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Heroes Community > Heroes 5 - Modders Workshop > Thread: [MOD] Might & Magic: Heroes 5.5
Thread: [MOD] Might & Magic: Heroes 5.5 This Popular Thread is 435 pages long: 1 ... 33 34 35 36 37 ... 50 100 150 200 250 300 350 400 435 · «PREV / NEXT»
dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 14, 2015 03:09 PM
Edited by dredknight at 11:31, 18 Jul 2015.

Just to let you know that the 30 lvl destruction hero damage is quite disappointing now.

Hero with 26-28 spellpower does 900 damage with empowered fireball and 1100 damage with empowered icebolt + 50% ice damage artifact.

Empowered deep freeze does 1 800 damage and is not subtle to LUCK (TOTE bug).

empowered chain lighting does 1000 damage.
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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted July 14, 2015 06:16 PM

I think not everyone have access to Destructive Magic so spells are nerfed to balance much more factions.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 14, 2015 06:56 PM

It is easiest to just replace the new music files in the music folder.
...
I didn't nerf any spells, but after combat damage adjustment spells will be balanced automatically.
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Dredknight
Dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 14, 2015 07:26 PM
Edited by Dredknight at 19:27, 14 Jul 2015.

magnomagus said:

I didn't nerf any spells, but after combat damage adjustment spells will be balanced automatically.


I suppose you are right, I am currently paying a game fortress(me) vs stronghold. We got stronghold hero with specialisation ballista against a flamekeeper specialist in rune keepers.

The stronghold hero better  developed.
Tomorrow we will meet for battle.
I hope it is epic!!!
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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted July 14, 2015 07:56 PM

Ok. Hope for new beta and new content to mod. You are great. New hero classes and skillwheels are great. I enjoy mod better than original TotE.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 15, 2015 03:17 PM
Edited by dredknight at 15:24, 15 Jul 2015.

After hex editing the exe expert enlightment gives 1 point per 3 levels.

What about stronghold learning skill? Are they the same so basically editing one will affect the other or not?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 15, 2015 04:17 PM

why not test it instead of asking the question?
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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted July 15, 2015 07:36 PM

Are exe patches works on MM exe?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 15, 2015 08:07 PM

yes
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 16, 2015 10:17 AM

tested it, it is the same as enlightenment.
Sorry for the stupid question.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 16, 2015 12:04 PM

Quote:
Sorry for the stupid question.


not stupid, sometimes bugs like this slip the net like defensive formations.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 17, 2015 01:08 PM bonus applied by Galaad on 22 Aug 2017.
Edited by dredknight at 16:32, 17 Jul 2015.

Alright here are a few new replays!

Fortress VS stronghold.

Fortress hero mage - Expert light & destrcution, advanced sorcery. Expert runelore + double casting of the runes.
Speciality: patriarches (1 A/D per 2 levels)

STATS: attack 17, defense 13, spellpower 31, knowledge 26 smth.
Fortress hero has the ring that reduces morale and luck with -2.

Stronghold hero speciality balista - expert Attack, Defense, Luck, Leadership (empathy perk + prayer), expert warcries, advanced shatter destruction, Expert Bloodrage -> might over magic + shamanism.

STATS: Attack 36, defence 24, Spellpower 15, knowledge 9.
Stronghold hero has artifact for no shooter penalty and the ring that reduces morale and luck with -2.


I(fortress) made a mistake not to go on the center but grind around towns which slowed my development a lot.

We played 3 battles, Vengeance is banned.

battle one:

Fortress wins!! This is the only fortress victory. Fortress wins due to huge success with rune chances and poor stronghold maneuvers throughout the whole battle. I never thought I could win.

battle two:

Stronghold changes tactics and fortress has no chance.

battle three:

More or less like battle 2.

Today we will try one more battle where I will use vengance.

P.S.

Battle with Vengeance I totally won.
The stronghold hero has all magic perks - 15% reduced damage, 15% resist(luck), second chance for resist(luck), Armor of the forgotten hero +20% resist.

this is what happens:RESIST TEST

Not a single hero magic was canceled. Why is that we dont know.

The only magics that were resisted were unit ones - patriarchs firewall and mark of fire.

Now regards some Light magic adjustment:

Vengeance formula 6*F*(Power+10) basically this is (16*Power)*Kills

The damage inflicted depends on the target's "frags": the number of creatures killed multiplied by their tier. For example, killing 5 peasants gives 5 frags, while killing 1 Paladin gives 6 frags. Killing a summoned creature gives no frag.
In the damage formula, F is the square root of the target's frags.

Deep freeze formula 30+30*Power or 30*(Power+1)
Implosion formula: 40+40*Power or 40*(Power+1)

So basically if a unit makes 4 frags Vengeance casted against him will deal more damage than deep freeze.
if that unit has done 16 kills this makes it better than implosion.

Lets test the efficiency by reducing it by 1/2.

Currently the spell formula is:

X*F*(Power+10) where X is 0/2/4/6 depending on mastery level.

Lets make it 0/1/2/3. What do you think?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 17, 2015 03:26 PM
Edited by magnomagus at 15:29, 17 Jul 2015.

Hi, thank you for your replays as this is a might vs magic battle it is very useful.

Could you open defaultstats in new index and change the following values:

<combat>
<DamageIncrease>0.05</DamageIncrease>
<DamageIncreaseCap>3</DamageIncreaseCap>
<DamageDecrease>0.05</DamageDecrease>
<DamageDecreaseCap>0.1</DamageDecreaseCap>

to Kings Bounty values:

<combat>
<DamageIncrease>0.033</DamageIncrease>
<DamageIncreaseCap>3</DamageIncreaseCap>
<DamageDecrease>0.033</DamageDecrease>
<DamageDecreaseCap>0.1</DamageDecreaseCap>

Then replay your battle and see how it affects might vs magic balance.

EDIT: Don't bother with vengeance I already know its overpowered.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 17, 2015 03:37 PM
Edited by dredknight at 15:45, 17 Jul 2015.

Will do it on Monday! Check the resist test replay as well.
Hero with huge resist do not resist any opposing hero magic for no reason.


You will see how 70 thanes go down by 1 close combat retaliate of 900 centaurs.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 17, 2015 03:47 PM
Edited by magnomagus at 15:49, 17 Jul 2015.

Quote:
Hero with huge resist do not resist any opposing hero magic for no reason.


I checked the 3.1 readme and it has no mention of issue with resistance, a single incident is no proof it isn't working in case of randomness.

Quote:
You will see how 70 thanes go down by 1 close combat retaliate of 900 centaurs.


the fix from my previous post will fix that.
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ldongder
ldongder


Adventuring Hero
posted July 18, 2015 10:19 AM
Edited by ldongder at 10:25, 18 Jul 2015.

any possibility to crowd-fund a mod project

What about crowd funding to support this project to its final completion and perfection? I am willing to donate cos I love H5 most of all HMM games. I am not sure about the quality of H7, I am comfortable with the battle mechanics of H5.

I believe with the fund of our heroes in this community the team who have been working on this project will be inspired more. We are using this forums as a platform, with the funding , the team is obliged to finish the project and we are more likely to have a perfect mod in the end. I do not care much about the reward for funding, because this is purely passion for this game, of course the team can create some rewards for the backers like the Kick Starter. It will be rewarding enough to play a perfect HMM5.5 and not bad to have my name in the credit list.

Because many others like myself are not good at programming, not to mention to help building up this project technically. I do not always want to sit here just waiting for the modders to do everything.We also want to contribute something we can.


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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 18, 2015 10:29 AM
Edited by dredknight at 14:42, 18 Jul 2015.

Magno, I got this idea from a Fan.

Before heroes V release the priest had HALO instead of helment but it was changed for the release version.

may be we can bring this back? Here is a fan mode that does it.
below the treant one.

http://www.heroesofmightandmagic.com/heroes5/mods_and_fixes.shtml

I think I figured out why magic resist was not working as expected.
It seems that Expert occultism negates resists. I dont know if it is real but it sounds correct!


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markmasters
markmasters


Famous Hero
Dragon of justice
posted July 18, 2015 10:39 AM

Hello, theres a small big with battle griffins, i know Irina is specialist but Battle griffins Specialty (attack all creatures in a lane) is executed instantly for her while at all other heroes the griffin has to wait for it's next turn.

Also: the AI keeps revisiting battle sites like Dragon utopia every turn (while its empty of course). In random maps it means the ai doesn't leave his area....

Great mode though!

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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted July 18, 2015 11:55 AM

It happen to me in Godric single Scenario. Wizards constant visit Undead Crypt. Dark Elves attack me only when they lost they cities. I have a replay Rutger(me) vs High Level Lethos.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 18, 2015 08:56 PM

@Idongder:

Thank you for your support but this project doesn't need to be crowd-funded, since as lead designer and programmer I'm not motivated by money.

Quote:
may be we can bring this back? Here is a fan mode that does it.
below the treant one.


Then we have 2 bald inquisitors, now we have more variation.

Quote:
It seems that Expert occultism negates resists.


Good that's how I want it to work.

Quote:
Hello, theres a small big with battle griffins, i know Irina is specialist but Battle griffins Specialty (attack all creatures in a lane) is executed instantly for her while at all other heroes the griffin has to wait for it's next turn.


Is this only for AI heroes?

Quote:
Also: the AI keeps revisiting battle sites like Dragon utopia every turn (while its empty of course). In random maps it means the ai doesn't leave his area....


Maybe with SetAIAttractor script function something can be done about it, but i don't know if Quantomas AI responds to that.
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