Heroes of Might & Magic V: Tribes of the East

Heroes of Might & Magic V: Tribes of the East

[MOD] Might & Magic: Heroes 5.5
Hello Everyone,

I would like to introduce you to one of the greatest mods for heroes V!
The goal of MMH5.5 is to combine the majority of great futures of H5TOE, H3SOD, H3WOG, H4 Equilibris and Kings Bounty the Legend series into one 3-dimensional game to create an all-in-one TBS experience.

The mod offers:
- 30 new adventure map objects, treasure vaults and dungeons has unique interiors with larger battlefields! Armies and rewards will never be exactly the same again no matter how often you play a map!
- Advanced RMG - The advanced RMG is capable of properly balancing player starting zones and differentiate between early, mid and late game areas. It places all 30 new adventure objects and previously excluded adventure objects. The resistance is much stronger and various with 480 additional mixed neutral stack templates. The new RMG can create balanced PvP maps as well as gigantic singleplayer XXXL maps with hundreds of epic battles and all zones scaling up to crazy powerful heroes
- New Artifact Framework - Currently 34 new artifacts are added including 6 new ultimate items. The effective amount of artifacts in the game will now be the same as H3SOD. There will also be many new effects, in terms of unique effects the variation is actually far greater than H3.
- MMH5.5 Class/Skill/Spell System - MH5.5 will have might/magic and balanced classes with ingame skilltrees and 8 secondary skill option for all 24 classes!. New framework with 18 heroes per faction, 6 heroes per class, all heroes have only professional quality Ashan style portraits and many newly programmed skills and specializations. Improved experience levels allow the player to fill more slots and level up to 40.
- MMH5.5 Game Functions - MH5.5 can use the very fast reprogrammed H5_AIProcess31j.exe from Quantomas. New Quick-Combat loss correction scripts will keep the AI challenging even on the largest maps without losing calculation time.

Official mod page -> https://www.moddb.com/mods/might-magic-heroes-55

official forum page -> http://heroescommunity.com/viewthread.php3?TID=41303

You can follow the progress, check guides or just ask questions on our official Facebook page -> https://www.facebook.com/mightandmagicheroes5.5

Join our discord channel to find an opponent or start a discussion -> https://discord.gg/G7jadyp

How to install the mod? check this guide -> https://www.moddb.com/mods/might-magic-heroes-55/tutorials/mmh55-installation-upgrade

Multiplayer setip -> https://www.moddb.com/mods/might-magic-heroes-55/tutorials/mmh55-preventing-issues-in-multiplayer

Best regards,
Dredknight
Автор останньої редакції: dredknight; 19 груд. 2020 о 3:27
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I have been trying to make a 5.5 mod where each and every hero has all of the skills and perks that their class can potentially access.

My biggest problem is matching some of the perks to the in-game skill wheel, since the code doesn't share the same name. It would be cool if someone can point out a "rosetta" file that lets me match things appropriately. Here is some of what I am looking at:

Invocation - HERO_SKILL_INVOCATION
HERO_SKILL_CONSUME_CORPSE
HERO_SKILL_EMPOWERED_SPELLS
HERO_SKILL_DARK_RITUAL
HERO_SKILL_ELEMENTAL_VISION
HERO_SKILL_PARIAH
HERO_SKILL_EXPLODING_CORPSES
HERO_SKILL_DISTRACT
HERO_SKILL_ELEMENTAL_OVERKILL
HERO_SKILL_ABSOLUTE_CHAINS

There are nine perk entries, but there should only be seven Occultism perks. Two of them should go.

Also, would it be trivial to increase the number of visible perk slots? The game permits excessive skills to operate as normal, but they can't be inspected.
Автор останньої редакції: Sabin Stargem; 18 серп. 2019 о 12:31
Via ye olde trial and error, it seems like that I got things figured out. What comes next is making templates for each class, then applying them to each individual hero. Should be done in three or four days.
Great you sort it out!

Make sure to post your mod in HC modding section -> http://heroescommunity.com/forumdisplay.php3?FID=18
Dropping the mod here before doing the same at the website.


https://sites.google.com/site/sabinstargemsvault/%5Bv0.1%5D%20Ultimate%20Heroes%20of%20Might%20and%20Maigc%205.5.rar?attredirects=0&d=1


ULTIMATE HEROES OF MIGHT & MAGIC 5.5

v0.1
Built for Heroes of Might & Magic 5.5, v5.61, based on the GOG edition of M&M 5.


Just a bunch of files used to provide heroes with all of the skills and perks their class can access. Specializations are untouched. You can use the Competive Index to remove randomization from hero abilities, or just use the other indexes for cheating purposes.

Note that the ingame displays won't be very friendly with the excessive number of abilities. The powers operate as normal, but you won't be able to directly inspect their mechanical impact.


To install, drop the proper MH55 Index file into:
C:\XXX\Heroes of Might and Magic V - Tribes of the East\data



These files come in four different sets, listed below. Campaign and Scenario are not yet done, and are listed as a placeholder for the moment.

0: Raw - Just the text files for editing, with appropriate structure. Use this to tweak.

1: Reference - Various files with information related to skills, specializations, and templates for classes.

2: Competitive Mode - Replaces your MMH55 Index. ALL heroes have all possible skills and perks for their class. They retain their specialization. For multi-player, all parties should have this.

3: Campaign Cheat - Campaign-specific. Replaces your MMH55 Index. Only the heroes available to the player in the campaigns have maxed abilities.

4: Scenario Cheat - Scenario-specific. Replaces your MMH55 Index. Only the heroes available to the player in the scenario have maxed abilities.


I may have corrected a mistake of the developers. The Sylvan hero Tieru had "ENLIGHTMENT" as a primary skill. There is no such skill listed in the skill .XDB, so I changed it to Light_Magic.
MMH5.5 RC12 released!


This update primarily contains a big update to the Advanced RMG. There will be a separate in-depth thread about it so stay tuned!

Changelist

1. Spells & Skills

- Changed Mass Spells cost 4x the mana of the single target spell instead of 2x, except Mass Cleansing remains at 2x
- Changed Expert frenzy will only last 1 turn
- Fixed Flame Wielder spec not working for empowered fireball
- Changed Suffering & Righteous Might cost reduced to 8
- Changed Confusion, Deflect missile cost reduced to 7
- Changed (as a result of above changes) various spellcaster creatures have changed mana counts
- Fixed Shouting values now show the real ATB bonus which was always 11,22,33% just text was wrong.
- Fixed text for banshee howl and prayer
-Mind reaver spec boosts knowledge by 1 for every 7 levels.
- Chosen of chaos spec boosts luck by 2 at level 20.
- Maeve no longer boosts haste spell, instead gets faster turns.

2. Creatures

- Changed Stalker/Mistress Invisibility lasts 2 instead of 3 turns.
- Changed Call Storm DMG lowered to 10 per turn per creature instead of 20, but max shooter penalty reduction increased to -40%
- Changed Untamed cyclops +1 Speed -2A -1D (make less risky investment)
- Changed Bloodeyed cyclops +2D +1A +10HP -1Speed
- Changed sharpshooter +2Hp -1ini (fix first turn OP, now the others are the fast ones since they do less dmg on first shot)
- Changed Master hunter +1ini -1max dmg
- Changed Vindicator 3-4 dmg, now more resistant to have dark magic
- Changed fix Lizard bite txt
- Changed Hunters +10 cost
- Changed Mountain guards, Defensive stance boosts defense by +5 instead of +10
- Changed Ingvar specialization gives +1Hp per 10 levels, not 5
- Changed Fortress T1 Defenders -5 cost
- Changed Academy T1 Gremlins -5 cost

3. Scripts

- Added new user option to force which ultimate artifact is rewarded for Obelisk and Shantiri disc quests on RMG maps.


MMH55 RC12 full release note -> https://www.moddb.com/mods/might-magic-heroes-55/news/mmh55-release-notes-rc12
MMH55 RC12 download link -> https://www.moddb.com/mods/might-magic-heroes-55/downloads/might-magic-heroes-55-rc12
Автор останньої редакції: dredknight; 22 серп. 2019 о 14:45
Dear all,

Hotfix RC12a was just released, it fixes a issue with Gotai crashing the game when opening spellbook or entering combat mode. Installation guide is in description.

Issue is important because it also can crash the game if AI uses Gotai.
Hotfix will not affect RC12 save games.

Download: https://www.moddb.com/mods/might-magic-heroes-55/downloads/mmh55-rc12a-hotfix
will check this out and thanks!
Dear all,

A sneak peak of a new feature[/url] that is coming with the next release - RMG Duel Maps!

https://www.moddb.com/mods/might-magic-heroes-55/news/mmh55-random-duel-map
Автор останньої редакції: dredknight; 15 верес. 2019 о 1:11
MMHRC12b is out!

The mod is now translated in 7 languages!

Changes include:
- Fixed empowered Armageddon not working with master of fire, ignite and not having physical meteor damage at center of impact.
- Fixed AI sometimes not attempting to conquer town after it lost all its towns on ARMG maps!
- Fixed various scripted user-settings not working
- Witch huts recognize all classes now
- Offensive/defensive formations now work for all factions and alternative +4 bonus is removed.
- Eruina triggers 'Matron salvo' on dark magic, mass decay, mass vulnerability and chance set to 30%+1% per level.
- Fireball ballista spec now uses level divisor of 5 (nerf)
- Fixed text message about conversion limit not showing after trying to convert restricted dwelling.
- Fixed town conversion limit by default too low if multiple players start with same faction town.
- Fixed battle dive causing fatal crash when used with chain attack.
- Update will greatly improve available ARMG templates for small 1vs1 PvP matches! /Check full change log/

Note - Save games from previous versions are not compatible.
Download -> https://www.moddb.com/mods/might-magic-heroes-55/downloads/might-magic-heroes-55-rc12b
Installation guide -> https://www.facebook.com/notes/might-magic-heroes-55/installation-and-upgrade-guide/1100405733403622

Changelog -> https://www.moddb.com/mods/might-magic-heroes-55/news/mmh55-release-notes-rc12b
Автор останньої редакції: dredknight; 21 верес. 2019 о 12:28
Is there a way to get all the campaigns unlocked with this mod?
@Lucid, yes. You need Tribes of the east (check the installation guide - https://www.facebook.com/notes/might-magic-heroes-55/installation-and-upgrade-guide/1100405733403622 ) than install the mod on top, and you will get access to Vanilla, HoF and ToTe campaigns.
Oh right but within the campaign you have to do them in order. (like the third campaign of ToE is locked until you do the first two - which is a very bizzare design choice for the base game btw)
All campaign beginings (Vanilla, HoF, ToTe) are unlocked but the progress of each one is locked.
Here is what I see: https://drive.google.com/open?id=1zo_Sh2vbdVPjDPyuLLZRLoMIdoy4vZU9

Also it frequently crashes when I click tavern. Not sure whats going on there.
Sorry if this has been asked before but do you recommend me to play this mod without never played the vanilla version or any HoMM in general?
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