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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
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 20, 2015 04:40 PM

31j?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 20, 2015 10:24 PM

magnomagus said:
31j?


yes

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 21, 2015 01:38 PM

This bug was reported on EE forums for 7th and 8th skillslot, perhaps it applies to 6th slot as well. In any case, I'm in the process of reprogramming the witch huts in lua, so in the future this will no longer be relevant.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 21, 2015 06:36 PM

yes it regarded skill slot 6.

Good.

I also tried to get 7th and 8th skill but I couldnt.
it seems the slots are just graphically presented but not in the in-game mech.

I will try enabling it in single player and trying it again.
This will happen next week as I will be unavailable between Thursday and Sunday included.


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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 29, 2015 11:04 AM
Edited by dredknight at 08:16, 30 Apr 2015.

Hello everyone!

We did some testing and here are the results.

We managed to enable 8 skills and neutral champions and artifact guards.
It works the following way and ONLY this way.

1. Each player goes to single player -> custom maps
2. Tick the eight skills and artifact guards option.
3. Each player moves the slider for neutral heroes to appropriate difficulty
4. chose a map and click CREATE.
5. From here go back to the main menu -> multiplayer -> local area network. One set up, the other joins, voala!

Issues and bugs:

1. if step 3 is not done the same for both players, they will have neutral champion setting set on their own and can be different.
For example the first game we tried mine was EXPERT ( ihad hero in every battle, while my opponent was normal - only artefact guards).

2. We played 8 skills + CHAMPION neutral heroes + artefact guards. As soon as one of us levels up (level 2) and click end turn, the turn is not passed to the other player.


This is it for now. Today we are going to test just 8 skills + CHAMPION neutral heroes.
if it works (or not) we will test artifact guards alone.

If you have any ideas or want to test anything just let me know.

P.S. Last week we did a game with PvP where I was academy elementalist with summoning. Phoenix is pretty good now! Not too strong not too weak! Great work.




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lotihoti
lotihoti


Famous Hero
posted April 29, 2015 01:24 PM

So you managed 8 skills and the neutral Heros in lan-mode?

NICE - will try that out (9. Mai and 23. Mai we do a great HOMM 5 lan Party - would be great if that is going to work )

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 30, 2015 10:44 AM

Thanks for your testing, this is great. I will at least try to move the buttons in the hotseat menu so they are closer. In my opinion neutral guards are an unfinished function, too random and not balanced for multiplayer. So I don't really care.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 30, 2015 04:44 PM
Edited by dredknight at 11:32, 01 May 2015.

lotioti, it does not work.
The above steps make it equal for multiplayer and you actually can do a few turns but eventually after someone levels up you wont be able to pass the turn. We tested it today very thoroughly.

If 8 skills and neutral heroes are ON the game turn will not be passed after some point. Please try it out in case we missed something.



Actually go for 8 skills only.
Forget the neutral heroes.

Some thoughts on Neutral heroes: yes they are very unbalanced in the beginning but they kind of add the balance later on.

Currently after week 3-4 you dont suffer any casualties because of OP.
Neutral heroes make it or break it -> you always suffer casualties + inferno neutral stacks can use gating!!!

1.What i mean is that against sylvan player neutrals heroes will always hit the archers and will reduce the number! So you dont just click and shoot after week 2. Same goes for Heaven archers and champions, Fortress thanens and dragons, Academy Titans etc..

2. actually this makes weak artifacts (50% protection aganst air, earth etc..) very valuable, as every second battle you will meet hero with some elemental characteristics.

3. it needs a lot of balancing early game, just as everyone mentioned.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 01, 2015 08:53 PM
Edited by magnomagus at 20:55, 01 May 2015.

Q and I had a disagreement about the neutral heroes balance years ago, put simply: he didn't want to change them. Since then I considered them permanently off the table because everything is compiled in the exe file.

Quote:
Currently after week 3-4 you dont suffer any casualties because of OP.


This is essentially a mapmaker issue. The editor has the capabilities to make the challenges, but people are not very good at balancing their maps.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted May 07, 2015 10:44 AM
Edited by dredknight at 11:25, 07 May 2015.

Some food for thought.
Inferno Sorcery class is quite confusing and not functional.
I get the idea and like it a lot but...

they start with advanced sorcery (or some sorcery + magic school), 2 knowledge and 3 sp.
- Sorcery is useless early game as you dont have mana anyways.
- They only get SP throughout the levels so 3 times out of 4 i have hero with 2 knowledge and 8-10 SP, which does not help a lot.
- Half the times I cannot pick a magic school the first 5 levels.

I have a few ideas in mind but I need to play it a few times more and shape the idea.
Plus this reminds me that Sorcery needs editing. Usually most of the skills are good on their own, but sorcery (and Ocultism as well falls into this category) are more like adhesive for magic schools (destruction mainly).


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 07, 2015 05:09 PM
Edited by magnomagus at 18:45, 07 May 2015.

SUPPORT FOR THIS MOD HAS ENDED, but it remains downloadable.

All improvements done and discussed for the RPE project will carryover to the much bigger MMH5.5 project, which will have a greatly improved version of the 24 class/skill system with ingame skilltrees, ingame manual, many new skills, new specializations + 48 new heroes.

Might & Magic: Heroes 5.5

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