Search found 93 matches
- 18 May 2015, 00:48
- Forum: Might and Magic
- Topic: Working on an extensive MM7 mod... here's what I've got.
- Replies: 37
- Views: 31338
So, I spent a good portion of today dicking around with potions. The good news is that the overwhelming majority of what I want to do looks easily editable in the .bin - tedious, but doable. The bad news (maybe) is that I haven't tested it out yet and I may very well be incorrect in that assumption,...
- 16 May 2015, 23:32
- Forum: Might and Magic
- Topic: Working on an extensive MM7 mod... here's what I've got.
- Replies: 37
- Views: 31338
Yeah, this is one of those cases where the lore is at odds with game balance, and I'm going with balance >.> Anyhow, I'm still plodding along. As always, this has ended up being a shitton more work than I was expecting. The major thing today was the realization that I can make in-game stat boosts (w...
- 16 May 2015, 14:30
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 930
- Views: 493668
- 15 May 2015, 20:40
- Forum: Might and Magic
- Topic: Working on an extensive MM7 mod... here's what I've got.
- Replies: 37
- Views: 31338
- 15 May 2015, 20:38
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 930
- Views: 493668
- 09 May 2015, 22:53
- Forum: Might and Magic
- Topic: Working on an extensive MM7 mod... here's what I've got.
- Replies: 37
- Views: 31338
I'm not sure what the point of making stat increases past 100 so ineffective is, since the increase breakpoint could be 15 past 100 and it would still reach only +43 with a stat of 490. It's a tricky game of math, really. Diminishing returns are a concept that the game needs, the original just went...
- 08 May 2015, 23:19
- Forum: Might and Magic
- Topic: Massive MM tools update
- Replies: 15
- Views: 8063
- 08 May 2015, 23:16
- Forum: Might and Magic
- Topic: Working on an extensive MM7 mod... here's what I've got.
- Replies: 37
- Views: 31338
- 08 May 2015, 10:47
- Forum: Might and Magic
- Topic: Massive MM tools update
- Replies: 15
- Views: 8063
Upon further review of what I'm working with, it's looking like the single most important thing I would need help doing is altering the base recovery times for weapons, as doing so will be crucial to maintaining game balance. Second most important would be adding skill level perks (I took note of yo...
- 05 May 2015, 13:08
- Forum: Might and Magic
- Topic: Massive MM tools update
- Replies: 15
- Views: 8063
Is there anything for MMExtension planned/in the works? I recall you spoke of adding hooks before to edit the skill level perks in the .exe (in response to me asking about the possibility of editing them). Yes, MMExt version is coming soon, but it won't have that. Well, damn. I guess I'll have to w...
- 01 May 2015, 01:09
- Forum: Might and Magic
- Topic: Massive MM tools update
- Replies: 15
- Views: 8063
- 01 May 2015, 01:06
- Forum: Might and Magic
- Topic: Modding skill level perks in MM7?
- Replies: 8
- Views: 5824
I was actually trying to kill this thread by rolling everything over to this more comprehensive one regarding what all I plan to do: https://www.celestialheavens.com/forums/viewtopic.php?t=14782 Bear in mind that a lot of it is still up in the air, and a final decision will end up being made WRT wha...
- 28 Apr 2015, 19:47
- Forum: Might and Magic
- Topic: Modding skill level perks in MM7?
- Replies: 8
- Views: 5824
Yes, the Shield GM perk is bad, but I think even if it wasn't there's still the inherent problem that the classes who are good with shields don't need them.. For that reason, the only sort of perk that would make me want to learn Shield on my Knight is something that helps protect the rest of the p...
- 19 Apr 2015, 04:53
- Forum: Might and Magic
- Topic: Working on an extensive MM7 mod... here's what I've got.
- Replies: 37
- Views: 31338
I'm actually not too concerned about thieves at this point since I've really nailed down how I want to balance out - and therefore make useful - the Disarm Trap skill. That said, I do like the idea about minimizing the number of enemies that target them... not sure how effective it would be in pract...
- 18 Apr 2015, 21:18
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 930
- Views: 493668
Ok, so rather than just pelting you with questions, I went ahead and updated my old thread about my mod with everything I'm thinking of doing: https://www.celestialheavens.com/forums/viewtopic.php?p=355251 Of all the changes posted there, there's a good chunk that it's sounding like I'll be able to ...
- 18 Apr 2015, 21:07
- Forum: Might and Magic
- Topic: Working on an extensive MM7 mod... here's what I've got.
- Replies: 37
- Views: 31338
- 16 Apr 2015, 04:00
- Forum: Might and Magic
- Topic: Modding skill level perks in MM7?
- Replies: 8
- Views: 5824
- 15 Apr 2015, 23:17
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 930
- Views: 493668
- 13 Apr 2015, 22:56
- Forum: Might and Magic
- Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- Replies: 930
- Views: 493668
Another question! Will this update allow for ways to edit spell level perks that are currently hardcoded? One of the things I want to do is bump Charm down to being an entry-level Mind spell, but I have no idea if that will work since I don't think Charm currently has a duration programmed for norma...
- 11 Apr 2015, 16:39
- Forum: Might and Magic
- Topic: Modding skill level perks in MM7?
- Replies: 8
- Views: 5824
That's fine, for the most part. There's really no harm in leaving the existing Shield GM/Axe GM perks there so long as the new ones are added, I'd say, since they don't really do anything noticeable in the first place.GrayFace wrote:In general, adding new perks is always easier than removing existing ones.