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fruithead
Tavern Dweller
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posted August 27, 2017 04:56 PM |
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question about difficulty settings
the difficulty settings in the 5.5 mod are unclear to me and i dont really understand them.
i gather that the ai has no restrictions in it's ability to "think" at any difficulty level. but the other things that make the difficulty levels different seem odd.
does xp rate mean the rate at which the players heroes gain xp or is it a restriction on everyone including the ai?
is the creature tier restriction present in the campaign missions as well? wouldnt that make the campaign too easy if the ai was supposed to have access to high tier creatures in a campaign mission but couldnt build them?
why is neutral presence rate such a big deal? neutrals are nothing anyways.
i have no clue what the "growth" and "resources" difficulty modifiers do, and the mods downloadable manual says nothing about any of this.
at any rate, i am an old school HoMM player. i played the hell out of 1-5 years ago (played more hours in 2 and 3 as a kid than almost any other game i have ever played. mayyyyybe i have more hours at this point in the civilization series or dota.) after 6 i left and never looked back. tried kings bounty, did not satisfy.
believe it or not i only learned of this mod about a few days ago! i was like wtf i have to go and replay HoMM 5 now!
now i know its been a few years, so should i start on normal? will i really, as a formerly expert player, be overwhelmed on heroic or impossible? just how good is this ai, and what do those two modifiers do?
Thanks for all your help, and to all the people who worked on this, thanks for giving me a second chance to (re)enjoy one of the greatest game i ever loved.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted August 27, 2017 05:43 PM |
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hello fruithead
experience: experience gain per killed creature for both you and AI heroes
neutrals: size of initial neutral stacks
growth: growth speed of neutral stacks
resources: starting resources for human player
There are no tier restrictions for any players, this only applies to extra 'cheating' creatures for the AI to reduce its quick-combat losses. This can also be switched off with casual game.
It is hard to say at what difficulty you should start, if you use an Advanced RMG map it also matters a lot if you set neutrals to 'strong' or 'very strong'.
The first game will primarily be a new feature discovery journey, so I don't see reason to make it very difficult even if you are a genius.
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fruithead
Tavern Dweller
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posted August 27, 2017 05:55 PM |
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magnomagus said: hello fruithead
experience: experience gain per killed creature for both you and AI heroes
neutrals: size of initial neutral stacks
growth: growth speed of neutral stacks
resources: starting resources for human player
There are no tier restrictions for any players, this only applies to extra 'cheating' creatures for the AI to reduce its quick-combat losses. This can also be switched off with casual game.
It is hard to say at what difficulty you should start, if you use an Advanced RMG map it also matters a lot if you set neutrals to 'strong' or 'very strong'.
The first game will primarily be a new feature discovery journey, so I don't see reason to make it very difficult even if you are a genius.
ok awesome thanks. couple more questions:
1. i primarily just want to play through the campaign again from the beginning thru both expansions. i really enjoy it. should i play a map first to discover the new features or just dive right in?
2. if the experience modifier on higher difficulties applies to both me and the ai how does that make it harder *_*
3. i dont see why i would ever want the ai to have access to cheating creatures, this would make him able to take on neutrals faster and thus gain xp and deny me xp (because those camps are gone). why would this be a thing at any difficulty level? i get that the unmodded game did it because the ai was beyond garbage. is it really necessary for a good ai?
i guess 3 partially answers 2 lol.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted August 27, 2017 06:41 PM |
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1. The campaign lacks a lot of new h55 adventure objects, because they didn't exist when it was made, the campaigns were added by request. A message will popup on day 1 of the first mission that will give you some important info.
2. This is primarily meant to keep the gameflow the same regardless of the chosen difficulty level.
3. Simply because it makes the game harder and some people like that
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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fruithead
Tavern Dweller
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posted August 28, 2017 04:28 AM |
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last question: i notice that in the menu there is an option to load user campaigns, i do not have any, but was wondering, were any user campaigns created that take full advantage of 5.5?
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted August 28, 2017 01:50 PM |
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AlexAnt
Hired Hero
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posted August 29, 2017 08:21 AM |
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Hello. Is it possible to have all the heroes have flags of the color of their faction?
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted August 29, 2017 01:32 PM |
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AlexAnt
Hired Hero
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posted August 29, 2017 09:28 PM |
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Is it possible to return the old models on the map? In this case will be coincidences with the heroic flags of the color of their faction. It's okay if three heroes classes have one model.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted August 29, 2017 10:16 PM |
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted August 30, 2017 11:04 PM |
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted August 31, 2017 12:55 AM |
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There is no formula, if I want to be sure I convert stats in % increases and decreases compared to similar creatures and check if something is off. Since for default creatures, this stat is primarily for balanced RMG creature placement, some creatures that are especially painful have a bonus that not necessarily reflects the strength of the creatures normally. Also a lot of values in h55 were only changed to make both upgrades the same, so not to create the impression one is supposed to be better.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted August 31, 2017 09:14 AM |
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I am aware that some feats cannot be translated into numbers but is there any basic average ? basically if I go and make a brand new creature how should I do the initial value? Is there some average for Tiers? I think there should be some average pool number for each tier:
T1 - 1000
T2 - 2000
T3 - 3000 and so on.
Where experience points for single unit will be equal to T1/weekly growth. Ofcourse that value for tier will deviate with some factor depending on how strong is the creature.
Some time ago I tried to make a math model using machine learning algorithms but I didn't have the time to focus too much on it. However I also stumbled on the factor that some feats and combinations are not measurable with plain numbers.
This can be solved by combining machine learning algorithms and thick data but it will take some time and requires serious concentration effort on the topic.
p.s.
Did you test the 0.0 ATB change for mass spells ? What was the technical approach? Nargott is very interested in this.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted August 31, 2017 12:04 PM |
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Quote: Some time ago I tried to make a math model using machine learning algorithms but I didn't have the time to focus too much on it. However I also stumbled on the factor that some feats and combinations are not measurable with plain numbers.
This can be solved by combining machine learning algorithms and thick data but it will take some time and requires serious concentration effort on the topic.
While this is all very interesting, you should realize the importance of this is very low, small deviations in experience values have very little impact on balance.
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messing with the .exe file is always what I do last, if you want to know what happens apply deflaktor patch to latest mmh55_64 and see what happens.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted August 31, 2017 12:11 PM |
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Btw I wasn't going to mess with the neutral stacks experience at first but there are some fights that level up quite too much and I just wanted to adjust this to a milder extent.
magnomagus said:
messing with the .exe file is always what I do last, if you want to know what happens apply deflaktor patch to latest mmh55_64 and see what happens.
I am afraid
P.S.
Magno, I have a question regarding guards and border guards in zones.
I will divide map zones in 3 tiers:
- Tier 1 - where you start
- tier 2 - second and third native castle
- tier 3 - all treasure zones with a lot of special sites.
Is there a difference between border guards between different tier zones?
For example is the guard protecting the path between Tier 2 and Tier 3 stronger than the one protecting Tier 1 and Tier 2 path?
I made a test map to check but from a bird's eye perspective and a little test fights they seem the same. The second guards (T2<->T3) are stronger only because you engage them into a later stage of the game. Is that true?
P.S.
Two more things:
- I got a complaint about some issue with the water. It was too white??? I know you did something to make it look better but I am not sure what it has in common.
Here is a snapshot
- There are complaints about snow being too bright. They asked to reduce the saturation of the texture. Is it possible?
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted September 01, 2017 06:45 PM |
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I think the texture water.dds in MMH55-HDTexTexturesterrainwater is faulty and needs to be deleted. The reason this only pop ups now is because this type of water is almost never used.
The snow annoyance depends on the ambient light, if you adjust it too much it looks very weird on cloudy maps, but I will see if something can be improved.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted September 02, 2017 12:34 AM |
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Alright one more thing. Nargott mentioned that "Staff of the netherworld" is too strong for the price.
I don't mind the current money tag as it is very expensive for the current MMH55 in-game value of gold but I also have that thought in my mind that the artifact feels very strong for whatever hero is carrying it. In the days when I played a lot of PvP I remember that even despite the penalty everyone wanted to put their hands on it.
As far as I can recall the artifact initiative setting was in the binary so it could not be modified (-15% would be a good value) but we can increase the penalty. There can be added -1 Luck modifier so Necropolis can also take the penalty. This will also fit the model of a High SP all-in destruction hero who somehow has managed to gather "Death's embrace" set. -1 Luck will at least nerf a bit the luck roll on the damage.
Even with -1,-1 disadvantage I would still prefer that artifact over any other (except ultimate artifacts).
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted September 02, 2017 02:05 AM |
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You can tell where I'm wrong:
The avg ini of all haven upgrades is 10.14
but by default they have 2 morale so if you place 7 creatures on the battlefield.
1.4 creatures will get a boost of 0.4 ATB every round which is an ini boost of 1/0.6 = 1.667.
The other 5.6 creatures get nothing so 1.4x1.667 + 5.6x1 / 7 = 1.1334
1.1334 x 10.14 = an actual avg ini is 11.49
repeat the calculation for 1 morale and the actual ini is 10.81 which is a reduction of 6%
So the staff makes a 14% difference between the 2 players. But since the morale effect only works after the ATB bars are filled during the first turn the actual effect is probably worth ~16%.
If the morale penalty was -2 the difference would be 8%, so probably 10%, so similar to the ring of celerity.
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azalen
Responsible
Known Hero
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posted September 02, 2017 06:42 AM |
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Edited by azalen at 07:05, 02 Sep 2017.
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What's the Ultimate End Game Armageddon Build?
I've been interested in doing some Armageddon Builds lately in 5.5 that allow you to field your entire army, but the math is confusing between magic resist, fire resist, and magic proof. Also, I'm aware that Occultism will pretty much do that % amount of damage to your creature no matter what their fire resist or proof.
Some Things I'm looking at:
1) Just 1 point in Occultism for Empowered Spells, but minimum spell penetration against your own units.
2) Academy has access to constructed artifacts that can get up to 85% and some magic resist creatures.
2) Necromancers have access to Fire Resistance with Shatter Light.
3) Fortress has Fire Immune Creatures.
4) Dungeon has Black Dragons 100% magic immune.
5) We have the Luck Resist Talents: Magic Resistance and Barbarians Luck.
6) We Have the Damage Resist Talents: Armorer and Forge Master.
7) We have several artifacts of interest: Rune Hammer (25% fire resist), Magical Defense Boots (10% magic resist), Armor of Forgotten Hero (20% magic resist)
I guess the question is... how can I minimize the damage to my army the most given say 1 point in occultism with empowered spells perk?
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted September 02, 2017 08:26 AM |
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You are going about it the wrong way. First off, you'll need logistics and if you are going destructive then sorcery and enlightenment, maybe luck for caster's luck. But armageddon is much much better early than later so why would you prepare for lategame? You could rush week 3-4 with just gremlin saboteurs(protection and maybe hp artie) and the magic immune obsidian gargoyles. No fear of warmachines, hostile magic or stronger armies.
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