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Skeggy
Promising
Famous Hero
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posted December 01, 2017 10:08 PM |
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Edited by Skeggy at 22:59, 01 Dec 2017.
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This is second example of mod that redefines upgrade prices of creature dwellings inside towns.
Instead of using default prices from one standard marketplace inside town to define prices, I’ve just applied numbers from Fibonacci sequence on rare resources section of the price for upgraded dwellings because they are indicators of player activity. Everything else concerning in-town dwelling prices (wood, ore and gold) are same as in RC10 Beta3 update. Only the price of upgraded dwelling is changed, for basic dwellings prices remains the same. Extra rare resources for t6 and t7 are the same because it wouldn’t be justified to use next number from Fibonacci sequence (89).
As mentioned in previous post, main purpose of this mod is to offer players additional immersive context by making them use their basic creatures much more and calculate investment in those upgrades that suits them best in certain surroundings, without the need for game to be played on low-resource maps.
This is table of additional rare resource added to already present prices of upgraded dwellings.
t1 additional rare materials = 5 = (1 1 1 2)
t2 additional rare materials = 8 = (2 2 2 2)
t3 additional rare materials = 13 = (3 3 3 4)
t4 additional rare materials = 21 = (5 5 5 6)
t5 additional rare materials = 34 = (8 9 8 9)
t6 additional rare materials = 55 = (15 15 15 10)
t7 additional rare materials = 55 = (15 15 15 10)
For instance, ThundercloudTemple price in RC10 Beta3 update is:
<Cost>
<Wood>10</Wood>
<Ore>10</Ore>
<Mercury>0</Mercury>
<Crystal>10</Crystal>
<Sulfur>0</Sulfur>
<Gem>15</Gem>
<Gold>12000</Gold>
</Cost>
After applying additional rare materials for upgrade of Academy t7 dwelling, resulting price for upgraded dwelling is:
<Cost>
<Wood>10</Wood>
<Ore>10</Ore>
<Mercury>15</Mercury>
<Crystal>25</Crystal>
<Sulfur>15</Sulfur>
<Gem>25</Gem>
<Gold>12000</Gold>
</Cost>
There are two files, one that redefines marketplace town specialization (into some resource specialization), and one file that leaves marketplace specialization as it is.
To download fibonacci-upgrades-5-55.pak without marketplace town specialization, click this link:
https://www.mediafire.com/file/vzjqnc1uoqjcjai/fibonacci-upgrades-5-55-without-marketplace-town-specialization.zip
To download fibonacci-upgrades-5-55.pak with marketplace town specialization, click this link:
https://www.mediafire.com/file/da6el6rz67k6dj7/fibonacci-upgrades-5-55-with-marketplace-town-specialization.zip
After download just place the fibonacci-upgrades-5-55.pak from the zip file in data folder of the game.
Also, voted.
EDIT 1:
I made this mod for purely experimental purposes, and to be used in conjecture with additional configuration tools that MMH 5.5 offers, mostly configuration of MMH55-Settings.pak file.
I’ll play this mod with H55_AICheatMode = 6 option in MMH55-Settings.pak and on impossible difficulty and impossible lookahead depth.
This mod is experimental not only towards gameplay, but also towards AI. It’s not so hard to edit these options in MMH55-Settings.pak, everyone can learn that.
I intend to use H55_TownGateEnabled = 1 option at first, but if it If it turns out that AI factions are too easy, I’ll play without that option, and I’ll set H55_AllAgainstOne = 1 and H55_LowResGame = 1 in MMH55-Settings.pak file.
My motivation is to see what look and feel offers combination of resource rich environment and very specific and expensive upgrade choices, especially the choice between t6 or t7, and not only in relation to specific AI faction, but also in relation to battle sites and game immersion in general.
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Mario
Known Hero
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posted December 01, 2017 10:54 PM |
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It is not perfect game, because AI is sometimes very stupid.
AI is far from ideal. Sometimes the enemy hero stands in one place for several weeks and does not take any action (maybe he falls asleep for a winter). This happens even when lookahead is set to impossible. All hope in the new AI created by Quantomas.
It does not change the fact that the work you do on this modification is really admirable.
You get my vote because anyway is the best Heroes game ever
magnomagus said: maybe you have another mod installed or the polish translators were very enthusiastic.
I do not have any mods, but I have installed a fan made patch 3.1.1 that corrects a lot of text errors.
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Bamdaro
Tavern Dweller
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posted December 03, 2017 11:53 AM |
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Edited by Bamdaro at 11:54, 03 Dec 2017.
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Hello everyone, my first post here!
How are the campaigns in this mod? So far I've been playing Agrael's campaign and i receive +10 spellpower at the start of the mission 4, out of nowhere, adding up to ridiculous amount of 48. Damn! Are those campaigns playable in terms of balance? I don't want to steamroll everyone i meet.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted December 03, 2017 02:34 PM |
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted December 03, 2017 03:02 PM |
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I recall someone complained here about a similar issue after a major release a year ago. From what I can remember it was some glitch between MMH55 scripts and scenario scripts that you did fix after that.
@Bamdaro I assume you either have faulty installation or there is some bug.
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Join our official discord channel | NCF Utility Beta
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted December 03, 2017 03:15 PM |
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Bamdaro
Tavern Dweller
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posted December 03, 2017 09:34 PM |
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Thanks for the answers, from occultism and perks i get 38. I told you at the end of mission i got 38 SP. But at the start of next one i have 48, which means something is wrong with the scripts.
I'm gonna reinstall and check if it works.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted December 03, 2017 09:57 PM |
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Disregard my post. I misread what you said in the above post so my answer is not relevant. Bonus between missions may come from the mission itself. MMH55 does not add any bonuses in between scenario maps.
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Join our official discord channel | NCF Utility Beta
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Skeggy
Promising
Famous Hero
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posted December 04, 2017 09:04 AM |
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It appears that I have flickering cursor as well. It appeared on day 3 week 2 month 3 (after day 2 week 2 month 3). Only thing that removes it is loading the save from day 2 week 2 month 3 with MMH55_Utility_64.exe, make a new save with MMH55_Utility_64.exe (after hitting End of Turn button) and then load that new save with MMH55_64.exe.
I’ve tried to load the save from day 2 week 2 month 3 (day before it appears) with MMH55_64_Cursor01.exe but it didn’t help, it flickered anyway. Perhaps if I play the same game again with MMH55_64_Cursor01.exe, it won’t happen? I’ll try, but for now MMH55_Utility_64.exe does the trick.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted December 04, 2017 09:18 AM |
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It has already been proven the issue gets baked into a save so yes, cursor01 must be used from a new game to make sure it works, if not I will have 2 more things to try.
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted December 04, 2017 09:28 AM |
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted December 04, 2017 01:43 PM |
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted December 04, 2017 02:00 PM |
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thGryphn
Promising
Famous Hero
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posted December 04, 2017 09:04 PM |
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@magno, a few comments from yours truly on some changes...
1) Elemental Phoenixes!? Arcane Eagle!? Awesome is the word
2) Loving the buffed up Wyverns
3) I hated fighting against upgraded Mages, now I have more reasons to hate them Similar feelings for upgraded Priests...
4) I suppose the only reason you switched abilities between Sprites and Dryads is for line-up match with High Druids? Is this a question? Probably not, lol...
5) I think Goblin Witch-Doctors became to clear of a choice between the two upgrades, especially with the Cowardice gone and two expert Cleansing castings... Maybe boost the other upgrades' stats so it becomes a better alternative... Raw power vs an awesome support unit. Maybe +1 Attack and +1 HP?
6) Not that Sylvan needs any boost but I feel like Wolves are clearly sub-par as Tier 4 goes. You compared them to upgraded Fortress Tier 4, but they're even worse than non-upgraded parts. I think you should take back the weekly growth nerf...
7) Colossus having less max damage than the base creature is a little weird... Hmm, Red Dragon has the same thing...
Oh, and Creaturepedia is ready
Creaturepedia (main files) for MMH55 RC10 Beta3
Creaturepedia (text files) for MMH55 RC10 Beta3
Anyone can download and try (you need both files). If there is anything off, let me know
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thGryphn
Promising
Famous Hero
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posted December 04, 2017 09:35 PM |
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EotT said: Small bug report: Text in sacrificial pit is not readable:
@magno, replace the Description.txt content with this:
Allows to sacrifice creatures at this building in exchange for extra experience.<br>
<color=0099FF>Governance<color_default><br>Grants the Governor of this town a +2 Attack Bonus.
basically, delete one of the '<br>'s...
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etore
Adventuring Hero
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posted December 05, 2017 12:52 AM |
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thGryphn said: 5) I think Goblin Witch-Doctors became to clear of a choice between the two upgrades
I had the same feeling playing against the orcs.
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incognito
Tavern Dweller
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posted December 05, 2017 01:22 PM |
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I seriously think that destroying cart with ammo should be viable strategy.
Right now every shooter have plenty of shots. The only exception are the dwarven ones.
The numbers could be:
* basic shooters 3 ammo
* upgraded shooters 5 ammo
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Bamdaro
Tavern Dweller
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posted December 05, 2017 01:23 PM |
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Bamdaro said: Hello everyone, my first post here!
How are the campaigns in this mod? So far I've been playing Agrael's campaign and i receive +10 spellpower at the start of the mission 4, out of nowhere, adding up to ridiculous amount of 48. Damn! Are those campaigns playable in terms of balance? I don't want to steamroll everyone i meet.
I did reinstall and i play on utility 64 version. However at the start of the mission 4 i something resembling bonuses from enlightment + occultism + arcane brilliance at once. I get +2 attack, +2 knowledge, +8 sp. If it was like that, i should get 2 knowledge from enlightment, 6 spellpower from occultism + brilliance, and 4 random stats from enlightment, equaling what i have said before.
Please check this, do not ignore me by saying you didn't add any bonuses, while it's something with additive stats from skills. I can provide you savegame if you want. It's mission 4 '"The Ship'' from cultist campaign.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted December 05, 2017 01:37 PM |
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@ThGryphn: Thanks!
-Your evaluation of the wolves don't take into account they clone themselves on the battlefield.
-It is impossible to make the other goblin equally useful when fighting against heroes and making the other one a much better fighter than all other tier 1 units with same power rating is not the right solution.
@Bambaro: Do you see text flying off the hero at the start of the mission to indicate skills have been increased?
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted December 05, 2017 02:08 PM |
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Hey Magno,
Does the AI convert towns for free?
Also could you extend the Haven "Training grounds" description explaining how much does it cost to train a unit and what are the conditions that must be met. Here are the things people does not know or a doubting about.
- Requirement for training: Hero with Combat skill on the primary skill slot.
- Cost is the same for all levels (x2.2??)
- Advancement in Combat skill increases the type of troops you can train (I am not sure if this one is true).
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Join our official discord channel | NCF Utility Beta
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