough hex space to change the equation.) - test LAN compatibility of NCF (two or three players game <- I will test this starting next week.)
moat damage is in TownTypesInfo.xdb, but towers' damage is not.
Thanks I fixed the post. Nargott
Not for all battles?
Heroes 5.5 there are 2 types of new adventure map objects: - Buildings and remote sites - they are quite big in size and monsters inside are of a formidable strength. They us 14x14 battlefield. - new common sites such as abandonned wheel carts, graves, woodpiles - they use default 12x8 size battlefield.
I assume it is possible to make new ones that always use 14x14 but I dont know if you can force it on the original sites and in PvP. You better ask Magnomagus from heroescommunity. He is the one that reverse engineered it from campaigns. This is all I know.