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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»
Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted February 06, 2010 09:07 PM

That is very impressive magnomagus. I'm a big fan of your other mods so I can't wait to try this new one.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 07, 2010 01:12 PM

I added more info on the balance changes to the second post, so pretty much everything is easy accessible for discussion.
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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted February 07, 2010 01:20 PM
Edited by Storm-Giant at 13:21, 07 Feb 2010.

Seems impresive, so many changes can't be expressed with one word
I can't test it now, but in the future I'll do for sure, a great mod without doubts

btw, when you say:
Quote:
wasp swarm 10% per level + 0,25 atb per level


You are meaning +0.025 atb per level, right? Otherwise it'd breake game balance, reseting enemy turn since level 4
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 07, 2010 01:26 PM

Quote:
You are meaning +0.025 atb per level, right? Otherwise it'd breake game balance, reseting enemy turn since level 4


Yes, I will correct it on the forum now (the mod is OK)

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festuc
festuc


Adventuring Hero
Modding
posted February 07, 2010 02:12 PM

Only a suggestion,Why dont put Lorenzo as a Heretic and Markal as Necromancer instead of Belketh?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 07, 2010 02:54 PM

Markal to Haven, was because of his model, also lore wise (with so many heroes), this mod is kinda Ashan in many different periods. Nicolai is still alive, Markal as friend of queen Fiona etc.

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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted February 07, 2010 07:46 PM
Edited by Cleave at 20:15, 07 Feb 2010.

Silly question but where do I have to extract the files to run this mod?

EDIT: I found the readme. I knew it was a silly question. Good job on the manuals by the way it must have taken you ages to put this all together.
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festuc
festuc


Adventuring Hero
Modding
posted February 07, 2010 08:21 PM

I found and incompatibility with Xazardous combat Mod,see the screen shot:


With my other MOds this didnt happen,my resolution screen is 1280*1024.
i think maybe I can fix it,if you dont have time.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 07, 2010 08:58 PM
Edited by magnomagus at 21:03, 07 Feb 2010.

@festuc,

I can't see in the screenshot, what is exactly the problem?

@Cleave,

I suspected a 7zip self extractor would give some people a little trouble, but it was the only way to use the uber compression from 7zip, without forcing people to download it.

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festuc
festuc


Adventuring Hero
Modding
posted February 07, 2010 09:03 PM

The combat bar is too up

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 07, 2010 09:06 PM

mpf I have no idea what causes this at the moment. If you know the cause I would like to hear. Since I'm using a widescreen display I always have to adjust the positioning of xazardous menu and combat manually.
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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted February 07, 2010 09:36 PM

Quote:
@Cleave,

I suspected a 7zip self extractor would give some people a little trouble, but it was the only way to use the uber compression from 7zip, without forcing people to download it.


I had a blonde moment.

Anyway here is my feedback for now:

-there is a typo in the description of Zehir's specialty "powerfull" instead of powerful.

-I found the Daughter of Light/Daughter of Darkness thing confusing at first for Garuna and Urghat. I would have thought the Daughter of Darkness would specialize in Shatter Dark when it's the opposite. It seems even more confusing to me since Haggash and Kujin work this way (I mean Haggash is the Daughter of Nature and has Shatter Summoning whereas Kujin is the Daughter of Chaos and she has Shatter Destruction). So IMHO it would make more sense to switch between Garuna and Urghat or switch between Haggash and Kujin (I'd prefer the first option) as it is it seems a bit misleading to me. I know it's a very minor point but I thought I should let you know anyway.

-The skill system feels like playing a different game, I like the idea of the specialty and how it works but I'd suggest including a skillwheel in the next version. I've been using the skillwheel for so long I must say I'm lost without it especially since I have the vanilla skill system in mind and I'm finding it hard to switch to your new system without it.

Obviously I haven't played much but I liked the changes, it makes for a renewed experience and looks like it improves the balance of the game.

If you could add a skillwheel then it would be perfect.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 07, 2010 11:15 PM

Quote:
I found the Daughter of Light/Daughter of Darkness thing confusing at first for Garuna and Urghat. I would have thought the Daughter of Darkness would specialize in Shatter Dark when it's the opposite. It seems even more confusing to me since Haggash and Kujin work this way (I mean Haggash is the Daughter of Nature and has Shatter Summoning whereas Kujin is the Daughter of Chaos and she has Shatter Destruction). So IMHO it would make more sense to switch between Garuna and Urghat or switch between Haggash and Kujin (I'd prefer the first option) as it is it seems a bit misleading to me. I know it's a very minor point but I thought I should let you know anyway.


well, yeah this was pretty much connected to the whole seal of light/seal of darkness discussion people used to have. You expect someone who specializes in darkness to shatter light instead of wielding it (at least from a purely linguistic point). Perhaps I should have swapped nature and chaos too or swap everything back. It is hard to tell what most people would prefer.

Quote:
The skill system feels like playing a different game, I like the idea of the specialty and how it works but I'd suggest including a skillwheel in the next version. I've been using the skillwheel for so long I must say I'm lost without it especially since I have the vanilla skill system in mind and I'm finding it hard to switch to your new system without it.


I guess you are referring to an ingame skillwheel, I'm thinking about looking into this again, but it is an awful lot of work to create ingame skillwheels for 24 classes (probably more then the whole mod took me until now). I deliberately created the skillsystem in such a way that it can easily be used without ingame skillwheels, because first of all there is only one skillwheel for all classes and secondly all branches are very thematic and logically divided. I understand it takes some time to adapt, but in the end my skill system is the only one that can be memorized. Furthermore in H5RPE there are hardly any useless skills so (in the learning period) there is no need to be afraid you are steering towards a weak one.

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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted February 08, 2010 12:00 AM

Quote:
Perhaps I should have swapped nature and chaos too or swap everything back. It is hard to tell what most people would prefer.


It's just that as it is it doesn't seem very logical to me. Either it works one way and then Daughter of Chaos should have Shatter Nature or the other way round and Daughter of Darkness should have Shatter Light.

In any case it's not a very important point.

Now regarding the skillwheel I guess it'll take some getting used to. If it'd take you so much work then it's definitely not worth the trouble.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 08, 2010 01:16 AM
Edited by magnomagus at 01:18, 08 Feb 2010.

Quote:
Either it works one way and then Daughter of Chaos should have Shatter Nature or the other way round and Daughter of Darkness should have Shatter Light.


I will take this with me for the next release.

Quote:
Now regarding the skillwheel I guess it'll take some getting used to. If it'd take you so much work then it's definitely not worth the trouble.


Perhaps it is doable to show at least a picture of the universal skill tree in game by pushing the same button as the ingame skillwheel mod. I'm still a noob at interface modding so I need to study xazardous materials first to get a better idea.


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Fauch
Fauch


Responsible
Undefeatable Hero
posted February 08, 2010 02:08 AM

one things which strikes me if you improved the minotaur with aura of bravery, but not the minotaur with the double attack ability who is much weaker.

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SKPRIMUS
SKPRIMUS


Promising
Supreme Hero
The One and the Prime
posted February 08, 2010 04:43 AM

Played a little bit with demonlord due to skills choices available...I must say the developers liked demons due to the demonlord & the skill probabilities

ofc changing the in-game skill probabilities can drastically alter power balance (but fun!)...I also noticed you kept leadership & sorcery mutually exclusive in all but one case too.

The readme mentioned the skills system "is much more logical" - I wouldn't go so far to say that so strongly in terms of gameplay...I quite liked how ubi/nival set up the skillwheel & percentages for various factions

The rpe skillwheel makes it too easy to pick the good right skills which can lead to very similar optimal builds for particular classes.

on another note: couldn't get RTMG to work with this so I gotta check it closer...
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SimonaK
SimonaK


Promising
Supreme Hero
posted February 08, 2010 04:56 AM

Quote:
on another note: couldn't get RTMG to work with this so I gotta check it closer...

RTMG doesn't know RPE's exes
I will release a new 1.5.5 update soon for that and others fix.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 08, 2010 12:41 PM
Edited by magnomagus at 12:52, 08 Feb 2010.

Quote:
one things which strikes me if you improved the minotaur with aura of bravery, but not the minotaur with the double attack ability who is much weaker.


The goal of this change (which was actually taken over from the Tournament edition) was to make the ability at least noticable. In its original form it is merely a non-ability like dead man's curse, the change will also extent to other creatures using the ability, like NCF. So the change was merely connected to the ability alone.
I don't think the other minotaur is weaker by the way , if a creature can attack twice it needs to have overall weaker stats.

Quote:
The readme mentioned the skills system "is much more logical" - I wouldn't go so far to say that so strongly in terms of gameplay...I quite liked how ubi/nival set up the skillwheel & percentages for various factions

The rpe skillwheel makes it too easy to pick the good right skills which can lead to very similar optimal builds for particular classes.


With 'logical' I was referring to the themes of the branches, the way how perks are divided not probabilities for getting skills. Of course there is partly a subjective matter. I really didn't like the fact that in TOE some skills that were useless to a certain class for example knight+sorcery could be learned with 2% probability. I think it is better if the class can only learn skills that are really useful to him and the probability is not close to impossible. I think if I could nerf enlightenment I would do it, because in its current state it is known to be the most powerful skill, while most other skills are pretty much equal. In the end I want all 24 skills to be equally powerful so an optimal buildup does not exist. I would most certainly not say that in the current build there are optimal buildups for the classes (with the exception of picking enlightenment) because of all the shatters, classes can choose more options to adapt to the enemy they are fighting. If you disagree I'm curious how your perfect demon lord would look like?

Quote:
I must say the developers liked demons due to the demonlord & the skill probabilities


I think in the end you will draw the same conclusion for all other classes.

Quote:
RTMG doesn't know RPE's exes I will release a new 1.5.5 update soon for that and others fix.


That sounds great simonak, if you need some info let me know.

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festuc
festuc


Adventuring Hero
Modding
posted February 08, 2010 04:13 PM

i have two things;
First:Sorry I couldnt fix the xazardous combat problem.
Second:another suggestion about Markal and the Heretics,the Heretics model is nice but it looks like a Nercomancer,so why dont use the Original renegade model for Heretics?And then you could use the actually heretics model for replace the Sareth´s model in Reapers,or use the actually model for heretics  for necromancers and use the original necromancer model for reapers.

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