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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 ... 332 333 334 335 336 ... 350 400 435 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 07, 2018 12:15 AM

Previously no mines were needed at all since the resource silo would provide for the resource, so at worst there wouldn't be any mines but that issue would not be solved by having the same t7 resources as toe, since there would always be one of the 2 tiers missing income.

There were many separate threads made in the past but people have a tendency to flock to this one to make sure their voices are heard. However I think right now H5.5 has actually reached the stage in it's development were less threads sufficient.
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Gidoza
Gidoza


Famous Hero
posted March 07, 2018 04:31 PM

Quote:
Previously no mines were needed at all since the resource silo would provide for the resource, so at worst there wouldn't be any mines but that issue would not be solved by having the same t7 resources as toe, since there would always be one of the 2 tiers missing income.


I don't see how this is an argument - just because a resource silo previously existed doesn't mean that the map isn't also designed a certain way with certain resources in mind according to town type; more to the point, if mines are missing from a certain resource, it's intentional - now I plainly see some maps where some towns have resources accessible and some towns don't, because some towns had their L7 resource changed while others didn't.  Regardless, there simply *isn't any reason* to change the resource type because it doesn't practically change the game in any way - the only thing it does do is have a negative effect by making some age-old maps either imbalanced or unplayable.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 07, 2018 06:00 PM

On the contrary, changing one resource has huge impact, since every resource needs to appear an equal amount of times across all factions and taking into account all town building prices. The current setup is the outcome of a puzzle that took many days to solve, if you change one resource you can start all over, since for every change, something else has to change and the total amount recalculated for the building prices. Changing a few old maps is in comparison a very minor thing.


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thGryphn
thGryphn


Promising
Famous Hero
posted March 07, 2018 06:07 PM

^ On second thought, I tend to agree with Gidoza on the issue of custom designed maps when it comes to resource change.

Perhaps magno, a better implementation is (for the towns where there was a resource type change for T7 units; namely, Inferno, Sylvan, Necropolis and Fortress) to revert the change and essentially swap the resource types between T6 and T7 AND accordingly to change the resource type the silo provides.

This way the silo would provide the resource type for T6 for all towns (as was the main feature of this change in the first place) and any custom map design decisions concerning T7 units would not be impacted.

What do you think?


Also, the points I raised above are not assumptions. They are real concerns.

Empowered spells cost, is it a hard-coded matter? If so, non-issue.

Elves with double-shot having 5 shots is not only odd (5 is odd, lol), it's just too little. Sharpshooters (with single shot) have 6 shots. Elves should have 10 shots at least. Maybe 10 for base, 12 for upgraded.

Similar concern with Centaurs with maneuver ability (base and upgrade 1). Having 5 and 6 shots (down from 8) is quite a nerf. Also similar are Succubi with ranged retaliation (all versions); their #shots at 6 was quite low already and level with the changes implemented on other creatures. So, I think you should revert these changes.




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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 07, 2018 07:04 PM

empowered is hardcoded and I thought double shot counts as one shot.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted March 07, 2018 07:08 PM
Edited by dredknight at 19:37, 07 Mar 2018.

Any heroes game should be designed to implement all resource types for every faction. Also by design any map should provide access to at least one mine of a kind to a player. There is no point to make certain resource type obsolete for a faction. Some resources can be preferred to some extent but this should not lead to a very high deviations (for example: A faction needs 100 gems and 2 crystals).

Having in mind the above all custom maps that do not follow it are not properly designed.

However take my words with a grain of salt as I talk abstractly while you may have certain map to show. Please do I am interested to see where exactly do you see an issue with the new resource config.
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thGryphn
thGryphn


Promising
Famous Hero
posted March 07, 2018 09:04 PM

magnomagus said:
empowered is hardcoded and I thought double shot counts as one shot.


I can positively confirm that all of "double-shot", "ranged-retaliate" and "maneuver-retaliate" eat up from #shots. So, like I said, I'd revert the changes on Centaurs (0 and 1, not 2) and all Succubi, and give a boost to Elves (0 and 1, not 2).


The "issue" of custom-made maps with changing T7 resource is totally hypothetical on my part. I do recall playing some maps that emphasize economy and resource scarcity, but I don't recall which, and I'm not 100% sure if this change would break the map (or even negatively impact it) at all. This change would influence the gameplay on some maps, in the sense of a revision of strategy. But purely negative?.. I'm not sure at all. My point was "just to be 100% sure".

I feel Gidoza was also speculating on this.

My only qualm on this is Necro dragons needing gems... Gems?? Doesn't fit Necro theme at all if you ask me... Make it Crystals at least



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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted March 07, 2018 09:18 PM
Edited by Elvin at 21:27, 07 Mar 2018.

I do not have a pc to check the resource costs so take the following with a grain of salt.

For me, the less rare resources you have to spend for basic tier 1-6 dwellings and key upgrades(like master hunters) in the first 2 weeks, the better. Upgrades and tier 7 costing extra I can get behind. Though not so expensive that you can't build in week 3. Later than that would feel too slow and potentially make early tiers too strong by comparison, especially with extra towns or dwellings.

As for resource changes, I don't see a problem if resource costs are consistent for each faction - aside from a preference. That would only be a problem if the costs have grown too exorbitant compared to before.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 07, 2018 09:47 PM

Ok, then the shot settings for those creatures were wrong.

Quote:
For me, the less rare resources you have to spend for basic tier 1-6 dwellings and key upgrades(like master hunters) in the first 2 weeks, the better. Upgrades and tier 7 costing extra I can get behind. Though not so expensive that you can't build in week 3. Later than that would feel too slow and potentially make early tiers too strong by comparison, especially with extra towns or dwellings.


in order for different gameplay options too exist the costs should not be low, because the same effect can be achieved with high resource setting.
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thGryphn
thGryphn


Promising
Famous Hero
posted March 07, 2018 09:49 PM

Elvin said:
I do not have a pc to check the resource costs so take the following with a grain of salt.

For me, the less rare resources you have to spend for basic tier 1-6 dwellings and key upgrades(like master hunters) in the first 2 weeks, the better. Upgrades and tier 7 costing extra I can get behind. Though not so expensive that you can't build in week 3. Later than that would feel too slow and potentially make early tiers too strong by comparison, especially with extra towns or dwellings.

As for resource changes, I don't see a problem if resource costs are consistent for each faction - aside from a preference. That would only be a problem if the costs have grown too exorbitant compared to before.



Latest update did not change building costs (AFAIK). It just added a rare resource for "upgrading" T6 base units (which only require gold as before). That rare resource is designed to match the one provided by the silo.

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Gidoza
Gidoza


Famous Hero
posted March 08, 2018 04:06 PM

dredknight said:
Any heroes game should be designed to implement all resource types for every faction. Also by design any map should provide access to at least one mine of a kind to a player. There is no point to make certain resource type obsolete for a faction. Some resources can be preferred to some extent but this should not lead to a very high deviations (for example: A faction needs 100 gems and 2 crystals).

Having in mind the above all custom maps that do not follow it are not properly designed.

However take my words with a grain of salt as I talk abstractly while you may have certain map to show. Please do I am interested to see where exactly do you see an issue with the new resource config.


Your use of "properly designed" strikes me as nothing else but a very subjective claim imposed into an objective realm.  There's nothing wrong with a map where you can only build up to level 6 units and then need to work a little more to get level 7.

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Skeggy
Skeggy


Promising
Famous Hero
posted March 09, 2018 01:23 AM
Edited by Skeggy at 01:51, 12 Mar 2018.

While exploring the options of disabling standard set of adventure spells (dimension doors, town portal, summon creatures and summon boat) via pak files (every spell would have one pak file that completely disables both casting of that spell, and showing up in the mage guild or in any kind of spell book, I stumbled on some interesting non-critical bug.

Apparently, if any hero picks up a magic wand that has dimension door spell (instant travel) and tries to use it immediately after the wand has been picked, that action will crush the game instantly (regardless if inventory is opened or not, or if end turn is pressed or not). On the other hand, if any hero picks up a wand with dimension door spell and moves with the hero little bit, the usage of the wand is harmless, it acts as every other wand with every other spell.

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Durion
Durion

Tavern Dweller
posted March 09, 2018 05:58 PM

Hello, I'm new at playing HOMM 5.5, for now in Single Player mode. But looking forward at multiplayer sessions, im not sure which VPN service to use for HOMM 5.5, could you recommend one?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted March 10, 2018 07:48 PM

Hello Durion,

You may want to check game ranger it is the simplest solution.
Alternative working solutions you can try are - Tunngle and Hamachi.

I would advise joining this group if you are looking for a player or advice -
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tihi85
tihi85


Hired Hero
posted March 11, 2018 05:10 AM

Can someone explain in more detail what this option is H55_IgnoreExpAdjustment? I am trying to increase combat exp gain.
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Skeggy
Skeggy


Promising
Famous Hero
posted March 12, 2018 01:52 AM

Correction of previously posted post is needed. Magic wand with dimension door spell (instant travel) DOES NOT crush the game instantly. Before mentioned bug was localized on just one heavily edited map. Without that map magic wand that has dimension door spell (instant travel) works perfectly even if used immediately after picking.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 12, 2018 11:44 AM

if exp adjustment is ignored, high difficulties give same exp per monster as low difficulties, so they don't really become more difficult in various situations.
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thGryphn
thGryphn


Promising
Famous Hero
posted March 12, 2018 12:36 PM

Hey magno,
I believe any changes to the lua scripts (I'm talking in specific about the H55-Core) will require restarting the game.

Is there a way to make the changes work on a saved game? Or will it require a restart of the map?





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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted March 12, 2018 01:22 PM

Speaking of scripts, is there a script that allows you to change a hero's class?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 13, 2018 12:49 PM

@thGryphn: your believe is right

@Elvin: no
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