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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 ... 77 78 79 80 81 ... 100 150 200 250 300 350 400 435 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 25, 2015 11:17 PM

Banshee Howl and Benediction were boosted so that all heroes who take it can be considered having the specialization as well.
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devilfire
devilfire


Adventuring Hero
posted October 25, 2015 11:24 PM

The perk Graduate - 2 knowledge and 1 time 1000 xp seems really underwhelming .. I know your philosophy about 2 stats = 1 slot but mostly the second part of the perk is absolutely useless .. 1000 xp is like 1 chest.

Are Offensive formations and Defensive formations hardcoded to be only for dwarfs ?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 25, 2015 11:32 PM

mentoring is very strong so requires weak branch

formations is hardcoded yes.
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sayke
sayke

Tavern Dweller
posted October 26, 2015 05:27 AM

Hey Magno and Dred et al -

I'm getting some serious instability about 4 months into an Ultima game, which is really too bad because the game itself is freakin' great and I'm having a ball =D It feels like there's some save corruption or something, because crashes become more and more frequent as I play longer. Has anyone else gotten this?

According to the wtf() function it's "working fine", and I don't know of any logfiles that would help shed light about what's going on. It now seems to crash repeatably: When my main Wyngaal hero enters the next battle, it starts alright, and then the program crashes midway through the battle.

Here's the save file:
https://www.dropbox.com/s/c7yz49ihjp9v0xv/save_54.sav?dl=0

Any light you could shed on this would be greatly appreciated!

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Belisarius
Belisarius


Promising
Known Hero
posted October 26, 2015 05:52 AM
Edited by Belisarius at 06:09, 26 Oct 2015.

Hi sayke,

I think you will need to send the map too, cause the save file cant be loaded without the map file
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted October 26, 2015 08:22 AM

Hello Sayke,

Which EXE file do you use to play the game - 32 bit or 64 bit?
How many safe games do you have (including Autosaves?)?

What are your PC resources CPU & RAM?
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Belisarius
Belisarius


Promising
Known Hero
posted October 26, 2015 11:09 AM bonus applied by Galaad on 22 Aug 2017.
Edited by Belisarius at 11:11, 26 Oct 2015.

Unofficial content!

At the moment ARMG is creating 8P-Ultima-Iu-(ALL#) without some connections as in 8P-Ultima-Iu-(ALL#)B. Because I like playing it that way (and I am 100% positively sure that map still works and is fun to play even without those connections) but I also would like to have option with the connections;
Until official patch comes, I made both options:



So if you like to use them, you should copy this file

MMH55-Templates.pak

in your %heroes5% /data folder, replacing the old one.

Note that this is unofficial content, and has NOT been approved by Magnomagus (at least not yet), and I only made it for my own use. Regarding his tremendous work on MMH5.5, I am only trying to help with this small thing, but if not needed or not approved, this post will be removed.


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 26, 2015 11:29 AM

@Sayke:

If you have a 32bit OS, you don't need to send me the map as this is a known issue with XL maps since TOE. Only 64bit exe fixes it. If you want to use 64bit exe on 32bit operating system you need to make small modification to your OS: Google "3GB startup Switch" for a guide.

@Belisarius:

Thanks, I will however keep only the full version in the official release, because it is not feasible for me to maintain A and B versions of templates for such small differences, as I also need to maintain the manual.


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devilfire
devilfire


Adventuring Hero
posted October 26, 2015 02:44 PM

What do you think about Eternal Servitude ?

It have 7 base hp + 5 x level of the hero which means that at level 40 it would revive 207 hp worth of randomly selected undead creatures.

This 207 hp translates to:
First alternative/Second Alternative
T1 41.4/41.4
T2 12.17/9.85
T3 10.89/10.35
T4 5.91/5.175
T5 3.76/3.76
T6 2.07/1.88
T7 1.29/1.38

Of course the revive is taking a round number, but I wanted to show the exact calculation.

I understand the low base hp (even tho it would be better if it can revive more than a few skellies .. its random after all) but the scaling hp is almost non existant. I don`t see any uses of this skill in mid to late game. Neutral camps are not that dangerous by mid game, so having a revive is not that needed (even if it is that 1-2 vampires at level 20 won`t really make a difference), while its absolutely useless in late game, especially after big battles (hero vs hero).



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Nordos
Nordos


Known Hero
posted October 26, 2015 08:25 PM

It's.... hard to balance.
If you raise the scale to, lets say, 10, imagine a Level 8 Hero. He is in week two and revives 87 HP, which would be equal to 17,4 Skellis, or even worse, 2,48 Vamps. While you have only around 10-20 Vamps, you can simply take a hit and still prevent losses.

That the perk is pretty useless with high level should be abvious. Perks such as Banshee (and especially) Cold Steel are far more effective in this case. You also have tons of mana which you can use to revive your dead (next to all Necro Heroes get Raise Dead sooner or later, either through summoning or mage guild or inheritant).


What I would have likes, which is impossible, though, would be scaling it around Knowlegde. Currently, it is the worst stat (not just for necro, but for most of the faction save Academy and Sylvan).
If you pass a certain amount of knowlege (for me it is around 10 when using Dark Magic with Mark of the Necromancer and around 15 when using Consume Corpses, otherwise around 20), you simply do not need any more. I mean, for what?
For example, my current hero finally reached level 40. I often fight with 1k and more Dragons or Pheonix. I always use around 50 mana initially before I feel that I can use Mark of the Necromancer.
In very hard fights, whith lots of reviving (against elemental creatures, phoenix or Dragons), I barely pass the 100 mana mark until I start using Mark of the Necromancer comfortably.
For what do I need my 45 Knowlegde? Just imagining, that 30 of them would be added to my attack ... It would be insane.
(On that note, why the hell does the Reaver have 30% Chance to get Knowlegde? That makes IMO little sense. They start with Dark Magic and some use Decay, meaning, they rather need SP. Additionally, I would  have thought a similar distribution like Assassin more appropiated, as to say, a lot SP and Attack, next to no Defense and only a bit Knowlege [40,5,35,20])



On a sidenote: I kind of dislike the Academy Iron Maiden Hero's starting skill 'Luck'. It has no synergy regarding Ballista (compare it with Inferno, which starts with Attack....). Though Seer is the best class for a Ballista Hero, any chance of changing the starting Skill to Attack or Artificer? Or are you hellbent on keeping the 'classes' untouched regarding their primal Skill?
Another case would be Kaspar. IMO giving him Necromancy would benefit him far more and would make him more attractive. Otherwise changing his class to Reaver, since he could, theoretically, try going Ballista (yeah, he can't get Triple, but...) and Reaver has better Stats compared to Death Knight. Sure, chance to get War Machine is quite low, but once you have a skill, the chances to skill it go up, right? Mhm, dunno.

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devilfire
devilfire


Adventuring Hero
posted October 26, 2015 11:48 PM

I propose to give Eternal Servitude prerequisites and make it take a higher place in its branch, but give it a good boost. That way it will be balanced in the early game because at the time that you can get it there will be a formidable army, while having a good scale will make it noticeable in mid to late game.

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Belisarius
Belisarius


Promising
Known Hero
posted October 27, 2015 12:16 AM
Edited by Belisarius at 00:25, 27 Oct 2015.

Artifacts that resurrect creatures after battle are not working for undead creatures. I think Eternal Servitude should compensate for that in some way.
That can be done either by increasing Eternal perk's stats, or by enabling those artifacts for resurrecting after battle to work on undead creatures when hero has this ability.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted October 27, 2015 08:22 AM
Edited by dredknight at 08:42, 27 Oct 2015.

I dont think there issues with Necropolis or resurrection artifacts. They develop fast, grinding is OK especially when you get some vampires,there are no more losses. Before that survitude does a good job

If you consider them weak than the issue resides elsewhere and not in the strength of one perk.


Here is a replay  that proves it:

Haven(might) specialization cavalry
Necropolis (might) spec tent
https://www.dropbox.com/s/fsxk0uuf4um9rt4/HavenVSnecro.sav?dl=0

I am wearing the Haven shoes. We met on month 2, Epic template at the first rich ground after we took our 2 castles.
As you can see he is much more advanced than me in stats (he also has 6 attack from expert leadership). I bought all my angels and Champions to withstand the attack. Basically this helped me out.

Magno you can check the replay too there are few things.

- there is some pre-5.5 bug (tote). When a creature that has the avenger strike casted on (my archers) make a special ability the enemy hero hits twice. This is VERY OP. not sure why it happens but I have seen it on several occasions.

- Necromancer can pick prayer from the leadership tree but cannot use it as it is valid for living units only. I dont want to change how prayer works but this make the perk irrelevant for nercros.

- Could  you tell me if my hero specialization (cavalry) is working and what is the bonus progression (not mentioned in game) as I cant feel the difference in that battle (probably due to the enemy high defense stats).
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devilfire
devilfire


Adventuring Hero
posted October 27, 2015 09:25 AM
Edited by devilfire at 09:34, 27 Oct 2015.

@Dredknight - noone said that Necropolis is weak, just the perk is not doing what it is supposed to do. You said it yourself. Once you get Vampires there are no loses, so the perk is doing absolutely nothing in mid game, while in late game even if there are loses it won`t really revive enough to make a noticeable difference. Undead creatures are all about the numbers (they have high hp and high numbers in their stacks), so few skellies more is not gonna change anything.

All in all Eternal Servitude is super situational skill -> it works only the first few battles (till you get Vampires because after that there are no loses), its for undead only (which are numerious so few more or few less after those rare battles that you are gonna lose anything), its working only for one stack which is also random (so you can`t revive what you want) and its reviving really low hp even at level 40, so its effectiveness is fading really hard mid and late game, not to mention very late (Which the mod is all about with so many things taking place in late game), the perk is not leading to especially strong perks.

In conclusion the skill is very situational and even if everything goes perfectly it won`t really make a difference at any stage of the game besides the start of the game.

If it worked with low hp and low growth races (like Sylvan and Dungeon) it would be ok, but as it is now its really handicapped.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 27, 2015 04:10 PM

Servitude is hardcoded but a new skill can be scripted. I think knowledge can also be improved, but I have to look into some script functions.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 27, 2015 09:23 PM

Ok here goes:








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devilfire
devilfire


Adventuring Hero
posted October 27, 2015 10:01 PM

Very good job as always Magno !!!

Now the only things that are missing are Necro button and working Imbue Ballista.

Is Chilling Bones still 5 % damage returned ?

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Belisarius
Belisarius


Promising
Known Hero
posted October 28, 2015 03:59 AM
Edited by Belisarius at 08:06, 28 Oct 2015.

Yep, I like it!

- Herald of Death was very weak ultimate. Now it's gone (moved to Leadership as Empathy's replacement for Necromancers). Instead we have Unholy Crusade which is composed from previous Death March + new ability to use resurrection artifacts. This is big improvement, and I welcome it.
- Cold Steel is moved from lvl 2 to lvl 1 perk. (Death March is gone as a separate first level perk.) This means that Cold Steel becomes easier to get, and also it can be taken in combo with any one of lvl 2 perks: Haunted Mines, Lord of the Undead or Chilling Bones.
- Chilling Bones is the new lvl 2 perk, available after taking Cold Steel. It gives +2 defense and also: "any enemy creature which engages in melee combat with undead troops will receive ice damage". I suppose this will work as some kind of Ice Shield for all undead in hero's army against any melee attacks and retaliations.

All in all these changes are big improvements for Necros gameplay, giving them much more options for stronger early, mid and late game performance.

And of course this changes are making Necromancy as skill a viable choice for other types of heroes when a player happens to have a Necropolis town.

Thumbs up!


PS: @devilfire
what is wrong with Imbue Ballista? Last I tried it was working as it should. Are you talking about some changes to that perk?
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ldongder
ldongder


Adventuring Hero
posted October 28, 2015 06:08 AM

Great improvement again , let me report some bugs and problems after my recent play in a few hours time.

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Nordos
Nordos


Known Hero
posted October 28, 2015 08:35 AM

Looks neat Though I would change the placement of Chilling Bones and Cold Steel.
Reasoning is, that Cold Steel is far stronger, especially in lategame. You often master dark magic with slow, get Dragon artifacts or the Staff of the Netherworld, making your turn coming faster.
Additionally is Chilling Bones weaker with Vampire Lords (no retaliation) and skeletal archers/Lich (you don't want troops to get near them. Especially true for the archer)...

All in all great improvements, though I may really skill leadership for necromancers...^^

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