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Heroes Community > Heroes 5 - Modders Workshop > Thread: [Mega-Project] The HOMM5 Role Playing Edition
Thread: [Mega-Project] The HOMM5 Role Playing Edition This thread is 27 pages long: 1 2 3 4 5 ... 10 20 ... 23 24 25 26 27 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 15, 2015 08:47 PM

That means you most likely made a mistake with the installation, please read the readme file carefully and make sure the .pak and .h5u files are in the right folders. If they are and the error still occurs than you have another mod/map installed overwriting important files in the frame.pak

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frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted January 16, 2015 08:26 PM

I have some problems with this mod. First, in-game, hero classes are always "None". When selecting heroes before you start the map, their classes are well named.

Second, I cannot run map editor. I start it, and try to place heroes, and editor crashes.

I installed this mod alone, with only H5-RPE-AshanCore10.h5u and H5-RPE-AxeothCore10.h5u, and I'm using Eternal Essence version of this mod.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 16, 2015 08:52 PM
Edited by magnomagus at 21:00, 16 Jan 2015.

This is an installation error or running from wrong .exe file (old shortcut not directing to EE3.1.8?)

you have also properly installed H5-RPE_Frame.pak in data folder?

A proper install on clean TOE can impossibly generate these errors.

EDIT: Ashan core and axeoth core cannot be installed together you have to choose one of the two!




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frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted January 16, 2015 09:46 PM

Sorry, I pasted wrong file names....

I'm using these files: H5-RPE-AshanCore10.h5u and H5-RPE-Frame10.pak and this exe file H5-RPE-QAI-Game.exe.



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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 17, 2015 01:12 PM
Edited by magnomagus at 13:13, 17 Jan 2015.

I know this problem I've seen it many times in early development stage. For some reason the exe is not reading the files. For me it was always an installation error.  I vaguely remember windows recognizing pak/h5u as zip files can also cause issues, but if so, that will cause issue for all mods.

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frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted January 17, 2015 01:53 PM
Edited by frostymuaddib at 16:19, 17 Jan 2015.

Ok, I reinstalled TotE, and now the class name problem ingame is gone. Also, map editor is not crashing anymore, but it works just as the regular map editor

EDIT:

Also, generating random map crashes the game and editor. What did I mess up?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 17, 2015 04:53 PM
Edited by magnomagus at 16:58, 17 Jan 2015.

The problems you describe were already introduced with NCF and RPE includes NCF, so the RPE editor is for adding NCF creatures. The RMG of 3.1.8 works but it is the 3.0 version, so it is still best to use H5_game for creating maps. 3.1.8 does not support NCF (Quantomas tried, but failed and lost interest). To add new classes in the editor you need to use the 'shared' entry in the object properties list instead of the regular hero properties.
____________
MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ

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frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted January 17, 2015 05:31 PM

Ahhh Thank you for clearing this up for me I really enjoy your mod, btw. It is a fine piece of work, and along with Q's AI, it makes H5 the best heroes game, imo

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted March 22, 2015 08:45 PM
Edited by dredknight at 20:47, 22 Mar 2015.

frostymuaddib said:
Ahhh Thank you for clearing this up for me I really enjoy your mod, btw. It is a fine piece of work, and along with Q's AI, it makes H5 the best heroes game, imo


FrostyMuadDib I play RPE + QA-exe in PvP, best experience ever.
I can match it equally satisfying as playing Heroes 3.

I wish it had more good PvP maps.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted March 22, 2015 11:16 PM
Edited by dredknight at 23:23, 22 Mar 2015.

Hi Magnamaurus!

I was just browsing up and down through the forum and I bumped on this thread regarding spell system change -> http://heroescommunity.com/viewthread.php3?TID=41020.

I have noted that might hero skills stack quite well (offense defense luck etc..) VS mage skills.
Also might hero skills are mostly applied instantly and for the whole battle. while mage heroes act once at a 1 or 2 creatures average ( if they are not resisted).

here is some idea for how to make a (may be) better mage system. Firstly I will point the issues and then how to fix them for each school and globally.

- Light Magic - basically it fortifies the units -> makes them faster, make them hit hard and stand longer on the battlefield (defense revive).
issues -
a) Mage with  Light magic moderately improves one skill per turn for X turns.
b) Might hero skills does the same with all soldier skills and better efficiency.

 So clearly it is much better to take Might hero as he is much more reliable instead of getting a mage using mediocre light magic.

How to make light magic improvement meaningful and reasonable: Make light magic very stronger (based on Spell power) but its strength will fades away each turn. Some examples:
- Hero with 20 SP.
Endurance- gives 2/2/1/1 defense per SP to a unit. Each turn the unit loses 100%/30%/25%/20% of that value.
Righteous Might - increases attack same as endurance.
bless - it is good as it is in RPE. (may be add 0.01 DMG on top  per SP at expert?)
word of light good as it is in RPE (revert the damage as in Tote, very weak for the mana in PvP or PvE)
revive good as it is.
haste good as it is in RPE.(make the value SP dependant, 2% per sp?)
Cleansing - good as it is.
Teleportation good as it is.
Magical Immunity - good as it is in RPE
Resurrection - may be make it a little bit stronger but increase mana heavily.
Divine Vengeance - good as it is in RPE.
Regarding endurance and Righteous Might change - Now the those type of magic have 2 types of usage - if you focus on light you will have them strong with lasting effect. If you dont get light - you can still learn the magic and use it for 1 hit surprise. The magic is completely useless for hero with no spell power. Figures are quite rough just posting as examples ;].

Dark magic - the main point of Dark is to cripple the enemy by reducing his ability to attack/defend, slow him down or slowly eat him alive (basically the opposite of light).

Same issue as in light - the Mage cripple ONE ability per round (and not always mass) while the might hero improves them instantly and for the whole battle.

How to make dark magic improvement meaningful and reasonable:

Weakness - same as bless!
Slow - same as haste.
Decay - good at the beginning but useless in PvP and big battles. Damage multiplier should be increased from 8*Power to 20? Not   sure for the quite number but this is the only damaging spell in dark (beside the mass one).
Vulnerability - same as Endurance gain rate
Suffering - same as Endurance gain rate
Blindness - good as it is.
Frenzy - good as it is. Always lasts 1 turn. Increase mana heavily.
Curse of the Netherworld - good as it is in RPE (revert the damage as in Tote, very weak for the mana in PvP or PvE).
Puppet Master . - good as it is in Tote. Increase mana heavily.

Actually what made the Dark strong is the vast casting of Mind controlling spells, by increasing the mana requirement you need to choose it to make that mana worth!.
What i mean with those changes is 1 - you now have alternatives not only waiting for those puppets, frenzies and blinds. 2 if you use Frenzy and puppets they will be still powerfull BUT they will require a LOT of mana so you will have like 2-3 uses only if you have a lot of mana . So even if you are warrior and get Dark you will have like 1 use for Frenzy/puppet and thats it.

Destruction

Very decent school on its own (in RPE mod). Inferno/Dungeon sorcerers Rule!!!
Issues here - not much, some secondary perks should be a little bit more powerful so the hero can match late game Warriors in PvP.
As the count of troops gradually increase the performance of knight while the mage output is the same.

The issue: Make destruction a little bit more meaningful (and powerful) when it comes to large scale battles(30+ tier 7 units you get what i mean?).

Solution:
First remove the 50% dmg reduce artifacts, after all the opponent can always get Luck for the MR and Any shatters he wants.

Second make tier 3 sub-skills for every RPE path (fire/ice/lighting).
- Fire path is good all along!
- Lighting tier 1 stun is good, tier 2 is ok, as tier 3 you can further increase the SP modifier or all lighting spells.
- ice path, tier 1 is good, 1 is so, so, tier 3 add the CHILLING BONES 5% skill!!!!

If smb say destruction becomes too strong, remember you can only  get 1 full path. Also remember destuction becomes strong in conjunction with Sorcery and occultism so  the hero losses 2 more Skill slots!!

It is kinda of late now so I will be back for the rest. I need to cover Summoning (magics are weak and skill perks do not improve it much...), how schools will benefit from sorcery and Ocultism.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 23, 2015 05:05 PM
Edited by magnomagus at 17:35, 23 Mar 2015.

Hi dredknight,

i have some good news, I recently found out how to fix the starting armies according to your idea. I'm also working on ingame skilltree and major improvement of occultism => distract will be added with suitable icon I grabbed from mmh6, consume corpse will give +2 spellpower, and exploding corpses will increase spellcaster growth.

let me past current changes here to avoid confusion:

Quote:
H5-RPE-Spells.h5u

-All curse and bless durations (I don’t mean only curse and bless) are calculated like 1+0,5* Spellpower
-Firewall moved back to summoning level 4 with some more damage (but less then fireball). This is to provide the full magic classes from light+summoning factions with some more direct damage doing potential. Since all classes have a straight way to ignite firewall also became somewhat redundant in H5: RPE.
-Spells that increase or decrease primary skills are set to increase/decrease by 4,8,6,10. (not vulnerability)
-Haste and slow are changed to increase/decrease initiative by 15/20/25/30%
-Divine Vengeance lifted to level 5
-Word of light and Curse of the Netherworld lowered to level 4 and damage roughly halved.
-Phantom Forces lifted to level  4
-Summon Hive lowered to level 3
-Rune of charge lifted to level 2
-Rune of Revive lifted to level 5
-Rune of magic control lowered to level 1
-Rune of dragon form lowered to level 4
-Decay, eldritch arrow, stone spikes, implosion, deep freeze, Armageddon damage increase more gradually with mastery levels. (has almost no influence on maximum damage)
Horde’s Anger = 0.8 damage per creature (was 1)


With regards to the following changes:

Quote:

-Spells that increase or decrease primary skills are set to increase/decrease by 4,8,6,10. (not vulnerability)
-All curse and bless durations (I don’t mean only curse and bless) are calculated like 1+0,5* Spellpower


I would like to add, making the boost based on spellpower is definately not possible, so the best possible compromise is already achieved?

I think you are right about decay, but I shouldn't go higher than *10 otherwise it is stronger than ice bolt and lightning bolt.

I will boost damage of word of light and curse of netherworld

not sure about resurrection, it also affects the angels and is already quite potent.

i don't think chilling bones can work for other factions + it is really weak.

Quote:
First remove the 50% dmg reduce artifacts, after all the opponent can always get Luck for the MR and Any shatters he wants.


H5 is lower on artifacts than previous installments, so I'm not in favor of this, also what is the chance the defender is wearing them all? A good destructive caster can vary between elements.



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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted March 24, 2015 04:17 PM
Edited by dredknight at 16:23, 24 Mar 2015.

magnomagus said:
Hi dredknight,

i have some good news, I recently found out how to fix the starting armies according to your idea.




Good news keep me posted .

magnomagus said:


I'm also working on ingame skilltree and major improvement of occultism => distract will be added with suitable icon I grabbed from mmh6, consume corpse will give +2 spellpower, and exploding corpses will increase spellcaster growth.



Very good news . I will share some ideas later

magnomagus said:

let me past current changes here to avoid confusion:



I am quite aware of them. Till the end of february I played the mod daily, something I will resume at the start of April.

magnomagus said:

I would like to add, making the boost based on spellpower is definately not possible, so the best possible compromise is already achieved?



Correct me if I am not wrong but I think it is possible.
Here is how.
In the "data" folder go to GameMechanicsSpellCombat_SpellsDarkMagic and open Weakness.xdb.


In the section DAMAGE you can see this
Quote:

<damage>
<Item>
<Base>3</Base>
<PerPower>0</PerPower>
</Item>
<Item>
<Base>6</Base>
<PerPower>0</PerPower>
</Item>
<Item>
<Base>9</Base>
<PerPower>0</PerPower>
</Item>
<Item>
<Base>12</Base>
<PerPower>0</PerPower>
</Item>
</damage>



What can be done here is reduce the  Base value (but still keep it ) and add SP modifier.
probably something like this
Base value by mastery level: 2,4,6,8
SP modifier: 0.5 on all mastery levels.

magnomagus said:

I think you are right about decay, but I shouldn't go higher than *10 otherwise it is stronger than ice bolt and lightning bolt.

I will boost damage of word of light and curse of netherworld



Good. I will test it afterwards so no biggie!

magnomagus said:

not sure about resurrection, it also affects the angels and is already quite potent.



Leave it as it is. Bad suggestion by me.

magnomagus said:

i don't think chilling bones can work for other factions + it is really weak.



It returns 5% of the pure damage back in cold damage. Imagine 100 angels hitting that target. I think it will be OK for big battles.

Quote:
First remove the 50% dmg reduce artifacts, after all the opponent can always get Luck for the MR and Any shatters he wants.


magnomagus said:

H5 is lower on artifacts than previous installments, so I'm not in favor of this, also what is the chance the defender is wearing them all? A good destructive caster can vary between elements.



On Large maps almost always I find them all, some of them I find even twice. Plus the artifact merchant have them occasionally. Leave this away. Lets focus on spell balance.



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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 24, 2015 05:38 PM

Quote:
What can be done here is reduce the  Base value (but still keep it ) and add SP modifier.


It's a mystery how I overlooked this in the past, because it works. But you are going crazy on the multipliers again. warlock with 30sp will boost or reduce the whole army by 23, which is equal to might hero leveling up 23 times! and only at the loss of half his initiative!.
2,4,6,8 + *0.2 seems balanced, It has to remain tempting for magic heroes to take summoning or destructive, especially since I want to add the 8 skillslot option as well.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted March 24, 2015 07:31 PM

magnomagus said:
Quote:
What can be done here is reduce the  Base value (but still keep it ) and add SP modifier.


It's a mystery how I overlooked this in the past, because it works. But you are going crazy on the multipliers again. warlock with 30sp will boost or reduce the whole army by 23, which is equal to might hero leveling up 23 times! and only at the loss of half his initiative!.
2,4,6,8 + *0.2 seems balanced, It has to remain tempting for magic heroes to take summoning or destructive, especially since I want to add the 8 skill slot option as well.


You are correct I am thinking crazy.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 24, 2015 07:39 PM

Quote:
Vulnerability - same as Endurance gain rate


Oh yeah about this, I think there is a reason why nival considered reducing more powerful than increasing, but I have not really come to a conclusion why that is?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted March 25, 2015 12:05 AM

magnomagus said:
Quote:
Vulnerability - same as Endurance gain rate


Oh yeah about this, I think there is a reason why nival considered reducing more powerful than increasing, but I have not really come to a conclusion why that is?


Indeed. Reducing should be more powerful.
This is because roughly in H3 1 attack more gives twice more dmg than -1 reduce. (i think 1 point more attack was 5% dmg while 1 attack more def is 2.5% less dmg).

Roughly if you have 20 attack more you get 2x more damage while, if you have 20 defense more than attack you get 0.5x multiplier of the dmg.

May be increase the multiplier up to 0.3 will do.

Another idea why +auras are weaker than -auras is may be because of the following. Basically you can stack quite a lot positive perks to stack while the only negative perk that is stackable (at least to my knowledge) is vulnerability.

Regarding blesses: Creature output = Creature attack + hero attack + bless attack + terrain or other bonus
Regarding curses: Creature output = Creature attack + hero attack - curse attack + terrain or other bonus

Regarding Spell power. Is it possible to increase troop Spell power based on Hero SP?



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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 25, 2015 12:56 AM
Edited by magnomagus at 01:20, 25 Mar 2015.

So essentially you just explained your previous idea was bad?

Quote:
May be increase the multiplier up to 0.3 will do.


if an elementalist can throw around +16 -16 at 25SP why would he even bother with summoning? divine vengeance and resurrection will do the rest of the work. Nobody ever complained light and dark are too weak, on the contrary the +12 +40% boosts were often considered too powerful and overshadowing destructive and summoning back in the days when the game was really alive. This was the reason I nerfed them in the first place. I tested the correct multiplier for haste/slow as +0.5% per SP, this means the 40% is achieved at 30SP and the might classes get stuck between 25-30%. considering the base values as 10/15/20/25. It also works very well for the creatures. As an inquisitor stack grows it will become better than the knight leading them.

EDIT
0.5% works well for deflect missile too, with base values as 35/45/55/65



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matod
matod


Adventuring Hero
posted March 25, 2015 07:34 AM

Is this great mod still in development? bacause is one of best heroes out there and i can asure you many ppl like it.. but what i and mine friend whould like is better lan support with maybe better random map generator for this mod

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted March 25, 2015 09:19 AM

magnomagus said:
So essentially you just explained your previous idea was bad?



I am just an idea thrower....

magnomagus said:

if an elementalist can throw around +16 -16 at 25SP why would he even bother with summoning?



Didnt think about that.




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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted March 25, 2015 10:57 AM
Edited by dredknight at 14:36, 25 Mar 2015.

Here are some shots in the dark regarding summoning.

Conjure phoenix - actually one of the good spells . Currently attack and def are based on hero level, damage and health are based on Spell power.

this is the file - data/ GameMechanics/ RPGStats/ ConjuredPhoenix.xdb

In this file you can make everything with the phoenix.
Here is what I am proposing (i hope it is not too OP).
Increase the phoenix damage a bit.
Increase the phoenix health a lot.
give slight initiative bonus based on SP (currently it is flat 15, may be 0.1 per SP? or make it less flat and more SP)

Why is that change i propose
- in PvE fights AI never attacks summoned units (only when blocking) 1 or 100000000 hp it does not matter.
- in PvP the other player will kill the phoenix straight on so it will not harass archers and other units. By vastly increasing the HP of the phoenix we make it more worth in battle - it will take more retaliations and the enemy will think twice before attacking.

Summon Hive - Very nice spell but only 100 hit points? I suggest the same HP boost  as Conjure phoenix. Increase the hit points a lot a lot per SP so it can last longer on the battlefield.
Not sure if it is possible I want to try some experimental editing first.

Firewall - as summoning is not destruction the idea of the spells (as mentioned above) are to last long enough and make impact !
Same goes for the firewall - duration of the spell should be something like

flat: 3/3/3/3
SP:   0/0.05/0.1/0.25

This will force the enemy to move his ass out of the fire.

Firetrap - the spell is not a skillshot (lighting or fireball) it should make more impact when the enemy goes through it, as it is not up to the Caster if it is going to hit or not. Once the enemy ground units reach your units it is useless (the spell useless against archers and flyers go above the mines) so make it count whenever someone is hit by it!!!! Just as firewall this magic is made to make the battlefield uncomfortable for the enemy. Currently the damage output is the following:

<damage>
<Item>
<Base>50</Base>
<PerPower>10</PerPower>
</Item>
<Item>
<Base>50</Base>
<PerPower>10</PerPower>
</Item>
<Item>
<Base>50</Base>
<PerPower>10</PerPower>
</Item>
<Item>
<Base>50</Base>
<PerPower>10</PerPower>
</Item>


I suggest increasing the damage vastly but reducing the count of the mines.
make the damage like this:
flat 50/50/50/50
sp   10/13.3/16.6/20
mine count 2/4/5/6 instead of 2/4/6/8
May be i made them too strong? What do you think?

Arcane Crystal - Just as the magics above making the battlefield uncomfortable.  I suggest to increase the damage vastly here so anyone will think twice before breaking it, or you can use your archers to hit it and make damage to the enemy!!!

currently: 40+8*Power60+12*Power80+16*Power100+20*Power
This means that caster with 30 SP will do 700 damage? which is not that impressive. may be increase it like this:

40+10*Power60+17*Power80+24*Power100+30*Power





P.S.
- regarding DARK MAGIC Frenzy, you can reduce the duration to be always 1 turn on all levels -> data/ GameMechanics/ Spell/ Combat_Spells/ DarkMagic/ berserk.xdb
You can increase the damage multiplier for expert from 0.03 to 0.04 to compensate for that turn.

- I cannot find the .xdb config file for Arcane Armor spell.
for some reason there is no such file in summoning spells nor in any other folder.


- I want to try do some modding to check some options in the code. any advice how to RAR back the DATA folder? or just RAR it back and remove the suffix of the file?

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