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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Alternatives comparison
Thread: Alternatives comparison This thread is 24 pages long: 1 2 3 4 5 ... 10 ... 20 21 22 23 24 · «PREV / NEXT»
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 20, 2009 05:21 PM

http://www.heroes-fr.com/en/fan_manuals.php
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broadstrong
broadstrong


Promising
Known Hero
Level 20 Vassal of Light
posted October 21, 2009 03:38 PM
Edited by broadstrong at 15:39, 21 Oct 2009.

Have not been here for a long, long while, due to busy-ness, most likely I can only be an occasional passer-by now, but still glad to see my thread getting some attention.
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emilsn
emilsn


Legendary Hero
posted April 07, 2010 03:16 PM

Revieval

We need to discuss those undeads again

I played the TotE undead campaign and I only thick there are two or three vital choices between units.

Skellies
Dragons
Zombies
Liches

Skellies: either you use the ranged, which only pro is: they are ranged! Else you go melee all the way and pwn with your 2k Melee skeletons. I kind played 1 campaign with ranged and one with melee - but I think melee is superior even though ranged is just nice sometimes, if you want a defensive line up - and yes melee skellies can be defensive aswell.
But I still think they are the key choice in undead line-up!

Dragons: I think Ghosts are best? Spec. are just a little tougher, but Ghosts have a better special? Though choice - again defensive or offensive? imo

Zombies: You might find this odd, since they both suck! But I find Rot useful if they ever get near and just stand still Wearas Plague are nice against everything you want to hit with less power. I mostly used Rot because they worked better for me.

Liches: I just said my opinion i another thread, but I believe Masterliches are the most useful.  
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veco
veco


Legendary Hero
who am I?
posted April 07, 2010 03:39 PM

Skellies:
Warriors are vastly superior both in statistics and specials. Ranged being a good ability in general is betrayed by the minimal damage skellies do. Versus Shield Others, Bash and 25% Magic Proof it's an easy pick.

Zombies:
swap them for another stack of Liches. Unless you need moar meatshields on your side - Rot Zombies. Or in the likely scenario when you 1st turn charge Inferno - Plague Zombies all the way for their boosted damage. Their specials aren't worth mentioning

Liches:
Masters save you mana when creeping, Archliches look good and are good for cleaning up Phantoms, Last Standers and Crystals through Death Cloud or Decay

Dragons:
Ghosts if I don't like lucky reribution on Paladins. Spectrals if I feel that those Pitspawns have a tad too big damage range.
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Oldschool1944
Oldschool1944

Tavern Dweller
posted July 22, 2015 07:33 PM

Erutan_Revol said:
So true,So true

but the thing is that how does a devil become a demon?

A demon is lvl.2 creature for Inferno,so Arch Demon should be Lv.2 upgrade.doesnt make sence does it?



Adding to this, how is it that the arch demon basically looks like the arch devil as well if they a are different species?

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Nieznamir
Nieznamir

Tavern Dweller
posted August 11, 2019 04:35 PM

Hi guys, sorry if the question had already been answered many times, I couldn't find anything.

Basically, since many upgrades completely outshine their alternatives, and modifing units stats is easy:

- what are best propositions for changes in units capabilities?
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted August 11, 2019 05:00 PM

Some food for thought.

Download and install MMH55 manual and go to creatures pane. Take a look at the changes the mod has introduced.

I would say they are perfect as anyone has their own view, but significantly improve the usefulness of many of them.
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Nieznamir
Nieznamir

Tavern Dweller
posted August 12, 2019 11:37 AM
Edited by Nieznamir at 11:42, 12 Aug 2019.

Thanks, this looks interesting.

But I have yet another problem, they keep showing up, lol.

I can't open data file to modify units.

Word Pad crushes, other viewing programs don't seem to be able to open it correctly.

EDIT: Actually WordPad won't open those files well either... Produces a lot of gibberish with a bit of actual words here and there.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 12, 2019 02:24 PM

Microsoft Word? Notepad ++? Wps?
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted August 12, 2019 02:39 PM

data.pak is archive. Use 7zip to extract the contents first .
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Nieznamir
Nieznamir

Tavern Dweller
posted August 13, 2019 01:09 PM

dredknight said:
data.pak is archive. Use 7zip to extract the contents first .


Well, I feel silly now

After I've extracted it, can I remove the .pak file? Kinda low on disc space.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted August 14, 2019 09:54 AM

I believe so but take care or you will have to reinstall the game.
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Nieznamir
Nieznamir

Tavern Dweller
posted August 23, 2020 05:46 PM

dredknight said:
Some food for thought.

Download and install [url=https://www.moddb.com/mods/might-magic-heroes-55/downloads/mmh5-5-manual-rc11-setup]MMH55 manual[/url] and go to creatures pane. Take a look at the changes the mod has introduced.

I would say they are perfect as anyone has their own view, but significantly improve the usefulness of many of them.


So I've just gotten back to this H5 idea after quite some time and I have a question - how can I edit special abilities of creatures, like Force Arrow, for example?

Maybe lazy question, but I can't find those in game files at all.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted August 26, 2020 10:40 AM

most abilities and their effect strength are listed in data.pak/Gamemechanics/defaultstats.xdb

A lot of them are also not listed because they are embeded in the exe file so the only way to modify them is through hex editing.
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Nieznamir
Nieznamir

Tavern Dweller
posted August 26, 2020 10:59 AM

Thanks for the answer, I've just realized that I should've posted it in modding section probably.

I have problems with modifying those xdb files anyway.

I'd modified them without problems few years ago, but right now saving changes in the file has no effect in actual game. As if game is actually using other files, data.pak or what?

I also can't locate haven's alternative upgrades' files to save my life.... Only files visible are Renegades, and that's not the same.

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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted August 28, 2020 12:56 PM

if you want to modify creature stats and abilities, you should went with a2 files. data is core h5, a1 is hof and a2 is toe.
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Nieznamir
Nieznamir

Tavern Dweller
posted August 30, 2020 12:45 PM
Edited by Nieznamir at 13:28, 30 Aug 2020.

I figured it out, thanks.

Dunno if this topic is really active still, but I will try my 2cents about possible balancing.

Wind Dancers vs War dancers

As far as I believe, War dancers are generally OK as far as balance goes? It's Wind that's broken. Defence bonus per tile is easily achievable in the game files, would changing it from 2 to 1 be enough? Maybe boosting

Sharpshooters vs Master Hunters bringing SS damage down, say 7-8 and changing piercing arrow effectiveness to 25-30% should be enough? Would have way lesser damage up close and against lower defenses, but still shine at distance against tough targets.


Chieftain vs Executioner Seems to me that it's pretty much dillema between damage and toughness - Chieftains are way more resistant to damage, at least physical, but Executioners can dish out just way more.... It's frightful aura works very well with too, potentially allowing more strikes without retaliation.

While Chft. special seem pretty useless. Morale bonus is tiny, and requires units to move in some kind of formation for bonus to apply which is terribly awkward and limiting. Orders of the Chief pretty much means wasting CHft. full turn to bring other unit by 0.6... Seems pointless. Maybe useful to have one additional stack of 1 Chft just to hasten other units without damaging them, can take him instead of goblins, I guess.

Sky Daughters vs Earth Daughter yes, Earth Daughters are straightforward and very useful, while it's hard to ever use this damn lightning properly. Any ideas?

Centaurs they're not that different, but it seems that no melee penalty is just simply superior to maneuver. Perhaps boost maneuver damage above the normal value? So when centaur actually manages to find space to run away, it can score some more damage

I still can't locate alternate Haven upgrades' files, it's weird.



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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 31, 2020 07:56 AM

Nieznamir said:
full turn to bring other unit by 0.6... Seems pointless.


Untamed cyclopes say hi
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JoonasTo
JoonasTo


Responsible
Undefeatable Hero
What if Elvin was female?
posted August 31, 2020 01:23 PM

Chieftain specialty is very good in PvP combat because it’s one of the few ways Stronghold can upset the turn order. Your enemy has to plan for you Switching any of your stacks around which can complete mess up his tactics.

Nieznamir said:

I still can't locate alternate Haven upgrades' files, it's weird.


They’re named differently, here. There’s a better database somewhere but don’t recall where.
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Zaio-Baio
Zaio-Baio


Promising
Famous Hero
posted September 01, 2020 02:46 AM
Edited by Zaio-Baio at 02:50, 01 Sep 2020.

Nieznamir said:
Wind Dancers vs War dancers
As far as I believe, War dancers are generally OK as far as balance goes? It's Wind that's broken. Defence bonus per tile is easily achievable in the game files, would changing it from 2 to 1 be enough? Maybe boosting

Wind dancers also have + 1 speed ( a total of 7) and need just +1 more  to reach opponents army on turn 1. They are more likely to attack the enemy right at the start of the battle, thus applying even more pressure. Also their defence bonus works really well with battle commander - basically you can mentor all your sylvan heroes to get up to 400 war/wind dancers for free.
Nieznamir said:
Sharpshooters vs Master Hunters bringing SS damage down, say 7-8 and changing piercing arrow effectiveness to 25-30% should be enough? Would have way lesser damage up close and against lower defenses, but still shine at distance against tough targets.

Well i think one way is to remove the no range penaly of the arcane archers -  they will still deal huge dmg up close, but will do less dmg on the 1st turn of the battle, unless the sylvan army is charged by the enemy.
Another way is to reduce their initiative - lets say to 10 or 9.
Probably the best idea is to not change them at all, but to introduce new artifact that gives "Armored" ability (like shieldguards and blackbear riders)- making your creatures immune to rider charge, force arrow, master of fire, flaming arrows, and some more.
Nieznamir said:
Chieftain vs Executioner Seems to me that it's pretty much dillema between damage and toughness - Chieftains are way more resistant to damage, at least physical, but Executioners can dish out just way more.... It's frightful aura works very well with too, potentially allowing more strikes without retaliation.
While Chft. special seem pretty useless. Morale bonus is tiny, and requires units to move in some kind of formation for bonus to apply which is terribly awkward and limiting. Orders of the Chief pretty much means wasting CHft. full turn to bring other unit by 0.6... Seems pointless. Maybe useful to have one additional stack of 1 Chft just to hasten other units without damaging them, can take him instead of goblins, I guess.

Chieftains are great against dark magic. You can use Order of the chief on your goblin witch doctors to make them move before your opponents hero and block his spell. On rich maps its really strong, because you can mentor all your orc heroes to get up to 960 goblins for free from the defend us all perk. Since the chance of blocking  spells is hp based you can reach a point where your goblins almost never fail.
Nieznamir said:

Sky Daughters vs Earth Daughter yes, Earth Daughters are straightforward and very useful, while it's hard to ever use this damn lightning properly. Any ideas?

Try refined mana perk. But in general, casting chain lightning doesnt fit orcs gameplay. Barbarians have really high attack stat and  battle cry so its usually not worth it to stay back and cast chain lighting.

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