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

4.6 (10 ratings)
In reply to dredknight
2 months ago
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Thank you for your response. I decided to run some tests, and indeed, the changes took effect. However, in the current game, I already used the DeployReserveHero command to bypass this limitation. Now, each player has 4 heroes reserved. I did this because the computer player, having only 2 heroes, was too passive, staying in its starting location, presumably fearing that leaving its territory would make it a target for another player.
In reply to _BlackKnight_
2 months ago
This passive behaviour is an issue of the AI used by MMH55_64.exe. Unfortunately more heroes will not fix it. However there may be some change in that area in the next release so stay tuned!
2 months ago
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Thank you for addressing the AI issues. This element is sorely lacking in the game. The combat AI, in particular, is quite weak. While it's possible to use scripts to give AI-controlled heroes troops, artificially increase their stats, and plan out their hero development, the AI makes many mistakes in combat. However, I also understand that it's a very complex task to create an AI that is truly engaging even for experienced players.
12 days ago
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I've returned to the game after a long break—how can I check which version of the mod I have installed?
Is it possible to significantly increase the damage from Chaos/Summoning magic spells? (for example, via a multiplier based on the school level). Caster heroes are heavily outclassed by warrior heroes in long games (on large and huge maps).
When leveling up a caster hero, if your strongest ability deals 1000 damage, while any stack of a warrior hero of a similar level deals between 5000 and 10000 damage (or even more), it becomes kind of sad and the desire to play casters disappears Moreover, the caster's mana runs out quickly, whereas the warrior hero doesn't have this issue since their buff/debuff spells last over time.
Could you release an additional mod that allows for adjusting this? Or please tell me how to do it myself (though I likely won't be able to figure it out)
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11 days ago
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Just tried it; it's a bit complex there, you have to really sit and figure it out. Governors at the Castles are cool). I didn't like that a specific hero from the league cannot be an AP damage dealer, only a warrior. No racial super-abilities, which is a downside. I got a crash on a simple map after reloading and deleted it; looks like my laptop won't handle it, most likely I won't be able to play properly—there were some slight freezes on the duel map against an AI hero in battle. It installed without any problems on the gold edition; to get the Russian localization working, you have to delete the English text pack.
Once I upgrade my hardware, I'll have something to do)
In reply to Grabber
8 days ago
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Grabber
I've returned to the game after a long break - how can I check which version of the mod I have installed?
Is it possible to significantly increase the damage from Chaos/Summoning magic spells? (for example, via a school level multiplier). Caster heroes lose very badly to warrior heroes in long games (on large and huge maps).
When you're leveling up a caster hero and your strongest ability deals 1000 damage, while any stack of a warrior hero of a similar level deals from 5000 to 10000 damage (or even more), it becomes kind of sad and the desire to play casters disappears And at the same time, the caster will quickly run out of mana, whereas the warrior hero won't because their buff/debuff spells last over time.
Is it possible to release an additional mod that allows this to be adjusted? Or please tell me how to do it myself (though I probably won't figure it out)
Direct damage spells will lose on huge maps in any case. In my mod based on 5.5, I gave Berserk to Chaos and Explosion to Darkness; maybe I'll think of something else later.

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