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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 393 pages long: 1 50 ... 51 52 53 54 55 ... 100 150 200 250 300 350 393 · «PREV / NEXT»
magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted August 25, 2015 12:49 PM
Edited by magnomagus at 12:52, 25 Aug 2015.

I can assure all of you, mathematically all artifacts have the same chance to appear.

Quote:
3. The wizard has only 30% spellpower. This was acceptable in vanilla, but now that spellpower is so much more important, a magic class with only 30% in spellpower is too weak in my opinion. (a possible fix is to have 35& spellpower, the 5% from defense, and make one of the creatures able to increase the wizard's spellpower druid-style.)


The truth about wizards is, they are practically a balanced class, because the extra knowledge will be converted into might through artificer. if they had a lot of spellpower they would play almost the same as elementalists

Quote:
4. There's no proper magic class that specializes in light magic.


Druids pretty much are. For variation one faction should have light+dark and one destructive+summoning. Light+dark is not suitable for a heavy magic class and because of the library academy is the only town that can pull off the difficult combo of dest+sum.

Quote:
5. This may be just me, but the guards in battle sites now seem to scale too much with time - their size is fine at the beginning, but they become undefeatable in the late game.


A lot depends on how well you play, but tuning down difficulty will decrease growth as well as having less towns per player.

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted August 25, 2015 01:16 PM

Just noticed something. Probably original game issue.

My archmages cannot attack Djin Vezirs.

They have Air and weakness immunity but i dont think this should be the case.

Doesthe mages shoot air? Any idea why it may happen?


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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted August 25, 2015 01:52 PM
Edited by magnomagus at 13:53, 25 Aug 2015.

@Nordos:
I know plague tent is pathetic, but 10 shots is not really fixing the issue. It mainly results in a lot of boring early game battles, where the player drags the battle on for a very long time until the tent has recovered a maximum amount of creatures. Impact on late game is still 0.

@dredknight:
Maybe there were combat mages standing next to them.



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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted August 25, 2015 04:09 PM
Edited by dredknight at 16:10, 25 Aug 2015.

magnomagus said:
@Nordos:
@dredknight:
Maybe there were combat mages standing next to them.


I am doomed... I will never learn this...


Anyway. I just had a battle Academy VS Necro. month 4 week 2.

Necro lvl 31, 51 spellpower, specialization resurector.
Academy - lvl 31 30 SP 34 knowledge. specialization mages.
We both have attack and defense between 10-13 each.

Academy is artificer and has artifacts on all 7 units. each of them is with strength 34 knowledge.

There is no replay because the game hanged but it was easy fight for Academy. Some memorable notices: I got the banner of legion so I got around 4 more titans than I had to.

I got 25 titans he had 27 dragons.
Battlemages obliterated everything.
All academy creatures had +34% initiative which was decisive.

The necro summoned Phoenix with 2300 HP and 800-900 damage.
Strong but not unbalanced. After all 51 spellpower (+ perk 55 I guess).

We will do some more battles tomorrow and let you know.

Is it possible to reduce army artifact strength?
initiative reduction by divisior 2 will be welcomed .
I cant even comprehend how strong Academy will be if they have 50 knowledge strength artifacts.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted August 25, 2015 05:10 PM

The issue with ini artifacts was already mentioned in deflaktors thread, because it is in the exe file. Still like to see a replay however.

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zmudziak22
zmudziak22


Famous Hero
posted August 25, 2015 08:36 PM

It is possible to make a Shaman(Stronghold Hero) to cast normal spells?

If rest factions can learn Shatters,  Shaman with Light or Dark Magic access should be fine.

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Nordos
Nordos


Known Hero
posted August 25, 2015 09:02 PM

zmudziak22 said:
It is possible to make a Shaman(Stronghold Hero) to cast normal spells?

If rest factions can learn Shatters,  Shaman with Light or Dark Magic access should be fine.


And where should they learn their spells? Conquering another town to build Mage Guilds?

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted August 25, 2015 09:04 PM

Zmudziak why is that Shatter hate . I love shatters I look forward to trying a shatter hero and using an elemental stack instead of one of the genuine.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted August 25, 2015 09:53 PM

barbarians with any magic is impossible because of major hardcoded spellbook issues.
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zmudziak22
zmudziak22


Famous Hero
posted August 25, 2015 11:04 PM

If this is hardcored, then I'm fine with this. Maybe change spellbook to normal one?

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roymend
roymend

Tavern Dweller
posted August 25, 2015 11:47 PM
Edited by roymend at 23:48, 25 Aug 2015.

magnomagus said:
Druids pretty much are. For variation one faction should have light+dark and one destructive+summoning. Light+dark is not suitable for a heavy magic class and because of the library academy is the only town that can pull off the difficult combo of dest+sum.


I agree that druids should be focused on light (and summoning) magic, but he has 12% summoning, 10% destructive, 8% light. Why not give him instead 12% summoning, 10% light, 8% destructive? It's a small change, but destructive magic is now much more common in the game than light anyway, and the elven guild gives summoning and light spells, so the druid may be better like that. (I know, it would make him more similar to the warden. But the way he is now he's almost identical to the elementalist anyway.)

dredknight said:
roymend said:
May be it would be a lot before but now when hero has 8th skills there is a lot to fill in. Furthermore if you play PvP not always you have time to get all of them.



True, you don't always get all the skills and there is indeed a lot to fill in. But witch huts are currently the most common place in the whole game, and I'm sick of seeing them all the time. Unlike mines and dwellings, which you need through the whole game, witch huts will only help you when your main hero enters them, and then they're just a treehouse sitting there doing nothing, in a place where there could have been something much more useful. This is the reason they're so boring. I still think there should be much less of them, but at least changing their name to 'instructor' or 'academy' or something and changing the text will make a bit more sense, because I can't accept that the world is filled with lots of witches that live in a treehouse and are really eager to teach you logistics.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted August 26, 2015 12:32 AM
Edited by magnomagus at 00:49, 26 Aug 2015.

Quote:
I agree that druids should be focused on light (and summoning) magic, but he has 12% summoning, 10% destructive, 8% light. Why not give him instead 12% summoning, 10% light, 8% destructive? It's a small change, but destructive magic is now much more common in the game than light anyway, and the elven guild gives summoning and light spells, so the druid may be better like that. (I know, it would make him more similar to the warden. But the way he is now he's almost identical to the elementalist anyway.)


I don't really care which is 8 or 10 because:

1. There are 2 druids that start with light magic tieru & ylthin!
2. The chances rise significantly after you have picked a few common druid skills.

Not worth doing all the trouble to change the manual.

Quote:
But witch huts are currently the most common place in the whole game, and I'm sick of seeing them all the time.


This statement is simply false, there are way more mines and dwellings on almost all of the templates, adding more of those would be problematic from a balance perspective.
As explained in the RMG manual the amount of upgrade and special buildings (not witch huts) increases significantly when using experience setting 4.
In H3/4 it was much easier to pile up on secondary skills from universities, H55 offers nothing out of the ordinary.

Quote:
because I can't accept that the world is filled with lots of witches that live in a treehouse and are really eager to teach you logistics


It is very easy to come up with another 100 unrealistic properties of the HOMM adventure map.
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mercurier
mercurier

Tavern Dweller
posted August 26, 2015 07:24 AM
Edited by mercurier at 12:04, 26 Aug 2015.

Hi there,

The vanilla + HOF campaign mod for TOE is a great work. I love it very much, and played it every a few years. Unfortunately this mod seems no loger being maintained by its original author. Since the MHH5.5 integrated it and showed some effort in debugging, I hope the MHH5.5 team can take the baton and continue to support it.

Below are some unofficial fixes made by a Chinese fan named 3_141592653589. I hope these fixes can be merged into the MHH5.5 package and serve as the basis of further refinements.

In addition, during my recent game experience under RC2, I also found some bugs related to the new 5.5 system.

----------------------------------------------------------------

Bug report from me (vanilla, HoF, and ToE under RC2)

General issues:
1. Some spells (e.g. “Vessel of Shalassa” for Agrael’s campaign, “Instant Travel” for almost all campaign maps) should be banned from magic guild as they break the intended gameplay.

2. Campaign-only heroes and normal heroes with special model (e.g. Biara, Nicolai) should be removed from AI’s and player’s recruitable hero pool because they cause confusion (I defeated one “Biara” in C1M5. What the hell.). Also defeated heroes should be removed from AI’s and player’s recruitable hero pool (I recruited a lv 20 hero in C4M3 after defeating him).

3. Vault of the mages, pyramid, and dragon utopia no longer teach lv 5 spells but give scrolls instead. This could be a problem for campaign gameplay, e.g. the destruction + summon build for Raelag is no longer appealing because now there is no place for him to learn lv 4 and lv 5 summon spells.

4. Almost all patrolling and many designated routes doesn't work with the TOE3.1j engine. For example, patrolling in C3M2 worked well in official TOE 3.1, but failed in TOE 3.1j AI (standalone AI mod without MMH5.5). I’d recommend updating the scripts for involved maps, or make the new AI honor “override scripts” in campaigns.  

PS: I'd recommend integrating the following UI mods into MMH 5.5 because they are truly life savers:

Xazardus Combat 3.1R age&Necro button for big screens:
http://www.mediafire.com/download/93jakiu27cyuci2/Xcombat.h5u

Icons for empowered and mass spells. This one works for Armageddon spell as well. Sorry I can’t remember the author’s information.
Download page:
http://heroworld.gamerhome.net/dl.php?g=h5&t=mod
Direct link to file:
http://heroworld.gamerhome.net/dl.php?dl=33


Map specific issues:

C1M5
Godric has the “windrider” trait, which looks strange to me. I think the original “paragon knight” trait more suits his background and role in the campaign. Also his starting skill is bugged: 7 skills at level 3, plus diplomacy, recruitment and benediction yet only one level in leadership. I would suggest giving him basic light magic, advanced leadership, benediction (hero trait), and diplomacy (plot-related in C6M3).

C3M2
In the original game, Johra, Nathir, and Raiz are always doing patrolling but nothing else. Razzak will attack the player if the titans beside the shipyard is defeated or the calendar reaches week 3 day 1. In MMH5.5 RC2, patrolling routes of the three heroes are broken. After the titan or time event is triggered, Razzak began to move around, picking up floatsam and sea chests, but showed no intention to assault player’s town. He even gave majority of his troops to Faiz, who therefore became a nuisance. Besides, MMH5.5 changed Nathir and Raiz’s trait (old: flame wielder and disrupter; new: catalyst and time shifter), making these two heroes less threatening at the hand of AI. I still remember the fear in one of my old playthroughs, every time Nathir was about to cast a fireball my heart trembled.

C4M2
Shadya’s stat and skills are bugged. As a lv 10 warlock, she should have 20 ADSK (14 from levels and 6 SP from expert occultism. The later one seems not working because she had only 5 SP in my game) and 12 skills, yet she has only 15 ADSK and 10 skills. In addition, her comparatively high attack and defense (in my case) does not fit her class (warlock) well.  

The Soulscar reinforcement is bugged. The hero remained neutral and didn’t move at all.

C5 and C6 have not been tested yet.

A1C1M1
Fredya has the "vessel of Elrath" trait instead of "windrider". Actually there are two Fredya in the game: (1) HOF version with console name "Axel" and "windrider" trait, (2) TOE version with console name "Fredya" and "vessel of Elrath" trait. Here we should use version (1).

A1C2M1
Restore Arantir's "Avatar of Death" trait pleeeeeaaaaase! IMHO this is the best part in tactical aspect of HoF campaign. In custom games Arantir's new trait is OK.

Bugs in following campaigns will be reported once they are found.

------------------------------------------------------------

Fixes made by 3_141592653589.

Original post (the forum is closed temporarily, showing Google cache instead):
http://webcache.googleusercontent.com/search?q=cache:wcrswWJeGLUJ:www.gamerhome.net/bbs/forum.php%3Fmod%3Dviewthread%26tid%3D385193+&cd=2&hl=en&ct=clnk&gl=hk

Download (click the second button in the top with file size on it to start downloading):
Vanilla + HOF: http://pan.baidu.com/s/1kTJrPiR
TOE: http://pan.baidu.com/s/1mg3DSm8

Translation of list of improvement is given below. This is done based on my own understanding, so it might be inaccurate somewhere. Comments from myself are in red.

C1M5
Godric is exported to C3M2 instead of C3M1, fixing the issue that Godric is downgraded to level 10 if he is above level 10 at the end of C1M5. This is caused by the level cap in C3M1.
Fixed underground roads. Somehow all underground roads are lost in the campaign mod. They are restored now.
Fixed a bug that Agrael sometimes won’t attack after the player rescuing Isabel.

C2M1
Fixed a bug that grants Godric infinite movement points under easy difficulty level.

C2M4
Fixed number of druids, from “month + week + difficulty level x2” to “month x4 + week + difficulty level x2”
Fixed a bug that sometimes causes reduction in exp when trying to award “half amount of exp required for the next levelup” when completing a quest.

C2M4
Fixed underground roads.
Fixed a bug that invisible barriers between Sylvan towns are not removed in beginning of week 3.
Fixed a bug that sometimes causes reduction in exp when trying to award “half amount of exp required for the next levelup” when completing a quest.

C2M5
Fixed underground roads.

C3M1
Fixed underground roads.
Fixed a bug that prevents finishing this map if Laszlo is defeated by a hero other than Markal.
Fixed a bug that sometimes causes reduction in exp when trying to award “half amount of exp required for the next levelup” when completing a quest.

C3M2
Fixed a bug that academy heroes may land and assault the player at very early stage of game.
Fixed a bug that sometimes causes reduction in exp when trying to award “half amount of exp required for the next levelup” when completing a quest.

C3M3
Fixed a bug that sometimes causes reduction in exp when trying to award “half amount of exp required for the next levelup” when completing a quest.
Fixed a bug that hangs the game if Cyrus is encountered by player and flees in battle.
Fixed a bug that the one-way portal is sometimes unclickable.
Disabled the export of Cyrus to C3M4 because he has no skills. My experience with C3M4 in RC2 is a fully fledged Cyrus who caused a little headache. Maybe an obsolete fix.

C4M3
Fixed underground roads so that capturing the nearest town on day 1 becomes possible with the aid of logistics. Personally I am partially against this fix because AI heroes receive their exp boost on their own day 1. On player’s day 1 they are all level 1 heroes. This is against the map design. Maybe we can remove the road between player's starting point and the first enemy town.
Fixed a bug that inferno heroes may get stuck at their spawning point.

C5M1
Increased the chance that necropolis heroes attack garrisons.
Fixed a bug that Biara may get stuck at her spawning point.

C5M3
Fixed a bug that necropolis heroes may get stuck at their spawning point.
Fixed a bug that optional quests may not be flagged as completed after rescuing heroes from the prison.

C5M5
Fixed underground roads.
Fixed lighting of the sky in world map and tactical map. The sky should be initially dark, and then turn bright after all ghost dragon are killed.
Fixed bugs related to Nicolai:
1 Incorrect troop size under easy difficulty
2 Nicolai’s respawning point is restricted to towns AI’s necropolis town. If the player has captured all towns, respawning point will be a random necropolis town.
3 Nicolai’s troops will no longer be transferrable to other heroes.
Fixed a exploit that Findan can obtain phoenix without giving up the dwarven set.

C6M2
Fixed game lag caused by a script loop before building 5th magic guild.

C6M3
Fixed underground roads.

A1C1M3
Fixed underground roads.

A1C1M4
Fixed a bug that prevents progress of plot if certain neutral monsters are killed after Fredya passed the garrison.

A1C2M2
fixed a bug that enemy hero may get stuck at his spawning point.

A1C3M1
fixed a bug that a quest is not triggered after Ylaya visiting the seer’s hut.

A1C3M3
fixed a bug that enemy heroes get lower initial exp boost at higher difficulty level.

A1C3M4
Many changes to better reflect the map author’s intention:
1 Created non-enterable zones at the end of the six tunnels so that invading enemy heroes cannot be killed before map script granting them troops.
2 Enemy heroes won’t appear again once defeated.
3 Enemy heroes will merge their troops as they progressed to the two main tunnel branches.

A1C3M5
Fixed underground roads.

TOE campaign (all maps): fixed an exploit that set artifacts can be cloned.

A2C1M5
Fixed a bug that Arantir is not teleported back after triggering the fallen knight quest.

A2C2M2
Fixed a bug that purple heroes sometimes won't pursue Kujin after she go to sea.
Restricted Urghat’s activity radius until week 5. In this way she is less likely to get the dragon eye ring, as the ring won’t be lootable once she get it.

A2C3M1
Fixed a dynamic difficulty-changing event that worked in version 3.0 but doesn’t in version 3.1.
Fixed an exploit to get 100 loyal assassins.
Fixed a bug that assassins regeneration is triggered even after the quest is completed/botched.
Fixed a bug that the dragon teeth necklace quest can only be finished by the hero triggered it.

A2C3M2
Fixed an exploit that Asha’s tear can be used in both A2C3M2 and A2C3M3.
Fixed a bug that enemy stationed or visiting heroes will disappear when the town changes flag. They are now positioned slightly farer from the town.

A2C3M4
Gave Ylaya "Elemental Vision" perk for fun.
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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted August 26, 2015 09:05 AM

there are some awesome stuff in that mod section!
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roymend
roymend

Tavern Dweller
posted August 26, 2015 09:44 AM
Edited by roymend at 09:52, 26 Aug 2015.

OK, I understand. Just one more question. Is the ARMG biased toward any of the underground types (dwarven, dungeon, volcanic)? It seems to only generate dwarven undergrounds for me (even when no dwarven town is present on the map, and a dungeon town is present).
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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted August 26, 2015 09:53 AM
Edited by dredknight at 09:53, 26 Aug 2015.

@Magno, we face some issue here.
We cant finish a battle. At some point both of us wait for the other player turn.

I have seen this before but I am not sure what was the problem back then.

Regarding Academy being overpowered - I take my words backwards. He played it very stupid the last game and my proficient mages hit 3 of his stacks a couple of times. Necro also has just summoning magic and no dark (or other).
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zmudziak22
zmudziak22


Famous Hero
posted August 26, 2015 10:00 AM

No Dark for necro? That is why loses. Frenzy, Blind, PM or Vampirism is must for Necromancer.

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted August 26, 2015 10:35 AM

zmudziak22 said:
No Dark for necro? That is why loses. Frenzy, Blind, PM or Vampirism is must for Necromancer.


He makes it pretty good without it actually.
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zmudziak22
zmudziak22


Famous Hero
posted August 26, 2015 12:53 PM

Still he needed both magic schools. Summoning for Raise his Troops and Dark For weaking enemy.

When I played Zehir Campaign(from Vanilla) with this mod, without Dark and Summoning I would lost to Rutger who had large Haven Army. Godric Even with better stats than Zehir he lose. I have a replay how I defeat Rutger in C6M3.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted August 26, 2015 12:55 PM
Edited by magnomagus at 13:02, 26 Aug 2015.

@Mercurier:

Thank you for your very comprehensive bug report.

A cause of many problems is the 31j AI cannot use the MoveHero script function on heroes that have their AI disabled with the EnableHeroAI script function. This is very hard to fix because enabling all the AIs to make them move can also introduce new issues were the heroes start unintentionally to behave like regular AI heroes when they are no longer subject to the MoveHero function.

It is a lot of work to merge all those bugfixes with H55 because this basically means doing all work over again on the new files. Same applies to the fixing the spell tables: all 60 campaign maps need to be opened and closed (with notepad++, not the editor thank god) and adjusted spell tables must be copy/pasted within them.

The new bugfixes could include the use of new script functions 31j cannot understand, making things more complex.

I'm not going to do all this work, because the campaign was never a very high priority for me, I just did it as long as it didn't take too much of my time. However anyone else is welcome to volunteer

Quote:
3. Vault of the mages, pyramid, and dragon utopia no longer teach lv 5 spells but give scrolls instead. This could be a problem for campaign gameplay, e.g. the destruction + summon build for Raelag is no longer appealing because now there is no place for him to learn lv 4 and lv 5 summon spells.


Not true, the buildings actually make many attempts (more than original) to give you a spell that your hero can use and doesn't have already, only if all attempts fail it will give you a scroll.

Quote:
Godric has the “windrider” trait, which looks strange to me. I think the original “paragon knight” trait more suits his background and role in the campaign. Also his starting skill is bugged: 7 skills at level 3, plus diplomacy, recruitment and benediction yet only one level in leadership. I would suggest giving him basic light magic, advanced leadership, benediction (hero trait), and diplomacy (plot-related in C6M3).


All heroes in the game have the paragon knight perk, because benediction was boosted to that level.

Quote:
@Magno, we face some issue here.
We cant finish a battle. At some point both of us wait for the other player turn.

I have seen this before but I am not sure what was the problem back then.


I thought the last time you had this was with the index.bin

Quote:
Regarding Academy being overpowered - I take my words backwards. He played it very stupid the last game and my proficient mages hit 3 of his stacks a couple of times. Necro also has just summoning magic and no dark (or other).


I never thought they were overpowered, the only problem is the initiative boosts from artifacts are more valuable than the other possible effects.
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