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

4.6 (10 ratings)
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Psatkha, if I remember correctly, you mentioned creatures of level 8. Where can I find maps with them?
And yes, the game crashes when generating a map.
Hello everyone,

We wonder if anyone who has used hex edting has found the octet for logistics skill bonuses (10%, 20%, 30%) and is it possible to make them 0%?
In reply to dredknight
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dredknight
Hello everyone,

We wonder if anyone who has used hex edting has found the octet for logistics skill bonuses (10%, 20%, 30%) and is it possible to make them 0%?
Use lua scripts for it.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
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I would like to suggest a feature for the mod: when creating a map, there should be an option "quantity does not grow" for all monsters.
In reply to kiko
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Thank you, Nargott!
kiko
I would like to suggest an addition for the mod: when creating a map, there should be an option "quantity does not grow" for all monsters.

Hello, Kiko,

You can achieve this by editing data/gamemechanics/RPGstats/defaultstats.xdb

Look for this sample. By changing it, you can edit the growth rate.
The 4 values correspond to the 4 game difficulties.



1.0
1.3
1.4
1.5


1
0.9
0.8
0.7


1.05
1.09
1.1
1.11




1.1
1.2
1.3
1.4


1
0.95
0.9
0.85


1.11
1.12
1.13
1.14

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Hello everyone, can anyone clearly explain how to play this mod over LAN with a friend and with AI enabled, because the AI freezes on the third or fourth turn, and that's it.
In reply to Dutch78
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Dutch78
Hello everyone, can anyone clearly explain how to play this mod over LAN with a friend and with AI enabled, because the AI freezes on the third or fourth turn, and that's it.

AI is not supported in LAN games. There are issues with Quantomas AI.

If you want to play AI on LAN you can use the old AI. Both players need to launch the game from Utility.exe. Your hero will only be able to learn 6 skills though.
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I looked at the pictures, and it seems cool (I generally like mods for Heroes), I'm going to try it out. The only thing is, it seems to me that the battlefield should be larger (or customizable in the settings, but I would suggest 16x18 or 18x18 (for sieges, 18x20 and 20x20 respectively)). It would also be nice to have compatibility with the EWA mod (or built-in) and with the RTF mod (it's currently being developed, but you may have read about it). And it would be nice to have different hero models and corresponding icons (but I think you already have that). No, if I wrote something wrong (or it's too long and boring, and you missed it), I won't judge you, because you're making the mod, not me, but that's all I would like to see in it.
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I tried the mod, it's very good, I like it, everything is great. When I was installing it, it initially froze at 23%, but then it resumed and the installation continued.
In reply to Уриэль Септим Х
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Uriel Septim X
I looked at the pictures, and it seems cool (I generally like mods for Heroes), I'm going to try it. The only thing is, it seems to me that the battlefield should be larger (or customizable in the settings, but I would suggest 16x18 or 18x18, and during a siege, 18x20 and 20x20 respectively). It would also be nice to have compatibility with the EWA mod (or a built-in one) and with the RTF mod (it's currently being developed, but you may have read about it). And it would be nice to have different hero models and corresponding icons (but I think you already have that).
No, if I wrote something incorrectly (or it's too long and boring, and you missed it), I won't judge you, because you're making the mod, not me, but that's all I would like to see in it.

Not sure if I understand all correctly but here are some answers.

1. Battlefield size is hardcoded; it can be either the default one or the big one. You can't customize it.

2. RTF integration - The idea of our mod is to balance the game (and introduce new content) but keep the lore aspect of the game as close as possible. If anyone wants to take the balance changes and introduce them to the RTF mod, please do so. Our mod is open source.

3. AWE integration and hero models - actually, AWE is not a mod but a gathering of many mods. This is what HoMM5.5 is too. But what we do is to introduce all possible mods that help with balance, make the game richer in content, and keep the lore as close as possible while at the same time the game looks professionally well. For example, if we want to improve hero models, we will improve all of them or none of them. No halfway approach is done here because some factions will look ugly compared to others.
So if there are any mods in AWE that may help us, please let us know which one!

Added after 33 seconds
P.S.

Thanks for the love!
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Hello everyone!
I have 2 questions:

1. Did I understand correctly from the English documentation that downloading and installing skill_Wheel 0.8 is not necessary? And that it is already included in the game when the mod is installed? The thing is, I tried to install it (on Win 7 64) and it doesn't launch; it seems to have some issues with the libraries.
2. If I download an interesting map and try to launch it not in "network" mode, but just to play it as a single-player game, do I need to "script" it manually (there was a link to this somewhere)?
Or will all the "goodies" of Heroes of Might and Magic V be available anyway?
Also, I installed NCF – will the NCF content be available in the map when playing?
(I understand that these questions might seem silly, but not everyone creates maps specifically for Heroes of Might and Magic V and NCF).
In reply to Андраил
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Andrail
Which of these files should I download?
http://www.moddb.com/mods/might-magic-heroes-55/downloads

Just this one -> http://www.moddb.com/mods/might-magic-heroes-55/downloads/might-magic-heroes-55-rc8b

The others are utilities.

Added 15 minutes ago
Hello airman1971!
airman1971

1. Did I understand correctly from the English text that skill_Wheel 0.8 is not required to download and install? And that it is already in the game when the mod is installed? The fact is that I tried to install it (on Win 7 64) - it does not start, something it does not like in the libraries.

Skillwheel 0.8 is optional. You don't need it to play the game.
The game has an internal skill chart that you can use.

The issue you have with the libraries happens because you probably did not install the mod in the Heroes V Tribes of the East folder.

Check this guide -> https://www.facebook.com/notes/might-magic-heroes-55/installation-and-upgrade-guide/760314834079382
airman1971

2. If I download any interesting map and try to run it not in "network" mode, but just play a single-player game, do I need to "script" it manually (there was a link to this somewhere)?
or will all the "goodies" of mmh55 be available?
yes, I also installed NCF - will the NCF content be in the map when playing?
(I understand that the questions may be silly, but not everyone creates maps for mmh55 and NCF)


I am not sure I understand this question very well, but here are some answers.

MMH55 COMPATIBILITY WITH OTHER MAPS

All maps from Heroes V are compatible with mmh55 unless they have scripts.
Map scripts may interfere with mmh55 and break some of the mod functionality.

CLASSIC MAPS AND MMH55 MAP OBJECTS AND ARTIFACTS
Classic maps would not feature any of the new content (adventure objects and artifacts, mixed stacks).
You can place them with the editor though. This will work.

NCF CREATURES AND MMH55

In order to integrate, download the NCF content from here.
http://www.moddb.com/mods/might-magic-heroes-55/downloads/mmh55-new-creatures-framework-rc8b
Check the instructions on the page.

You will launch the game from MMH55_Editor_NCF.exe. Any classic maps with NCF creatures will be compatible.

Keep in mind that ARMG is not compatible with NCF. It cannot place NCF creatures. If you try, the game will crash.
You can generate a default H55 map and then manually add NCF creatures to it.
Let me know if this information was enough.
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dredknight, thanks! ))

Just a small question: generally, the tent revives 3 times – has it always been like that, or is it a feature of the mod?
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I think that's how it was. I just don't remember if it worked that way without the "Engineer" skill, or if it worked with it too.
 

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