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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 248 pages long: 1 30 60 90 120 ... 122 123 124 125 126 ... 150 180 210 240 248 · «PREV / NEXT»
dredknight
dredknight


Supreme Hero
posted February 05, 2016 06:55 PM

magnomagus said:
Quote:
I was refering to the balance with 1 castle where players meet too early and Magic heroes (summoning/destruction) are just too strong, where the might hero has no army to utilize his skills with it.


with regards to this issue I'm starting to believe a lot of low level spells are just too cheap. especially because magic heroes will often get arcane training. for example I think weakness(4) and slow(5) are better priced as 5 and 6 and stone spikes/ lightning = 6, eldritch arrow = 5.




I forgot to add that when game begun I got as a starting bonus random artifact - the one with 6 times eldritch arrow (recahrgable). This helped a bit as well.

I never used the real Eldritch arrow, Stonespikes or Lighting. Just fireball (+ expert sorcery -arcane training and perk for +2 spell power and knowledge, advanced occultism, expert destruction with all fire perks,artifact +50% fire damage).

Also my hero specialization was to BAN enemy spells but I dont know if this worked for any spell. Matod did you have forbidden spells? I am curious if the specialization works.
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Nordos
Nordos


Known Hero
posted February 05, 2016 08:06 PM

Ah, that reminds me:
The Hero that gives the Matriarchs a small Chance to attack when your hero attacks/using a damaging spell - I never saw it happen. And I took that Hero 2 times as Main

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StrikerX
StrikerX


Adventuring Hero
The Bringer of Rain
posted February 05, 2016 08:07 PM

Great mod.  Really enjoying it.

I had a question though regarding how I could change a couple things.  Has to do with Homm 5 in general.

1.)  I would like to lower the wall height in the underground.  I really like the look of no walls but I get dwarven walls alot in random generator and those walls are just too annoyingly high!  I'm always have to turn the camera to do something.  Is there some file setting that governs the height of underground walls?

2.)  How can I mod out week of disease?  My biggest pet pieve of all the Homm games I really don't care for.

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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted February 05, 2016 08:20 PM

@Forsberg&TheGryphs:

I have been over this before, too much work.

@StrikerX

1. Don't know if possible
2. Is already removed.
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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted February 05, 2016 08:34 PM

Nordos said:
Ah, that reminds me:
The Hero that gives the Matriarchs a small Chance to attack when your hero attacks/using a damaging spell - I never saw it happen. And I took that Hero 2 times as Main


Odd, since it worked for me on first attempt.
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StrikerX
StrikerX


Adventuring Hero
The Bringer of Rain
posted February 05, 2016 09:41 PM

magnomagus said:
@Forsberg&TheGryphs:

@StrikerX

1. Don't know if possible
2. Is already removed.



Thanks.  

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Nordos
Nordos


Known Hero
posted February 05, 2016 09:50 PM

magnomagus said:
Nordos said:
Ah, that reminds me:
The Hero that gives the Matriarchs a small Chance to attack when your hero attacks/using a damaging spell - I never saw it happen. And I took that Hero 2 times as Main


Odd, since it worked for me on first attempt.

Which one did you use? I always skipped the Witches entirely and started to buy after getting to Matriarchs.

Well, it could be that I am just incredible unlucky, either. Dunno

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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted February 05, 2016 09:52 PM

matriarch+eldritch arrow

it probably doesn't work with area effect spells
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thGryphn
thGryphn


Famous Hero
posted February 05, 2016 09:53 PM

magnomagus said:
@Forsberg&TheGryphs:

I have been over this before, too much work.



That's fair

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Forsberg
Forsberg


Hired Hero
posted February 05, 2016 10:09 PM
Edited by Forsberg at 22:10, 05 Feb 2016.

magnomagus said:
@Forsberg&TheGryphs:

I have been over this before, too much work.


But you have already something like this. You can add other button to level up window.
There is additional button in the hero menu where there are icons and decriptions.

Copy button from here (above the Luck skill):



I am sure this menu is better because it has more informations while are needed:



I do remember this button being at level up window in the past.

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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted February 05, 2016 11:30 PM

@Forsberg:

If you think it's easy maybe you can do it.
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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted February 06, 2016 12:10 AM
Edited by magnomagus at 00:12, 06 Feb 2016.

RC6 is released, with great thanks to Deflaktor's reverse engineering efforts RC6 will bring some spectacular new improvements, fixing fundamental balance issues between might and magic classes existing since TOE. Might classes will no longer be negatively affected by small map sizes, while maintaining magic class late game strength.

MMH5.5 Downloads

New 'Tactical' Spell Casting and balanced mass spells.

Mass Spells will now reset ATB to 0.1, while sorcery will give a 12% ATB boost per mastery level. Spell costs are adjusted to reflect true effectiveness of the spell, mass spells are more expensive.
Magic heroes will now recharge much quicker if they cast a single spell instead of a Mass Spell. For example haste on single creature resets ATB to 0.36, while mass haste resets to 0.10.

Balanced War Machines

-First Aid tent healing power is always based on hero level and now has 3 shots.

None: 10 + 5 per level
Basic: 10 + 6 per level
Advanced: 10 + 8 per level
Expert: 10 + 10 per level

-Ballista damage scaling is improved and advanced info is provided ingame.
-Brimstone Rain gives ammo cart attack bonus also to hero.

Balanced Starting Bonuses!

Gold:3000-3500
Resources: 5-8

Balanced Elementals

-All 4 elementals are now equal in strength, earth elemental initiative is now 9 and HP=50, fire elementals were overpowered and have their damage reduced.

-Balanced elemental summoning, amount is now multiplied by (hero level/25), only main heroes and governors can get serious production.
slave market selling price = 45% + 5% per marketplace.

Town Buildings give some more bonuses to classes that were lacking them.

-Infernal Loom gives extra cerberi to heroes without gating.
-Overlords get Defense instead of Knowledge from Hall of Intrigue.
-Assasssins and Overlords gain +1 Attack for every altar of primal order.
-Druids receive +1 spell power for every sparkling fountain.
-Wardens receive +1 defense for every avenger brotherhood.


Change Neutral Stacks to ANY SIZE!

The size of neutral stacks standing on the adventure map can now also be modified by any % in the H55-Settings file, be warned however
that the game will lag for a period somewhere between 10 seconds or several minutes at the start of a new map during the stack modification process.
The actual time depends on the performance of your PC and the size of the map. During the process you cannot open your townscreen so you know when it
is done when you can open it. The game will not lag if you keep the default setting.

This feature will offer all kinds of new opportunities, because the ARMG places lower level monsters on medium and higher level on impossible
you can for example choose to play a map with many huge stacks of low level creatures or many small stacks of high level creatures.
For a good balance it is probably recommendable to use very strong and then adjust the size to your playing strength.

Some tips:

Strong creatures x1.58 = Halfway between Strong & very Strong
Very Strong creatures x0.75 = Halfway between Strong & very Strong
Very Strong x1.55 = Halfway between Very Strong and Impossible
Impossible x 0.5 = Halfway between Very Strong and Impossible

Bugfixes

-Fixed Champion Charge ability, 2 tile requirement however is broken therefore to keep things balanced max dmg is reduced by 3.
-Witch Huts know 3 more skill charts, bad guy might heroes will not get offered light magic and vice versa.
-Fixed Artifacts and estates skill not paying out if many of them are equipped simultaneously.
-Fixed more instances of artifacts not working in some campaign missions.
-Fixed bugs in AI player detection scripts for player 7 & 8.
-Fixed Whip Strike on Shadow matriarchs.
-Fixed aura of bravery and wyvern tamer descriptions.
-Fixed imp,demon and gargoyle spec descriptions.
-Fixed storm of arrows combat log info.

Enhanced chance based abilities

All creature abilities that have probabilities have now extended descriptions that give some useful examples for evaluating the actual strength of the ability. Trigger chances are readjusted for the larger neutral resistance from H5.5
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thGryphn
thGryphn


Famous Hero
posted February 06, 2016 08:28 AM

Awesome!

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dredknight
dredknight


Supreme Hero
posted February 06, 2016 10:35 AM

Great work once again Magno!!!

Cant wait to try it out!

Any changes in creature stats besides the Paladin ? Did you revert the Lava dragon? Anything else ?!?!?!?!
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Elvin
Elvin


Admirable
Omnipresent Hero
Rejuvenation process
posted February 06, 2016 10:48 AM

This is incredible, impressive work!!

magnomagus said:
RC6 is released, with great thanks to Deflaktor's reverse engineering efforts RC6 will bring some spectacular new improvements, fixing fundamental balance issues between might and magic classes existing since TOE. Might classes will no longer be negatively affected by small map sizes, while maintaining magic class late game strength.

MMH5.5 Downloads

New 'Tactical' Spell Casting and balanced mass spells.

Mass Spells will now reset ATB to 0.1, while sorcery will give a 12% ATB boost per mastery level. Spell costs are adjusted to reflect true effectiveness of the spell, mass spells are more expensive.
Magic heroes will now recharge much quicker if they cast a single spell instead of a Mass Spell. For example haste on single creature resets ATB to 0.36, while mass haste resets to 0.10.

Balanced War Machines

-First Aid tent healing power is always based on hero level and now has 3 shots.

None: 10 + 5 per level
Basic: 10 + 6 per level
Advanced: 10 + 8 per level
Expert: 10 + 10 per level

-Ballista damage scaling is improved and advanced info is provided ingame.

Are the above patch-only fixes?
____________
Restoring the light, facing the dark.

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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted February 06, 2016 11:58 AM
Edited by magnomagus at 12:08, 06 Feb 2016.

Sorry, got tired, here are more changes

Some more skill changes

Defend us all: 1 Tier 3 per day
Eternal servitude: extra skeletons after lvl 20 for necro heroes only.
reverted engineering nerf, it seemed overpowered but wasn't.

Alternative Upgrades

All upgrades have been mathematically reanalysed to assure a ~99% perfect system of equally powerful upgrades with maximum variation in available tactics.Mostly only minor changes were required but there were still a few more severe cases.

Foul Wyverns: Venom 20% more powerful, Regeneration double as powerful, add Immunity to Frenzy and +5HP. (alternative was stronger)
Sky daughters: add purge (alternative was stronger)
Conscripts +1HP, Brutes +1 initiative (were too similar)
marksman: remove precise shot
Crossbowman: get precise shot with +1 tile range (EDIT: found minor bug, it works but description is wrong), +2 min damage, -1A, -1D, remove no range penalty. (was extensively explained)
Jousting bonus adds +3.33% per tile. (adjusted to attack primary skill)
Inquisitors: add Bravery (alternative was stronger)
Seraph: 30-70 Dmg (excessive randomization)
War Dancers +1D (alternative was stronger)
Savage Treants -2 min Dmg,-5HP (alternative was weaker)
Crystal Dragon: add immunity to water (alternative was stronger)
Titans +5 min/max Dmg when in melee (alternative was stronger)
Titans and Storm titans -1 initiative (prevents ridiculous overpowered initiative late game with artifacts)
Imps +1 growth (not enough Power rating)
Stalkers -1A,-1D (alternative was weaker, stalkers exceeded their power rating)
Blood Furies +1HP, growth same as TOE (alternative was stronger)
Minotaur Guards +1D (alternative was stronger)
Chaos Hydras: Regeneration ability is double as effective and add Immune to Slow (alternative was stronger)
Shadow Matriarchs & downgrade: no melee penalty instead of no range penalty (was buffed too much)
Mountain Guards +2Hp -1D (alternative was stronger)
Skirmishers +1 initiative and increase proc factor on crippling wound (alternative was stronger)
Bear Riders: Armoured moved to whitebear and -2 defense on Blackbear, bear roar is no longer overpowered but paw strike still very potent.
Skeletons: Archers also have 25% magic proof, warrior -1A, -3D (warriors were stronger and also exceeded their power rating)
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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted February 06, 2016 12:02 PM

Quote:
Are the above patch-only fixes?


Hex-edits, only the ballista can be modified outside the exe file.
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Belisarius
Belisarius


Known Hero
posted February 06, 2016 12:33 PM

saves seems to be working too

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StrikerX
StrikerX


Adventuring Hero
The Bringer of Rain
posted February 06, 2016 03:18 PM
Edited by StrikerX at 15:26, 06 Feb 2016.

About 5 hours into my first real 8 player ai conv square map and first hero i meet is way more powerful than me and has almost twice the amount of creatures.  The only option I had higher was it was set to Hard instead of Normal with Strong neutral stacks.

(I'm still on RC 5.5a so not sure if this is fixed.  I noticed the notes says some sets of fixed)  The artifact sets don't seem to be working normally as in regular Tribes it shows when you equip more than one it will be like 2 of 8, 3 of 8 etc..  My 2 dragon pieces just says 1 of 8 for each of them equipped.  I've noticed on other sets the same thing.  

Any way we can get bonuses for 2 artifacts of set like it was in normal tribes?  Like the dragon set I could get a bonus +1 all with 2 items.  They were alot more useful that way to mix and match artifacts I want and still get some bonus.

How does the AI get so much money if it doesn't cheat?  I can't afford to buy stuff in one week but the AI has tons of gold in reserve if the thieves guild info can be trusted.

The conversion of the first neutral town was gonna be 45k gold and it didn't even have but tier 3 built.  Is it suppose to be so excessive?  Seems impossible to convert and still keep up with AI in getting an army.

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dredknight
dredknight


Supreme Hero
posted February 06, 2016 03:27 PM

StrikerX said:

The artifact sets don't seem to be working normally as in regular Tribes it shows when you equip more than one it will be like 2 of 8, 3 of 8 etc..  My 2 dragon pieces just says 1 of 8 for each of them equipped.  I've noticed on other sets the same thing.  


StrikerX check the bug log- it is described why it does not work.
StrikerX said:

Any way we can get bonuses for 2 artifacts of set like it was in normal tribes?  Like the dragon set I could get a bonus +1 all with 2 items.  They were alot more useful that way to mix and match artifacts I want and still get some bonus.

This is how it works now. Some artifacts were broken (too strong).
StrikerX said:

How does the AI get so much money if it doesn't cheat?  I can't afford to buy stuff in one week but the AI has tons of gold in reserve if the thieves guild info can be trusted.


Regarding AI for the easiest AI - Game Difficulty should be set to Normal, Lookahead depth should be set to normal, AI rush discount should be set to OFF.

@Magno some cheers from facebook + HoF campaign bug I already told him how to autowin the mission. I just put it here if it is easy to fix.
Quote:
Hey! First to say, i really love the mod, just found out about it las week or so. Great job, it really reinvigorates the game" Now, to business. I encountered a bug; in the HoF dwarf campaign, second map, where you have to capture the underground city, gather dwellings+gold mines, and when you do, a renegade army appears to smash your face in.  Except it didn't move from the spawn. Even when I went up and defeated it, the campaign didn't proceed, I could end turns forever.

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