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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 ... 290 291 292 293 294 ... 300 350 400 437 · «PREV / NEXT»
twidel
twidel


Adventuring Hero
posted September 30, 2017 04:33 PM

whenever i start a game everything is ok but after 1-2 weeks the crosser starts glitching between normal crosser to loading(sand clock) crosser and every turn the crosser twiches more and more until in around mounth 2 the game is unplayble because you cant click anything
does anyone know how to fix this?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 30, 2017 05:00 PM

@twidel:

set AI lookahead depth to lowest setting.

If it doesn't go away try playing a map size smaller than huge + underground.
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Skeggy
Skeggy


Promising
Famous Hero
posted October 01, 2017 04:44 PM

twidel said:
whenever i start a game everything is ok but after 1-2 weeks the crosser starts glitching between normal crosser to loading(sand clock) crosser and every turn the crosser twiches more and more until in around mounth 2 the game is unplayble because you cant click anything
does anyone know how to fix this?


If you are using software cursors, you could try switching to hardware. Option -> video and audio section -> use HW cursors.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 02, 2017 01:30 PM
Edited by magnomagus at 13:37, 02 Oct 2017.

So an update on the work, I'm thinking at this point it is probably better to release the next version of H55 as a 'Beta' because of the huge amount of minor changes. The beta can then be released without creaturepedia, translations & manual updates so that the 'waters are tested' before investing work in them.

I'm  considering 2 more fundamental changes to the game mathematics:

-Attack and Defense primary skills increase or decrease creature damage by 2.5% instead of 3.33%. The reason is with the old values tier1-4 are still very weak compared to tier 5-7 in Hero vs Hero battles. They often feel irrelevant and therefore the battle is dumbed down to the higher tiers only. As a side effect this will make neutrals a little stronger and shooters a little weaker. Tactically this is an improvement, but the default setting for battle sites must be adjusted slightly lower (can still be user adjusted to anything).

-Using negative base values for destructive spells. for example expert Lightning was 20 + 20 * SP, change it to -20 + 24 * SP. another example: Implosion 50 + 50 * SP, change to -50 + 60 * SP.
This will result in better late game scaling, but they will also be weaker between 1 and 10 spellpower. Between 10 and 20 Spellpower their damage a tiny bit higher and after 20 they start to grow slowly to significantly more strength than before.
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dredknight
dredknight


Honorable
Legendary Hero
disrupting the moding industry
posted October 02, 2017 01:50 PM
Edited by dredknight at 13:51, 02 Oct 2017.

magnomagus said:

-Attack and Defense primary skills increase or decrease creature damage by 2.5% instead of 3.33%. The reason is with the old values tier1-4 are still very weak compared to tier 5-7 in Hero vs Hero battles. They often feel irrelevant and therefore the battle is dumbed down to the higher tiers only. As a side effect this will make neutrals a little stronger and shooters a little weaker. Tactically this is an improvement, but the default setting for battle sites must be adjusted slightly lower (can still be user adjusted to anything).



When doing those calculations do you take in mind T1,T2 and T3 dwellings population because they add up significantly to their respective tiers strength?

Average map population with one castle is:
T1_base*2 + 1
T2_base*2 + 1
T3_base*2 + 1
T4_base
T5_base
T6_base
T7_base

with Castle building built it is :
T1*3 + 2
T2*3 + 2
T3*3 + 2
T4*2
T5*2
T6*2
T7*2

This change will create quite an issue when it comes to balancing strengths because fortress T1 and T2 are very strong due to their pure serious HP stat.

If you have taken those things in mind I excuse as I have not played in a while.

Totally agree with negative values in spells.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 02, 2017 01:52 PM

Wouldn't it be simpler to set the fixed damage to 0 then?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 02, 2017 01:54 PM

yes this was tested using Skeggy's latest duel version with 5 weeks of extra growth on tier 1-3 (and with lower hero levels than in his release)
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 02, 2017 02:02 PM

@Elvin:

inserting a -20 number is not more difficult than inserting a 0.

@dredknight:

Quote:
with Castle building built it is :
T1*3 + 2
T2*3 + 2
T3*3 + 2


?? It is always x2 with castle not x3
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dredknight
dredknight


Honorable
Legendary Hero
disrupting the moding industry
posted October 02, 2017 02:04 PM

yes but I am adding the bonus from dwellings so if X is base population it becomes double with castle and triple with dwelling. Also each dwelling adds +1 to base population in all castles for that particular unit so if you have T7 dwelling so you will get 3 T7s per week instead of 2 and another one from the dwelling.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 02, 2017 02:16 PM

Quote:
Also each dwelling adds +1 to base population in all castles for that particular unit so if you have T7 dwelling so you will get 3 T7s per week instead of 2 and another one from the dwelling.


That is basically a counter argument,

but a lot of tier1-4 are also going to die during creeping.
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thGryphn
thGryphn


Promising
Famous Hero
posted October 02, 2017 02:50 PM

magnomagus said:

-Attack and Defense primary skills increase or decrease creature damage by 2.5% instead of 3.33%. The reason is with the old values tier1-4 are still very weak compared to tier 5-7 in Hero vs Hero battles. They often feel irrelevant and therefore the battle is dumbed down to the higher tiers only. As a side effect this will make neutrals a little stronger and shooters a little weaker. Tactically this is an improvement, but the default setting for battle sites must be adjusted slightly lower (can still be user adjusted to anything).


Awesome, thank you for taking my input into serious consideration.
I had also suggested to change the upper and lower limits of damage modification (due to difference between stats) to 2.5 and 0.4, respectively. There are two parameters in the Defaultstats file for these, I don't remember their name but they're right there where you change 0.033 to 0.025.

This change is significant and actually makes your intention a reality. The values I suggested are not arbitrary. They make sure that a A minus D (and symmetrically, D minus A) difference of up to 60 is effectively considered. Currently, A and D are not equally important (I don't recall the exact values now, and I'm not at my computer)...




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dredknight
dredknight


Honorable
Legendary Hero
disrupting the moding industry
posted October 02, 2017 03:09 PM

Just wanted to point out how it works . T7 are found later on big maps anyway. Go ahead with the beta I will try to find someone to playtest this in classic adventure map PvP.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 02, 2017 04:28 PM

Quote:
This change is significant and actually makes your intention a reality. The values I suggested are not arbitrary. They make sure that a A minus D (and symmetrically, D minus A) difference of up to 60 is effectively considered. Currently, A and D are not equally important (I don't recall the exact values now, and I'm not at my computer)...


? i think this was about the secondary skills not the min max values
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Nargott
Nargott


Known Hero
posted October 02, 2017 06:28 PM
Edited by Nargott at 18:40, 02 Oct 2017.

T2 fortress is not strong, but T1 is.

Quote:
Currently, A and D are not equally important (I don't recall the exact values now, and I'm not at my computer)...

Equally. If your math model show that it is not, that model is somewhere wrong.
I have made many tests and researches about these parameters not relying on the one quasi theoretical model.

Original stats (5%) have this approximation (this is the best approximation):
(1 + 0.035)^X, where is your attack or defense parameter.
If X = 20 this approximation is near to basic damage formula based on this difference (1+0.05*X).

Your 3.33% stats have ~(1+0.024)^X approximation, and 2.5% stats have ~(1+0.018)^X approximation.

So I don't like 3.33% stats but 2.5% stats are much even worse. So your game will have orientation to very late much more, because on normal and early timings (1-2 months), the difference in parameters will become even worse.

If you want to support low tier in later game, it's better to increase their growth or increase number of dwellings.

When you had made 3.33% stats, T7 became ~1.3 times weaker (in comparisson with T1).
If you will make 2.5% stats, T7 will become ~1.15 times weaker than with 3.33%. I don't think that it is enough, so you must increase low tier growth anyway.

Quote:
I had also suggested to change the upper and lower limits of damage modification (due to difference between stats) to 2.5 and 0.4, respectively.

These numbers don't work if you don't fix it in your exe.

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dredknight
dredknight


Honorable
Legendary Hero
disrupting the moding industry
posted October 02, 2017 06:39 PM

Nargott said:

So I don't like 3.33% stats but 2.5% stats are much even worse. So your game will have orientation to very late much more, because on normal and early timings (1-2 months), the difference in parameters will become even worse.


I expected this much earlier actually xD.

Btw I kind of agree for T2 but Karli specialization makes them impossible to kill.

Actually having a second thought Magnomagus tweak will reduce Karli specialization strength because their strength relies on high attack/defense bonus on a high health stats. Now I kind of agree on the 2.5% change.

Basically if T1 are op this do not regard the attack/change in any way but a fault in the creature on its own.

@Magno go with the beta we need some tests .
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Nargott
Nargott


Known Hero
posted October 02, 2017 06:43 PM
Edited by Nargott at 18:53, 02 Oct 2017.

Quote:
-Using negative base values for destructive spells. for example expert Lightning was 20 + 20 * SP, change it to -20 + 24 * SP. another example: Implosion 50 + 50 * SP, change to -50 + 60 * SP.

Don't understand why this idea is better than enforcing and rising in price high-level spells. So these negative numbers look very strange.

EDIT:
If you want to change value of A/D stats, there is another way to do this (but without any guarantees that it is good idea, need for testing).
You make 5% if defence is greater but 0% if attack is greater (or softly 2.5%), so these parameters become asymmetric.

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thGryphn
thGryphn


Promising
Famous Hero
posted October 02, 2017 07:01 PM
Edited by thGryphn at 19:06, 02 Oct 2017.

magnomagus said:
Quote:
This change is significant and actually makes your intention a reality. The values I suggested are not arbitrary. They make sure that a A minus D (and symmetrically, D minus A) difference of up to 60 is effectively considered. Currently, A and D are not equally important (I don't recall the exact values now, and I'm not at my computer)...


? i think this was about the secondary skills not the min max values


I'm talking about lines 253 and 255:

<DamageIncreaseCap>3</DamageIncreaseCap>

<DamageDecreaseCap>0.1</DamageDecreaseCap>

These are directly about the outcome of the damage calculation formula. The first parameter says that if the formula gives any value above 3, roll it back to 3. Similarly, the second one says that if the formula gives any value below 0.1, roll it up to 0.1.

Let's recall the formula:

Damage Inflicted per Assaulting Creature When A>D = (ACBD) * [1 + (A-D) * DamageIncreaseParameter]

where ACBAD: Assaulting Creature's Base Damage

DamageIncreaseCap refers to the outcome of the square brackets, such that the maximum allowed value of it is DamageIncreaseCap. For example, let's talk about before your change, DamageIncreaseParameter=0.033...

DamageIncreaseCap = 3 = [1 + (A-D) * (0.033)] =>
Maximum effectively utilized value of (A-D) = 2 / 0.033 = 60.6 ~ 60

Now let's recall the other end of the damage formula:

Damage Inflicted per Assaulting Creature When D>A = (ACBD) * {1 / [1 + (D-A) * DamageDecreaseParameter]}

DamageDecreaseCap refers to the outcome of the curly brackets there, such that the maximum allowed value of it is DamageDecreaseCap. As such,

DamageDecreaseCap = 0.1 = {1 / [1 + (D-A) * (0.033)]} =>
Maximum effectively utilized value of (D-A) = 9 / 0.033 = 272.7 ~ 272

!!

Which means, before it was that "any" positive difference of (D-A) was rewarded in favor of the defender (duh). Which in turn means that

1) When a low level (especially Tiers 1 and 2) assault a high tier (especially Tier 7) creature, their attack can be crippled to one tenth of their base damage, which is tiny in the first place. Their numbers are typically high, but I don't believe that makes up for the laughable damage numbers we see sometimes, especially when primary skill modifiers come into picture, which takes me to the following...

2) Consider the fact that when a Tier 1 creature attacks a Tier 7 creature, we have on the average (D-A) = 30. Even if your hero has 30 Defense, any spell that cripple the A of enemy low tier creatures (Suffering), or those that boost the D of your Tier 7 creatures (Endurance) keep helping you virtually endlessly. This leads to very easy battles against low tier creatures especially against the neutrals.

A corollary is also that your heroes' Defense skill is rewarded virtually endlessly (remember the D minus A cap is 272), no matter how high it already is. So, keep hording those defense boosting artifacts!

3) Now when your Tier 7 creatures are attacking a Tier 1, we have (A-D) = 30. Remember that A minus D cap is 60. So, if your hero has 30 Attack, you're done. Any spell that increase A (Righteousness? F it Bloodlust!) is moot. Also, any spell that decrease enemy D (Vulnerability) is also moot.

This also means, if your hero attack is 30, artifacts that boost A have diminishing value.

Summary is that the current situation values D more than A, especially in a long game.

Remedy: make the caps on (A-D) and (D-A) equal.

I picked 60, because it translates to DamageIncreaseCap=2.5 and DamageDecreaseCap=0.4 (when calculated with the new DamageIncreaseParameter of 0.025). My goal was to make sure that high tier creatures do not obliterate the low tier stacks in one fell swoop, and also that low tier stacks can inflict some meaningful damage against high tiers.

An alternative value of 120 translates to DamageIncreaseCap=4.0 and DamageDecreaseCap=0.25. The positive about this is that it gives a much larger effective range for D-A and A-D, which in turn keeps rewarding A and D boosters even in late game.

I'm a little conflicted. You pick. Just use this analysis to make A and D equally valuable

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g_tt
g_tt

Tavern Dweller
posted October 02, 2017 07:03 PM

Recently, I can not open any games created by the editor. The game crashes with an error message. Even if I create a simple random game with no other settings with the editor, this game crashes. I am using ToE 3.1 and MMH5.5 64 bit. Does anyone have some tips on settings in Windows 10 (bootcamp partition)?
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Nargott
Nargott


Known Hero
posted October 02, 2017 07:10 PM
Edited by Nargott at 19:15, 02 Oct 2017.

@thGryphn:
Why did you write this, if I said that these numbers (caps) don't work?
At TotE 3.1 exactly, but at 3.0 or at MMH5.5 exe I haven't check, so there is a small probability that I'm wrong, but you must check it before discussing the change of caps which is most likely technically impossible unless fixing in exe.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 02, 2017 07:17 PM

Quote:
If you want to support low tier in later game, it's better to increase their growth or increase number of dwellings.


Just to have all the info out there, what is then your opinion on increasing A & D stats on lower tier creatures?

Quote:
So I don't like 3.33% stats but 2.5% stats are much even worse. So your game will have orientation to very late much more, because on normal and early timings (1-2 months), the difference in parameters will become even worse.


First from perspective of all possible types of games in HOMM, 1-2 months are not normal timings, those are early timings, normal timings is 3-6 months, late is 6+

In duel arena maps anything can be a normal timing since the mapmaker will simply decide at what point in weeks of growth battles are going to take place. So I don't see why your opinion tied to a personal map is even relevant.
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