Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
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Jezebeth Noir
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby Jezebeth Noir » 13 Nov 2020, 17:18

Are Character Creation Unlocker and Racial Skills mod from the tracker compatible with the last patch?

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby Xfing » 16 Nov 2020, 13:19

Hey guys, so I just wanted to invite you to a Might and Magic Discord channel that I found the other day - lots of people passionate and knowledgeable about the games. Many Merge players too - we've had some discussions regarding it with them etc, would be nice if some more Merge contributors joined, maybe we could even ask them to have a dedicated channel and discuss ideas for improvements, fixes and new mechanics in real time?

Here's the invite: https://discord.gg/HhTgVGNk

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby RAGELifts » 19 Nov 2020, 22:17

The discord link don't work.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby Pol » 19 Nov 2020, 22:55

All links are on main page :)
https://discord.com/invite/tBj4qF5
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby labyrinthCult » 20 Nov 2020, 14:29

Hi all, apologies if this ends up being a double post, I submitted something a few minutes ago and it seems to have disappeared? Only just registered on the forum so not sure if this is expected or not.

I was hoping I could thank Rodril and everyone who has contributed to this mod, because it is fantastic. I really enjoyed how well the character systems from the different games being blended a bit gave some interesting options for each game while maintaining a good level of challenge - MM6 especially was a really good mix of being able to take advantage of the newer classes, races, and skills while still being a challenge, and was a fun way to play through an old game in a new way.

I'm looking at starting a new playthrough, and for this one I've decided to tweak some of the races and classes by editing the text files in the Data/Tables/ folder. For the most part, the modifications are working as intended, but there's one thing I'd like to edit and I'm not sure if its possible. I want to modify the requirements for advancing in skill mastery (Basic -> Expert -> Master -> GM) from the tutors in all games, to make it more difficult. For example, I'd like to make it so that training to Expert level requires 6 skills points in the skill, and costs twice as much gold as usual. I thought the Teacher topics.txt file might handle that, because it has entries for the Blaster skill, but not other skills. Is it possible to modify these values easily using the new files available to the merge, and if so can someone point me to which file needs to be changed.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby Panda Tar » 20 Nov 2020, 15:40

Welcome to CH.
"There’s nothing to fear but fear itself and maybe some mild to moderate jellification of bones." Cave Johnson, Portal 2. :panda:

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby cthscr » 21 Nov 2020, 06:47

labyrinthCult wrote:there's one thing I'd like to edit and I'm not sure if its possible. I want to modify the requirements for advancing in skill mastery (Basic -> Expert -> Master -> GM) from the tutors in all games, to make it more difficult. For example, I'd like to make it so that training to Expert level requires 6 skills points in the skill, and costs twice as much gold as usual. I thought the Teacher topics.txt file might handle that, because it has entries for the Blaster skill, but not other skills. Is it possible to modify these values easily using the new files available to the merge, and if so can someone point me to which file needs to be changed.
'Teacher topics.txt' should be the place to put your changes. Use TxtEditor to put them in corresponding columns. If there's no value in column, standard (hardcoded) value is used. I haven't played with it yet though.
Corresponding script is Scripts/Structs/After/RemoveNPCTablesLimits.lua (for those who want to look how it has been done).

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Jezebeth Noir
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby Jezebeth Noir » 22 Nov 2020, 06:07

Maslyonok wrote:Reuploaded the file to the hosting.
Looks like with that translation you could finish some quests, like cure the plague or killing the wolfs, and get the reward without doing it.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby tomchen1989 » 22 Nov 2020, 18:13

GitLab has some problem, I can't log in onto it. -- Edit: now I can, and the issue has been post here

Bug report for Rodril's vanilla version:

In "Data/Tables/NPC professions.txt" file, line 21 (Merchant)'s "Prof name (Global.txt)" colume value should be 293, not 369. Game.GlobalTxt[369] is "Rustler", and Game.GlobalTxt[293] is "Merchant".

I can confirm line 21 in "NPC professions.txt" file is indeed Merchant, it is line 68 that is "Rustler". I can also confirm this is the only error in "Prof name (Global.txt)" colume in "NPC professions.txt" file.
Last edited by tomchen1989 on 24 Nov 2020, 10:47, edited 2 times in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby joeyslang » 23 Nov 2020, 20:21

Can someone please explain to me how aging works in this mod? Would a character die before completing the first 2/3 of the mod?

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby cthscr » 24 Nov 2020, 06:48

AFAIK just like in MM8 - 50/100/150 years change stats. Since multiple players have finished all the game I suspect characters won't die.-) Why should they?

PS. If your character age somehow becomes something like 1172 - you have encountered a bug. More details would be much welcome.
Last edited by cthscr on 24 Nov 2020, 06:55, edited 1 time in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby NotABroom » 24 Nov 2020, 16:13

This would be the last entry on every priority list on what to do about MM. But I think it would be a really cool touch, if liches were the only ones who would actually get stronger as they age. As an undead they obviously won't die and they'll probably just keep on studying forbidden books about dark magic in secret dungeons beneath the daylight.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby cthscr » 24 Nov 2020, 18:08

Uh, even different ages for different races will be not a two-byte transmitting (if you know what I mean). Having different modifiers will highly increase complexity.
That aside, one (and it's not me-) may argue that dragons and vampires aren't subject of aging law as well.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby NotABroom » 24 Nov 2020, 18:28

cthscr wrote:Uh, even different ages for different races will be not a two-byte transmitting (if you know what I mean). Having different modifiers will highly increase complexity.
That aside, one (and it's not me-) may argue that dragons and vampires aren't subject of aging law as well.
True, had only MM7 races in mind. If it's any complicated it's obviously not worth it, because playing for 100+ ingame years is not really something many people do. ^^

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby NotABroom » 26 Nov 2020, 19:08

At what point can you jump to the other continents? Do you need to have certain quests finished?

I was thinking about making a little mod that changes monsters values drastically. I thought if it was possible to make the second and third continent still challenging even without bolstering monsters. And how many hp would the strongest creatures need in that case? 30.000? Or even more?

My idea was that you'd start with MM6, then 7 and 8. So the end of 8 would have the toughest monsters. But certain endgame-places in 6 and 7 would also be so hard that you could only go there after finishing most of everything, like dragons and titans obviously staying endgame monsters.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby cthscr » 26 Nov 2020, 20:15

NotABroom wrote:At what point can you jump to the other continents? Do you need to have certain quests finished?
Dimension Door scroll (looks like book) is enough. IIRC you should get one in random chest when your (Party[0]) exp > 50000. (Upd: No, that's message scroll.)
Also you can do jump in specific places like from the start (if you have Town Portal).
NotABroom wrote:I was thinking about making a little mod that changes monsters values drastically. I thought if it was possible to make the second and third continent still challenging even without bolstering monsters. And how many hp would the strongest creatures need in that case? 30.000? Or even more?
I think that could be done with bolster without (or with little) additional coding.
32767. Rodril uses 30000 as max.
Last edited by cthscr on 26 Nov 2020, 21:33, edited 1 time in total.

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NotABroom
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby NotABroom » 26 Nov 2020, 20:47

cthscr wrote:
NotABroom wrote:
NotABroom wrote:I was thinking about making a little mod that changes monsters values drastically. I thought if it was possible to make the second and third continent still challenging even without bolstering monsters. And how many hp would the strongest creatures need in that case? 30.000? Or even more?
I think that could be done with bolster without (or with little) additional coding.
32767. Rodril uses 30000 as max.
The problem I have with bolstering is that all monsters change. I like to have fixed stats. I don't like goblins to suddenly be much stronger when I return 50 levels later.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby cthscr » 26 Nov 2020, 21:36

NotABroom wrote:The problem I have with bolstering is that all monsters change. I like to have fixed stats. I don't like goblins to suddenly be much stronger when I return 50 levels later.
That's why I add "little" to additional coding. Bolster already has different types of bolstering. Player level is not a necessary thing in its formulas.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby Butcer » 27 Nov 2020, 00:42

How do i remove all scaling

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby Butcer » 27 Nov 2020, 01:01

cthscr wrote:
NotABroom wrote:The problem I have with bolstering is that all monsters change. I like to have fixed stats. I don't like goblins to suddenly be much stronger when I return 50 levels later.
That's why I add "little" to additional coding. Bolster already has different types of bolstering. Player level is not a necessary thing in its formulas.
How to disable all level scaling, i want the game to play like the original game with no levels scaling period


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