Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
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
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 5 - Modders Workshop > Thread: [MOD] Might & Magic: Heroes 5.5
Thread: [MOD] Might & Magic: Heroes 5.5 This Popular Thread is 437 pages long: 1 50 100 150 200 250 ... 289 290 291 292 293 ... 300 350 400 437 · «PREV / NEXT»
dredknight
dredknight


Honorable
Legendary Hero
disrupting the moding industry
posted September 27, 2017 08:29 AM

Do you have in mind that default moral for creatures is 2?

So default average creature initiative is about 11.34 compared to hero 10 (if my math is correct).

10.5*( 1 + 0.4*20%) = 11.34
____________
Join our official discord channel

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 27, 2017 09:25 AM
Edited by magnomagus at 09:27, 27 Sep 2017.

Early game unupgraded creatures are slow, so base ini of 10 is not biggest issue.

But upgraded 10.5 is really lower end of spectrum, for various factions it is closer to 11.

I think if WGE has 9.7 ini + 30% sorcery, MMH55 heroes would be clearly slower at the same value.

haste is also more common than slow with power of speed perk, sorrow as single spell is neglectible

____________
MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Nargott
Nargott


Known Hero
posted September 27, 2017 10:09 AM
Edited by Nargott at 10:54, 27 Sep 2017.

magnomagus said:
haste is also more common than slow with power of speed perk, sorrow as single spell is neglectible


You may do sorrow stronger if you want, so not counting this spell as neglectable.
Neutral creatures have morale of 0-1.

In WGE I also plan to do starting player morale of +1 not +2 (make heroes with neurtal morale). But there is 50% morale, not weak 40%.
Simply because I have no reason to have +2 morale at start (if +1 is enough).

EDIT: Long thought about the buffs / debuffs and came to idea that any dependence of duration from spellpower is bad, because badly scaled with growth of spellpower.

For example, I made these spells (this is WGE, I don't propose to do the same with exactly numbers, simply example):

1) Evasion = 75% protection x 2/3/4/5 rounds, 1 mana
1) Bless = 100% x 2/3/4/5 rounds, 2 mana
2) Stone Skin = +(Spellpower + 4) defense x 1/1.5/2/2.5 rounds, 3 mana (10% defense, not 3.33%)
2) Righteous Might = +(Spellpower + 4) attack x 1/1.5/2/2.5 rounds, 4 mana (10% attack, not 3.33%)
3) Haste = 200% initiative x 1/1.5/2/2.5 rounds, 5 mana

1) Curse = 100% x 1/1.5/2/2.5 rounds, 1 mana
1) Forgetfulness = 100% x 1/1.5/2/2.5 rounds, 2 mana
2) Weakness = -(Spellpower + 4) attack x 2/3/4/5 rounds, 3 mana
2) Dusrupting Ray = -(Spellpower + 0/1/2/3) defense, 4 mana
3) Slow = 40% initiative x 2/3/4/5 rounds, 5 mana

(spellpower is 3 times lower, max mana is 6 times lower than in later MMH5.5 but mana regeneration is only 1.5-2 times lower)

1 level have mass version, 2-3 level have 4x4 area version.

So I propose to think why do you want dependence of SP for duration, not instead to effect directly with stronger dependence.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted September 27, 2017 10:59 AM
Edited by Quantomas at 11:01, 27 Sep 2017.

magnomagus said:
@Quantomas & Nargott:

Please let me clarify a few things:

1. When MMH5.5 was first released, the game seemed pretty much dead and games always first have to need to be played by a huge amount of people in singleplayer before any multiplayer starts to exist. Therefore the focus of the project was singleplayer so I recommended people to generate maps with strong guards or above to make the game more challenging in singleplayer and I also generated the demo maps with such guards. (design was inspired by popular singleplayer TBS, King's Bounty: The legend)

EDIT: I realize people now perceive this as 'H55 style gameplay' in contrast to other styles of gameplay, but the reality is this is just map design, not gamemechanics design.

2. The H55 RMG is capable of generating Diamond-like templates, the primary differences between current H55 demo maps and those templates is: much weaker neutrals, more free stuff on the ground & lots of zone connections. All those options are already build in the RMG and the new user settings of H55, which allow neutrals both inside and outside buildings to be adjusted to ANY possible strength.

3. The only real essential differences are: H5 heroes walk further because H5 objects are further apart (looks weird if close) and towns in H5 are significantly more expensive ~(100000 vs 180000). Therefore to replicate diamond, there probably has to be even more free stuff (possible) and/or towns need to have some buildings prebuilt to keep up the pace (also already possible).

Quote:
The AI can ensure that starting conditions for all factions are balanced. The idea is to have a more dynamic map setup, in which guard levels, dwellings, mines, resources could be dynamically balanced.


If this means enforcing another vision on the map after the player has adjusted the settings I would strongly advice against it. Every player has different tastes for all these conditions and some don't even want balance. If you look back in this thread you will see I kept adding user setting after user setting to try to keep up with all desired scenarios.


Did I say anything about taking away options?

No. My key point was about grading difficulty to give players a tool to customize a map further.

PvE can get interesting once we have a sentient AI. Maybe sentient is a bit of an exaggeration, but it will do strategic planning like it would be. The upgrade will have three phases: adventure map strategy, i.e. travelling and building up your kingdom, combat AI, and the integration of strategy and combat, i.e. adapting skills to opponents' strengths, choosing the right artifacts, and optimal troop composition. This process is bound to reveal tons of new data invaluable for balancing.

As I mentioned, I doubt that a static balancing, e.g. defining skills, stats, spell effects and so on beforehand, can be done perfectly because each map is different. So it's always a game to exploit one mechanic or another to gain an advantage. But that's what makes the game fun, isn't it? And of course, it's way more fun if you have a competent opponent.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 27, 2017 01:07 PM
Edited by magnomagus at 13:10, 27 Sep 2017.

Quote:
In WGE I also plan to do starting player morale of +1 not +2 (make heroes with neurtal morale). But there is 50% morale, not weak 40%.
Simply because I have no reason to have +2 morale at start (if +1 is enough).


I agree, I prefer stronger morale with no bonus at start, but have found no way to implement it.

Quote:
So I propose to think why do you want dependence of SP for duration, not instead to effect directly with stronger dependence.


If mass spells have long durations like 5 turns, they become more like permanent stat boosts. If they are shorter the dynamics on the battlefield constantly change, which makes it more interesting. I could of course use shorter static boosts of 2-3 turns, but in practice it will already work like that for might heroes. While for magic heroes this improves balance in late game when they need them as more permanent stat boosts to keep up with might heroes.

Quote:
Did I say anything about taking away options?

No. My key point was about grading difficulty to give players a tool to customize a map further.


Ok good.

Since you mentioned Diamond template, I posted first version of Diamond map a few pages back (in case you missed it), If you have suggestions for improvement let me know.

Diamond Alpha

I guess I should also mention H55 already uses dynamic map scaling to some extend (I forgot my own work in my last post). Currently neutral guards are adjusted to map size and amount of towns per player, but players can finetune the relevance of it with a setting. Experience also scales to neutral size.

Quote:
As I mentioned, I doubt that a static balancing, e.g. defining skills, stats, spell effects and so on beforehand, can be done perfectly because each map is different.


Of course that's why MMH5.5 doesn't use static stats but scaling stats for almost everything. You cannot achieve 100%, but if you approach 80% you are probably better off anyway. Perfect scaling makes the game boring, so I'm not in favor of it. If magic damage and might damage scale very differently as in Heroes 5 it creates a certain tension that doesn't need to be changed.
____________
MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Nargott
Nargott


Known Hero
posted September 27, 2017 02:02 PM
Edited by Nargott at 14:16, 27 Sep 2017.

magnomagus said:
I agree, I prefer stronger morale with no bonus at start, but have found no way to implement it.

Try use "no" as fraction of heroes, but additional you need to use "mirror" non-neurtal heroes and changes them by scripts when the game starts, because neurtal heroes have some problems (taverna + choosing starting hero).
But this way you lose heroic morale, so having foreign heroes doesn't have any penalty of morale.
And +1 morale you have doesn't matter, it is minimal but interesting for sometime surprises.

Quote:
If mass spells have long durations like 5 turns, they become more like permanent stat boosts. If they are shorter the dynamics on the battlefield constantly change, which makes it more interesting. I could of course use shorter static boosts of 2-3 turns, but in practice it will already work like that for might heroes. While for magic heroes this improves balance in late game when they need them as more permanent stat boosts to keep up with might heroes.

Yes, so in that example 5 turns is for weak buffs like bless, but 2.5 turns is for powerful buffs with strong dependence of spellpower. So you don't need in long buff when you have powerful short buff for Magic.

Quote:
Since you mentioned Diamond template, I posted first version of Diamond map a few pages back (in case you missed it), If you have suggestions for improvement let me know.

Some times later, now I have not time for gaming by several days.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 27, 2017 02:20 PM

Nargott said:

Try use "no" as fraction of heroes, but additional you need to use "mirror" non-neurtal heroes and changes them by scripts when the game starts, because neurtal heroes have some problems (taverna + choosing starting hero).

Not sure I understand what you did.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Nargott
Nargott


Known Hero
posted September 27, 2017 02:22 PM
Edited by Nargott at 14:23, 27 Sep 2017.

Elvin said:
Not sure I understand what you did.

<TownType>TOWN_NO_TYPE</TownType>

So these heroes are invisible as faction heroes, so you must have normal faction heroes and change them to mirror non-faction heroes with neutral morale, by scripts.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 27, 2017 02:41 PM

I see. I had tried to change faction affiliation to the heroes but they would then not appear as starting heroes in town. Script hero-swapping is a hassle but if you have the script in handy, I could give it a shot.

I don't suppose there is a script to change hero faction after they appear on the map?
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 27, 2017 02:48 PM
Edited by magnomagus at 14:51, 27 Sep 2017.

Quote:
Try use "no" as fraction of heroes, but additional you need to use "mirror" non-neurtal heroes and changes them by scripts when the game starts, because neurtal heroes have some problems (taverna + choosing starting hero).
But this way you lose heroic morale, so having foreign heroes doesn't have any penalty of morale.
And +1 morale you have doesn't matter, it is minimal but interesting for sometime surprises.


Sometimes a modding method is too much a workaround to maintain a professionel feel of the final product.

Quote:
Yes, so in that example 5 turns is for weak buffs like bless, but 2.5 turns is for powerful buffs with strong dependence of spellpower. So you don't need in long buff when you have powerful short buff for Magic.


I don't like long bless, for might (with ATB boost) this is already really good boost, and my spellpower dependancy on endurance is not as pronounced as on your spells.
____________
MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Nargott
Nargott


Known Hero
posted September 27, 2017 02:55 PM
Edited by Nargott at 14:58, 27 Sep 2017.

Elvin said:
I see. I had tried to change faction affiliation to the heroes but they would then not appear as starting heroes in town. Script hero-swapping is a hassle but if you have the script in handy, I could give it a shot.

I don't suppose there is a script to change hero faction after they appear on the map?

No, I haven't. I had tested only "neurtal" heroes, but not fixes of their problems.

magnomagus said:
I don't like long bless, for might (with ATB boost) this is already really good boost, and my spellpower dependancy on endurance is not as pronounced as on your spells.

Your dependancy is nothing, 15% only (very small).
Normal dependancy is near to 100% convertation of spellpower to stats summary (maybe 70-80% total for 2 mass spells, but not less).
In WGE I have 100% dependancy for 1 mass spell already because of short duration and 4x4 area.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 27, 2017 02:58 PM

Quote:
Your dependancy is nothing, 15% only (very small).
Normal dependancy is near 100% convertation of spellpower to stats summary.


I'm currently moving to 25% or perhaps 33%, but 100% on all (instead of 4x4) would make balancing towards different map sizes impossible.
____________
MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 27, 2017 08:17 PM
Edited by magnomagus at 20:19, 27 Sep 2017.

Alright I have thought about improving the following spells:

Sorrow move to tier 3 and effect -4,-6,-8,-10, so it will pin down a creature decisively and tactically replace single confusion.

Instead confusion becomes a weaker more generic nerf at tier 2 and the mass version will be applied to all creatures. this will fix the AI issue.

Cleansing will be significantly more expensive (not sure yet how expensive, probably around 20 mana), but also more reliable. It will no longer be considered a counter for any weak nerfs and buffs. Those need to be countered by the opposite spell. haste vs slow etc.

This change will better prevent endless and boring on/off on/off spell cast patterns.

Since the mass cleansing version will be very expensive it will affect all friendly targets, so it can be a counter versus mass spells, but much more expensive than using mirror spell.

Goblin witch-doctors & succubi mistress get casting animation and spellbook with cleansing. all creatures can cast cleansing only once, except goblins can cast it twice (they are however unlikely to succeed 2nd time if their numbers are cut down.

____________
MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Skeggy
Skeggy


Promising
Famous Hero
posted September 28, 2017 03:02 AM
Edited by Skeggy at 03:07, 28 Sep 2017.

mward15 said:
magnomagus said:
hello mward15, duel mode is not implemented in H55!, there is only beta version posted in thread from Skeggy below


Thats strange... I am using the latest H5.5 executable "5.59b" at bottom left corner, without any other mods,
and still could go at Network Game -> One PC (Hotseat) -> Duel -> choose two heroes and start a fight


I just don’t see how it is possible to start networked game without second player in lan.
Perhaps you chose “Multi Player” -> “Hot-Seat” -> “Duel Mode” (or Duel 3x3)
That is standard path for entering Duel Mode or Duel 3x3 against AI.

Choosing “Multi Player” -> “Local Network” -> “Duel Mode” -> “Create” will get you  “Create Game” window, and if you click “Create” button on “Create Game” window, you will end up in “Duel options” window for LAN, and if you are not connected in LAN with some other computer that also runs MMH5.5, you will not be able to start a game.

So, please, could you write complete series of clicked buttons so I could replicate your situation?
I suppose first button you clicked is certainly “Multi Player” and then?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
StrikerX
StrikerX


Known Hero
The Bringer of Rain
posted September 28, 2017 01:35 PM
Edited by StrikerX at 14:38, 28 Sep 2017.

I installed the newest MMH55_RC9b.exe on top of a clean gog install of Homm5 Complete 3.1 version but I get a bunch of strange .dll errors like this when running any of the MM5H55.exe or MM5H55_64.exe.  None of the MM5*.exe's will run.

The program can't start because zlib1.dll is missing from your computer.  Try reinstalling the program to fix this problem.

When I press OK it gives me more dll errors like granny2.dll, Ubistats.dll & libcurl.dll.  The program can't start yet the original game can run fine.

I looked up some of these .dll's and they seem like they are for different software and games I've never had on this computer.

I copied over my old Homm 5 with RC6 version installed from a different computer and it starts up fine but I wanted to do clean install with the newest version.

Any idea of what's going on?

-------------------
Edit: Nevermind  I installed the mod into the original directly of Homm 5 instead of the Tribes of the East directory.  Works fine now .  

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Skeggy
Skeggy


Promising
Famous Hero
posted September 28, 2017 01:54 PM

StrikerX said:
I installed the newest MMH55_RC9b.exe on top of a clean gog install of Homm5 Complete 3.1 version but I get a bunch of strange .dll errors like this when running any of the MM5H55.exe or MM5H55_64.exe.  None of the MM5*.exe's will run.



Perhaps it's about installation paths. GOG bundle default installation path is C:GamesHoMM5tote or something like that, and MMH5.5 default installation path is C:Program Files (x86)UbisoftHeroes of Might and Magic V - Tribes of the East

I suppose it is important to install MMH5.5 by using the default GOG installation path.



 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
StrikerX
StrikerX


Known Hero
The Bringer of Rain
posted September 28, 2017 02:41 PM

I found the problem.  Edited original post.   Thanks for reply.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
dredknight
dredknight


Honorable
Legendary Hero
disrupting the moding industry
posted September 28, 2017 08:51 PM

@Magno,

This came from a fan today, I have not played the campaign so I got no idea which is this mission. Let me know if you have any advice.

"Hello!
I may have stumbled upon a problem.
Right now I'm playing through the campaign, and I'm stuck on the final level of The Queen story, titled The Fall of the King.
The other hero, Godric has already left and now Nicolai is supposed to appear at some point. As of now I skipped through 7 months, and he never showed. The enemy doesn't attack my town, but if I attack him, I lose.
Later I switched to Utility mode, where Agrael attacked me in my town, and I defeated him. Still no Nicolai.
Is it possible to somehow skip to the next campaign? I would really like to play it for the story, but with your mod."
____________
Join our official discord channel

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 28, 2017 09:18 PM
Edited by magnomagus at 21:20, 28 Sep 2017.

Console command @Win()

but this issue was fixed in latest version, is he still playing older version?

It is by the way not possible to fix issues, by switching exe files or updating the mod DURING missions, only BEFORE works.
____________
MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Rimgrabber
Rimgrabber


Promising
Famous Hero
Voice in Gelu's Head
posted September 30, 2017 06:07 AM

dredknight said:


"Hello!
I may have stumbled upon a problem.
Right now I'm playing through the campaign, and I'm stuck on the final level of The Queen story, titled The Fall of the King.
The other hero, Godric has already left and now Nicolai is supposed to appear at some point. As of now I skipped through 7 months, and he never showed. The enemy doesn't attack my town, but if I attack him, I lose.
Later I switched to Utility mode, where Agrael attacked me in my town, and I defeated him. Still no Nicolai.
Is it possible to somehow skip to the next campaign? I would really like to play it for the story, but with your mod."



This happened to me too, but before I got the mod. I think this is just a bug with the game itself that happens sometimes. I started a new profile to fix it. I'm no expert on the technical aspect of this however, and I could very well be entirely wrong.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This Popular Thread is 437 pages long: 1 50 100 150 200 250 ... 289 290 291 292 293 ... 300 350 400 437 · «PREV / NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0847 seconds