Search found 1633 matches

by GrayFace
26 Apr 2009, 20:57
Forum: Might and Magic
Topic: Playtesters needed for Otter's 1st MM6 mod Release.....
Replies: 66
Views: 21281

This now makes might classes much more useful, armor will be divided into 3 classes, leather will become light armor, mostly worn by Archers, Chain will become Medium Armor mostly worn by Knights, and finally Plate, reserved for the Big Boys - Barbarian Class. Might classes don't use magic, right? ...
by GrayFace
26 Apr 2009, 19:24
Forum: Might and Magic
Topic: Modding MM6
Replies: 75
Views: 26725

Next thing: howto connect maps? There are these pending maps which arent used in MM6, but I would use them for farming and leveling areas To link a map you should add it to mapstats.txt and add a way to enter it. Dungeon enters are coded in events and traveling by horse/boat or feet is hard-coded. ...
by GrayFace
22 Apr 2009, 18:52
Forum: Might and Magic
Topic: GrayFace MM6 Patch v2.5.7 [Mar 4, 2022]
Replies: 613
Views: 412341

Hey Grayface, great job, just wondering, I still can't get music to play, I made the music folder like you said, renamed all the files starting at two, changed playMP3 to 1, still nothing, what am I doing wrong?? Thanks. Oops, I forgot to include some MP3 related files in the update. It can be only...
by GrayFace
21 Apr 2009, 14:42
Forum: Might and Magic
Topic: GrayFace MM6 Patch v2.5.7 [Mar 4, 2022]
Replies: 613
Views: 412341

Version 1.4.1 is released. It fixes keys mapping for special keys like Page Up
To upgrade from version 1.4 or 1.3 use this update: http://sites.google.com/site/sergroj/mm ... Update.rar
by GrayFace
21 Apr 2009, 12:26
Forum: Might and Magic
Topic: Modding MM6
Replies: 75
Views: 26725

I want to change the Spawn Points in the .blv-files from MM6. I worked with trial-and-error so far to get the proper coordinates for the new monsters. Is there an easier way? The easiest way is to use ArtMoney, Cheat Engine or any similar program. The coordinates (x,y,z) are at addresses 00908C98, ...
by GrayFace
20 Apr 2009, 17:44
Forum: Might and Magic
Topic: GrayFace MM6 Patch v2.5.7 [Mar 4, 2022]
Replies: 613
Views: 412341

These are the INI files. Your Windows isn't configured to show file extensions.
Change "alwaysrun=1" line to "alwaysrun=0" there. And change "QuickSaveKey". Key codes are listed in "MM6Patch ReadMe" file. BTW, I can make a program to change them easily.
by GrayFace
20 Apr 2009, 08:35
Forum: Might and Magic
Topic: GrayFace MM6 Patch v2.5.7 [Mar 4, 2022]
Replies: 613
Views: 412341

Yes, it installs over previous versions without problems. And there's actually no way to uninstall it other than creating a backup prior to installing it.
mm6.ini is in the game directory. It is created when you first run the game.
by GrayFace
19 Apr 2009, 14:59
Forum: Might and Magic
Topic: Playtesters needed for Otter's 1st MM6 mod Release.....
Replies: 66
Views: 21281

That's it. Sword, Spear and Plate are only fighting skills a Knight needs. Agreed, so armsmaster is not needed and would only unbalance the game. Lol, I meant the skills from MM6. But all classes should have equal chance to be a part of someone's best party. Why???? Because that is balance. A part ...
by GrayFace
18 Apr 2009, 17:58
Forum: Might and Magic
Topic: Playtesters needed for Otter's 1st MM6 mod Release.....
Replies: 66
Views: 21281

Ok you play a different mm7 than I have. As best as I can remember in mm7 knights can only learn to the gm level sword, spear, plate and shield and learning shield is pointless if you want to use two swords. That's it. Sword, Spear and Plate are only fighting skills a Knight needs. Maybe dagger wou...
by GrayFace
18 Apr 2009, 17:14
Forum: Might and Magic
Topic: GrayFace MM6 Patch v2.5.7 [Mar 4, 2022]
Replies: 613
Views: 412341

Everyting is in the first post. You may be surprised by some new things :)
by GrayFace
18 Apr 2009, 10:38
Forum: Might and Magic
Topic: GrayFace MM6 Patch v2.5.7 [Mar 4, 2022]
Replies: 613
Views: 412341

Version 1.4 is released.
by GrayFace
16 Apr 2009, 06:21
Forum: Might and Magic
Topic: Playtesters needed for Otter's 1st MM6 mod Release.....
Replies: 66
Views: 21281

In new version of my patch Knights would be better. Having a sword in the second hand wouldn't increase recovery time. Until then there's no sence in wielding a second weapon as the character becomes two times slower. I am not dead set against adding it, but the whole skill system would have to be m...
by GrayFace
14 Apr 2009, 19:16
Forum: Might and Magic
Topic: Four knights team - possible?
Replies: 37
Views: 10394

Problem with mm6 tough is that it contains way too much buffs that makes game trivial some of which are there more as in game joke(ex :nwc dungeon) rather than intended way to finish game, even tough mm6 is hardest of 3(6-8) mm games. In case of knights-only team this is not a problem ;) Anyway, I ...
by GrayFace
14 Apr 2009, 17:22
Forum: Modcrafting Guild
Topic: Heroes of Might & Magic III: Horn of the Abyss
Replies: 421
Views: 638511

WoG is more than ERM. It's LUA too. :)
by GrayFace
13 Apr 2009, 06:21
Forum: Might and Magic
Topic: Four knights team - possible?
Replies: 37
Views: 10394

Yes, and resistances effect probability of such things to happen.
by GrayFace
11 Apr 2009, 13:39
Forum: Might and Magic
Topic: Modding MM6
Replies: 75
Views: 26725

Here are some notes of what I've found. I will easily find these things in any MM version. Town portal setup - maps, pictures positions. Traveling - by feet, by horse or boat. Artifacts bonuses Spells properties Mixing potions etc. Here are starting stats of classes, HP & SP bases and multiplier...
by GrayFace
10 Apr 2009, 14:51
Forum: Might and Magic
Topic: Modding MM6
Replies: 75
Views: 26725

BTW, 23 04 means current character and 23 06 means random character. 23 04 is the default if there is an active character. 23 06 is the default if there's no active character. With 23 06 random character is chosen independently for each command. It is the cause of a bug that lets you drink from a fo...
by GrayFace
09 Apr 2009, 02:26
Forum: Might and Magic
Topic: Modding MM6
Replies: 75
Views: 26725

Re: Modding MM6

I have plans for high-level events language. For now you can use my 010Editor templates to edit events.
motter28218 wrote:23 – Checky Party
Quite a strange name for a command that chooses a character to which the commands after it would be applied.
by GrayFace
08 Apr 2009, 16:11
Forum: Might and Magic
Topic: Classes and Spells... where?
Replies: 7
Views: 2885

Here are some offsets in Mok's exe: 0xE3C58 + 0x14*n = (byte) Spell Base Damage (n = spell number) 0xE3C59 + 0x14*n = (byte) Spell Max Damage per skill level 0xED610 + n = (byte) HP multiplier by class 0x4ED5F8 + n = (byte) base HP by class 0xED634 + n = (byte) SP multiplier by class 0x4ED604 + n = ...
by GrayFace
08 Apr 2009, 06:50
Forum: Might and Magic
Topic: Some aspects of gameplay: Recovery Time, Dual Weapons
Replies: 33
Views: 15846

Statistics Effects The table for Speed from my first post is used for all staticstics (with positive sign instead of negative). Might adds this value to melee damage Intellect and Personality add this value to SP multiplied by mana multiplyer of character class. Accuracy adds this value to Attack E...

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