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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 50 100 150 200 250 300 ... 320 321 322 323 324 ... 350 400 435 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 05, 2017 04:52 PM

Yes, AI cannot be teached to think about it properly

Training does not increase with combat levels
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted December 05, 2017 06:18 PM

Yes but those things are not said anywhere in the game (checked Combat skill description or "training grounds", "Hall of heroes" buildings) so a player that comes from ToTe in MMH55 is confused how come price does not decrease or how come he cannot train units at all because combat skill is not in a primary slot. While the last is a bug and can be skipped as description as it is not intended deviations from ToTe should be outlined.
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Mario
Mario


Known Hero
posted December 06, 2017 12:46 AM

thGryphn said:


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




As always, great work!
I found only one small mistake:
You wrote Deflect Arrows instead Deflect Missile (Academy-T4-1)
Polish version CreaturepediaRC10B3:
https://www.dropbox.com/s/k8uulkp3xyflyb1/CreaturepediaText_MMH55_RC10B3PL.pak?dl=0

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Bamdaro
Bamdaro

Tavern Dweller
posted December 06, 2017 01:12 AM

magnomagus said:
@ThGryphn: Thanks!

@Bambaro: Do you see text flying off the hero at the start of the mission to indicate skills have been increased?






Yes i do. Only in the mission 4.
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thGryphn
thGryphn


Promising
Famous Hero
posted December 06, 2017 01:48 AM
Edited by thGryphn at 01:50, 06 Dec 2017.

Mario said:

As always, great work!
I found only one small mistake:
You wrote Deflect Arrows instead Deflect Missile (Academy-T4-1)



Wow, nothing escapes you
Thanks


magnomagus said:
@ThGryphn: Thanks!

-Your evaluation of the wolves don't take into account they clone themselves on the battlefield.




I didn't give much weight to that because I think that potential is not realized at 100%, not even close. Knowing that they clone themselves, the opponent usually takes them out before they have a chance to attack, and because they're so fragile, they die off rather easy. Of course, this is true mostly when the opponent is a person (especially me, lol) but even the AI puts them on the 'first to kill' list...


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Skeggy
Skeggy


Promising
Famous Hero
posted December 06, 2017 01:53 AM

So I started new game on the same map with MMH55_64_Cursor01.exe and clicked away to the day before flickering started (day 2 week 2 month 3) and clicked one more time and nothing happened, cursor continued to behave normally on day 3 week 2 month 3.
I didn’t really play the map just stayed in castle and move little bit around and just clicked to see if the bug will appear at the same time and it didn’t.

I’ll make additional proper gameplay with this new exe on the same map to see if flickering appears after I finish current game, this was just a quick test and I don’t know how relevant results are considering I stayed in castle vicinity.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted December 06, 2017 06:22 AM

incognito said:
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


I agree that even with a few turns of the ammo cart standing, unit shots are unlikely to ever run out. I don't even like the way ammo cart works, it would have been better if it simply increased the number of shots. From personal experience I can say that limited shots make for a lot more interesting games between players. But limited shots would also weaken ranged neutral units.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted December 06, 2017 08:38 AM

Magno some feedback from from Findanas on the flickering issue:

Verison - RC10Beta2
Lookahead depth - Heroic
Game difficulty - Heroic
Map played: Anwyl

He thinks that look ahead value is not the issue but it is the map bonus chosen at the start game menu and difficulty for your faction must be the reason for flickering.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 06, 2017 11:51 AM

@Bamdaro: I think I know what it is, but it will be too much work to fix

@ThGryphn: That is too simple, in the sylvan lineup there are easily 4 more creatures that need to be taken care off first, but you cannot take care of all of them first. Also the wolves always get to act first and there is tactics and aura of swiftness.

@dredknight: I need to know if this was with ..cursor01.exe and if the map was really started with that .exe

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted December 06, 2017 07:42 PM

magnomagus said:

@dredknight: I need to know if this was with ..cursor01.exe and if the map was really started with that .exe


It was MMH55_64.exe
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thGryphn
thGryphn


Promising
Famous Hero
posted December 06, 2017 08:02 PM

magnomagus said:
@Bamdaro: I think I know what it is, but it will be too much work to fix

@ThGryphn: That is too simple, in the sylvan lineup there are easily 4 more creatures that need to be taken care off first, but you cannot take care of all of them first. Also the wolves always get to act first and there is tactics and aura of swiftness.

@dredknight: I need to know if this was with ..cursor01.exe and if the map was really started with that .exe




OK OK, let's move on, when is the next update???

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 06, 2017 09:41 PM

my biggest problem is the flickering issue, I currently have 3 suspected causes, which means I have to test each suspect in isolation with multiple releases.

1. the tower damage hack, which was also reported unstable for very few people.
2. the pathfinding hack.
3. the changes to movement modifiers in defaultstats.

those are suspicious because they were introduced around the time people started reporting the issue and none of them are scripted. Also any other changes I could find could almost impossibly affect the AI.

The ...cursor01.exe has the tower damage removed, but it wasn't used in dredknights report, so that report is now useless

I'm quite sure starting bonuses have nothing to do with it, if it only occurs in 'casual game' then it must have existed from the start.




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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted December 07, 2017 08:56 AM
Edited by dredknight at 08:56, 07 Dec 2017.

Hey Magno,

I got another person complaining from the flickering issue.
It appeared after upgrading from RC9b to RC9c.

Do you want to send him the flickering exe you want to test?
Btw I recall that I had the flickering issue a long long time ago (~RC3) with a friend while playing one of the big maps.

I did note it here in the forums. When I have time I will go through all pages and try to find it out.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 07, 2017 10:11 AM

@dredknight: I used the search function to find a post from you that contains any of the following words:

mouse,cursor,pointer,stuck,flick,flash,blink,responsive

and it brings up nothing, I don't think you posted about this so you have to be more sure about the time, RC9b surely already had the issue and it was around for half a year. also RC7 & 8 could very well already have had it.

If the issue already existed in RC3 than what I said above is nonsense and probably it will be unfixable since then it must have existed in QAI31j since it was released.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted December 07, 2017 10:21 AM

I just searched as well and nothing valid appeared. Sorry for the false alarm.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 07, 2017 11:58 AM

But yes, I'd like you to give the cursor01.exe to anyone who runs into the issue.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted December 07, 2017 01:10 PM

Already did. Waiting for response.
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Skeggy
Skeggy


Promising
Famous Hero
posted December 07, 2017 08:59 PM

I suppose I forgot how easy it is to win the game playing with Necropolis faction. I mean sure, I had to hide from stronger factions, especially Ossir and his archers, but after I defeated weakest AI opponent (Academy faction) and after recruiting their basic creatures and converting them to undead creatures, everything was more than easy. So, I suppose it would be nice to either charge process of transformation to undead (in Shrine of the Netherworld) to make it equivalent to basic creature purchase, or to make town transformation very cheap, as much as newly created creatures cost, ~20 000 gold and very low amount of other resources.
Anyways, at least now I’ll play with new exe (and new mod that lowers the price of town and dwelling transformation).

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incognito
incognito

Tavern Dweller
posted December 07, 2017 09:06 PM

Elvin said:

I agree that even with a few turns of the ammo cart standing, unit shots are unlikely to ever run out. I don't even like the way ammo cart works, it would have been better if it simply increased the number of shots. From personal experience I can say that limited shots make for a lot more interesting games between players. But limited shots would also weaken ranged neutral units.


If I ever let neutral shooters have three shots at my army I consider it very bad fight. I take only fights where I get close to zero loses, so nothing would change here for me.

I did not experience many fights that would take more than 5 turns (unless I am mage with resurrection / invisble units etc), so I think 5 ammo for upgraded creatures is enough.

If you are still not convinced, there is another option. All neutreal units would be lead by hero on lvl 1 hero without spells and with ammo cart or unlimited ammo artefact.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted December 08, 2017 08:43 AM

@Magno,

I got a question regarding how to configure 3 vs 3 PvP ARMG map (human players only) without the need to set it up manually via the editor.

I told them there is no way (unless it is humans vs AIs). Is that correct?
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