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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 50 ... 74 75 76 77 78 ... 100 150 200 250 300 350 400 435 · «PREV / NEXT»
dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted October 19, 2015 09:30 AM

I never played H4. All I know about it is that you can use heroes in battle just as units and units can go on map without heroes.
I just ditched into a guide with skills. Actually it seems that h4 is the game where skills arrangement is may be the best (in vanilla)
Combat - improves hero battle stats
Tactics - improves creature battle stats
Scouting - improves adventure maps range and movement
Nobility - Something like Governor which encorporates all nice stuff that improve town behavior and diplomacy is really nicely done inside! .

Same goes for magic tree. Some % seems quite OP but still the architecture is awesome. I kinda understand why you chose similar approach.

I find interesting that necromancy there is restricted the same way like diplomacy (percentage of the PvE army up to a certain flat maximum).
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StevenAus
StevenAus


Adventuring Hero
posted October 19, 2015 11:40 AM

After not playing it when it was initially released, I bought H4 recently and was pleasantly surprised.  I find it the most fun out of all the Heroes games I've played (1, 2, 3, 4, 5) although H2 is my sentimental favourite since it was the first Heroes I played.  You can get H4 plus its expansions for not too much, on GOG.com, and there are lots of quality maps and campaigns.  The scripting is very powerful, and I like the heroes in combat giving you the "comrades in arms" feel.  There is a LOTR-themed H4 map called "Tolkien's War of the Ring" which I particularly enjoyed with the H4 gameplay.

The gameplay is different from other Heroes games, but I enjoyed it.  If you want multiple heroes in an army and some fantastic maps and campaigns, it's well worth trying.

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ldongder
ldongder


Adventuring Hero
posted October 19, 2015 01:08 PM

Hi Magno,

Would you suggest for the old artifacts(not the new ones you have created) , have you change the stats of them ?

If not I can directly use the previous translated version.

If have changed, can give a change log?  

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fierro
fierro


Hired Hero
posted October 19, 2015 01:40 PM

This mod is great, but i achieve 30th level very quickly and further game becomes not exciting on big maps. For example, if i play against 3 AIs, after beated 1st one i have smaller army and have to wait much weeks until it becomes not inferior compared to enemy heroes. All this time i do nothing, because most of map is cleared or treasures aren't valuable any more.

However, this is not mods issue, i just wish something would done to increase game playability on late stages.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 19, 2015 01:49 PM

@Idongder:

artifacts that had changes (may have missed some):
dragon artifacts +4
dwarven artifacts +5
ogre artifacts +6
ice shield, dwarven smithy +3
golden sextant
waterwalking boots
enlightment artifacts


@fierro:

could you tell me which RMG template + monster strength setting and chosen difficulty?

There are still improvements that can made, I'm working on it right now.



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ldongder
ldongder


Adventuring Hero
posted October 19, 2015 04:02 PM

@Magno,

Thanks for your info, there are more you have missed . I will find out myself!

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fierro
fierro


Hired Hero
posted October 19, 2015 04:14 PM

magnomagus said:
@Idongder:

@fierro:

could you tell me which RMG template + monster strength setting and chosen difficulty?

There are still improvements that can made, I'm working on it right now.




I use 4P-Belt usually, but with less players game usually ends quickly, i don't have to walk on the map without nothing to do.
My difficulty is Hard and monster strength Very Strong.

At the late eras home zones are cleared almost fully. As for adventure zones (neutral) it is cleared by 50-75% but at certain moment it becomes unprofitable to gain resources because i have already much of them. As for Experience, there are too much Witch Huts so i can learn many skills immediately and that doesn not motivate to fight strong monsters.

I think you could develop system that should forced me to spent resources in late game so that i needed to pick them and gather from tombs, cellars and towers through fight. By now, only Mages spend resources to create Artifacts.

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Dredknight
Dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted October 19, 2015 08:18 PM

Hi magno, therec is one fan dob Facebook that has problem with the game.
Whenever he plays custom game with A.I it always rashes after a few turns on the A.I. turn.

I asked him if he can try hot seat with no A.I. and he said game do not crash.
OS windows 7 professional.
He uses default maps that come with mod.
Plays through the 64 bit exe.
resources 6gb ram, 3ghz Pentium.
Mod is installed by the guide.
BTW this is the same thing that happens when you play LAN with A.I.

Any ideas?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 19, 2015 08:43 PM

What do you mean by rashes? does it work at any point
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted October 20, 2015 08:47 AM

*crashes.

I found the issue. Wrong installation xD.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted October 21, 2015 12:22 PM
Edited by dredknight at 15:45, 21 Oct 2015.

Minor text correction.

Haven Renegade hero Andreas specialization says "Aura of Swiftness - The initiative of all hero army is increased by 0.5% per hero level".

As far as I can recall this was reduced to 0.4% to other heroes.

Also Knights do not start with War machine.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 21, 2015 08:40 PM

0.5 positive = 0.425 negative

Thanks, I fixed the knights.
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Belisarius
Belisarius


Promising
Known Hero
posted October 21, 2015 11:55 PM
Edited by Belisarius at 00:31, 22 Oct 2015.

@magno

Sylsai is misspelled as Sylai at MMH55-Index.pakScriptsH55Core.lua ...| weekly continues event | Town Growth Specs; in row " if (GetObjectOwner(town) == GetObjectOwner("Sylai")) "

Eruina artifacts (for adding creatures) seems not to be working at all with "attempt to index a nil value" error; (something with Eruina_A1 ?)

Sylsai and Ranleth's specialties "creatures town growth" - not working as class Overlord. Changing hero class (to lets say demonlord or knight) fixes that, although obviously it can not be a permanent fix due to class differences. I guess it is something about Overlord class (I have not been able to find where classes are treated by game as in regard to receiving their appropriate skills and perks trough leveling)? Class None is also working for Sylsai and Ranleth's specialty but not giving them appropriate skills and perks while leveling up.

Commands @H55_KillMe(humanplayerID) and @H55_SetSleepTime(1) are working excellent. AI seems to be more active and competitive on value 1 for the later.

Since BarbarianAI cant use TownPortal spells, it is far less competitive than other races (Sylvan, Haven, Dwarf seems to be quite good), maybe some AI "cheating" can be adapted to it?
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted October 22, 2015 12:38 PM

Another bug,
I got Gabrielle (haven) as secondary hero but her specialization does not work (250 gold per day).

I calculate the gold every day and it is not added to the pool.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 22, 2015 12:41 PM

@Belisarius:

Good work, I will fix those heroes

Quote:
@H55_SetSleepTime(1) are working excellent. AI seems to be more active and competitive on value 1 for the later.


coincidence, this has no impact on AI performance

Quote:
Since BarbarianAI cant use TownPortal spells, it is far less competitive than other races (Sylvan, Haven, Dwarf seems to be quite good), maybe some AI "cheating" can be adapted to it?


There are no factions capable of using town gate, there is no difference for stronghold. Haven and Sylvan sometimes give the feel to perform better because their creature line ups are more forgiving if they are played dumb on the battlefield.
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StevenAus
StevenAus


Adventuring Hero
posted October 22, 2015 03:59 PM

They can use Town Portal though, can't they?  (I've seen them port to the nearest town.)  Does Barbarian even get Town Portal?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 22, 2015 04:36 PM

All faction can use regular town portal

Gabrielle can be fixed
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Belisarius
Belisarius


Promising
Known Hero
posted October 22, 2015 08:03 PM bonus applied by Galaad on 22 Aug 2017.
Edited by Belisarius at 23:56, 22 Oct 2015.

For Barbarian AI:
the reason I mentioned barbarians earlier is because I noticed after some testing that they (as AI) do not develop trough early game as fast as other AI races: especially Sylvan, Dwarf and Human. While these races are always managing to follow or even surpass human player development (no. of towns, hero stats, strength of army, etc) barbarians are severely lagging. If left competing between each other (@H55_KillMe() or @H55_ChalengMe() is not used) then they constantly end up defeated very early by other AI races (Sylvan).
Investigating the possible reason for this led me to Page One of this thread where in first post under Known Issues is stated  "-- All these issues are hardcoded limitations of 31j source code! .... -barbarians cannot learn both town gate and town portal.... " That brought  me to conclusion about why this is happening:
" barbarian AI is not using town portal".
Although this seems Not True, fact remains that Barbarian AI is very much under-performing. So it would be very nice if some kind of balancing tweak is made in their AI.

(If need so I can build a very strong case about Barbarian_AI under-performing, compared to other races AI)

@fierro
On the contrary I find hero leveling in MMH5.5 quite satisfactory because of being able to reach higher level heroes (lvl 30 and up) relatively earlier that in Tote.
This come for two reasons: 1. lvl experience quotas are somewhat lower for lower levels that in Tote; 2. there is way much more places to build up your hero in MMH5.5 that in Tote.
Being able to have highly developed hero in game, gives much more opportunity to have really exiting battles where all of hero's perks and skills are used.
This means that instead of having a fully developed hero as a ultimate Goal of the game, one will develop high level hero/heroes as a Tool to achieve a fully developed game-experience/playability in later stages of the game.

You are mentioning a case where losing too much of hero's army in defeating one of several AI, brings human player in state of "hibernation" where all that is left as choice is waiting for new armies to be picked up before continuing the game.
But: 1. this can occur from any reason that results in loosing hero's army 2. maybe one should try not to fully defeat AI factions one by one, but instead to try to weaken them one AI at a time (for games when playing against several AI players).
Having in mind that there is always "what after the battle question" when one cant sacrifice everything to defeat just one opponent.

For long games better to use are Ultima ARMG templates. (Describing with one word the 8P-Ultima-Iu(All#) templates that I've been playing these couple of weeks is = Excellent)
For shorter intended games (when we are trying to build up heroes and fight an interesting battle in the shortest time possible) leveling of MMH5.5 (against Tote) is still working better.

As in for having too much resources that cant be used, MMH5.5 introduces a building where one can swap resources for gaining creatures. Whereas the late game stages when areas are cleared from resources, there are buildings with creatures in them with numbers progressively growing, that are challenging at any stage of the game.
Having Witch Huts in game brings us to the point earlier made: early developed hero (with skills and perks) gives richer game-experience later on during the game.

(also @ magno)
As of "...developing system that should force me to spend resources in late game...": Maybe a New building/set_of_buildings can be introduced where one can recruit some Super creatures (fiery Dragon, rust dragon, azure dragon)? Although must be observed that such thing must be done very carefully in order not to usurp everything that is achieved so far with MMH5.5 (I have no doubts that magno can do this ) Having the option of being able to recruit a Super creature for excessive amount of resources, lets say 100 gems + (value) of gold for a Fiery Dragon, means achieving at least two things for the game:
- fills the gap of having too much resources at late game, not knowing what to do with them;
- maybe some new, viable and interesting tactics will be added to the game where player intentionally tries to acquire some super creature in order to replace some weakness in his game tactic options.

For the time being there is the option of recruiting death knights and mummies at Hall of Darkness building. This building have some weaknesses: too easy to conquer; too little creature growth makes it hardly a viable tactic option, as to have death knights for example replace some of player's own creatures tiers; hard to defend from other players as one can not place guards to it; etc
On the other hand, if creature growth is increased, more defenders are added, and an option of placing guards is given then this building becomes some kind of an Outpost (semi-town/castle). Which means that it will affect game-play, because by guarding that building one is also guarding the whole area around it.
So maybe the best thing to do (without or until some kind of Outposts are introduced) is: to increase the amount of guards over time; while the number of creatures inside (that can be recruited at any time but only once per month) grow more rapidly with time something like adding 10(or more) per month regardless of who is in control of the building. Maybe even a more complex formula can be found...

Anyhow, I LOVE THIS GAME!
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fierro
fierro


Hired Hero
posted October 23, 2015 04:16 AM

Belisarius said:

Anyhow, I LOVE THIS GAME!


I don't play any other way - magnogamus and team did amazing job, making game playable.

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Belisarius
Belisarius


Promising
Known Hero
posted October 23, 2015 08:53 AM
Edited by Belisarius at 11:23, 23 Oct 2015.

As we are talking about it, lets see a replay from a game from ARMG template 8P-Ultima-Iu-(All#). Its a 1vs3AI game - Dungeon vs Sylvan, Haven and Fortress. AI are playing as team.
This is the first big battle between human and AI player. It is Day 5, Week 3, Month 9. Game is pretty much developed, as Dungeon I have conquered 9 towns, Sylvan has 3, Haven 6 and Fortress 6. From those, everybody has only 3 of its own faction. Other towns are from other races which are not playing.
Talanar (Sylvan AI) has been pressuring to conquer one of my Barbarian castles, going back and forth, until I have managed to put everything that I have in one of my heroes, Sylsai, and meet him just outside the town, "outmaneuvering" him so he couldn't escape.

Talanar is a40, d25, p32, k19, m4, l5 with army
3153, 2207, 1946, 663, 516, 311, 206 (creatures for lvl 1 - 7)
Sylsai is a35, d37, p19, k14, m5, l7 with army
1571, 1215, 1427, 1158, 540, 438, 225 (creatures for lvl 1 - 7)

Replay here

I have lost only 439 lvl2, 214 lvl4 and 8 lvl7 creatures. 50% of those lvl2 and lvl4 are resurrected after battle.


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