Search found 300 matches
- Yesterday, 12:09
- Forum: Might and Magic
- Topic: MM7 skill emphasis mod (#1)
- Replies: 7
- Views: 286
Re: MM7 skill emphasis mod (#1)
Four Paladins can raise their perception to 10 each to combine to 40. Other option is to edit max perception required in game. Which map requires 40? No, no, I was talking about vanilla and my mod, it's okay in yours precisely because of the combination feature. The required perception per map is t...
- Yesterday, 08:23
- Forum: Might and Magic
- Topic: MM7 skill emphasis mod (#1)
- Replies: 7
- Views: 286
Re: MM7 skill emphasis mod (#1)
Ah, you mean this. There are plenty ways for people to hurt themselves. Yet one of my design guidelines is to avoid making such challenge parties impossible or unreasonably difficult (beyond what one can expect from playing four Knights, for example), so I care! I think the WIP version of my mod is...
- 23 Apr 2024, 23:16
- Forum: Might and Magic
- Topic: MM7 skill emphasis mod (#1)
- Replies: 7
- Views: 286
Re: MM7 skill emphasis mod (#1)
Did not understand about blocking progress. You can pump perception as high as you need to open these doors and return back. As an extreme example, a party of 4 Paladins would be restricted to Novice Perception, and some areas require 40 skill IIRC. Even with Psychic and Scout hirelings that's a ta...
- 23 Apr 2024, 18:09
- Forum: Might and Magic
- Topic: MM7 skill emphasis mod (#1)
- Replies: 7
- Views: 286
Re: MM7 skill emphasis mod (#1)
From just browsing the readme: the Perception change is pretty clever! In my mod it just improves corpse looting for now, but I wanted to have more dungeon stuff that depends on this skill, so I might steal your idea. Although, did you encounter any secret doors which would completely block progress...
- 13 Apr 2024, 04:02
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
- Replies: 8300
- Views: 7544861
- 28 Mar 2024, 14:35
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v3.1 holiday release!
- Replies: 135
- Views: 72649
Re: Elemental Mod for MM7 -- v3.1 holiday release!
IIRC GrayFace mentioned somewhere that you can get full speed on strafe if using in combination with some other key. Maybe not in MM7. None of the modifier keys work for this, and looking at the code there's nothing that suggests variable strafe speed, apart from a single (presumably) debug float t...
- 25 Mar 2024, 18:55
- Forum: Might and Magic
- Topic: Chaos Conspiracy Redone Enhanced
- Replies: 23
- Views: 24101
Re: Chaos Conspiracy Redone Enhanced
In vanilla MM6, unlike MM7-8, many locations indeed have several possible music tracks. E.g. New Sorpigal/Suttervile has three.
- 23 Mar 2024, 15:59
- Forum: Might and Magic
- Topic: Thinking of MM8 AND MM Merge challenge
- Replies: 7
- Views: 602
Re: Thinking of MM8 AND MM Merge challenge
I think you can be a Minotaur Paladin in some versions of Merge?
- 21 Mar 2024, 12:36
- Forum: Might and Magic
- Topic: Elemental Mod for MM7 -- v3.1 holiday release!
- Replies: 135
- Views: 72649
Re: Elemental Mod for MM7 -- v3.1 holiday release!
Fun MM7 fact I just discovered: apparently you can use [] keys to strafe. You can't remap these ingame, only through regedit (resp. KEY_STEPLEFT and KEY_STEPRIGHT) or MMExt. I think NWC just gave up on them when they didn't fit into the two key config pages. (I stumbled upon this while adding the sa...
- 21 Mar 2024, 07:31
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
- Replies: 8300
- Views: 7544861
- 16 Mar 2024, 02:32
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
- Replies: 8300
- Views: 7544861
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
out-of-game, there's a code snippet you can put into the Shift+F1 debug console to give yourself GM 10 identify item (which identifies everything) but I don't know it off the top of my head. This should work (with recent enough MMExt): Party:GetCurrentPlayer().Skills[const.Skills.IdentifyItem] = Jo...
- 13 Mar 2024, 22:11
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge redone
- Replies: 160
- Views: 1789326
Re: Might and Magic 6, 7, 8 merge redone
Oh damn, I meant "elseif", not "else if". As to why it doesn't work anyway, it's just an example for vanilla MM8, I don't have a Merge install but I'm guessing NameId's there might be different? About the map editor: naturally, you also need to add the changed map to the .lod arc...
- 13 Mar 2024, 18:07
- Forum: Might and Magic
- Topic: Maestro's Augmentation mod for MM7 - continues! v0.2a is here
- Replies: 103
- Views: 63786
Re: Maestro's Augmentation mod for MM7 - continues! v0.2a is here
Try running mm7setup.exe to make sure it's set to hardware 3D? Widescreen won't work with software video, and the textures are probably linked to it, too.
- 13 Mar 2024, 18:03
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge redone
- Replies: 160
- Views: 1789326
Re: Might and Magic 6, 7, 8 merge redone
Must it be a script? That's what the map editor is for. But you imagine you could try something like this: for _, m in Map.Monsters do if m.NameId == 4 then -- Admiral Nelson m.FullHP = 1000 else if m.NameId == 5 then -- Captain Zyrain m.FullHP = 2000 else if m.NameId == 6 then -- Admiral Clausewitz...
- 12 Mar 2024, 22:56
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge redone
- Replies: 160
- Views: 1789326
Re: Might and Magic 6, 7, 8 merge redone
The thing about guards and other pre-placed monsters is that just updating monsters.txt will not change their stats, you do need the map editor (unless MMExt did something about it recently). Experience for monster kills is just about the only thing that always checks monsters.txt, at the moment of ...
- 12 Mar 2024, 02:46
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
- Replies: 8300
- Views: 7544861
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
I think it would be a pretty big improvement for lategame if blasters were made into just ranged weapons like bows. That would let us use them in conjuction with melee weapons and staffs like Staff of the Elements / Ethric's Staff. And it would look better having them attached to the characters' ba...
- 06 Mar 2024, 17:46
- Forum: Might and Magic
- Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
- Replies: 193
- Views: 205084
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
In vanilla MM7 at least, you can only notice the cap with e.g. a teacher, an instructor, the Scholar's Cap, and Learning skill above 20. Even then, you will still get additional benefit from advancing Learning further, if it's at Expert or above, just 1% per skill level less than normal.
- 06 Mar 2024, 16:50
- Forum: Might and Magic
- Topic: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
- Replies: 193
- Views: 205084
Re: Might & Magic 6 mod: MAW; Monsters, Arts & Wonders [30/7/23 update]
60% cap is in MM7 and MM8, but not in MM6, I think, and even then it doesn't apply to the 9% bonus you get at Normal or additional x1/x2/x4 base skill at E/M/GM. At least this is the case for vanilla.
- 02 Mar 2024, 05:35
- Forum: Might and Magic
- Topic: The Chaos Conspiracy Redone
- Replies: 161
- Views: 270290
- 18 Feb 2024, 17:17
- Forum: Might and Magic
- Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
- Replies: 8300
- Views: 7544861
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Oh, I actually noticed the lack of party buff check when I checked that code the other day. So the Shield spell doesn't work at all? Typically when Grayface refuses to fix bugs, it's because the fix would make the game harder, not easier, so this is unusual! Although it IS a strong buff, it only bec...