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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 ... 78 79 80 81 82 ... 100 150 200 250 300 350 400 435 · «PREV / NEXT»
devilfire
devilfire


Adventuring Hero
posted October 28, 2015 09:23 AM

@Belisarius - the problem with Imbue Ballista is that it is avaible only to Ranger class, which is pure Might and can learn only Light Magic.

I guess that would be fixed in RC3.

To fully shine Imbue Ballista need Warmachines. It may be a bit OP, but it would be a shame if we miss such a great synergy.

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Nordos
Nordos


Known Hero
posted October 28, 2015 10:46 AM

I ... actually agree regarding Imbue Ballista.

Give them some hard prequeresites, similar to:
Triple Ballista and either Cultmaster (would give mana, but making empowered spells impossible) or Secrets of Destruction (most spells you use wil the Ballista are Destro to beginn with, making the Ballista into a stun Ballista can also increase its usability, also Knowlegde increases damage of Ballista [and gives more mana to use]).

Since you need two full skill sets (12 skillpoints), it won't be avaible until later in the game. At the same time, it's power could overturn the disadvantage caster have when reaching a treshold...

On the other hand, little to no mages get Warmachines as skill options. (Inferno caster, Dungeon caster, Necro caster, Academy caster, Dwarf caster)
For Dungeon and Academy you can replace the 4% necromancy with Warmachines, though. Inferno may or may not get Light replaced (since it is somewhat strange, while not bad. Leave it as a skill you can learn in witch huts), Dwarfs their dack magic (similar to demon) and Necro is simply to far away from getting much destro anyway^^


Just a suggestion to enable a hidden (and pretty unprobable) skill set for caster which can help in lategame when their magic is reduced in their effectivity.

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Belisarius
Belisarius


Promising
Known Hero
posted October 28, 2015 12:51 PM
Edited by Belisarius at 12:52, 28 Oct 2015.

Or, IF we are really considering this, lets make Imbue Ballista a combat ability/spell (like retaliation strike) which everybody, at some level reached, can get it from any blacksmith (like you get town gate). So its not a skill or a perk. Every hero gets it at lets say lvl 30. (Or maybe only some type of heroes, like magic heroes) Or on higher level, like 39.
As for Rangers in that case, another ultimate can be come up with.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 28, 2015 12:56 PM

imbue ballista is hardcoded tied to imbue arrow, and imbue arrow is hardcoded tied to the ranger class, so forget about it.

cold steel must be in first row because it is the only one of the two fully useful by anyone, chilling bones can only work on undead creatures.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted October 28, 2015 01:12 PM

Look what I found on the Chinese forums.



It looks like a part of Xazardous mod but not sure.

Link to the mod -> http://heroworld.gamerhome.net/dl.php?id=37
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ldongder
ldongder


Adventuring Hero
posted October 28, 2015 01:20 PM

Hi Dreadknight, I used this before, forgot to tell you this...
This is good to use.

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StevenAus
StevenAus


Adventuring Hero
posted October 28, 2015 01:33 PM
Edited by StevenAus at 13:36, 28 Oct 2015.

Looks like you can't get alternative upgraded undead from that perk (although I know you can "upgrade" from one upgrade to the other at the correct town for a minimal cost).

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devilfire
devilfire


Adventuring Hero
posted October 28, 2015 01:34 PM

@Magno - can you let the Ranger be the magic class. I guess it won`t be a problem if you change the primary stats and the name ? That way you can make another might class, so we don`t miss out anything. Something like swapping Ranger and Druid but only in the mechanics department while still having both.

@Nordos - I support the idea of prerequisites. I was thinking about that too.

Maybe something like Triple Ballista + Imbue Ballista + Master of Fire + Master of Ice + Master of Lightning

Why is it going to be very strong but not OP -> you will need 18 points to get it and 12 of those will be focused entirely on the Ballista, which means that if Ballista dies you just wasted 12 slots (not entirely because you can still use the Avenger but still..), you are also missing Fiery Wrath and Ignite which are very good all the time.  


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 28, 2015 02:01 PM

The avenger skill is a wasted skillslot for a magic class, that skill is inherently might!

The info from the old necro button is very different from the H55 necro table. In H55 the necro table follows a logical pattern: same tier+same upgrade type, for example: peasant = skeleton, conscript = skeleton archer, brute = skeleton warrior. In H55 a necro button is not needed at all!
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ldongder
ldongder


Adventuring Hero
posted October 28, 2015 02:24 PM


Hi Magno,

A few problems and a suggestion

1. Hero with Mentoring skill cannot teach other hero the magic skill of town portal even if learner is over level 25.(But there is a text saying the learner has learned the town portal)


2. The turn of red player(Human player) always takes much longer time than the rest AI players. map name: H55 4P ultima, red player(haven) takes 70 seconds while other two AI players(Academy and Necropolis) take around 20 seconds to finish

3.Temple of summoning: after click cancel , nothing happens, there should be a window popped up for selecting the artifacts to offer.

4. A suggestion: the skills flame wilder of hero Kha- Beleth (has fireball ability) deserves the effect of the enhanced fire ball because the damage between fireball and enhanced fireball only has a really small difference while mana cost will double



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Nordos
Nordos


Known Hero
posted October 28, 2015 02:41 PM

Is it just me, or...
Always when I visit a quest hut, and they demand something like 3 dwarven shields, I rarely have even one - only 3 Dwarven King shields...

In fact, I rarely am able to complete these quest huts, even though I am already in month 9, having 8 level 40 Heroes (^^) and like 50 artifacts (some sets even double), I didn't even had one Rune of Flame, but like 5 Dragon Flame Swords XD

I don't know, maybe either reduce the number of needed common artifacts or change maybe add uncommon artifacts? (so, 2 Pendants of Necromancy or the like, additionally to the common ones....)



Any thoughts regarding that?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 28, 2015 03:03 PM

@idongder:

1. mentoring and TP are entirely unrelated.
2. AI must make map scan during first turn after loading a save game.
3. which artifact did you have and what was your player number.
4. hardcoded

@Nordos:

Do you use experience setting 3 when generating maps? Which template?
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devilfire
devilfire


Adventuring Hero
posted October 28, 2015 03:05 PM

@Magno Avenger is a Might skill but that can be considered as sacrifice for a really strong perk.

Or maybe it will be better with Wardens. It won`t be OP because they don`t have that much spellpower, while also making use of the Avenger.

One thing that I suggested before a month could solve this problem -> unique skill trees for some heroes. For example non of the Druids and Wardens start with this tree (and as I understand it`s not working if its not in the first slot right?), then why not make 1 Warden and 1 Druid start with it, as an exception to the rules.

This can be applied to other hardcoded problems. Some exceptions are always interesting. This time they will give you a choice - are you willing to sacrifice a skill tree (even tho its not a complete sacrifice because the troops can still benefit from criticals) for a really strong burst. This way you are not forced to make that choice, but you can still do it if you will.


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Nordos
Nordos


Known Hero
posted October 28, 2015 03:24 PM

Edited Ultimate template (map size Impossible), without additional towns and random towns. I have to admit that I redesigned all other areas into treasure areas.
Experience Setting is always 4, Recource on 5.


Though I had that problem before several times, even when not editing templates. It could be mainly my playstyle, though, since I love racing battlesides as often as possible.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 28, 2015 03:26 PM

@Devilfire:

Let's not forget imbue ballista is fine as it is the prospect of triple untrained ice bolts is already good enough. with magic heroes doing 2000 damage per shot is actually way overpowered.

@Idongdor:

By the way your Ai turns are way too long, my 3 years old core i3 processes 7 players in a minute, 3 in less than half a minute. lower the search depth to minimum.


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 28, 2015 03:36 PM
Edited by magnomagus at 15:44, 28 Oct 2015.

Nordos said:
Edited Ultimate template (map size Impossible), without additional towns and random towns. I have to admit that I redesigned all other areas into treasure areas.
Experience Setting is always 4, Recource on 5.


Though I had that problem before several times, even when not editing templates. It could be mainly my playstyle, though, since I love racing battlesides as often as possible.


what I thought i will repeat this once again

RMG EXPERIENCE SETTING SHOULD ALWAYS BE 3!!!

unless a template offers 2 sizes and one of them is ~6500 zonesize, then you can use 4 on the big one (preferably it has a dwarf ug, because that is more spacious, ~6200 with dwarf ug might work, but below 6000 always 3).

Otherwise major/relic may become more common than minor artifacts and game will be easy.

Also resource setting 5? an experienced player better set to 1.
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Nordos
Nordos


Known Hero
posted October 28, 2015 03:46 PM

Mhm, ok. Got it. Only saw that 5 was bugged (as to say, far too many witch huts).
Regarding Recources - I like playing on impossible and with either very strong Monster or impossible monster, making it partly necessary to have a lot of recources lying around. My own preferences I guess?

(Though I am certain that I get the mayority of my artifacts from battlesites - are they more rare on exp 3?)

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 28, 2015 04:22 PM

experience places more upgrade buildings, but pushes away other stuff, especially minor artifacts. A higher number doens't mean better.
It does not affect witch huts, they are based on shoppoints (different from old RMG).
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devilfire
devilfire


Adventuring Hero
posted October 28, 2015 06:31 PM

@Magno - yes, it can do some dmg but Rangers are waaay better with the other perks in that skill tree.

I understand your concerns, thats why I suggested that it would be better fit for Wardens. They are not as strong spellcasters as Druids and they don`t have access to Mark of the Wizard and Empowered Spells, so they are a good candidates for Imbue Ballista. They are already more Magic oriented than Might.

They can be a different, unique type of casters that use their Ballista to cast damaging spells, while they are buffing. They won`t be that good nukers themselfs due to the lack of spellcasting perks.

It won`t be as OP as a full mage, but even if it is too strong we must not forget that the Ballista can be destroyed and the Warmachines and the perks from Avenger will be wasted. Also the Warden don`t have a way to replenish his mana (no Dark Magic/Mark of the Necromancer, no Cultism/Eat Corpse or Dark ritual, no Sorcery and no Plague Tent)

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sayke
sayke

Tavern Dweller
posted October 28, 2015 06:42 PM

I like Imbue Ballista the way it is, and I use Wyngaal as a primary hero. I would like it if we could imbue better destruction spells, though - maybe through items? Like, what if Empowered Lighting Bold/Frost Bolt/Fireball were available at advanced level through spell scrolls?
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