MMH5.5 is an unofficial expansion pack for HOMM5 Tribes of the East (standalone) or HOMM5 Complete. The pack will include many new adventure objects, new larger battlefields, new heroes, new classes, new specializations, new skills, new artifacts, new adventure spells, new HD textures and a greatly improved RMG with more than 60 'visualized' Templates. The AI is much more intelligent and calculated much faster. Balance is also greatly improved both for small competitive multiplayer maps as well as crazy XXXL maps with countless epic battles vs Neutrals and AI.

The Advanced RMG 


The new RMG will fix the lack of great H5 maps and increase the replayability of the game. It combines the excellent 3D landscaping capability from the original H5 3.1 RMG with a complete overhaul and extension of the internal adventure objects, artifacts and monster placement mechanics. The advanced RMG is capable of properly balancing player starting zones and differentiate between early, mid and late game areas. It places all 30 new adventure objects and previously excluded adventure objects. The resistance is much stronger and various with 480 additional mixed neutral stack templates. The new RMG can create balanced PvP maps as well as gigantic singleplayer XXXL maps with hundreds of epic battles and all zones scaling up to crazy powerful heroes.


Heroes Of Might And Magic 2 Maps Download


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Enhanced Class/Skill/Spell System


MMH5.5 will have might/magic and balanced classes with ingame skilltrees and 8 secondary skill option for all 24 classes!. New framework with 18 heroes per faction, 6 heroes per class, all heroes have only professional quality Ashan style portraits and many newly programmed skills and specializations. Improved experience levels allow the player to fill more slots and level up to 40. Smart witch huts that ask questions and understand class differences. All set artifacts will be rewritten for 24 classes. Improved spell system with spellpower dependant light and dark magic, nurf/buff strength improves with spellpower or the creature stack size. See the Details


Faster AI and Performance


MMH5.5 uses the very fast reprogrammed H5_AIProcess31j.exe from Quantomas. New Quick-Combat loss correction scripts will keep the AI challenging even on the largest maps without losing calculation time. Recently the AI is made modifiable by the player by selecting different game modes, allowing to team up all AI player against the human player, set AI heroes unable to flee or unable to be looted for extra challenges. There will be a new 64bit exe file that can address more memory and fix performance and CTD issues H5 was having on XL maps.


Competitive PvP balancing

Campaigns and Maps


All old campaigns and singleplayer maps from H5/HOF are playable in MMH5.5 with new features. There are also 15 demo maps available that allow to explore all new adventure objects and features without the need to read the ARMG manual first. 


Advanced Town Portal (optional)


The ability to teleport to any desired town from H3 is back in H5. In MMH5.5 the system is very simple and balanced. Every town with a mage guild lvl 5 receives a 'town gate' and all heroes can be teleported back to that town if desired, regardless of their level.


Governance (optional)


The new optional governance feature, introduced in RC4 will allow players to use secondary heroes to govern towns and gain experience points and skills by doing that. Governor heroes will also receive various special bonuses from the town buildings


Town & Dwelling Conversion (optional)


Starting from MMH5.5 RC3 it will be possible, but not obligatory, to play any H5 map with town & dwelling conversion. In H5.5 Town Conversion will be much better balanced then it was in H6. In H6 it made the game too simple, because it was too cheap to convert towns and there were not enough restrictions. In H5.5 Town Conversion can actually make the game more difficult, instead of easier. There will be various new RMG Templates available designed specifically for expert players who want the game to be harder and more chaotic with Town Conversion enabled.

Good Morning/Day/Evening to you.

Like others that often browse these forums, i'm but another lonesome player looking for a modder's insight/talent into an idea of mine; In the hopes that it might lead to a mod being created with the advertized feature posted about in here. While i know chances might be slim, one might as well try & hope for the best, eyy?


Heroes of Might & Magic 3 comes with it's own custom map & campaign editor; both of which are quite excellent if i might say so. Alas, when it comes to making your own heroes you're left out of luck. Sure, you can rename an already existing hero in the map editor & import your own portraits of them, but not anything close to your own hero with it's own unique portrait/ability that you can play with in other scenarios.


Would it be possible to create a tool that would let us create & use custom heroes in HOMM III?

One that comes with custom portraits, unique feature that's aligned with an existing faction. Nothing extreme like creating an overpowered character but just letting one choose to create their own special hero beyond those whom already exist into the game in whichever scenario one might want to play.

(And if not a tool to do the work for us, what steps would one have to take to create their own custom heroes?)


I hope a modder sees this forum post & looks into the matter. Your aid would be most appreciated!

In all the Heroes games, the army stacks are placed on the tactical grid based upon which slot they occupy in the heroes' army. That is also true for Might and Magic: Heroes VI, but I am wondering exactly where on the tactical grid each slot maps to. Is it a one to one mapping or does the location on the tactical grid vary depending upon how many army stacks are in your army?

Experience the Unique Mix of Turn-Based Strategy &RPG: Explore extra-large adventure maps, collect tons ofresources and build extraordinary cities. Perfect your tactics tolevel-up your heroes, recruit troops and ready them for combat onexclusive battle maps

When you encounter an enemy army, the map zooms into an eight-by-ten grid-based battlefield where your hero and his or her minions manoeuvre and battle. You move your units so that they strike or shoot your enemy while your general (in a nod to Heroes III) sits back from the battlefield, casting spells and causing small amounts of damage anywhere on the battlefield. Like Magic the Gathering, as your levels go up and your armies expand, battles get increasingly complex, Heroes and their magic become all the time more potent. After you win a battle, your hero gets experience and gets to level up and expand their range of powers. Then you can move some more heroes, gather more troops and hit the End Turn button to give your opponent(s) a go.

You can also recruit heroes and other units at your cities once a week. The city takes the form of a small town, though as you build more and more facilities it expands and fills out. Indeed, this is where Nival seems to have poured the majority of its innovation, with the end result a fulgent city that shines like a newly-minted Euro, displaying expansive turrets, mighty walls and fields as far as the eye stretches (about half an inch, if you've never tried stretching your eye). Much like any RTS base, it allows you to recruit better units (and upgrades of existing units) as you move certain buildings (and the city as a whole) up the tech tree. e24fc04721

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