Makes your game much more challenging and speeds up the turns in late game.
How to Activate up all AI players against player 1 (accepts numbers 1-8). These are also script functions but they are more likely useful in game as console commands for testing purposes. Returns 'Mind' for balanced class, 'Barbarian' for stronghold or otherwise 'Might'/'Magic' Returns the class of the hero as string, returns 'Knight', 'Paladin' etc. H55_GiveResources(PlayerID,ResourceID,chosenamount,AffectedHero) Īllows resource modification, without the need to know how much the current amount is.
H55_TakeResources(PlayerID,ResourceID,chosenamount,AffectedHero) Rounds up or down the number, replaces all missing math functions from EEĬounts the amount of occurences of an item in a table.
This map also contains a huge amount of ready to use Mixed neutral stack templates for the faster creation of XL maps they are ranked from tier 5-13, as a generic rule for balancing I recommend to let the player kill around 10 stacks from a tier before moving to the next one! The stacks are set to grow! If the map causes lag switch off animations!!! Make sure not to make a syntax error, otherwise the entire map will be bugged, If artifact IDs are used which are only available in H55, the map will become incompatible with TOE The IDs for all Artifacts can be found in MMH55-Index.pak -> scripts, a. Ultimate artifacts can also be removed from the obelisks by adding them into this list (make sure at least one remains, if the map has RMG-type obelisks or shantiri discs). Since RC7 I have added the possibility to remove artifacts from battle sites (means they will not spawn), to do this add the following lines in the script editor (example for removing the tomes): If you want one of the new artifacts to appear in a specific place on the map, then you need to copy-paste it from the MMH55-AdvObj.h5m downloaded below! If you are not sure you did it right, compare with a random map. If you want the map to have all artifacts, simply remove the artifact list completely in the map properties tree! This basically applies to the heroes and spell lists as well.
h5m archive (I personally find this much easier, a h5m file is actually a zip file). It needs to be edited in the 'map properties tree' (you will see many more artifact IDs popup in the drop down list), alternatively the lists can be edited with a text editor from inside the maps. The map properties -> artifacts section doesn't work properly with H55, because it doesn't recognize all the artifacts, it will generate a buggish list with many ARTIFACT_NONE entries. In the object properties tree you can open the 'shared' file to verify the internal name of the hero that is required for scripting.
After the map is generated the new hero will be standing before the town of the player that had a preset hero, you can then copy paste him to your map. To pick specific new heroes like Sandro or Crag Hack for example you need to use trick with the RMG, in the editor you can preset heroes in the ARMG properties window. Heroes are basically also mapobjects, if you want all heroes available for a multiplayer map the setting should be the same as for random maps = no setting. It is ofc useful to place many or all new objects in one corner first and then use and multiply them while mapmaking. then press Ctrl+C, close the map, open your own new map and press Ctrl+V. You should open this map and select the object you need or alternatively select multiple objects. Therefore I have made a special map that contains all new objects.
It is very hard to add new objects to the H5 editor, I have not really found a good way yet. The map will always be compatible with future versions of the mod.
You can start making a map for TOE 3.1 and then move it later to MMH5.5, but as soon as it contains a single object from MMH5.5 it must always have the mod installed while editing and for playing the map.
The regular H5 mapeditor can be used, as well as the included Advanced RMG editor, the RMG and the editor are basically seperate entities.I noticed that sometimes after installing patch 3.1 the patcher did not install the editor with the best RMG, this is the one with a filesize of 17,137kb, so I included a special one with the mod.