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Nordos
Known Hero
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posted October 08, 2015 10:29 AM |
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<10% means less than 10% Just saying.
Well, changing the Specials can be tedious. You need, for every changed Special, a new Script. Chaning the parameter makes them unique as well, while not being that tedious. Additionally, it is easier to adjust.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted October 08, 2015 11:38 AM |
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Quote: Magno actually Demon Lords can learn Shatter Light and Shatter Summoning, but no Shatter Destruction.
You're right, you got me there, but these skills add great variation as well and it doesn't change destructive is useless for demon lord.
Quote: Also only heroes with marginal SP will make use of the stun and slow that Lightning and Ice spells provide. For classes that have huge reserves of SP Fire path will almost always be the better choise.
??? A few pages back I explained to you lightning and ice damage is greatly boosted since RC2 and totally useful by magic classes.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted October 08, 2015 11:40 AM |
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Nordos said: <10% means less than 10% Just saying.
Well, changing the Specials can be tedious. You need, for every changed Special, a new Script. Chaning the parameter makes them unique as well, while not being that tedious. Additionally, it is easier to adjust.
This special cannot be changed in such a way that it becomes more powerful, the only thing that could be done is give him a +1 knowledge bonus because the ability is mana related.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted October 08, 2015 11:42 AM |
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One day 1
[Script Warning] Value was NIL when getting global with name 'totalgrowth'
[Script Warning] Value was NIL when getting global with name 'totalgrowth'
Thralsai (tier2) and Eruina(tier3) did not get units.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted October 08, 2015 12:12 PM |
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Yes, I found that bug, its an undefined variable in the elemental summoning script breaking off the execution thread before it can activate the artifacts. This will be fixed.
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devilfire
Adventuring Hero
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posted October 08, 2015 01:53 PM |
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@dabuthegreat - maybe I underestimate the freezing effect but this perk prevents you from getting Ignite, which is the most damaging perk. Freeze can be good, no doubt about that but Ignite gives way too much to be skipped. It gives 150 % from the original damage witn empowered spells, not to mention with Mark of the Wizards that is doubling your damage too, then ignite will deal 300 % of the original damage ((original damage + 50 % empowered) x2 because of MotW) x2 over three turns, not to mention you don`t lose that much damage if you cast non damaging spell because the dot is keep going.. Also the freezing effect is shared betweed the stacks while Ignite is not.
@dredknight - you know even better than me that mechanics cannot be changed.. I had a hundred suggestions that ended up with the word "hardcoded" unfortunately. So the only things that can make a hero with bad specialization worth it is the skills, spells, starting army and starting primary skills plus scaling, nothing else. Thats why I ask so much for changes because some heroes will always be weaker from the get go and this is making them worthless and unbalanced.
You can always find a use from everything but if one thing is working 99 out of 100 cases then it is always going to be better than the one that is working 1 out of 100 even if that one time is going to autowin your game. Like @Nordos mentioned, yes this specialization is going to win you the game if you are against a hero that got 7 casters in his army but how likely is this ?
Thats why they need something more than a numbers buff. That Light magic Demon Lord will be overpowered yes, but only if he is the only one who got advantage.. Now if we make every hero with an advantage in certain situation (that is likely to happen !!!) then this is going to be balanced without giving everything to everyone.
@Magno I`m not arguing on the effecienty of Ice and Lightning on mages, I`m arguing that might classes can make a good use of them too with stuns and freezes, like the vanilla TOTE, also they will make use of that +10% fire damage a lot more than mages will. About Retribution, its the same as the weak specializations, it need prerequisites and certain situation to be worth it.. Noone is going to stack 7-9 Morale (like dredknight pointed out) just to get the damage from Retribution, also considering that Morale have a cap while Attack don`t, not to mention that artifacts give more Attack than Morale at a higher efficienty (3.33% versus 2.5%).
I will give you a practical example -> you have a might hero with Leadership and Retribution, you already have 5 Morale. Then there are two artifacts, one is with 5 Morale (there are no such powerful artifacts) and one with 5 attack that are on the same slot. Which one are you going to pick and why ?
(5 attack x 3.33 and 5 Moral x 2.5% as a reminder)
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted October 08, 2015 02:42 PM |
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Quote: @Magno I`m not arguing on the effecienty of Ice and Lightning on mages, I`m arguing that might classes can make a good use of them too with stuns and freezes,
No, they can't, slow/haste and stunning strike are much more effective for them. destructive is wasted skill slots because they cannot use it's primary purpose = doing damage.
Quote: I will give you a practical example -> you have a might hero with Leadership and Retribution, you already have 5 Morale. Then there are two artifacts, one is with 5 Morale (there are no such powerful artifacts) and one with 5 attack that are on the same slot. Which one are you going to pick and why ?
If you have 5 morale then retribution is totally worth it (even if it took 2 skillslots)
If you have 0 morale and you need to choose between 5 Attack and 5 morale+retribution then 5 morale is far more powerful because 16.65% boost < 12.5% boost + massive initiative increase for whole army.
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Nordos
Known Hero
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posted October 08, 2015 02:47 PM |
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@devilfire: Correct me if I am wrong, but isn't it multiplicative?
So, you have 10 attack and 5 moral.
Damage = 100 + (10*3,33)*(5*2,5), which would be higher then 100 + (15*3,33)
Ergo, I would prefer the moral artifact
Then again, with 30 attack and 5 moral, a 5 attack artifact or a 2 moral artifact. Thats a bigger question.
100 + 35*3,33 * 5*2,5 = 1556,875
100 + 30*3,33 * 7*2,5 = 1848,25
So, yeah, the moral bonus is still superior. Though you only get 4 moral from leadership (1 ground moral), thus you have to equip at least one moral artifact to get the same bonus as with Cold Steel
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devilfire
Adventuring Hero
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posted October 08, 2015 03:45 PM |
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@Magno thats right as long as we compare one artifact versus one, but the problem is that Morale is in lower quantity and you will need to sacrifice few slots to get 5 Morale
@Nordos good point, but there are more morale reducing things than Attack reducing, so its not a constant 10 % increase, it can be lowered
Overall I made a bad example, maybe its better than I make it to be, but its still situational and a prerequisite to one of the best perks in the game which make it almost a must.. Leave that discussion for now.
Lets focus on how to make every hero viable in more situations.
Magno you did a great job with what was avaible, noone can deny that, but there are some problems with hardcoding and stuff that you cannot fix..
But there are also things that can be fixed or just made better and I strongly believe this is one of them.
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Pavijan
Adventuring Hero
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posted October 08, 2015 05:42 PM |
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Just wanted to report you that this mod's exe crashes before entering the main menu on Windows 10.
Most likely because of using the Quntomas AI, becouse his exe also crashes (which I also reporten in it's thread), while original ToTE exe works fine...
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dabuthegreat
Adventuring Hero
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posted October 08, 2015 05:45 PM |
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Quote: Just wanted to report you that this mod's exe crashes before entering the main menu on Windows 10.
Most likely because of using the Quntomas AI, becouse his exe also crashes (which I also reporten in it's thread), while original ToTE exe works fine...
I'm on Windows 10 and everything works like a charm. I'm certain the OS is not the issue.
Quote: Also the freezing effect is shared betweed the stacks while Ignite is not.
I didnt' know that. Are the numbers known?
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted October 08, 2015 06:38 PM |
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Pavijan said: Just wanted to report you that this mod's exe crashes before entering the main menu on Windows 10.
Most likely because of using the Quntomas AI, becouse his exe also crashes (which I also reporten in it's thread), while original ToTE exe works fine...
The last person who had that only needed to reboot his PC.
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sayke
Tavern Dweller
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posted October 09, 2015 12:00 AM |
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First off, magnomagus, I want to thank you for this wonderfully crafted thing you have cooked up for us =D I love the new balance, art, skills, items etc. This is so freakin cool. I don't even know. It's basically an expansion pack.
I also wanted, though, to try and report a few bugs, ask some questions, and see whether I could be of help in other ways. Some of these points you may have already addressed. Regardless:
* You have a warning about the Ultima 8p template at various points around the documentation ("This map is too big, seriously don't generate it!"), but as far as I can tell, it works great! It just takes like 15 minutes to generate, that's all =D
* On the 8p maps (Ultima, and I think Epic as well), the team number/color selection functions in the Advanced RMG don't work. For example, if I set Sylvan to Player 3 (green), it doesn't matter - it always makes them Player 2 (blue). It does this for all the races I think. I can go into the map manually and fix this, but that shouldn't be necessary, right?
* Sometimes the battle AI seems dumber than it did with Quantomas' 3.1j AI. For example, the AI can be duped into attacking weak dummy stacks. I can use the one-sprite trick all the time in the early game, for example. The AI doesn't seem to look ahead a couple of turns down the road and plan accordingly.
* The strategic AI seems a bit weaker than Quantomas' 3.1j as well. Maybe I should give them a rush bonus or something, because from what I can see from tavern intel, on large maps I really seem to end up outpacing them before we even come in contact with each other. My main hero is just better, as is his army, and I'm not that good =D
* There's some art missing, such that things look slightly out of place. For example, some heroes seem to be missing art for their special powers, and I think there is extra art which could be used under the circumstances... For example, Silent Stalker seems to be gone from the Sylvan skill tree, so that picture could be used somewhere. This is a small thing, but I thought I'd mention it!
* I don't think some new set items realize when they're together with others from the same set. It's like, if there's a set with 7 items, for example, they always say (1/7), no matter how many I have equipped, and they don't give the full set bonus... I'll double-check this to make sure but that seems to be the case, but maybe I'm missing something.
* How do I enable the console in HoMM 5.5? The normal tilde/quote key doesn't work for me, but I see that the passphrase thing is already in the INI file. What am I missing here?
* Is it possible to, in the RMG templates, specify what kind of zones certain player cities will generate into? For example, I would like to generate maps in which certain races are above ground in certain biomes, certain races are below ground in certain biomes, etc, certain races in both, etc. Is that possible?
Again, thank you for this excellent expansion pack, and let me know if there's anything I can do to help! =)
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Pavijan
Adventuring Hero
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posted October 09, 2015 12:34 AM |
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dabuthegreat said:
I'm on Windows 10 and everything works like a charm. I'm certain the OS is not the issue.
I had a Windows 7 installed on this very same machine and there everything worked perfectly, and after Win10 installation it doesn't. Pretty much points to the system.
magnomagus said:
The last person who had that only needed to reboot his PC.
Noticed this about few weeks ago. Until then I turned the PC on and off for who knows how many time, and still the same, every other version of Heroes, (even that abortion of Heroes 6) work, including H5_Game.exe. Only this one and 3.1j crash...
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted October 09, 2015 08:58 AM |
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Hello @sayke welcome to the thread .
Regarding existing bugs you can check this page.
https://www.facebook.com/notes/might-magic-heroes-55/bug-log/762680953842770
All current bugs are listed here, it regards some of your points.
Hello @Pavijan welcome .
Did you try to change the compatibility mode of the exe file to windows 7?
Check this:
http://www.windows10forums.com/articles/compatibility-mode.7/
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ldongder
Adventuring Hero
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posted October 09, 2015 09:52 AM |
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Hi Magno,
Can give your idea for not adding a percentage of fire proof for Inferno troops?
As inferno is born in fire they should have at leaf some fire-proof ability.
So I guess this is again the balance issue?
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted October 09, 2015 10:49 AM |
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Quote: * You have a warning about the Ultima 8p template at various points around the documentation ("This map is too big, seriously don't generate it!"), but as far as I can tell, it works great! It just takes like 15 minutes to generate, that's all =D
Was a joke
Quote: * On the 8p maps (Ultima, and I think Epic as well), the team number/color selection functions in the Advanced RMG don't work. For example, if I set Sylvan to Player 3 (green), it doesn't matter - it always makes them Player 2 (blue). It does this for all the races I think. I can go into the map manually and fix this, but that shouldn't be necessary, right?
Is explained ARMG manual page 4
Quote: * Sometimes the battle AI seems dumber than it did with Quantomas' 3.1j AI. For example, the AI can be duped into attacking weak dummy stacks. I can use the one-sprite trick all the time in the early game, for example. The AI doesn't seem to look ahead a couple of turns down the road and plan accordingly.
This is impossible, i think you mean compared to TOE3.1
Quote: * The strategic AI seems a bit weaker than Quantomas' 3.1j as well. Maybe I should give them a rush bonus or something, because from what I can see from tavern intel, on large maps I really seem to end up outpacing them before we even come in contact with each other. My main hero is just better, as is his army, and I'm not that good =D
Did you activate casual game mode? switch it off and team up all AI against yourself with console command.
Quote: * How do I enable the console in HoMM 5.5? The normal tilde/quote key doesn't work for me, but I see that the passphrase thing is already in the INI file. What am I missing here?
http://www.heroesofmightandmagic.com/heroes5/heroes5_cheats.shtml
Quote: * Is it possible to, in the RMG templates, specify what kind of zones certain player cities will generate into? For example, I would like to generate maps in which certain races are above ground in certain biomes, certain races are below ground in certain biomes, etc, certain races in both, etc. Is that possible?
Surface or UG cannot be controlled
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted October 09, 2015 12:22 PM |
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ldongder said: Hi Magno,
Can give your idea for not adding a percentage of fire proof for Inferno troops?
As inferno is born in fire they should have at leaf some fire-proof ability.
So I guess this is again the balance issue?
Yes, also only available option is 50% fireproof
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dabuthegreat
Adventuring Hero
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posted October 09, 2015 01:26 PM |
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Quote: I had a Windows 7 installed on this very same machine and there everything worked perfectly, and after Win10 installation it doesn't. Pretty much points to the system.
Or drivers... or directx... or anything at all that changed.
Tried running it as admin?
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ldongder
Adventuring Hero
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posted October 09, 2015 05:08 PM |
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magnomagus said:
ldongder said: Hi MagnoŁ¬
Can give your idea for not adding a percentage of fire proof for Inferno troops?
As inferno is born in fire they should have at leaf some fire-proof ability.
So I guess this is again the balance issue?
Yes, also only available option is 50% fireproof
So do you plan to add this 50% fire proof and weaken the inferno troops otherwise ?
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