Search found 157 matches
- 11 Nov 2006, 20:30
- Forum: Mapmaking Guild
- Topic: Heroes V Legends of the Ancients
- Replies: 317
- Views: 311917
- 11 Nov 2006, 19:12
- Forum: Mapmaking Guild
- Topic: My kingdom for a larger message box!!
- Replies: 29
- Views: 28406
Re: My kingdom for a larger message box!!
I think it would only be possible through mods but I don't know which files you should modify. or maybe does anyone know how to use the cutscene feature i heard about? or is it really complicated like the editor documention suggests? That would be awesome. And I don't think that making a simple dial...
- 11 Nov 2006, 19:08
- Forum: Mapmaking Guild
- Topic: Patch 1.4 removes objects from editor - how to get them back
- Replies: 31
- Views: 24906
- 11 Nov 2006, 12:29
- Forum: Articles
- Topic: Producer Interview: Fabrice Cambounet
- Replies: 29
- Views: 10011
Producer Interview: Fabrice Cambounet
"Why can't they just announce they are going to do MM X :( " I guess it all will depend on sales. I think if they decide to make a M&MX it will be a big project, bigger than HOMM, and will require a big investement. So they'll have to show some good figures first to convince some bosse...
- 10 Nov 2006, 16:07
- Forum: Mapmaking Guild
- Topic: The Map Editor
- Replies: 8
- Views: 6059
- 10 Nov 2006, 10:26
- Forum: Mapmaking Guild
- Topic: Patch 1.4 removes objects from editor - how to get them back
- Replies: 31
- Views: 24906
- 10 Nov 2006, 00:00
- Forum: Mapmaking Guild
- Topic: Patch 1.4 removes objects from editor - how to get them back
- Replies: 31
- Views: 24906
Perhaps you can simulate those objects. Just add another static object in the map and try to change the 3D model. The model of the arena and conquest objects might still be there. There might be a way to make two installations of the game too. One to use the 1.3 map editor and another to play (and u...
- 09 Nov 2006, 23:45
- Forum: Modcrafting Guild
- Topic: Initial number of neutral creatures, how to change them
- Replies: 9
- Views: 5934
- 09 Nov 2006, 22:01
- Forum: Mapmaking Guild
- Topic: Patch 1.4 removes objects from editor - how to get them back
- Replies: 31
- Views: 24906
- 09 Nov 2006, 21:53
- Forum: Mapmaking Guild
- Topic: Basic scripting resources
- Replies: 22
- Views: 9093
- 09 Nov 2006, 10:42
- Forum: Mapmaking Guild
- Topic: Basic scripting resources
- Replies: 22
- Views: 9093
- 09 Nov 2006, 10:38
- Forum: Modcrafting Guild
- Topic: Initial number of neutral creatures, how to change them
- Replies: 9
- Views: 5934
what about scripting neutral stacks in the map editor? there might be a way to do that, but of course you'd have to do it for every map. You mean a script that when a hero enters a battle checks the kind of unit and set his number accordingly? Hmm, could work, though I don't know if it's possible t...
- 08 Nov 2006, 20:41
- Forum: Mapmaking Guild
- Topic: Basic scripting resources
- Replies: 22
- Views: 9093
- 08 Nov 2006, 00:58
- Forum: Mapmaking Guild
- Topic: Basic scripting resources
- Replies: 22
- Views: 9093
Re: Basic scripting resources
You can do like in C5M5. The light texture file has name/internal name reference fields in its body. Give them one and use the reference name in SetAmbientLight command. Stupid me, I only had to add a new ambientlight in the map properties tree. I only used one, so the other ambientlight to swap, t...
- 07 Nov 2006, 22:57
- Forum: Screenshots
- Topic: The Dwarves of Yesterday
- Replies: 18
- Views: 7162
The Dwarves of Yesterday
Oh, the good old days of M&M7....
- 06 Nov 2006, 21:00
- Forum: Mapmaking Guild
- Topic: Basic scripting resources
- Replies: 22
- Views: 9093
Re: Basic scripting resources
Click on start ->All Programs->Ubisoft->HOMM5. Then you will see Map Editor Manual, which is 4 parts. Go through the practical and theoretical guides. Yes, as if those have much info about scripts :p Ok since it looks like there are no guides or tutorials and the only way to learn is the hard way, ...
- 06 Nov 2006, 12:43
- Forum: Modcrafting Guild
- Topic: Initial number of neutral creatures, how to change them
- Replies: 9
- Views: 5934
Thanks Sir_Troejam but from what I've seen there, the only thing you can modify are coeficients that are applied for all the neutrals. So, you can make neutrals stacks bigger or smaller, but you can't specify exact numbers (I guess everything is relative to internal numbers used in other place, anot...
- 06 Nov 2006, 12:17
- Forum: Mapmaking Guild
- Topic: Basic scripting resources
- Replies: 22
- Views: 9093
Basic scripting resources
Is there any tutorial or guide to learn the basics of scripting? I'm starting to learn about it but I can't find good info. Right now I don't know if I must make my map scripts in lua files, or just use the editor field called "script text" (or something like that), I don't know what are t...
- 06 Nov 2006, 11:47
- Forum: Modcrafting Guild
- Topic: Initial number of neutral creatures, how to change them
- Replies: 9
- Views: 5934
Initial number of neutral creatures, how to change them
Hi, anybody knows which files must be modified to change the initial number of neutral creatures for the different difficulty settings? I think they are quite poorly balanced, and ranged and caster creatures should have much lower numbers than slow walking units, because right now, a mp map can be r...
- 18 Oct 2006, 09:13
- Forum: News
- Topic: On Steam and Might and Magic X
- Replies: 17
- Views: 7821
On Steam and Might and Magic X
Angelspit wrote: "Dark Messiah looks a lot like a RPG already: an inventory, a selection of spells, NPCs, a plot, etc. Perhaps they could use this as a basis for the development of Might and Magic X." Well, the question is, would M&M fans accept a single player game with a combat/adven...