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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 50 100 150 200 250 300 350 ... 359 360 361 362 363 ... 400 435 · «PREV / NEXT»
Forsberg
Forsberg


Adventuring Hero
posted December 19, 2018 03:56 PM

Yeah, it could have been removed as AI cheats like hell

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted December 30, 2018 05:19 PM
Edited by dredknight at 23:06, 30 Dec 2018.

Just dropped a step-by-step multiplayer guide for game ranger. You are welcome!


Small bug - it seems that after the change of units speed and the reduction of damage Magno has made Betrand fully compatible with the Renegade class so now he starts with Dark Magic just as everyone else. Unfortunately he start with no spells while all other Renegades start with Weakness.

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AlexAnt
AlexAnt


Hired Hero
posted January 02, 2019 11:42 PM
Edited by AlexAnt at 23:44, 02 Jan 2019.

mangamancer said:
I tried playing dungeon and found that part of Shadya special ability doesn't work.
she and her troops didn't get that +1 luck.

In fact, for her creatures luck increases in battle but is not displayed on the adventure map.

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AlexAnt
AlexAnt


Hired Hero
posted January 03, 2019 01:16 PM

okrane said:
Is it me or are the high tier units kinda weak in this. 5.5 patch?

Every time i go against the AI my stack of 10.dragons or whatever seems very ineffective against the hordes of low tier units. Even when i get to strike first i can barely make a dent in them and the retaliation takes out large chunks of my stack.

I think high yier units should be stronger given the investment to get them

It is true. In this case it is necessary to reduce the cost of buildings of high-level creatures and the cost of their hiring.

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Bulya
Bulya


Adventuring Hero
posted January 03, 2019 02:02 PM

I think the idea of the mod is making the game hard to play rather then easy to play, so actually like it that I have to use my head to creep well with minimal losses while having relatively small armies.

So no need to make the game easier.

Making tier 7 units stronger may mean harder fights when those guard something, which sounds interesting. But reducing the cost of dwellings and creatures isn't the way to get there. And some tier 7 guards already make me bleed a lot of losses when fighting them with the armies I can afford in the first weeks, so its questionable how good it will be. I'm playing on the impossible settings, so forcing me to play on Hard or making me think better of how can things be done can still be nice.

I suggest leaving things as they are, as one way of making things hard is increasing the number of guards if the game feels easy. And no need to make the game easier then it is now already.

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DeepLord
DeepLord

Tavern Dweller
Skeleton
posted January 04, 2019 02:34 PM
Edited by DeepLord at 15:43, 04 Jan 2019.

Hi!

I played many years with series of HOMM and I think this version is the best. There are many fractions, creatures, heroes and the patch 5.5 solved so much balance problems of the Ubisoft's verion. I've some more balance-, new featur- and some other ideas how to make it even better. These suggestions are independent from eachother, so if you don't agree with anyone you still can like some other


Balance proposals:

1. Attack and Defense SECONDARY skills have the following upgrade bonuses: 10%/15%/20% (on lvl1/lvl2/lvl3). I think the levels of the secondary skills should be equal effective, becasue each requires some (one) hero level. I suggest to change their bonus to 7%/14%/21%.

2. Enlightenment has 3 different bonuses in 5.5, but one of them also isn't linear: the piramy skill bonus. The basic gives 1 piramy skill/6lvl and the expert gives it just per 4 levels what is just 1.5 times more. But it should be 3 times more. My rework suggestion is:
Basic: Gives +5% exp and 1 piramy skill/8lvl
Advance: Gives +10% exp and 1 piramy skill/4lvl
Expert: Gives +15% exp, 1 piramy skill/3lvl and +1 knowledge

3. Logistics and any other movement speed bonus stuff are realy important for win, time is money. These are too effective all the time, my and also my friends' most important skills in Homm. I suggest to nerf Logistics' bonus to 7%/14%/21% and also nerf Pathfinding's and Navigation's bonus to 40%.

4. The new Shatter Magices are worth to pick so rarely, because most of the times there are more than one enemy heroes, and even one hero can learn more than one school magice, and there are heroes who don't even concentrate to magice... I suggest to combinate Shatter Light and Shatter Dark -> Neutral Will, and Shatter Destructive and Shatter Summoning -> Magical Balance.
Neutral will decreases only the level of the spells, not their power and Magical Balance decreases only their magice power. These also effects to the creatures' spells.

5. We have possible to defend our garrisons (you know, the big gates) and mines with our army, but it doesn't worth: creatures here don't gain any bonuses from heroes, they are weak. I would like to make this possible more than an illusion. I suggest that garrisons have Citadell to defend their creatures, and their (garrisons' and mines') and forts' (and upgraded versions) defending armies gain +5 attack and defense piramy skill, if they have no hero to lead.

6. If we have a town, we can defend all of the creatures, buildings, citizenz in it, but only one hero. If we have more, others have to run away. This is nonsense. I suggest that make a new function for the tavern: you can accomodate here your heroes. They won't effect to the siege, but if the enemy took the town, it get get every heroes in your Tavern.

7. I've played with Heroes VI and I realy like there that heroes doesn't have to own an army to move or just be. Heroes without army can't attack, they will be defeated by attacks, but still can do other things. This system could be also here, this heroes could have basic movement points as other heroes with a creature what have 15 speed. (the slowest creature defines the hero's movement points)

8. We need many heroes for a complex, dinamic game. If don't worth to buy them the game becomes simplier. I suggest to set every new hero's price to 2500 gold like in Heroes3. There's no reason why is a hero needs more money if you have more others...

9. New heroes' all skills are default, you have possible to customize them, only after get exp. I suggest to increase the hero supply in taverns to 4 and add 2 free level up (0th and 1st) for the new heroes to upgrade themselfs as you wish and make them a little stronger compared by the more advanced heroes.

10. Certain Heroes' balances:
Narxes increases the attack and defense of the Mages. But they usully have to use spells, because they attack can harm allies too. They don't get any bonus from their attack skill when they use spells, so this bonus is less effective for them than for other creatures. I think Academy is the superior magice fraction and Narxes is a mage so the following bonus could suit to him: He also doubles all of his creatures mana points. It compensates him.
Crag Hack starts with Basic Blood rage, and Advanced Attack as in Heroes3.
Azar starts with Basic Blood rage,Basic Leraning and Basic Logistics instead of Battle Lore what is a situation ability, not for starting.

11. Sometimes heroes have a best spell for use it all the time. It makes the battle a little more simple, so it think this meta (most effective tactic avilable) should be removed. (e.g. Heroes VI solved it by add a cooldown time for each spells). I suggest that if a hero use a spell, its mana cost doubles for the hero's next turn.

12. There's a new option in 5.5: neutral heroes. A random generator add them and they increases the neutral army's force. There two problems with it: It garants minimal bonus exp for your effort and can be add or remove after a load game. I suggest to determinate the neutral hero at the creating of the netutral army and increase the exp reward for them by 500.

13. In the 5.0 it was able to barricade a port by buy enaugh ships. Later a useful option has been added: you cant buy the last ship for barriaced. But you still can barricade with an own incoming ship. I suggest to let us attack empty ships for destroy them to break into any ports.

14. Increase the cost of Capitol by 2000 gold and the cost of Castle by 3000 gold. capitol gives us the best income it is too imoprtant. Town Hall returns the investment in 4 days, City Hall in 5 day, it would be a logical next step if Capitol could return it in 6 days. castle gives us the best defence and the maximum growth, it too worth to build even in the early phase.

15. We usually cant chose any ability only skills when we have level up. Even when our skills's ability places aren't full. I think this restriction should be removed.

16. There are special abilities of creatures to use on the battlefield, e.g. Lay Hands, Harm Touch. When you activate them you have to move, but you cant order where. I suggest to let us decide where to send the troop.


Ideas:

1. I think the growth of Necropolis should be increased by 50% at the week of Plauge, Disease and fever, and reduced by 50% at the week of Life and Conjunction. It would be much more logical.

2. When a player loses all of its/his/her mines could become haunted.

3. There was already a suggestion about defend the objects better. There's an other idea about the mines: I imagine that mostly dwarves works in the mines, or live in-close to them, at least if they have to work, the prefer to work close to them. When your hero visit a mine, the dwarves would offer you to defend it for some gold: 30+(your hero's level) Defender would defend your mine and build a Citadel to defend it for 500 gold. The Diplomacy would halve its cost and Recruitment could also add 10+(your attack+defense) Spearwielders. The more troops for higher hero is for consider to occupy mines with your main hero, not just always with a slave. You can't take these troops out and their and your garrisons' morale doesn't effect to eachother. You can disarm them and the Citadell remains. The cost and the number of the darwes doubles in the case of goldmines.
Hero specialization for mine defending: Erling: He starts with Basic Runelore, Basic Leadership and Diplomacy. When he mendates mine garrisons theres also (hero level/3)-1 Rune Priests join the garrison for free. His Rune Priests and upgrades also can use the Mass Deflect Missile spell.

4. Neutral armies would always have melee and range attacker too. The other type of creatures are in the same fractions, same update type and have one of the closest level but a weaker squad. E.g. 20 Battle Mage would gain 20 Magnetic Golem or 5 Djinn Vizier.

5. Make a new option what let us give the town to our ally who has got a hero in it. This could be a useful option hard alliance wars.


UI update:

1. Change the window of abilities to a drop-down window to let us watch our 8 skills' abilities, not only 5 skills'.

2. Add a new shortcut: When we are using it and click to an group in my army (not in the combat) it takes out as many units as many empty places we have and put them into the places. This troop-distribution is a very easy and useful tactic in town defense and for caster creatures, but so much work with the Shift shortcut.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 04, 2019 05:45 PM

Hello DeepLord. It is always good to see people with ideas of their own. Some brief comments:

2. If you increase primary skills it will become broken again.

3. Logistics at 7%/14%/21% sounds fair.

8. Disagree, better to make do with less until you can afford to spend more gold.

11. H6 cooldowns were no fun.

14. I agree that H5 would benefit from a lower growth. Prices sound a bit steep though.

15. You are not supposed to get all the abilities. Both for prioritizing build choices and for preventing certain abilities from appearing again in your level ups.

16. Would be nice if possible. Often makes a big difference.

Ideas:

1. Necropolis boost in week of Plague is only reasonable.

2. Haunted mines of lost players sounds nice.

3. I would agree with a defender mechanic but that would be rather wasted in mines.

4. Mixed neutral armies are good.
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DeepLord
DeepLord

Tavern Dweller
Skeleton
posted January 04, 2019 07:30 PM
Edited by DeepLord at 02:43, 05 Jan 2019.

Thanks for your comments Elvin!

What do You think about about my following upgraded (and simplier) version of the objectum defending? I try to create a good idea what could make the game less about main heroes' fight and more about the strategy on the map.

1. Increase the defending creatures (without hero) bonuses in forts, gates and mines by 10 attack and defense to make a little more worth to put our creatures into them.

2. The cost of the Defenders are 1000 gold. You can't increase their numbers by pay more times. It give them as Guard Post in Fortress. Their number is 100 + random(0-9) + (level of the visitor hero)*10 + (the number of your mines)*10


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thGryphn
thGryphn


Promising
Famous Hero
posted January 04, 2019 08:57 PM

Hey DeepLord, it's always good to see fresh names and ideas...
Here are my humble comments on your proposals:

1) I had suggested a similar idea, if not more sophisticated (http://heroescommunity.com/viewthread.php3?TID=41303&PID=1425102#focus). Dear Leader (magnomagus ) did not like it

2) I agree that the current 6/5/4 dividers don't differentiate the skill levels sufficiently. I like 9/6/4 better, with increased experience bonus of 10/15/20 percent (or 7/14/21 ?)

3) Logistics is important in PvP but less so in PvE and less and less with larger maps with serious blockers. So, I don't think it needs a nerf. Maybe Navigation.

4) Not possible to combine skills. Shatters now boost creature summons. Not a mandatory skill for the main hero by a long shot but serves the kingdom well in long games on a secondary hero. Creature boost numbers can be increased a bit though.

5) I agree that Garrisons have very weak functionality and your idea may be possible to implement.

6) Not sure if possible because you're suggesting a place to store a hero, which requires storing all the hero's information somewhere online (meaning, during the game) and calling it later on when you take the hero out of the tavern. Writing info on a file during game is not (yet?) possible.

7) I doubt this is possible. Hardcoded stuff would need to be changed.

8) Nah, I like the way it is. It makes you think twice.

9) Not sure if it's possible to increase the number of spawned heroes. Probably not. Adding free levels to new heroes is possible. Preferable? Not sure. I think it's better to leave the initial level ups to the hands of the map maker.

10) Narxes doubling creature mana is way OP. Others are fine in terms of differentiating heroes.

11) Doubling mana cost after every (or even first) use of a spell can break the game for magic heroes. I can see your point, and maybe a little mana increase can be a good idea, but it needs to be experimented.

12) Are you sure you can add/remove neutral heroes once you start a map?

13) Being able to attack and destroy empty ships might break some maps, unless it applies only to user made (not map-original) ships. Not sure any of this is possible, because it would need new object definitions.

14) Capitol, OK. Castle, not sure, feels too steep.

15) There are prerequisites in ability availability. Did you observe the in-game skillwheel? Skills progress clockwise and abilities progress from outer rim towards the center. Plus, there is the built-in randomness.

16) I'd love to see this as well, but seems like it's hardcoded.


Ideas:

1) I like the idea.

2) This one too.

3) Interesting but feels inconsequential.

4) There is the MapMixer tool (in the bin folder) that you can use to modify existing maps to your liking. Mixing neutral armies is just one thing it does. Check it out

5) Interesting. I hope it's possible. Would add value.


UI updates:

1) You mean a scroll list? Should be possible. I might look into it next month or so.

2) Probably not possible.


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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted January 04, 2019 09:50 PM

@TheGryphn, check your messages.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 05, 2019 10:39 AM

DeepLord said:
1. Increase the defending creatures (without hero) bonuses in forts, gates and mines by 10 attack and defense to make a little more worth to put our creatures into them.

2. The cost of the Defenders are 1000 gold. You can't increase their numbers by pay more times. It give them as Guard Post in Fortress. Their number is 100 + random(0-9) + (level of the visitor hero)*10 + (the number of your mines)*10

I suppose that would prevent lvl 1 heroes flagging everything without an army. I did not reply because I did not find it as important as the rest.

Passive fort/garrison boost makes sense but I'm not really sold on it. I'd prefer something similar to the H2 mechanic of town captain with the possibility of levelling up. Also, fort battles are annoying and boring at the same time. I'd rather their defenses were upgradable instead. Ofc that would work better in other heroes games that have a better variety and even town-unique town defenses.
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DeepLord
DeepLord

Tavern Dweller
Skeleton
posted January 07, 2019 11:04 PM

Castle: This building increases each creatures' growth. It's almost as useful as an upgrade for the creatures building. And it effects to all of them! It also doubles the growth of the arch creature, so its cost should be higher than the arch creature's building. 8000 gold is also so cheap for the Caste, it would still reamin the one of the most important building.

Enlightenment: There's -2 knowleadge in my suggestion on its lvl3. So e.g. if you have a lvl24 hero with Expert Enlightenment you gain 24/4 piramy skill and 3 knowleadge now (what is 9 piramy skill) and will gian 24/3 piramy skill and 1 knowleadge what is equal. Won't be more powerful.

Starter hero upgrade: The suggestion about it wasn't about the same theme as map creators' basic hero sttings, because it could effect to any heroes, including the new ones from the Tavern.

Occultism: It's spellpower bonus is not linear either. I suggest to change it to give the bonus in each 12./6./4. levels.

Necropolis was depending on ore old times but now theres too many wood needed. I suggest to changes Unearther Graves 5 wood cost to 5 ore cost.

Summon of Magic Guild: It's summoning is realy low, and the creatures not even can be merged with any other toops. I don't understand why is the a completely new function in the game what has as low effect to anything as this. Anyway it defends towns, what are easiest defendable object in the game, and also the most important object so we defended them hardly before the function too.
We also need some more possiblies to collect Dragonblood Crystals, and the heroes whom specialized to them are realy weak.

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okrane
okrane


Famous Hero
posted January 11, 2019 11:56 AM

The only small thing i would like for. Heroes 5.5.is a way to know what armies my hero will be facing in haunted.mines, crypts, dragon utopias and such.

Its very frustrating not to know what you are about to face and leads to lots of save scumming

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted January 11, 2019 06:07 PM

DeepLord said:
Castle: This building increases each creatures' growth. It's almost as useful as an upgrade for the creatures building. And it effects to all of them! It also doubles the growth of the arch creature, so its cost should be higher than the arch creature's building. 8000 gold is also so cheap for the Caste, it would still reamain the one of the most important building.



DeepLord, look at the whole picture not just that one thing.
At the time frame when a player is about to build a castle (around week 3) his gold demand is through the roof because he wants to cope building every turn (if possible) and hire as many creatures as possible. The current prices for all buildings make the early game pace quite challenging (very strong monsters ARMG). Also have in mind that further increasing the difficulty of dwellings and growth buildings will put Might heroes and non-offensive spell casters (Dark and Light) in disadvantage as they wont be able to get as many creatures as possible. This is far more complex than you think.

DeepLord said:

Enlightenment: There's -2 knowleadge in my suggestion on its lvl3. So e.g. if you have a lvl24 hero with Expert Enlightenment you gain 24/4 piramy skill and 3 knowleadge now (what is 9 piramy skill) and will gian 24/3 piramy skill and 1 knowleadge what is equal. Won't be more powerful.



Knowledge is the most passive skill out there and as such the hero gets its benefits with the time and at a later stage. 10 knowledge does not equals 10 of other primary stats value, so Magno gave a little boost to it. The boost is exponential because a point of knowledge late game worths less than a point of knowledge early game

DeepLord said:

Starter hero upgrade: The suggestion about it wasn't about the same theme as map creators' basic hero sttings, because it could effect to any heroes, including the new ones from the Tavern.



Not a bad idea and is probably possible. Basically this is like faction heroes specialization for the whole game but it will require rework of the whole bonus system as a whole.
DeepLord said:

Occultism: It's spellpower bonus is not linear either. I suggest to change it to give the bonus in each 12./6./4. levels.



Please when you do a suggestion, tell us the reason behind it. Otherwise an answer such as "No" is just as reasonable.
DeepLord said:

Necropolis was depending on ore old times but now theres too many wood needed. I suggest to changes Unearther Graves 5 wood cost to 5 ore cost.



That is question for Magnomagus to answer. You can find the logic behind the prices here.

DeepLord said:

Summon of Magic Guild: It's summoning is realy low, and the creatures not even can be merged with any other toops. I don't understand why is the a completely new function in the game what has as low effect to anything as this. Anyway it defends towns, what are easiest defendable object in the game, and also the most important object so we defended them hardly before the function too.
We also need some more possiblies to collect Dragonblood Crystals, and the heroes whom specialized to them are realy weak.


The bonus creatures in the early version was even less than that (about half of what it is now). After all those creatures are for free and come in every castle so you cant expect to be a full fledged faction tier?  The heroes who specialize in them are as strong as other heroes, it is just their specialization may not seem that strong. Anyway I will test it when I have time and see what can be done.

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DeepLord
DeepLord

Tavern Dweller
Skeleton
posted January 13, 2019 01:23 PM

dredknight said:
DeepLord, look at the whole picture not just that one thing.
At the time frame when a player is about to build a castle (around week 3) his gold demand is through the roof because he wants to cope building every turn (if possible) and hire as many creatures as possible. The current prices for all buildings make the early game pace quite challenging (very strong monsters ARMG). Also have in mind that further increasing the difficulty of dwellings and growth buildings will put Might heroes and non-offensive spell casters (Dark and Light) in disadvantage as they wont be able to get as many creatures as possible. This is far more complex than you think.


If you think there are unbalance problem with the Summon and Destuctive magic heroes (I feel it too) you can add a suggestion to nerf these kind of magic classes. Instead of keep a building OP. We can handle these things separated, saying "it's complex" won't solve anything.

dredknight said:
Knowledge is the most passive skill out there and as such the hero gets its benefits with the time and at a later stage. 10 knowledge does not equals 10 of other primary stats value, so Magno gave a little boost to it. The boost is exponential because a point of knowledge late game worths less than a point of knowledge early game


If the knowleadge was more needed at early game, there could be added a permanent knowleadge bonus for each heroes. Istead of keep this secondary skill's bonus unlinear.

dredknight said:
Not a bad idea and is probably possible. Basically this is like faction heroes specialization for the whole game but it will require rework of the whole bonus system as a whole.


I don't understand why it could needed a whole bonus system rework. I'm sure that this change could work alone.

dredknight said:
Please when you do a suggestion, tell us the reason behind it. Otherwise an answer such as "No" is just as reasonable.


I have written the reason and write again: Its current bonus is unlinear. The lvl1 bonus gives 1 magic power/8lvl, it is 0.125 magic power/lvl. The lvl2 bonus gives 1 magic power/7lvl, it is 0.143 magic power/lvl. The lvl3 bonus gives 1 magic power/6lvl, it is 0.167 magic power/lvl. The lvl2 bonus should be double of the lvl1 bonus and the lvl3 bonus should be triple of the lvl1 bonus. Now 0.125*2<>(not equal)0.143 and 0.125*3<>0.166

dredknight said:
That is question for Magnomagus to answer. You can find the logic behind the prices [url=https://www.moddb.com/mods/might-magic-heroes-55/news/mmh55-release-notes-rc10-beta-3]here[/url].


We can watch around in Necropolis and here is nothing made from wood, but everything made from stone (or ore). Just a notice.

dredknight said:
The bonus creatures in the early version was even less than that (about half of what it is now). After all those creatures are for free and come in every castle so you cant expect to be a full fledged faction tier?  The heroes who specialize in them are as strong as other heroes, it is just their specialization may not seem that strong. Anyway I will test it when I have time and see what can be done.



Their force is may be OK, but these creatures cant be merged with the other ones. Merge toops makes them much more stronger, because of the retaliation strikes. This is a so hard disavantage of them, this is why these summoned creatures' number should be more.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 13, 2019 06:31 PM

DeepLord said:
dredknight said:
DeepLord, look at the whole picture not just that one thing.
At the time frame when a player is about to build a castle (around week 3) his gold demand is through the roof because he wants to cope building every turn (if possible) and hire as many creatures as possible. The current prices for all buildings make the early game pace quite challenging (very strong monsters ARMG). Also have in mind that further increasing the difficulty of dwellings and growth buildings will put Might heroes and non-offensive spell casters (Dark and Light) in disadvantage as they wont be able to get as many creatures as possible. This is far more complex than you think.


If you think there are unbalance problem with the Summon and Destuctive magic heroes (I feel it too) you can add a suggestion to nerf these kind of magic classes. Instead of keep a building OP. We can handle these things separated, saying "it's complex" won't solve anything.

Summon/destro are obviously better in earlygame, nothing to be done about it. You get rushed by one of those before week 4, you lose Given that, maps where early rushes are possible are not balanced and thus not recommended.  

But if light/dark/might heroes cannot compete with neutrals in the first 3 weeks, this means that the RMG neutral strength is set too high. Effective creeping was never about buying all available creatures either. The main difference I see would be that it is no longer possible to build castle AND t7 within week 2. Or no t7 before week 3 anyway.

Personally, I find the possibility of week 2 t7 important. It comes with a sacrifice so why not have the option. Whether they come with a castle is less important but delaying capitol more than a day or two would be annoying. I want heroes to be a game of choices but not idle days to build something better later. From there on, it's a matter of town level requirements, starting town level and gold availability in the RMG.

I would actually prefer if H5 unit growth was done differently and buildings had building requirements instead of town level but then we'd be discussing a different game.. Changes are better discussed within the existing game framework.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted January 13, 2019 07:38 PM
Edited by dredknight at 19:40, 13 Jan 2019.

DeepLord said:

If you think there are unbalance problem with the Summon and Destuctive magic heroes (I feel it too) you can add a suggestion to nerf these kind of magic classes. Instead of keep a building OP. We can handle these things separated, saying "it's complex" won't solve anything.

Never said it is unbalanced, further changing of prices can tip it to some extent. It is good as it is. Also have in mind that on "very strong" difficulty NPC growth per week is significant so further delaying the castles will make the game slower and the game pace is slow enough (~4 months for fully build city).

DeepLord said:


If the knowledge was more needed at early game, there could be added a permanent knowledge bonus for each heroes. Instead of keep this secondary skill's bonus unlinear.

Knowledge is needed at any point of the game. There are knowledge oriented builds that can crush in PvP. What I meant is that early game any knowledge points can be very valuable so we are giving less in order not to overpower the hero. This is why we catch up later.
The same is valid for spellpower as well.


DeepLord said:

I don't understand why it could needed a whole bonus system rework. I'm sure that this change could work alone.


Because if you just do this on mass level now you can abuse the game by just choosing artifacts bonus, buying heroes and selling the artifact for gold. Same is valid if you chose recruitment. Just stack many units very early on.

On a second notice this is fully scripted thing so someone has to code it from scratch.


DeepLord said:

I have written the reason and write again: Its current bonus is unlinear. The lvl1 bonus gives 1 magic power/8lvl, it is 0.125 magic power/lvl. The lvl2 bonus gives 1 magic power/7lvl, it is 0.143 magic power/lvl. The lvl3 bonus gives 1 magic power/6lvl, it is 0.167 magic power/lvl. The lvl2 bonus should be double of the lvl1 bonus and the lvl3 bonus should be triple of the lvl1 bonus. Now 0.125*2<>(not equal)0.143 and 0.125*3<>0.166


The same thing as with knowledge. Spellpower early game is too powerful, destruction rushes cannot be stopped even with a counter hero (specialization resistance) There is video proving it -> Month 2 - week 1.

DeepLord said:

We can watch around in Necropolis and here is nothing made from wood, but everything made from stone (or ore). Just a notice.


Even if that is correct, I believe Magnomagus may have done it on purpose because Necropolis are the easiest faction to play. Their skillset make it very easy to go to late game with zero losses and just avalanche your win. Unless he comes back to answer this post we will never know.

DeepLord said:

Their force is may be OK, but these creatures cant be merged with the other ones. Merge toops makes them much more stronger, because of the retaliation strikes. This is a so hard disadvantage of them, this is why these summoned creatures' number should be more.


I just had a game with Bylua where on month 3, week 4 I got 76 Manticores (Yrbeth specialization Manticores). You can subtract 20 (Ring of Banishment that I used in Temple of Shalsala gave them) which gives you 56. Divide it by the number of weeks since the game start. That is about 4.6 per week. I say it is pretty decent.

The idea of heroes that specialize in neutral units is to replace one of your faction creatures. This is another way to leverage lack of resources. At month 4 grinding the rich areas and having 2 gold mines building and supporting my 2 towns made me broke every week.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 13, 2019 08:06 PM
Edited by Elvin at 20:10, 13 Jan 2019.

dredknight said:
Spellpower early game is too powerful, destruction rushes cannot be stopped even with a counter hero (specialization resistance) There is video proving it -> Month 2 - week 1

An attack on month 2 is hardly a rush And the enemy hero doesn't even have a decent army, necro main was probably exploring elsewhere and left this town weak.

I agree with the principle but this video means little. If you had a video of the warlock crushing this necro army on week 3 with just his stalkers(and no hydras), it would have more impact.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted January 13, 2019 09:21 PM
Edited by dredknight at 21:24, 13 Jan 2019.

Elvin, this is the fastest you can get on medium map and very hard difficulty monsters. Also what I want to imply is that back then this was only doable by Warlock destructive because he can get very high SP early game and creep his way to the enemy with an ease while the border guards growth rate has not yet kicked in with full strength.


This is the necro main hero, besides specialization in resistance he also have Shatter Destruction (advanced). As you can see there is a 10 levels difference gap because of the fast creep of Dungeon's magic.

Since then SP growth was tweaked and spell damage scale was altered.

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DeepLord
DeepLord

Tavern Dweller
Skeleton
posted January 14, 2019 01:09 PM
Edited by DeepLord at 21:57, 14 Jan 2019.

Elvin said:
Passive fort/garrison boost makes sense but I'm not really sold on it. I'd prefer something similar to the H2 mechanic of town captain with the possibility of levelling up. Also, fort battles are annoying and boring at the same time. I'd rather their defenses were upgradable instead. Ofc that would work better in other heroes games that have a better variety and even town-unique town defenses.


I have thinking about the town defense and created an other (may be realizable) siege system.

There will be no wall or current type defense towers.
There are 3 little tower icons on the battlefield equal spaced from the enemies. You can occupy it by step onto it.
1. on the upper side, it gives +3 mana to the own hero at its turn.
2. on the middle, it gives +3 attack to the creature and a free teleport spell to its spellbook (the spell cast uses a full turn for it).
3. on the down side, it gives 100% magic resistance to the troop and the ability to neutralize all blessing type magic from them.

Fort, Citadel and Castle gives as many attack bonus as defense too instead of the old towers.
Each player will use Catapults, what could attack a tower. When it destroys a tower than the tower will disappear for 2 catapult turns. If there was an enemy troop it loos its initiative.
Summoned troops couldn't step onto the towers.

I think this system wouldn't restrict the possiblies in the combat but increase it by make it even more complex.

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