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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»
dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 11, 2015 04:04 PM

nice. Only thing I may not agree with is the 25% flat for slow/haste.
20 seems better.

I will check it next week.  

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 11, 2015 05:07 PM

I made the following comparison

TOE: 40% with 1 spellpower
RPE old: 30% with 1 spellpower
RPE new: 25% with 1 spellpower/30% with 10 spellpower/40% with 30SP

So basically I already nerfed the nerf.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 12, 2015 11:49 PM
Edited by dredknight at 23:51, 12 Apr 2015.

Alright. Some other thoughts.

DESIGN Have you ever thought adding some custom graphical work just for overall satisfaction?

For example Sfidza Unique hero models seems nice (though some of the links are broken). There may be other people have made improved graphical monster/hero versions and just sit here in the forum collecting dust.

I found a couple of skin improvement mods here.
http://www.heroes-of-m-and-m-5.narod.ru/mods.html - I can test them tomorrow and post some screen shots.

Some creature changes that I found from here and there:

- Master gremlin repair ability to be strengthen because this upgrade is useless compared to the Gremlin saboteur (better initiative, better offense). Currently it is:
Repaired hit points are equal to 5 times the number of creatures in the repairing stack.once per combat
Increasing the casting times to 3 seems legit but i didnt find where you specify it. Do you know?

- Hydra upgrades - the one with regeneration - strengthen the regen. (there is a flat definition in DefaultStats.xdb

<HydraRegenerationMin>30</HydraRegenerationMin>
<HydraRegenerationMax>50</HydraRegenerationMax>


Couldnt find anything per level/power or stack count)

                - the one with acid spit - make acid stronger with stack increase. Couldnt find where it is defined.


- HERO SPEC:  I was reminded yesterday that there is one hero in Stronghold whose specialization is 1hp per level for Wyverns which is completely useless in any type of game (note: wyverns are the only creature that do not accumulate rage so it dies easy). May be making it 2HP per level will do the work (level 30 hero will increase HP by 60!! ). Other lore based idea is to change the specialization of that hero to strengthen Wyvern abilities like regeneration and corpse eating but I dont know how this can be done.  How do you change specs?
I see you have done it before for some other heroes.

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lotihoti
lotihoti


Famous Hero
posted April 13, 2015 02:23 PM
Edited by lotihoti at 14:24, 13 Apr 2015.

dredknight said:

...

I found a couple of skin improvement mods here.
http://www.heroes-of-m-and-m-5.narod.ru/mods.html - I can test them tomorrow and post some screen shots.

- Master gremlin repair ability to be strengthen because this upgrade is useless compared to the Gremlin saboteur (better initiative, better offense). Currently it is:
Repaired hit points are equal to 5 times the number of creatures in the repairing stack.once per combat
Increasing the casting times to 3 seems legit but i didnt find where you specify it. Do you know?

- Hydra upgrades - the one with regeneration - strengthen the regen. (there is a flat definition in DefaultStats.xdb

<HydraRegenerationMin>30</HydraRegenerationMin>
<HydraRegenerationMax>50</HydraRegenerationMax>


Couldnt find anything per level/power or stack count)

                - the one with acid spit - make acid stronger with stack increase. Couldnt find where it is defined.



- HERO SPEC:  I was reminded yesterday that there is one hero in Stronghold whose specialization is 1hp per level for Wyverns which is completely useless in any type of game (note: wyverns are the only creature that do not accumulate rage so it dies easy). May be making it 2HP per level will do the work (level 30 hero will increase HP by 60!! ). Other lore based idea is to change the specialization of that hero to strengthen Wyvern abilities like regeneration and corpse eating but I dont know how this can be done.  How do you change specs?
I see you have done it before for some other heroes.



Master Gremlin: I think 5 HP is balanced. I mean a full stack of gremlins (around 50) can heal 250 hp - which are a lot for a lvl 1 unit.

Acid Hydra: She/it returnes 25% of her offence power as dmg. So basically when 50 hydras hit (just to make it explain easier) 1000 dmg  they return 250. If you kill 25 hydras and you hit them another time - remaining 25 hydras - they hit 125 (25% of 500).

Hero specs are hard coded :/ - otherwise i would CHANGE THEM ALL!!!! (pokemon power! ) xD

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 13, 2015 04:47 PM
Edited by magnomagus at 20:17, 13 Apr 2015.

If a hero spec is not in defaultstats.xdb = 99% it can only be changed by hex editing

@dredknight

I recommend looking up the math in the H3.1 fan manual, before making suggestions.

The repair ability is much more powerful than sabotage as it resurrects golems.

The wyverns are not weak at all, they have the same power rating as paladins. +60Hp on paladins is way overpowered. +30HP may be more reasonable.

Acid blood already scales since it is % based, also why would I make chaos hydras stronger than acid hydras and introduce a new issue by trying to fix a non-existant one?

About models:

I have recently done some work on the heretic female and death knight.
I know about hero model mods, but i find most of them very amateurish quality. This is because amateur texturers often use cheap TFT screens instead of reference quality SPVA or SIPS, causing 'overcolorization'. To make it worse a lot of amateur stuff is also 'sharpened' by people unable to find the AA and AF settings.
____________
MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ

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lotihoti
lotihoti


Famous Hero
posted April 13, 2015 05:03 PM

Hey Magnus

May you can send me the models you did?
Just want to look at them - and Change some heroes with them ^^

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 13, 2015 08:16 PM
Edited by magnomagus at 20:19, 13 Apr 2015.

I'm not finished with them and i will release them later with my other work, because cutting my mods into pieces and making seperate releases costs me valuable time. The spells mod was an exception, because it was already seperated.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 13, 2015 08:49 PM
Edited by dredknight at 22:59, 13 Apr 2015.

Quote:
I recommend looking up the math in the H3.1 fan manual, before making suggestions.
The repair ability is much more powerful than sabotage as it resurrects golems.



I didnt meant that. I meant that the Gremlin saboteur is much stronger unit that master gremlin. But as Repair is stronger this seals the deal.
You either get stronger offensive unit or support unit for golems.

Thanks for the explanation about hydras and wyverns.

Nice that you are working on the models! My understanding of pic editing goes as far as MS Paint so I will leave this to you.




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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 13, 2015 09:13 PM

Don't get your hopes up too much. My core business is gameplay. I'm just making small corrections to the skins.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 14, 2015 12:12 AM

Quote:
BTW, one change that i propose is to reduce the all army initiative artifacts by 1/3 or 1/2.

the rings - instead of 20% and 10% - 10 and 5.
the staff - intead of reducing 20% -10%.


i still had to respond to this, this is not possible (unless hex editing)

i have however considered adding some little stat boosts to artifacts
that often turnout useless in situations:

golden sextant +1 knowledge
turban of enlightment +1 knowledge
chainmail of enlightment +2 defense
all seeing crown +1 spellpower

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 14, 2015 02:19 PM
Edited by dredknight at 14:20, 14 Apr 2015.

magnomagus said:
Quote:
BTW, one change that i propose is to reduce the all army initiative artifacts by 1/3 or 1/2.

the rings - instead of 20% and 10% - 10 and 5.
the staff - intead of reducing 20% -10%.


this is not possible (unless hex editing)



I see. I am working on the HEX currently. I hope I will make some progress by the end of the week.

Are all artifacts values are in the hex or just some of them?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 14, 2015 03:31 PM

They are all in the exe, but i think we may be looking at this in the wrong way +5% is really nothing for most creatures and it is major artifact. The problem is that some creatures like griffins are just much more affected because the effect is % based. It would be better if the artifacts gave +1 +2 initiative.

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markkur
markkur


Responsible
Legendary Hero
Once upon a time
posted April 14, 2015 05:27 PM

magnomagus said:
all seeing crown +1 spellpower



I'd rather it revealed the entire map...up and down. Now that, is truly all-seeing.

Cool you're still at it Mag the Magnificent Mage. (not joking)

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 14, 2015 08:55 PM
Edited by dredknight at 22:59, 14 Apr 2015.

heya Markkur!!
do you have a map where i can test things?
for example a map where I can get a lot of experience fast?

@magnomagus do you know if RPE MOD EXE or QA MOD EXE have level cap reduced + level requirements fixed (no increasing multiplier) or it is not implemented. I see in the main thread that BAD mod is implemented but on the othe hand I played a map where i defeated 30k peasants and 20k goblins (and a bunch of other tier 3-4-5 1k stuff) and I barely made it to level  32. I used QA exe for RPE mod.

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lotihoti
lotihoti


Famous Hero
posted April 15, 2015 08:21 AM

Use an existing map - open it with map Editor:

Move a treasure chest near you and press "space".
Give her as much exp you want.

Go ingame and test

At least i do it that way

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 15, 2015 03:57 PM
Edited by magnomagus at 16:11, 15 Apr 2015.

BAD levels mod is only implemented in 3.1, not any QAI exe files. Q changed the structure of his exe files several times, adding modding framework, then removing it, than adding other stuff etc. So these exe files are different, everything is in different locations and BADs work is also more complex than change 1 number etc. Increasing the cap is very hard, he didn't manage and he was a very good hex-editor.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 17, 2015 07:27 PM
Edited by magnomagus at 20:07, 17 Apr 2015.

@dredknight

I discovered I still need to add following changes:

cleansing - increase chance with creature stack size
frenzy - 20 mana, 1 turn only
puppet master - 30 mana

Also will be added:

Advanced Town Portal at Lvl 25

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 18, 2015 10:49 AM

Hi Magnomagus!

Yesterday we played LAN with the following config:

h5 tote + RPE mod + new spells +  Q31 mod.
Using the Q mod exe.

It works without issues without computers.

When we play in the hero menu I can see the 8 skill slots by default.
I didnt test if I can populate them or it is just visual thingy.
I will try this on Monday.

I am alright with the changes. Regarding cleansing:
Currently this is the formula:

Total dispel chance = base% + (Dispeller_Level - Original_Caster_Level) * 3%
Level of creatures is 1-7 for normal, and 2-8 for upgraded creatures.

What exactly you are going to do?

Reduce expert base from 100% and add SP bonus so stack size SP matters?


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 18, 2015 05:17 PM

Quote:
When we play in the hero menu I can see the 8 skill slots by default.
I didnt test if I can populate them or it is just visual thingy.
I will try this on Monday.


If it is activated in singleplayer, then it works in hotseat so I think it can work in LAN as well

The cleansing formula is very unfair to large creature stacks, for example 300 battle mages still count as Lvl5, so yes I want to try spellpower bonus. 0.9/0.7/0.5/0.4 + 0.01 per SP

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 20, 2015 02:38 PM
Edited by dredknight at 14:39, 20 Apr 2015.

Something weird happened today.

21 level elementalist, expert summoning, expert luck, expert sorcery, expert defense, advanced enlightment. (picked luck from a hut).
Went through hut that was offering Offense but it refused to give it to me. I went through classes pdf to see if it is allowed (though it should not matter) and it seems that elementalist have 4% chance to get it anyways.

Why I am not allowed to pick it?

With another hero which is level 3 or 4 I picked it as a new skill.

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