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magnomagus
Admirable
Legendary Hero
modding wizard
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posted April 27, 2019 10:44 AM |
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted April 27, 2019 04:14 PM |
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Quote: Hello. I'm having a persistent problem of the game crashing when sieging towns (almost in 100% cases). Does anyone have any ideas for solving it?
It's happening in single, custom games, some FFA maps.
But also, some days back on Wednesday Fey was asking here (we were MP on lan) about some other issues. We fixed those (somewhat), but, it crashed for me when I sieged towns.
Anyone faced this issue where game crashes after a town is about to be sieged? I had a complain about this before (still on RC11) but it is very rare.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted April 27, 2019 07:07 PM |
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Marvin
Tavern Dweller
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posted April 28, 2019 10:02 PM |
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magnomagus said: according to the script written by nival all heroes are supposed to be locked day 1, and some are activated after a 'region enter' trigger is triggered.
That is stranger indeed. What I notice is that one Teal hero moves, all others don't, even after 3 weeks, even if I come near to their starting area. They build in their cities, but don't hire. Therefore, if I take a city after few weeks, all the troops are available.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted April 29, 2019 02:17 PM |
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The region that triggers the purple heroes to start moving is right passed the shipyard so it will be triggered when you start exploring the water. I tested this works with the fix I uploaded but not without it.
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Marvin
Tavern Dweller
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posted April 29, 2019 05:18 PM |
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That's right for the purple one. But the brown, green and teal ones don't do anything except building in cities. In my memory, the brown and teal heroes were keep on coming and attacking with wide armies.
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azalen
Responsible
Known Hero
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posted April 29, 2019 07:49 PM |
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magnomagus said: Ok here are some proposals for finishing touch on balance:
-Stalker/Mistress Invisibility lasts 2 instead of 3 turns.
-Frenzy costs 50 mana and increases by 100% + 1% in DMG per SP.
-Call Storm DMG lowered to 10 per turn per creature instead of 20.
-Shouting values are 11,22,33%, just text is wrong.
All sounds good.... a few suggestions to throw out there:
1) Dark Magic needs a bit of help at week 1/level 1 spells. Losing Sorrow at level 1 hurt pretty bad in terms of creeping.
2) I would nerf Arcane Archers from 11 to 10 initiative
3) Untamed Cyclops +1 speed.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted April 29, 2019 07:55 PM |
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted April 29, 2019 08:22 PM |
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@Azalan: I don't see any solution for dark, a weaker lower level sorrow is probably equal in utility to confusion currently.
if we assume for simplicity the other variant is shooting 50% with and 50% without range penalty, then currently the avg dmg output of both upgrades is the same. -1 ini +1dmg would make them equal again but but then if they get lucky they will hit even harder.
Do you have anything to add about the cyclops?
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azalen
Responsible
Known Hero
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posted April 29, 2019 09:58 PM |
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magnomagus said: @Azalan: I don't see any solution for dark, a weaker lower level sorrow is probably equal in utility to confusion currently.
if we assume for simplicity the other variant is shooting 50% with and 50% without range penalty, then currently the avg dmg output of both upgrades is the same. -1 ini +1dmg would make them equal again but but then if they get lucky they will hit even harder.
Do you have anything to add about the cyclops?
I understand your point about distinguishing the archer upgrades. My feeling is that you always choose Arcanes over the other upgrade because in both creeping and end-game, going first is more important than raw damage output over time, because you will be using that initial turn to attack opposing glass-cannon ranged units. I feel that nerfing arcane initiative will bring Sylvan unit quality more in line with the other factions (they won’t be close to guaranteed to go before succubi/liches for example). I like your idea of +1 damage to make up for initiative nerf and distinguish from other upgrade.
As for untamed cyclops, I like the idea of Stronghold being able to deliver their big multi-hit 1st turn if they get all the speed talents/boots. That would definitely be something Stronghold could build towards and the opponent would need to respect. I don’t think it would be overpowered as their initiative is still pretty bad. Currently, I feel everyone still takes Blood Eye for initiative/speed, but I could be wrong.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted April 30, 2019 12:11 AM |
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i made a mistake btw, if master hunters shoot 50% or more within range they actually deliver more dmg in longer battles.
The sharpshooters are doubling down on the first shot because they also have no range penalty, while for most other shooters the first shot would inflict only half DMG. So it is more balanced if the master hunters are the fast ones with -1 DMG + 1Att + 1 ini and the sharpshooters -1 ini +1DMG -1Att.
For the cyclops i also often rather play it safe with the bloodeyed, but i like to keep some variation, perhaps the bloodeye should then have -1 speed and +10HP, while the untamed +1 speed.
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Limag
Tavern Dweller
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posted April 30, 2019 01:07 AM |
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Hello
Is it possible to play multiplayer (Local network) with 8 skills enabled? If so, how to achieve it?
Thank you
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azalen
Responsible
Known Hero
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posted April 30, 2019 01:18 AM |
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Edited by azalen at 01:30, 30 Apr 2019.
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magnomagus said:
For the cyclops i also often rather play it safe with the bloodeyed, but i like to keep some variation, perhaps the bloodeye should then have -1 speed and +10HP, while the untamed +1 speed.
Cool, I think we have plenty of level 7s with breath weapon attacks, so enabling the untamed attack as useable will add to game play variety.
Plus, hitting people with big clubs fits the flavor of Stronghold better than a “walking dragon unit”
I’d keep the bloodeye as the higher init, lower damage unit and Untamed as the slower init “you will be really sorry if you let this guy attack, so you had better focus fire him immediately” unit, but equalize the speed.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted April 30, 2019 08:17 AM |
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Marvin
Tavern Dweller
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posted April 30, 2019 05:24 PM |
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magnomagus said: @Marvin:
In the script the EnableHeroAI command is never used for those heroes, also the cutscenes wouldn't work otherwise.
Sorry for the misunderstanding. I know that the heroes squatting just in front of the cities are not suppose to move. But the brown, green and teal are supposed to hire other heroes and troops. They are also supposed to flag their mines and dwellings. Then starting from week 2 or 3 they are supposed to send armies towards our starting zone. This doesn't happen any more. If any idea how to solve that I would really appreciate.
Whatever, thanks again for the time you spent on my little problem.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted May 01, 2019 12:45 AM |
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted May 01, 2019 01:13 AM |
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azalen
Responsible
Known Hero
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posted May 02, 2019 03:22 AM |
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Edited by azalen at 03:23, 02 May 2019.
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A few synergies I've been playing around with lately:
The Seer Minasli with Artificial Glory... get Morale triggers on Triple Iron Maiden Ballista. You don't get the morale sound effect on ballista, but the morale triggers work. She is a confirmed week 2 breaker.
The Flamekeeper Erling with Cultmaster. Recruit additional super-powered Rune Patriarches with Cultmaster. The cross-attack and Erling's buff makes these guys pretty deadly. Not really game-breaking, but definitely nice.
The Ranger Findan with Ancient Treants. Big Combat/Retaliation Strikes on super-high defense Take-Roots/Stand your Ground Treant tanks.
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strigvir
Adventuring Hero
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posted May 05, 2019 03:47 PM |
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If you think Findan with Treants is OP, try out Andreas with Griffins. Requires Vampirism for smoothness though.
Imperial Griffins have very high initiative, so you will have better control over when to dive or go on defense, especially when morale procs.
Battle Griffins will go absolute retard with damage mult though, especially if it counts twice with Preparation.
Both versions will be hard to control by enemy, thanks to specialization.
Probably can skip Light magic altogether, since Teleport is bundled with Dark magic now.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted May 05, 2019 11:06 PM |
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Good finds on strategies!
An unconfirmed bug was reported today - "When selling resources for higher amounts than 1000 gold coin the game divides the final results by 10". The same person also reported that it happens in single player as well.
Game setup is: hotseat with 4 people and scripts are activated properly.
P.S.
@Magno, for the next version is it possible to put the costs for Town conversion and dwelling conversion?
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