Search found 27 matches

by darkdill
Mar 17 2021, 22:42
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Replies: 6377
Views: 886079

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

I am talking about big Boulders and Earth Elementals from MM8. Health vanishes quite quickly even with 100 resistance. Other Elementals were pathetic. Boulders either have a fancy ranged area attack or Rock Blast explosion somehow lingers in place. This has to do with their ranged attack. Their ran...
by darkdill
Mar 6 2021, 8:58
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Replies: 6377
Views: 886079

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

How would one go about changing the GM effect of Axes? The whole "Chance to halve enemy Armor Class" doesn't seem to work, even when I have really high Axe skill.

I'd much prefer GM Axe be the crit chance mechanic that Daggers have.
by darkdill
Feb 20 2021, 22:25
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Replies: 6377
Views: 886079

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

BolsterMul is not a static multiplier but an argument for functions of 'Data/Tables/Bolster - formulas.txt'. Yes, each attribute's change is done by its own function. Change them at your please. I know, but that's tricky to work with. Any time I've tried to change the formula, the effect ends up be...
by darkdill
Jan 25 2021, 22:27
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Replies: 6377
Views: 886079

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

2. Changing the Bolster mechanic to work off several different values instead of just a single BolsterMult number. I like it when the Bolster mechanic enhances the damage of my enemies, but not-so-much when it gives them huge amounts of HP (i.e. Oozes, MM6 Gargoyles). With more selectable values, c...
by darkdill
Jan 23 2021, 21:11
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Replies: 6377
Views: 886079

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Just thought I'd share a couple of ideas for things that could be added to the game. 1. Some kind of auto-refreshing Torch Light item, much like how the Horn of Ros will continually cast Detect Life or a Cartographer will continually recast Wizard Eye. Having an item that constantly refreshes Torch ...
by darkdill
Jan 10 2021, 6:20
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Replies: 6377
Views: 886079

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

1)Some areas will cause HUGE amounts of lag that did not happen in the original games. For example, I can play MM6 standalone fine, but even in the first temple dungeon, the multilevel area with the bats will lag my system. This also seems to happen in other dungeons with lots of enemies and comple...
by darkdill
Jan 10 2021, 0:34
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Replies: 6377
Views: 886079

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

1)Some areas will cause HUGE amounts of lag that did not happen in the original games. For example, I can play MM6 standalone fine, but even in the first temple dungeon, the multilevel area with the bats will lag my system. This also seems to happen in other dungeons with lots of enemies and comple...
by darkdill
Jan 8 2021, 23:53
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Replies: 6377
Views: 886079

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

First stop is 'Scripts/General/AdaptiveMonstersStats.lua'. When someone talk about bolster changes he should study this file well. For instance, what different const.Bolster.Types do. Looks hard to understand. But in any case, the bottom line is that those cases of peasants having 30k HP shouldn't ...
by darkdill
Jan 6 2021, 0:44
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Replies: 6377
Views: 886079

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

So what if you simply replace 'MonsterLevel' with '1'? That's basically what I do, but that causes the early game balance to get really wonky. For instance, MM6 Rogues with 900 HP when you're at level 15? Ouch. Then you have to say clearly what you want (with numbers). Including rats and dragons, f...
by darkdill
Jan 5 2021, 8:48
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Replies: 6377
Views: 886079

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

If you were to modify the Bolster formulas to work with the idea of every enemy being counted as Level 1, how would you alter them? So what if you simply replace 'MonsterLevel' with '1'? That's basically what I do, but that causes the early game balance to get really wonky. For instance, MM6 Rogues...
by darkdill
Jan 5 2021, 4:13
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Replies: 6377
Views: 886079

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Something I'm trying with the Bolster mechanic that I wanted some opinions on. What I did was I took the MONSTERS.txt file and changed all enemies to be counted as level 1 enemies. This way, every enemy scales via the Bolster mechanic no matter what level you are, so no more instances of Rats being ...
by darkdill
Jan 4 2021, 23:16
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Replies: 6377
Views: 886079

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

The Learning skill doesn't behave correctly This one is still ongoing, yes? Well, I think I've figured out what the problem is: the effect of Expert/Master/Grandmaster for Learning isn't working. I tested this using Cheat Engine by giving my party all 60 GM Learning, then changing one of them to ha...
by darkdill
Jan 4 2021, 1:44
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Replies: 6377
Views: 886079

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 17.03.2020]

Remember, character's not always get EXP, like when they are unconscious or dead, etc. Also was he missing for a quest with some big EXP reward? I will either make or won't make an Issue based on how you answer that. The Monks are my toughest characters, they aren't down that often relative to the ...
by darkdill
Jan 3 2021, 21:59
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Replies: 6377
Views: 886079

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

One thing I'd like to suggest for this merge project is to adjust how stat scaling works. Back in original MM6/7/8, items that give your character bonus Strength, Intellect, etc., don't improve their stats all that much. For instance, even if your character has a huge amount of Endurance, it only gr...
by darkdill
May 1 2018, 21:04
Forum: Might and Magic
Topic: Chiyolate Fun & Balanced MM6 Mod (v2.0 Final)
Replies: 9
Views: 5276

Re: Fun and Balanced MM6 Mod :-D

I'm guessing this mod doesn't directly affect the stats of spells due to modding/engine limitations, but being able to invest more points into elemental schools should make up for that.

One thing I think you should've done was given Dragons a 1% chance to cast Dragon Breath. It'd just make sense. :D
by darkdill
Apr 28 2018, 0:16
Forum: Might and Magic
Topic: How do you edit stat thresholds ala Ludmeister's mod?
Replies: 1
Views: 1185

How do you edit stat thresholds ala Ludmeister's mod?

One thing I really liked about Ludmeister's MM7 mod was that it drastically changed how reaching certain stat thresholds would give you much stronger bonuses. Normally, you get something like +1 damage if you pass certain strength thresholds in MM7, but Ludmeister made his mod so that passing certai...
by darkdill
Apr 27 2018, 21:17
Forum: Might and Magic
Topic: Things you wish could've been in MM7/MM8 baseline
Replies: 1
Views: 1351

Things you wish could've been in MM7/MM8 baseline

There's plenty of things in these games that feel as though should've been implemented by the developers, but don't exist in-game and thus you have to make do with other, less suitable methods. For instance, take Dragons in both MM7 and MM8. You can inflict all sorts of debuffs on them like Shrinkin...
by darkdill
Apr 26 2018, 4:18
Forum: Might and Magic
Topic: I can't find any tutorials on how to edit monster stats
Replies: 4
Views: 1817

Re: I can't find any tutorials on how to edit monster stats

Okay, new problem: I've done a bunch of edits in MM8 to make monsters a lot stronger (and give more experience), but it doesn't affect unique creatures like Old Loeb, Ilsingore, etc. I assume it's in a different file, but where would I look?
by darkdill
Apr 26 2018, 2:16
Forum: Might and Magic
Topic: Change PC's or NPC's voice?
Replies: 4
Views: 1811

Re: Change PC's or NPC's voice?

I just tried using the MM8Edit program, but unfortunately it doesn't work for placeholder characters. :(
by darkdill
Apr 25 2018, 1:11
Forum: Might and Magic
Topic: A couple of questions for modding MM8
Replies: 0
Views: 958

A couple of questions for modding MM8

There's three things I wish to do at the moment, but I don't know where to look. The first is to change the maximum values of enchantments that give stats. For instance, I'd like to be able to get an item "Of Magic" that can give up to 50 SP. In MM7 you'd do it by editing the STDITEMS.TXT ...

Go to advanced search