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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 50 100 150 200 ... 226 227 228 229 230 ... 250 300 350 400 435 · «PREV / NEXT»
Tiptoe_McGuffy
Tiptoe_McGuffy


Adventuring Hero
posted December 17, 2016 05:01 PM

I would assume it follows the 'no sorcery mastery' option, that is, the first one—0.2.

Corrupted soil does less damage per instance than mana burst, yes, but it activates any time any enemy non-flying unit moves, which will happen dozens of times per battle. Plus, moving is often necessary for units, even if they know you have corrupted soil. Mana burst, however, since most armies only have one caster, will activate once, and once they realize you have mana burst they will probably stop casting since the unit can be useful otherwise.
10 * Hero level for Corrupted Soil actually seems like quite a lot! A level 20 hero is going to be scoring thousands of free damage points from a single perk. Did it get buffed from 3.1?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted December 19, 2016 12:13 PM

@Magno, I believe you may find some goodies in this mod.

They have made 30 unique hero models per faction. Some of them match creatures but I believe others will be a nice contribution towards 5.5 unique hero models goal.

Cheers
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vulcancolak
vulcancolak


Famous Hero
posted December 19, 2016 02:25 PM

I have installed everything correctly (or i think) and when i started to game at MMH5.5 (64bit) or non-64 version, i realized only 2 things changed

1-) Message that displays bottom left (Version 1.3J Enchanced AI)
2-) I can change the ai settings (offensive&defensive)

Is that all that mod provides me or am i missing somethings? I can provide any information you need. I want to use this mod and i would be happy if someone can help me

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 19, 2016 05:49 PM

@Vulcancolak: it should say version 5.58 not 3.1j, not properly installed, also remove conflicting EE files from data folder.
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vulcancolak
vulcancolak


Famous Hero
posted December 20, 2016 12:50 PM
Edited by vulcancolak at 12:56, 20 Dec 2016.

magnomagus said:
@Vulcancolak: it should say version 5.58 not 3.1j, not properly installed, also remove conflicting EE files from data folder.


It seems my problem solved and here is the simple question

Where can i find "entire" changelog? I want to see "ALL" changes between heroes 5 and heroes 5.5. Is there somewhere like this http://equilibris.celestialheavens.com/eng/changes.html
And i need to see creature changes but i cannot find. Game tells the Crossbowman range is Max, but during the game their range is half. I need to read changes and there is no changelog.txt something etc etc

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Skeggy
Skeggy


Promising
Famous Hero
posted December 20, 2016 04:18 PM
Edited by Skeggy at 16:19, 20 Dec 2016.

vulcancolak said:
magnomagus said:
@Vulcancolak: it should say version 5.58 not 3.1j, not properly installed, also remove conflicting EE files from data folder.


It seems my problem solved and here is the simple question

Where can i find "entire" changelog? I want to see "ALL" changes between heroes 5 and heroes 5.5. Is there somewhere like this http://equilibris.celestialheavens.com/eng/changes.html
And i need to see creature changes but i cannot find. Game tells the Crossbowman range is Max, but during the game their range is half. I need to read changes and there is no changelog.txt something etc etc


I suppose this link offers entire changelog.

https://www.facebook.com/mightandmagicheroes5.5/photos/?ref=page_internal

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Mario
Mario


Known Hero
posted December 22, 2016 10:57 PM

A handful of good news from Quantomas:
https://www.celestialheavens.com/forum/16/15952?start=60#p366630

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Ereinion156
Ereinion156


Adventuring Hero
posted December 22, 2016 11:32 PM

Hey,nice!
I actually started doubting that we would ever hear of him again. But, although I really didn't play any H5 for quite some month now, this really sounds good. It gives hope to see some new great stuff from him in the future. But, well, we will see what he will actually achieve in the future, I guess.

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Oodle
Oodle

Tavern Dweller
posted December 23, 2016 11:52 AM
Edited by Oodle at 11:53, 23 Dec 2016.

I have some questions about the recent update to this mod as I have only just noticed it was released.

When playing on a virtual lan with other people, can we include bots yet? Or does the AI just have infinite turns like it used to? Do I still have to use the utility version?

Does the artifact merchant still cause the game to crash if the AI accesses it in their city or a merchant on the map?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted December 23, 2016 11:59 AM
Edited by dredknight at 12:01, 23 Dec 2016.

Oodle said:
I have some questions about the recent update to this mod as I have only just noticed it was released.

When playing on a virtual lan with other people, can we include bots yet? Or does the AI just have infinite turns like it used to? Do I still have to use the utility version?

Does the artifact merchant still cause the game to crash if the AI accesses it in their city or a merchant on the map?


Hello 0odle !

When playing LAN bots are not available unless all players use utility.exe. In this case you are using the default ToTe AI. Also have in mind that Utility.exe is 32 bits you may find your game crashing if playing on big maps (XL and above). This will be fixed in the future versions.

The merchant issue was fixed but it is irrelevant if you use utility.exe as you use the old AI.

@Magno I cant remember if I said this before but I was just reminded by a fan.

Dark renewal text says at the end
Quote:
Doesn't work for Warlock Irresistable Magic.


It should be changed to:
Quote:
Doesn't work for Occultism irresistable effect.


Good to see Q still working on the AI. I suppose a lot of great things will happen for the Might and Magic franchise offboard of ubi ship in 2017!
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Skeggy
Skeggy


Promising
Famous Hero
posted December 25, 2016 05:40 PM

Since there is a general lack of magic shrines that teaches barbarian warcries wouldn’t it be nice that barbarians also have something similar that witches and shamans have? Something like after level 20, if all buildings are build (3 warcries guild levels + magic hut) barbarian hero gets all warcries? Or it can buy all the warcries together with adventure spells?

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thGryphn
thGryphn


Promising
Famous Hero
posted December 26, 2016 12:59 AM

magnomagus said:
whip strike is only a linguistic loss, not a gameplay loss since it is basically hexing attack with less variation.



If that's the case for Whip Strike, then why not leave it on for the Matriarchs? Swift attack is basically a conditional 'no enemy retaliation'... Mistresses have no melee retaliation already and with hexing attack, they are gaining power since whip strike was chance based but hexing attack is guaranteed to trigger.

I noticed now that you had mentioned earlier that Whip Strike is bugged... If it is, then of course it should really go...

Maybe give them both Hexing Attack? Does it trigger with ranged attacks as well?

I'm saying all these because if the two upgrades were balanced when they both had Whip Strike, Swift Attack vs. Hexing Attack will disturb that balance...

Did you try if Venom or Wound abilities trigger with ranged attacks as well? If not, they could be candidates I suppose...




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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 26, 2016 12:19 PM

@Skeggy: the pool of warcries is very small, so there really isn't problem here

@ThGryphn: no as i said hex is not melee exclusive, and they are not underpowered with swift attack and if they prove to be that is easily fixed with a stats buff. +remember they also got no melee penalty already.
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strigvir
strigvir


Adventuring Hero
posted December 26, 2016 02:20 PM
Edited by strigvir at 14:23, 26 Dec 2016.

http://images.akamai.steamusercontent.com/ugc/198554627319875952/CA8BDB50108B373D5558714DB1F1FD4ADDE86E3B/
Damn, initiative reduction bonuses sure are strong and I wasn't even playing as Raelag.

On unrelated note, is there a way get a list of all objects present on a particular map? Really didn't appreciate the lack of Memory Mentor for Yrbeth, for which I missed Warrior's Luck and Cultmaster.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 26, 2016 02:24 PM

use object list panel in editor and type mentor in search to verify if there are mentors.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 26, 2016 02:29 PM

@strigvir: can you specify, was this stormwind + slow spell and how much spellpower for yrbeth?
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strigvir
strigvir


Adventuring Hero
posted December 26, 2016 02:58 PM

Storm Wind + Staff of Netherworld + 42 Spellpower Slow.
Also at 42 Spellpower I have Confusion affecting 102% of creatures: http://images.akamai.steamusercontent.com/ugc/198554627320047555/D945E44BE2F8C5949325F3AED3CCA51D90A4D01B/

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joedenver
joedenver

Tavern Dweller
posted December 26, 2016 08:17 PM
Edited by joedenver at 20:24, 26 Dec 2016.

hi im new here, i like your mod and i have an opinion to fix some "strategy and tactics" of heroes game... i think some cheap tactics in heroes that exploit the game system/weakness need to be fixed, i think that is not the way heroes game supposed to be played, some of these tactics are there since heroes 2 or 3.. sure these tactics are effective, but i think that is not really tactics, but more like "cheat" or "exploit" of the game design

2 of the most famous example are :

- "hero chaining" to bring troops to the front line, so you hire a lots of heroes... like hero 1 recruit this week troops, then bring it to hero 2, hero 2 then bring it to hero 3, etc etc.... to fix such exploit maybe limit the total heroes by game time and map size? like from week 1 to 3 max total heroes are 3, etc.. or maybe limit the allowed transfer creature per heroes by game time, etc

- "fake stack".. for example in a hero group there are lots of tier 1 creature stacks with only 1 creature per stack, the purpose is to block the enemy so they will using their precious turn to attack the fake stack, or the fake stack attack the enemies first so the real stack can attack safely without retaliation, to fix such exploit maybe limit the creature you can split per tier? like tier 1 minimum troops allowed to split are 50 creatures per stack, etc
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted December 26, 2016 10:36 PM

joedenver said:

- "fake stack".. for example in a hero group there are lots of tier 1 creature stacks with only 1 creature per stack, the purpose is to block the enemy so they will using their precious turn to attack the fake stack, or the fake stack attack the enemies first so the real stack can attack safely without retaliation, to fix such exploit maybe limit the creature you can split per tier? like tier 1 minimum troops allowed to split are 50 creatures per stack, etc


This will render Inferno absolutely unplayable (early game will be very tough with many casualties) due to the sheer reason their units are weak in HP and much of the whole stack is reduced by a single hit. Splitting help mitigating initial impact with the PvE melees and also help block archers by trying to gate a number of times.

For example a faction that does not have this issue are fortress. Might hero + tent on first level up can clean up the whole zone without a single casualty due to not splitting and healing the dwarf stack.

Another example trying to play one of the not so common heroes against fortress might + tent ( PvE grinding comparison template). I did play Druid with light school only and early game was really pathetic. If 1-unit stacking is forbidden it will be unplayable for sure. The game went this way - PvE archers or casters bring heavy casualties and cannot be overcome and in the case where you dont get resurrection or regeneration further on, the player should be more than creative in micromanaging every battle to strive.

It was just one game so it could be just bad luck but we I will definitely try this again with Light only magic.



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Skeggy
Skeggy


Promising
Famous Hero
posted December 27, 2016 04:04 PM

dredknight said:

This will render Inferno absolutely unplayable (early game will be very tough with many casualties) due to the sheer reason their units are weak in HP and much of the whole stack is reduced by a single hit.



Doesn't matter if the inferno will be unplayable if that issue can be fixed with different creature health math.
If game behavior, concerning these two examples, isn’t hardcoded, that would really be nice logical improvement that would make this gamemod even more popular.

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