Heroes Of Might And Magic 5 Custom Maps Rating: 8,1/10 9724 reviews

Might & Magic: Heroes 5.5 is a mod for Heroes of Might and Magic V: Tribes of the East (works with Heroes of Might and Magic V Complete too), created by MMH55 Team.

I'm wondering where to place my downloaded custom maps? I've bought through steam and installed in standard location, but I can't seem to find the library where the game is installed (running win 8.1). Heroes of Might & Magic V. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews. And even in those games I preferred custom maps to flat out random maps. Jebus H Cripes. Ars Tribunus Militum. Tribus: You suck at shooting.

Description:

MMH5.5 is an unofficial expansion pack for HOMM5 Tribes of the East or HOMM5 Complete and a spiritual successor to the popular WOG modification for HOMM3. 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.

NEW FEATURES

Extended Adventure Map and battlefields

In MMH5.5 there will be around ~30 new adventure objects. Treasure vaults and dungeons will now have unique immersive interiors with larger battlefields, growing armies and new obstacles. The contents of the new locations is completely dynamic and follows an Oblivion/Skyrim inspired constantly scaling and endlessly randomized system. Armies and rewards will never be exactly the same again no matter how often you play a map. The resistance will scale up to the players strength no matter how long the game takes. Possible rewards are no longer static amounts of gold and resources, but can also include artifacts, spells, scrolls, wands, prisoners and small permanent skillboosts.

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.

New Artifact Framework

MMH5.5 will be the first mod to add new artifacts to the game. Currently 34 new artifacts are added including 6 new ultimate items. The effective amount of artifacts in the game will now be the same as H3SOD. There will also be many new effects, in terms of unique effects the variation is actually far greater than H3. Furthermore Smart backpack items will increase the amount of effective slots to the same amount as H3/4

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. 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. There will be new console commands and script functions. MMH5.5 will also have extremely easy team settings, the game will autodetect if there are more than 2 human players on the map and propose to make teams, if the proposal is refused the players continue as normal. In singleplayer a console command can be used on any map to play human vs all AI.

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.

Mod offers an installer

Report problems with download to [email protected]

Files for Heroes of Might and Magic V: Tribes of the East

Name

Type

Size

Date

Total

7 days

Heroes of Might and Magic V: Tribes of the East - Might & Magic: Heroes 5.5 v.RC13amod819.3 MB2/2/20209.1K99
Heroes of Might and Magic V: Tribes of the East - Heroes of Might And Magic V: ToE - Units and Combat Overhaul v.1.1mod1.7 MB10/2/20191.2K52
Heroes of Might and Magic V: Tribes of the East - TotE Mod Compilation v.1.1cmod515 MB3/30/201718.8K33
Heroes of Might and Magic V: Tribes of the East - Sanctuary v.21072017mod194.3 MB7/28/20178.9K25
Heroes of Might and Magic V: Tribes of the Eastdemo901.1 MB9/27/200711.8K17
Heroes of Might and Magic V: Tribes of the East - v.3.1 ENGpatch120.3 MB8/20/20088K6
5 Oct 2016: Heroes VII development comes to an end. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end. - read more

by Tapani Utriainen, 2006-10-31

Installation and usage

The installation is simple, just download the zip-archive and copy the files inside anywhere on your computer. It does not matter where they are, and no separate installer is needed.

Download link: Tapani's HOMM V Unofficial Random Map Generator v1.05

The RMG will create a map file and place it in Heroes data directory so the game can find it. By default, the map files are called in lines of 'Random_Map_XYZW.pak', but it is possible to change the name and location by using the Browse button. The odd-looking code at the end of the filename (i.e. XYZW) is a timestamp to keep different random maps apart. The code is chosen in a way that the newest map generated will appear on top when selecting a map in the game.

Those having some other version of the game than the European one, the map generator will attempt to place the maps in the default installation location ('C:Program FilesUbisoftHeroes of Might and Magic V'). If that fails, you are supposed to get a save file dialog so you can specify where to place the map. (However, this has not been tested :-)

To summarize the installation and usage:

  • Copy the files anywhere
  • Create a map
  • Launch the game, and select the random map on top

Note: The game will only look for new maps on startup, so you need to restart the game after you have generated a map.

Options

When launched, the generator will show a dialog like this:

The easiest hands-on way of getting a grip of the various options is to generate a few maps, and to look at them in the map editor. In order to load a generated map into the map editor, you can place the map in the Maps folder and save the map as a h5m file (both the folder and file type can be changed using the Browse button). Alternatively, you can generate the map, and then point the map editor to the data directory and load the pak file (pak, h5m and zip files are the same, just named differently).

Map size

Obviously this controls the size of the map. Even if the generator is able to generate larger maps than default, it should be noted that anything larger than 216x216 is likely to take quite some time to generate, even hours. The number of areas generated increase with map size.

Monster strength

It is hard to explain what the monster settings indicate. The best way to get an idea is to generate a map and see if you like the results (using the map editor for instance). Roughly one can say that an expert player should not play anything less than very strong, and playing hairy or higher is not recommended for anyone not considering themselves an expert. The omfg setting is not recommended for anyone :-)

On hairy and higher you need to get past throngs or swarms (or even zounds) of upgraded level 7s. As an example, our last game had monsters set somewhere between hairy and extra hairy, and we had to go through 600 black dragons as the fattest border guard. (We play on heroic only, and the monster stacks grow 11% every week - so any stack will get huge with time).

Richness

Controls the amount of treasures, resources, artifacts on the map. Settings higher than normal has not been tuned, and might give bizarre results.

Regardless of richness setting, all players are guaranteed a sawmill, ore pit, windmill and a dolmen in the starting area, as well as a few basic resources (a pile of gold, ore and wood). On some of the higher richness settings some additional mines might appear in the starting area.

Fairness

  • Basic fairness: Means that both players receive similar objects in the starting areas, isomorphic map halves with the same amount of towns and mines and some similarity of objects in the areas. For instance if you find an area with a few marletto towers, an arena and a crystal - chances are that your opponent has got at least some stat improving buildings as well in an equivalent area. Not the same ones though, and probably not even equally many.
  • Advanced fairness: Both players receive same guards in front of the key objects in the starting area (wood and ore mines, windmill, ..), and equivalent border guards.
  • Expert fairness: Tries to achieve millimeter justice. Both players receive the same objects and guards in all areas. Artifacts are an exception, only the same 'rarity' (i.e. major, relic, etc.) is guaranteed.

Terrains

Used mainly for looks (anyone seen an inferno castle on grass knows why :-). Recommended choices are:

  • Inferno: lava
  • Necropolis: lava (or dirt)
  • Dungeon: dirt
  • Sylvan and Haven: grass
  • Academy: grass (or sand)

Mostly, we have been playing 216x216 maps, hairy to extra hairy monsters, very poor or poor richness using heroic difficulty. Therefore those settings are the ones that have received most tweaking. Also note that playing with necropolis can result in raising of truly bizarre amounts of skeletons on these maps.

How it works (Algorithm description)

The algorithm that creates the maps is essentially the same as the one Gus Smedstad described for Heroes 3. It works using the concepts areas (i.e. zones) and connections (i.e. borders). The generated maps will consist of smallish areas and neutral monsters guarding the passages between these areas.

1. Random graph

In this phase a random graph is created for describing the areas and the connections between them. Only half of the graph is randomized, the other half is a copy of the other - thus guaranteeing that the map is divided into two graph isomorphic (i.e. similar) halves. The randomization is done in a way that makes it likely for the shortest path between the starting areas to be quite long.

This abstract graph representation is roughly the information stored in for instance HoMM 3 random map templates. For instance, the map after this stage is like:

  • Area 0 is connected to Area 1
  • Area 1 is connected to Area 0 and Area 2
  • Area 2 is connected to Area 1

..and so on.

2. Planar embedding

In this phase the graph representation is planarized. The nodes in the graph represent area centers, and they are to be placed onto the map in a way that connected areas end up beside each other. No teleporters should be necessary. This is the phase that takes almost all of the time when generating maps.

For all the computer scientists out there: this problem is equivalent to a planar embedding of a graph with distance constraints. The distance constraints are that any two connected nodes should be placed reasonably close to each other (for instance the distance should be between d and 2d, for some constant d). Any ideas on how to do this in a fast way would be appreciated.

The result after this planarization phase looks roughly like the figure on the right. The circles represent areas, lines connections between them, the colours indicate who's map half the area belongs to and the double circles indicate a starting area.

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3. Voronoi partitioning

Once the area centers are placed on the map, the tiles on the map are assigned to belong to the area that has its center closest. This type of partitioning is called a Voronoi partitioning (or Delaney tesselation).

To be picky, in order to do a quicker (dirty) partitioning and to create a bit more irregular areas, another norm than the normal Euclidean metric is used. (The norm used is a p-norm with p=1/log2(1.5), each tile can be assigned in O(1)).

All areas and their tiles are assigned a terrain, and the area boundaries are raised a bit. Water is placed where the closest area center is sufficiently far away.

4. Object placement

In the last phase objects and guards are placed. First the borders are filled with mountains and stones, then the areas are filled with objects. Each triggable object is placed as far away from the closest triggable object in the area. (Implemented by an incremental multi-source Dijkstra. By using the same peculiar norm as in the Voronoi partitioning, this has at least a logarithmic factor faster worst case than an ordinary Dijkstra). The reachability of placed objects is preserved by making sure that no new object placed can block access to already placed objects. (This is done by traversing the Moore-contour of the new object, for a valid placement, the contour can touch an obstacle at most once).

As a final step, monsters are placed to guard every triggable object. The strength of guards and border guards depend on the number of borders they are away from the nearest home town and the distance between the home castles. For instance, if the distance between home towns is four borders, then each border is worth 0.25. This way the biggest neutral encountered will be roughly the same for each monster setting regardless of the size of the map.

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In case of any failures (like objects that could not be placed), the process is restarted until the map generation succeeds. If the planarization fails, which it often does for the larger maps, the generator will randomize new graphs and attempt to planarize them several times until it succeeds.

Future

Since the Hammers of Fate expansion has been announced to contain an official RMG, any further development of this RMG will have to wait until the expansion is released. In the case the official RMG cannot produce good maps or is messed up in some other way, some interesting features to add would be:

  • Multi-type guards - that is having garrisons between areas containing several different troop types.
  • More than two players - like 2v2 or even using HoMM 3 RMG-templates
  • A better (i.e. faster) planarization algorithm
  • Progress bar, Abort button, ..

It is also possible that there are bugs in the maps, and fixing those are always a necessity.

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You can discuss this RMG with the Heroes Community.

Thanks to Tapani for creating the tool and this page!