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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 ... 341 342 343 344 345 ... 350 400 435 · «PREV / NEXT»
fidanas
fidanas


Adventuring Hero
posted April 13, 2018 10:30 AM

azalen said:


You might want to try the Arcane Avenger build which you can do with both Ossir and Wyngaal.  It's a fun alternative.




Gime me ideas and i will enjoy my maps once more Although if i remember, i've tried this method, but something was annoying. I guess the fall back of the heroes turn whenever the balista shoots. Either your triple balista the foes, or either ressurect fragile units. On the other hand it might be usefull for a secondary adveture hero, with just the aid of trents. It worths the try.
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dace
dace


Hired Hero
posted April 13, 2018 11:30 AM
Edited by dace at 11:32, 13 Apr 2018.

Elvin said:
I don't think caster's luck works with imbued spells and at any rate empathy is a lot more important to prevent your hero turns from resetting after the ballista shot.


I just learned something! Thank you for enlightening me because I never play with "war machines": the initiative of the hero is reset after a shot of ballista or the use of the tent of care?
thank you in advance

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fidanas
fidanas


Adventuring Hero
posted April 13, 2018 12:22 PM

dace said:


I just learned something! Thank you for enlightening me because I never play with "war machines": the initiative of the hero is reset after a shot of ballista or the use of the tent of care?
thank you in advance


The first aid don't do the delay, just the balista, and ONLY if arcane archer and imbue arrow is active. On the other hand, if you have manual balistae, and wait or defend balistaes turn, your hero might be active on time...i have to test it this evening
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Oodle
Oodle

Tavern Dweller
posted April 13, 2018 05:53 PM

Haven't bothered with this mod in a while.

Did playing with this online ever get fixed? Last time I played with the mod it had like a memory leak. We had to play the other version of the mod (can't remember the name of the file). It was an included file that didn't include most of what the mod changed so it could work online.

I was reading changelogs but it didn't seem like it got fixed. Maybe it did and I didn't read that part though.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 13, 2018 06:21 PM

you still need to use utility.exe for LAN play and it will probably stay that way forever, but it includes all features of the mod except the AI and 8 skills.
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strigvir
strigvir


Adventuring Hero
posted April 13, 2018 09:38 PM

Tbh I found triple ballista arcane ranger too gimmicky.
Not only it requires awkward pathing (getting to Arcane Avenger before filling 7 slots) and awkward itemization (knowledge and spellpower on Ranger are in the gutter), it also can't obtain high level destruction spells from the own castles.

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azalen
azalen


Responsible
Known Hero
posted April 13, 2018 10:30 PM

strigvir said:
Tbh I found triple ballista arcane ranger too gimmicky.
Not only it requires awkward pathing (getting to Arcane Avenger before filling 7 slots) and awkward itemization (knowledge and spellpower on Ranger are in the gutter), it also can't obtain high level destruction spells from the own castles.



It is partially true it take a little while to get the build going, which is why I favor Ossir for the build.  His hero special insures you don’t have any creeping problems while you get your skills and spellpower online.  

What I really like about the build  is that in the end-game Ossir presents multiple must-handle focus fire threats turn 1 (arcane archers and ballista), wheras most other heroes only present one, and all of his other units still benefit from the usual might suite of offensive talents - and we all know just how devastating Sylvan units can be on the offense.

Never mind that during his normal turns, a high spell power Ossir is hurling Destruction or Twilight pumped light magic, which is generally better than anything a normal might hero would be doing for their turn.

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fidanas
fidanas


Adventuring Hero
posted April 14, 2018 08:50 AM

I tried the "arcane" path last night, but it is way too much cubersome in my opinion. The end game approach has some meaning, but you loose all the joy of the begining and middle game, and struggling to manage it till the end. Even then a mass haste spell rule all other choices.
Honestly i find no real use of this, even in impossible maps. After all you don't fight only at the last page of this book, you'll have to "fight" all other pages too
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strigvir
strigvir


Adventuring Hero
posted April 14, 2018 06:12 PM

If you want to go alternative arcane path, Findan with Stunning Strike, Empathy, Swift Mind and Master of Ice is pretty good too. Creeping is good because you can slow or outright disable certain stacks and in big fights you can decide if you want to attack or buff, unlike arcane triple ballista.
If you can access memory mentor, then respecing Arcane Avenger in favour  for Rain of Arrows allows to freeze up to 3 stacks with some prep. Better yet if the freezing spell is Deep Freeze. Honestly for this reason alone I propose to replace Destruction Shatter with Destruction mastery, otherwise it's not possible to play non-ballista arcane ranger effectively without respecs.
Chain Attack doesn't trigger imbued spells, Erratic Mana works but not Caster' Luck. Master of Ice works on magnetic golems.

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azalen
azalen


Responsible
Known Hero
posted April 14, 2018 09:10 PM

strigvir said:
If you want to go alternative arcane path, Findan with Stunning Strike, Empathy, Swift Mind and Master of Ice is pretty good too. Creeping is good because you can slow or outright disable certain stacks and in big fights you can decide if you want to attack or buff, unlike arcane triple ballista.
If you can access memory mentor, then respecing Arcane Avenger in favour  for Rain of Arrows allows to freeze up to 3 stacks with some prep. Better yet if the freezing spell is Deep Freeze. Honestly for this reason alone I propose to replace Destruction Shatter with Destruction mastery, otherwise it's not possible to play non-ballista arcane ranger effectively without respecs.
Chain Attack doesn't trigger imbued spells, Erratic Mana works but not Caster' Luck. Master of Ice works on magnetic golems.


I have been looking at Findan for a preparation-ancient treant build I was thinking about.  The idea would be the usual preparation build: defense, stand your ground, combat->preparation.  Retaliation strike on your Treants.  

Preparation isn't really good on low initiative units (activates only once a defense turn it seems), so I'm thinking of dropping that.  

I've been enjoying preparation builds like Ingvar->Mountain Dwarves, Irina Royal Griffins, and Lucretia Vampries, but I haven't actually tried it with Ancient Treants yet, and they seem to be suited for it.    

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Skeggy
Skeggy


Promising
Famous Hero
posted April 14, 2018 10:51 PM
Edited by Skeggy at 01:19, 15 Apr 2018.

magnomagus said:
NO!!!, phoenixes are primarily gained with the cornucopia artifact, the dwellings are just a small bonus. You can obtain the artifact 4-6 months in, so let say you get it month 5 so you will have 20 phoenixes+ ~8 from dwellings.

With 28 phoenixes, 27 will be able to fight to death in every battle without losing any of them. So after 4 battles you can already have invested 108 phoenixes and still you didn't lose any of them.

On top of that the last living phoenix before rebirth can still take an additional massive blow in each battle and still has a change that all survive, or very few die.




Description on Cornucopia states that Temple of Shalassa will offer double amount of Phoenixes for amount of past weeks (2*amount of week passed), therefore amount of received phoenixes after 20 weeks had past should be 40.

However, counter is based on days, not weeks and it gives lower number than stated.

On day 1, week 1, month 5, Temple of Shalassa gives 33 Phoenixes for Cornucopia artefact.
On day 7, week 1, month 5, Temple of Shalassa gives 35 Phoenixes for Cornucopia artefact.


In both cases number of past weeks is same, every month has four weeks, that means 5x4 = 20.

EDIT 1: Apologies, script works correctly.
Day 1, week 1, month 5 means that there are 16 weeks that have passed (112 days), not 20 weeks
Day 7, week 1, month 5 means that there are 16 weeks that have passed (118 days), not 20 weeks.
Therefore, script works correctly and description is correct.
(end of edit 1)


I don’t really mind, since the reward is indeed great.
Perhaps too great, perhaps little bit game breaking, after all, those are big numbers, but, since phoenixes are elemental now and cannot be resurrected or regenerated, perhaps that big number isn’t game breaking at all.

I suppose I would like more that phoenixes can be bought only in pyre and that they are T8 or T9 level monsters with several rebirth cycles, however, gameplay with big number of elemental phoenixes, well, that is certainly pretty strange and interesting element, at least to me.
However, on month 4 there are already creature banks with 70 t6, 160 t3, 800 t2, and 400 t1 (fortress creature bank).
I attacked that kind of creature bank only with only one creature stack of 36 phoenixes, they all died and resurrected during the battle so they didn’t have any more spell points for another resurrection at the end of the battle. I had in total 6 phoenixes irreversibly lost. If I attacked on month 5 casualties would be even bigger I suppose. Hero didn’t have much spells, but even if it did have more spells, what are your recommendations, what is the best way to shield them from over extensive damage?
1.Strike and return kind of attacks?
2.Should they be just sacrificed in some big battles as first attackers?
3.Why should anyone even consider buying them if they are so expensive and cannot be resurrected or regenerated, if assembling second cornucopia is possible?

Also, what are your thoughts for various abilities in level-like distribution scheme for summoned phoenixes?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 15, 2018 04:58 PM

Quote:
can be bought only in pyre and that they are T8


they are already t8 strength

Quote:
with several rebirth cycles


ridiculous idea IMO

Quote:
I attacked that kind of creature bank only with only one creature stack of 36 phoenixes


they don't need to be able to do it all on their own to be strong enough

Quote:
3.Why should anyone even consider buying them


in late game there is often lots of redundant resources and gold and artifacts that can be sold for gold.
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hoaheo
hoaheo

Tavern Dweller
posted April 15, 2018 06:04 PM

1. Sometimes the map objects have graphic glitch around them, have a look and please tell me how to fix this? I'm using the 64-bit version



2. What does "Lookahead Depth" exactly do? I couldn't find any information regarding this issue. Does lowering it to Normal make the AI stupid? I am asking because enemy turns often take longer starting from Month 5.

3. About the "Legion" artifacts, which boost creature weekly growth
- If I put the item on my main hero, which is not governor, it work fine and I can see additional creatures join the hero's army each week.
- However, when I give it to my governor heroes, the effect is not visible. Instead, I see that weekly growth of that creature increases in the town the hero is governing. Is it how it work intentionally?

4. For First Aid tent:
- I find that its limited shots, which is 3, is somewhat restrictive. If I only have 3 shots to heal (and possibly resurrect) my troops, why would I bother the Plague Tent perk?
- I suggest that the limited shots should be only applied for Tent that has been upgraded to be able to resurrect. Normal Tent, which cannot resurrect, should have unlimited shots.
- Plague Tent should be reworked somehow. I do not think it's a reasonable perk while we already have the Balista to do damage. Or I haven't realize its usefulness?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 15, 2018 11:58 PM

1. I have never seen this before, no idea
2. To my experience, it has minor impact, so i keep it low
3. yes
4. plague tent cannot be modded, so a secondary effect was already added to the skill.

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Skeggy
Skeggy


Promising
Famous Hero
posted April 16, 2018 01:34 PM
Edited by Skeggy at 13:36, 16 Apr 2018.

magnomagus said:


they are already t8 strength

they don't need to be able to do it all on their own to be strong enough



They should be able to do that on their own without any casualties. Any other 36 T7’s can do that. Except fortress elemental dragon, but they have runes. With same configuration just without elemental ability, 36 phoenixes are more than capable to take down that kind of creature bank without any casualties. Not even consuming single rebirth spell point. With only one cast of vampirism by level 20 gatekeeper.

By making them elemental they lost two main points that made them unique and worthwhile the price of 10 000 or 8000:
1.easy resurrection at any time and at the end of the battle
2.possibility of appliance regeneration spells

What made them special, and possible T8 was combination of easy resurrection (because of low hit points) and rebirth ability.
Without easy resurrection rebirth ability is practically meaningless. Sure, it does additional 150 hit points, but to consider them T8 just because of rebirth ability is pretty meaningless.
In fact, elemental ability made them standard T7, or something just slightly above T7 standard.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 16, 2018 02:13 PM

you look at everything from extremely narrow perspective of hero who has massive spellpower and resurrection spell. You can just as well claim the opposite when hero has empowered Armageddon or has to fight powerful mind-controllers.

Also spending the heroes mana pool to maintain a stack is not the same thing as doing it 'on their own', with phoenixes the hero can spend his energy elsewhere to make other gains.

Without rebirth and 300HP instead, the creature would already be easily t7.6 because of insane speed and initiative.
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Skeggy
Skeggy


Promising
Famous Hero
posted April 16, 2018 02:56 PM

Initiative can be nerfed down with spells. And if you’re trying to say that does not matter because you can negate it with antimagic you’ll also “look at everything from extremely narrow perspective of hero who has massive spellpower and” antimagic spell or they developed enough to have mass haste.
It’s not so hard to develop expert magic in this or that and to have enough manapool and spellpower to cast vampirism or resurrection. Especially if there’s already some hero with mentoring.

That’s what phoenixes are all about, they provide quick superiority that can be regenerated with low mana pool and low spellpower. That’s why they cost so much. That’s what their purpose is.

Now, I don’t really mind that they are elemental now. Especially because cornucopia provide so many of them. It’s just a little different gameplay, that’s all.
The problem is that their purpose is changed. Now player has to amass them before using them because that’s the only way that can guarantee that 1. they’ll be more useful in big battles than some other creatures and 2. that casualties are not too high.

I agree, speed and initiative are important, however, purpose also carries some weight. Especially if new elemental ability negates former main purpose.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 16, 2018 03:44 PM

Quote:
Initiative can be nerfed down with spells. And if you’re trying to say that does not matter because you can negate it with antimagic you’ll also “look at everything from extremely narrow perspective of hero who has massive spellpower and” antimagic spell or they developed enough to have mass haste.


??? I explain to you why you need to keep spells out of it, then you do exactly the opposite and expect me to reply with the same wrong argument.

Quote:
It’s not so hard to develop expert magic in this or that and to have enough manapool and spellpower to cast vampirism or resurrection. Especially if there’s already some hero with mentoring.


It is also not hard to develop expert magic in this or that and to have enough manapool and spellpower to cast armageddon or hypnotize. Especially if there’s already some hero with mentoring.


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Skeggy
Skeggy


Promising
Famous Hero
posted April 16, 2018 04:02 PM

All I want to say is this:
1.it is unreasonable to treat Phoenixes with elemental ability as T8 just because speed, initiative and to some extent hit points.
2.their price is too high because they die too easily and cannot be regenerated.

In original game price was 10 000. While they could still be regenerated and healed.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted April 17, 2018 05:38 AM

Skeggy said:
it is unreasonable to treat Phoenixes with elemental ability as T8 just because speed, initiative and to some extent hit points.

Is it? They are ridiculously fast.
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