Heroes of Might & Magic V: Tribes of the East

Heroes of Might & Magic V: Tribes of the East

dredknight 2015年9月14日 10時46分
[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
最近の変更はdredknightが行いました; 2020年12月19日 3時27分
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RC9c hotfix was released for the stable stream (RC9b) users. It includes critical fixes and user troubleshooting options as follows:

-Fixed critical issue, mod becoming dysfunctional on custom maps where one or more AI players start without heroes. (Hotsprings map issue)
-Added console command: @H55_FixAICTD(); (using it will likely reveal you have an installation issue after all)
-Added option to user settings to disable all artifacts merchants in towns.
-Fixed AI sync issues caused by scripted movement modifiers.
-Possibly fixes 'Permanent cursor flickering' issue when AI lookahead depth is set to higher than normal. (I could not trigger this bug on Huge+underground map with 8 players and lookahead depth at impossible with this fix)

HOW TO INSTALL?

Replace MMH55-Index.pak and MMH55-Settings.pak with the files in zip the archive. Location is "Whatever your TOE folder is" -> data.

>>>> Hotfix Download - http://www.moddb.com/mods/might-magic-heroes-55/downloads/mmh55-rc9c-hotfix
RC10 BETA 2 UPDATE:

To speed things along:

MMH55 RC10 Beta 2 (Hotfix)

Updates RC10 Beta to Beta2. This will include many important bug fixes and propose for gameplay testing a revision of town building cost balance and sylvan channeling issue.

ECONOMY OVERHAUL

(to avoid any confusion this is unrelated to Skeggy's post above)

The goal of the economic changes is to make economic demands more continues throughout the game instead of having all economic difficulty very early. Economic demands early will actually be a little lower in Beta 2. Also a lot of big balance issues between towns needed fixing.

-To make early game more smooth fort will cost 3000->4000->5000 gold instead of 5000->3500->5000.
-To make choice between T6 and T7 less linear the cost of T7 dwelling building will be reduced by -5 rare resource per level.
-Slave market is moved away from the capital chain in stronghold.
-Shipyards cost less wood.
-Towns will always have a 'wood bias' OR an 'ore bias'. A wood bias means the town will need around 95 wood for building all dwellings and special buildings (and around 80 ore)
Sylvan, Necropolis, Dungeon and Stronghold will have a wood bias. The other towns will have an ore bias.
You will feel this while playing, basically all towns will now play more like sylvan which always had a wood bias and was therefore harder to build, while some other towns were unfairly easy.
-Gold is now balanced for all towns and will be around ~71000 needed for all dwellings and special buildings, this actually means that some towns like necropolis got significantly more expensive, but haven got a lot cheaper.
-Each town will now require around 140 rare resources (same as previously fortress) to build all dwellings and special buildings, but not more than ~45 of one type and better spread.
-Instead of having 1 'favoured' rare resource every faction will 2 'favoured' rare resources. I will explain the new system by example of the Haven faction, but all other factions will be treated in similar way:

Haven has 2 favourite resources: Crystals & Gems
The resource silo produces 1 Gem per day
T6 Building costs 10 Gems (level 1) and 15 Gems (level 2)
T7 Building costs 10 Crystal (level 1) and 15 Crystal (level 2)
(there are of course also ore, wood and gold costs but those are not relevant discussing)

T6 unupgraded costs no Gems
T6 upgraded costs 1 Gem
T7 unupgraded costs 1 Crystal
T7 upgraded costs 2 Crystal

Since a town produces double the amount of T6 the demand on both resources is actually the same and 2xT6 creature are also similar in power to 1xT7.
The result is that towns are not entirely self-sufficient since the resource silos will only provide for T6, this may seem unorthodox for H5 players
but H5 was actually the first game were all towns were self sufficient. In H2 and H4 there were no silos and in H3 various towns had silos that did not
give the resource needed for tier 7.

While testing this system not much difference in gameplay was shown on maps that had mines for each resource available.
On maps without mines however the gameplay can become dramatically different and the players will be in constant struggle for T7.
It is however not likely a problem to start breeding them early if desired.

BUGS

-Fixed critical issue, mod becoming dysfunctional on custom maps where one or more AI players start without heroes.
-Fixed AI sync issues caused by scripted movement modifiers.
-Possibly fixes 'Permanent cursor flickering' issue when AI lookahead depth is set to higher than normal. (I could not trigger this bug on Huge+underground map with 8 players and lookahead depth at impossible with this fix)
-Fixed inferno t4 unable to gate.
-Fixed many perks not giving the right spell.
-Fixed some classes unable to learn power of endurance, arcane armor & power of speed.

OTHER BALANCE STUFF

-channeling costs mana and require feed from dryads
-fixed dungeon shipyard not costing wood, fixed inferno castle not requiring pit.
-Implemented all minor stat fixes added to RC10 details thread.

Changes with impact on txt (translators):

-added skeleton bonus to pile of skulls building for heroes without necromancy
-balanced low level creature growth perks (to give more)
-Added warning to governance contract about governors not able to use more than 10 dragonblood crystals. (blocks shatter-farming)
-Some resource silos have desc changed.

Download link -> http://www.moddb.com/mods/might-magic-heroes-55/downloads/mmh55-hotfix-rc10-beta2

HOW TO INSTALL?

replace MMH55-Index.pak and MMH55-Text-EN.pak with the files in zip the archive.

Location is "Whatever your TOE folder is"\data\MMH55-Index.pak
Mythic 2017年11月22日 18時33分 
Woot nice mod, love it and it's great that you guys are keeping it up to date.
Edit:
Quick question: Full Version means that I don't need the others that came before? eg i'm using rc10 beta and patch so i don't need the others.

PS: Love that you guys made the expansions go into one game,
also side note i have the cd's and tried you mod with that even with 3.1 patch the mod would not work 100% correctly so i just got the steam version on sale (woot) works 100% correctly with the steam version so far.
最近の変更はMythicが行いました; 2017年11月22日 19時12分
Hello Mythic!

Thank you for the nice words!

Mod is separated into 2 streams for the moment:
- RC9 - this is the stable stream where only hotfixes are released
- RC10Beta - this is where new stuff are added and it is less stable as new things mess up balance, introduce new bugs and so on. This one is updated more frequently.

Default stable version is always one package.
I do not know why there is issue with the ISO version of the game.
We have a common installation guide on facebook that you can check if needed -> https://www.facebook.com/notes/might-magic-heroes-55/installation-and-upgrade-guide/1100405733403622/

If you experience any issues always check the FAQ -> http://www.moddb.com/mods/might-magic-heroes-55/tutorials/mmh55-faq-troubleshooting

It is updated frequently with new debug information. Most of the time issues are because of broken installation.

Cheers!
Hello Kurutah,

AI does not get bonus XP. It gets bonus troops every week to compensate for having too many casualties. Here are a few tips from the FAQ that explain casual mod specifics and may help you.

The AI is too hard?

Activate casual game mode, the setting is located among the starting bonus options, do not use 'restart mission' after loading the map or it will revert to default (unfixable hidden bug). Set AI to defensive. If it is still too hard switch on AI handicap in settings file (see tutorial town management) and if you use RMG don't set neutrals below strong, since that will make AI harder.

Here is the town management tutorial on how to open settings file -> http://www.moddb.com/mods/might-magic-heroes-55/tutorials/mmh55-customizing-town-management
"Mod of the year" competition has begun! Help us by going to the mod page and clicking on the "VOTE NOW" button.
http://www.moddb.com/mods/might-magic-heroes-55
Done =)
Thank you so much! :)
Voted. Thanks for your enormous work.
RC10 Beta 4 version is here!

The following changes are included:
-Added Black Knights to Necropolis as specialty of Xerxon.
-Changed Black Knights appearance and balanced stats.
-Added back Creaturepedia.
-Revised amount of shots of shooters.
-Likely fixed crashes some people had when sieging a town.
-Changed all heroes resource specialties to give the most desired resource since beta 3.
Installation guide - https://www.facebook.com/notes/might-magic-heroes-55/installation-and-upgrade-guide/1100405733403622/
Download - http://www.moddb.com/mods/might-magic-heroes-55/downloads/might-magic-heroes-55-rc10-beta-4

RC10 Skillwheel is also available.

List of changes -> http://heroescommunity.com/viewthread.php3?TID=42212&PID=1449950#focus
Download -> http://www.moddb.com/mods/might-magic-heroes-55/downloads/mmh55-reference-manual-rc10-beta-4
最近の変更はdredknightが行いました; 2018年1月4日 9時37分
Ari 2018年1月24日 14時24分 
Hello Guys. Epic Mod. But i have little problem. My cursor have flickering issues. Do you know how to fix it?
Hello Arindis,

We know about this but currently no solution is found.
All we know is that the issue happens because of the advanced AI and once it has occured and the game has been saved with the issue, the save becomes corrupted.

What you can do is try to load a save before the issue has occured and conitnue your game with the Utility_64.exe You will lose the 8 skills opition and the advanced AI but other things will remain unaffected.

We will update the players once we have found a good solution.

Cheers!
Ari 2018年1月26日 23時47分 
dredknight の投稿を引用:
Hello Arindis,

We know about this but currently no solution is found.
All we know is that the issue happens because of the advanced AI and once it has occured and the game has been saved with the issue, the save becomes corrupted.

What you can do is try to load a save before the issue has occured and conitnue your game with the Utility_64.exe You will lose the 8 skills opition and the advanced AI but other things will remain unaffected.

We will update the players once we have found a good solution.

Cheers!

Thanks for reply. Hope you will find solution fast. The Mod is awsome. I wish you good luck.
Thank you Arindis :)!
Hey guys, my armors pieces sets aren't stacking while a wear them (all stuck at 1/total) and no effect triggered for multiple piece as written. Do you know this issue ?
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