Thread: [MOD] Might & Magic: Heroes 5.5 This Popular Thread is 416 pages long: 1 2 3 4 5 ... 80 160 240 320 400 ... 412 413 414 415 416 · NEXT»

lotihoti







Famous Hero

posted May 03, 2015 11:45 AM Edited by lotihoti at 11:56, 03 May 2015. Very nice - as far as i c - cant test it so i cant say more.

IF all that is going to work (or does it work allready?)

The crypta and other arenas look brilliant.





Notes:

18 Turns for Suffering is rly long.

I would make the duration a bit shorter.



How did you change the interior of a crypt battlefield?



Btw am i a wip to download it and look into it? xD Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link

magnomagus







Honorable

Legendary Hero

modding wizard

posted May 03, 2015 06:35 PM Quote: Can you give us an approximation of how far in you are? And are you undertaking such a large project all by yourself?



I have already finished around 8000 lines of lua code + an extension of 25000 lines of XML for the RMG database. But this is mainly about building the platform. The platform is what I'm currently doing on my own, but once it is ready people can pick it up and use it to create their own stuff. I have already tested it is even possible to create a King's bounty legend style campaign on single XL map. The AI can be frozen = 0 turntime, so the player walks free. The mapmaker can drag and drop new battle sites with large battlefields to create as many epic battles as he/she wants. Combined with the existing mixed neutral stack functionality, the required resistance can come from the adventure map alone, if desired.



I will have more time later to answer more of your questions. Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link

Rinveron







Hired Hero

posted May 04, 2015 11:57 AM Edited by Rinveron at 12:02, 04 May 2015. what a good mod. perhaps I agree with the 18 turns being slightly to long. but then again my hero can cast mass suffering for a lot longer late game



slightly concerned about leadership for necro. +6 attack combines with expert attack is going to be to powerful. a good artefact quite offen does not have +6 to 1 stat alone. I was half it and give it +3 so its not a skill all necro want

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magnomagus







Honorable

Legendary Hero

modding wizard

posted May 04, 2015 02:47 PM Edited by magnomagus at 14:52, 04 May 2015. Quote: Is it possible to load existing maps with your programm and edit it?



It seems I have created some confusion, I have added new paragraph 'map compatibility' to the end of the first post to explain this. Also MMH5.5 is free.



Quote: 18 Turns for Suffering is rly long.



In TOE it would be double the amount, I already cut it in half!, also note this is for 142 Lvl5 creatures!, read the fan manual about creature spellpower.



Quote: slightly concerned about leadership for necro. +6 attack combines with expert attack is going to be to powerful. a good artefact quite offen does not have +6 to 1 stat alone. I was half it and give it +3 so its not a skill all necro want



A 'medium strength perk' is considered equal to +2 primary skill (at least according to nival), morale is useless for undead so expert leadership is 3 wasted skillslots, 3x2 = 6. To motivate them to go all the way I actually set it +1,+3,+6. Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link

lotihoti







Famous Hero

posted May 04, 2015 03:24 PM Thx for your answers



Im rly looking Forward to test it.



I know that 142 are a lot of stuff (probably week 10 - 12 - if None got raised).

Its hard to find some balance here. So with half the spellpower (71 lichs) this spell lasts about 9 turns - which is the full battle. On the other hand its hard to make them not tooo short. Otherwise they would be useless.





Normally it takes me 4 - 5 turns in a battle between equal armies to destroy the ai (i play offensive xD).



I actually love this topic and project. Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link

magnomagus







Honorable

Legendary Hero

modding wizard

posted May 04, 2015 03:36 PM Edited by magnomagus at 15:39, 04 May 2015. Quote: how did you (and Quantomas for that matter) manage to make these modifications?



Quantomas is the only person who can modify the game in C++, because he has an old source code somewhere between 3.0 and 3.1. I'm just making a mod for his 31j exe file and programming is done in lua. There is however also some hex-editing involved. H5 can run scripts on all maps instead of just one if they are loaded from the adv-map common lua. This is not really new, PvP used this method in the russian tournament edition already years ago. The hard part is to work around all the missing script functions and bugs from the older source.



Quote: How did you change the interior of a crypt battlefield?



I discovered this by accident, check out the script from the last mission from the original campaign, the fight is not a siege but takes place on a larger battlefield with a magic wall.





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lotihoti







Famous Hero

posted May 04, 2015 06:24 PM magnomagus said:

Quote: How did you change the interior of a crypt battlefield?

I discovered this by accident, check out the script from the last mission from the original campaign, the fight is not a siege but takes place on a larger battlefield with a magic wall.





I saw that arena - but i can only create specific battles and no battles which are always like this



Thats why i am so excited about your idea and modding. I really love it Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link

magnomagus







Honorable

Legendary Hero

modding wizard

posted May 04, 2015 09:16 PM Edited by magnomagus at 21:17, 04 May 2015. Hotseat works 100%. According to dredknights testing 31j LAN works if only human players are involved, not AI players. 8 skillslots can be used and I also fixed the UI. The mod can also work with a regular 3.1 exe that supports might and magic classes.



Quote: - have you considered 1-7lvl creature dwellings?



TSOD made level4-7 dwellings, but they are clearly out of scale. I included them in my old RPE mod, but no mapmaker ever used them, so I dropped them to the bottom of my priority list.



Quote: are there any changes in the interface(to be more 'lightly')?



There is a lot of work done on the functionality but the style is still the same, I don't know what you mean by lightly. Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link