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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 ... 7 8 9 10 11 ... 20 27 · «PREV / NEXT»
PityLord
PityLord

Tavern Dweller
posted March 06, 2010 02:06 PM

Hey I'm back here with a quick update on stuff.

Aparently some skills dont work as they supposed to or dont work at all. My brother tested out Stronghold and he claims that Blood Frenzy skill does not give him the 100 bonus rage at start of figh as it should.

Also, is the Dead Man Curse skill supposed to reduce luck by 2 now or still by 1? I am not sure about that since I have not used the skill much myself yet.

Also after a few inferno tests I am very confident that Nymus is the #1 hero to pick. His early game is decent and he can dish out damage quite well with gated creatures alone while late game he easily can have 100% more army thanks to gating and if you took swarming gate it can go up to almost 0,5x that. Nymus just seems to powerfull for now compared to other Inferno heroes. Sorcerers are ok but I would suggest to give them +1 knowledge at start. They are very mana intensive and without a well near the castle creeping is very hard. As I said Demon Lords need some major boost to even justify picking them.

That's it for now. Trying out the Death Knights a bit and compare them a bit and test the negative morale with leadership for them.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 06, 2010 06:31 PM

Quote:
Also, is the Dead Man Curse skill supposed to reduce luck by 2 now or still by 1? I am not sure about that since I have not used the skill much myself yet.


-2 only with scripts

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SimonaK
SimonaK


Promising
Supreme Hero
posted March 06, 2010 07:59 PM

magnomagus,

you will check your gmail, I sent you something.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 06, 2010 09:12 PM

Well, that was an impressive email SimonaK

I noticed you already adjusted them to the new class system, amazing

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SimonaK
SimonaK


Promising
Supreme Hero
posted March 07, 2010 02:25 AM

thank you.  

yes, I found important to bring this mod where you had brought yours.
specifically to save time to you.

from now, you can do all you want with what I gave you.
hoping you will do a great « Axeoth » « RPE » heroes gang.
just to keep on eye on some credits about the work I done!

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 08, 2010 01:30 PM

Don't worry SimonaK I will give you credits for all you have done.

I think I will split the core of the mod in ashan and axeoth versions. So everyone can choose which to install. I don't think I will make much changes to your heroes. I need to focus on improving the core gameplay first. Unfortunately I'm really busy in RL at the moment and this will continue until next month. I think I will release the next version in about two months. The next version will hopefully have all bugs and balance fixes discussed in this thread + all axeoth heroes and a compatible duel map. I'm also planning an experiment on the side that offers demon lords bloodrage instead of gating, if it works it might add some new gameplay and fix balance issues.

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PvP
PvP

Tavern Dweller
posted March 10, 2010 01:30 PM

Quote:
Quote:
I had a bug with pendant of mastery artifact,it doesnt work with the new racials,but it works fine with the old ones


I changed the description and it does what it is supposed to do. Even if it was possible to make it work for all skills it would be overpowered. Perhaps I should remove it, but on the other hand every class can at least easily learn one of the eight skills that are covered by it.



Technically pendant logic can be corrected with scripts (with the exception that you would have to create some work around solution to give some ultimate like bonus to the skills that do not have ultimate version)

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magnanimous
magnanimous


Hired Hero
posted March 10, 2010 08:21 PM
Edited by magnanimous at 20:21, 10 Mar 2010.

have noticed several crashes during loading times but otherwise an excellent mod indeed
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 10, 2010 08:46 PM

Quote:
Technically pendant logic can be corrected with scripts (with the exception that you would have to create some work around solution to give some ultimate like bonus to the skills that do not have ultimate version)


I understand it is possible to create artifact properties with scripts, even though I'm unable to do it myself. But I don't see how this can fix the issue that for example a death knight with expert counterstrike doesn't learn ultimate counterstrike.

@magnanimous:

Do you mean when starting a new game or loading saved games?

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PvP
PvP

Tavern Dweller
posted March 10, 2010 09:35 PM

Quote:

I understand it is possible to create artifact properties with scripts, even though I'm unable to do it myself. But I don't see how this can fix the issue that for example a death knight with expert counterstrike doesn't learn ultimate counterstrike.



Actualy if pendant is on you can make hero forget ultimate counterstrike and make him learn the skill (bonus) needed.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 12, 2010 07:18 PM

I understand, but there will still be a visual inconsistency between the knight and death knight classes.

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magnanimous
magnanimous


Hired Hero
posted March 13, 2010 02:15 AM

Quote:
Quote:
Technically pendant logic can be corrected with scripts (with the exception that you would have to create some work around solution to give some ultimate like bonus to the skills that do not have ultimate version)


I understand it is possible to create artifact properties with scripts, even though I'm unable to do it myself. But I don't see how this can fix the issue that for example a death knight with expert counterstrike doesn't learn ultimate counterstrike.

@magnanimous:

Do you mean when starting a new game or loading saved games?


loading saved games was the problem, actually it was quite intriguing: 3 out of 4 of my saved games crashed while a lonely autosave was able to load therefor it saved my day
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 13, 2010 01:26 PM

Maybe if you restarted the game they all would have worked. I think this problem is related to the hex-edited exe.

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SKPRIMUS
SKPRIMUS


Promising
Supreme Hero
The One and the Prime
posted March 13, 2010 02:23 PM

[This may be more related to AI mod than RPE] I don't know if anyone else has noticed, but it appears that AI heroes don't retreat when the battle ends up totally hopeless even though I picked the option at beginning of game to allow AI heroes to flee from battle.
____________
Hope defeats despair - "a blatant clue"
too many idiots in VW
"to lose is to win, and he who wins shall lose"
bashing orcus

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 13, 2010 07:47 PM

Without the scripts hero fleeing should be the same as in TOE.
I suddenly realize I may have translated or understanded the russian text wrong. Maybe not allowing it actually allows it. Have you tried the other option?
____________
MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ

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siinn
siinn


Adventuring Hero
posted March 14, 2010 03:45 PM

What a f....
Woooo putaing!!
What a big new stuff here!
I must say BRAVO this mod (or may I say "this brand new HoMM 5++")looks so incredible, so good!
I'm loosing my english...
I wish I had less work to do in RL to test it 24h/24!
Soon I will find the time to test this...

Thank to all of the modders who made this possible!!

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 15, 2010 12:10 PM

Thanks for your enthusiasm

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SKPRIMUS
SKPRIMUS


Promising
Supreme Hero
The One and the Prime
posted March 16, 2010 11:14 PM

Quote:
Without the scripts hero fleeing should be the same as in TOE.
I suddenly realize I may have translated or understanded the russian text wrong. Maybe not allowing it actually allows it. Have you tried the other option?
@magnomagus, yep I tried the other option & the AI hero does flee so the wording is just wrong way around...strange others haven't also picked it up but maybe they don't play single-player

Also just some documentation details that you probably already noted anyway:
Regeneration is 3rd lvl spell (in spell mod)
Divine Guidance is called Encourage in the game, rather than Command

btw a blocking group of 19-21 pit lords split into 3-4 stacks with expert fireball (creature mod) is now quite woah & luckily I had Paladin hero with regen on cavaliers
____________
Hope defeats despair - "a blatant clue"
too many idiots in VW
"to lose is to win, and he who wins shall lose"
bashing orcus

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 17, 2010 02:17 PM

Quote:
...strange others haven't also picked it up but maybe they don't play single-player


I think they play singleplayer, but the highest difficulty level without AI scripts is already hard enough for most people.

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KassTel-Necris
KassTel-Necris

Tavern Dweller
posted April 06, 2010 02:49 PM

By some reason mediafire not loading for me,
Any mirrors for this awesome Mod at other filehosting?

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