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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 ... 361 362 363 364 365 ... 400 435 · «PREV / NEXT»
caracal
caracal


Adventuring Hero
posted January 25, 2019 03:19 PM
Edited by caracal at 15:59, 25 Jan 2019.

Quote:
- Knowledge based hero + occultism +  Cultmaster - This is a favorite build of mine it is awesome if you know what other skills to pick around it. I wont spoil why is it good. Play with it, think on it.



From the top of my head you can use it with Eruina specialization to produce more matriarchs, you can use it to get more druids, liches, archmages, priests, runepriest all of these are shooters. Do you mean to take things like archery, intelligence, or something more intricate like for example some shenanigans with pit lords ? Am I far? Please do tell Dread or give hint. Something with high druids and destruction sylvan ? At least suggest a faction to practice this with I'm all for learning.
Another question. Can you elaborate on dragonblood crystals?
Are they obtainable on maps? I wanted to tinker a little bit with Yrbeth and see if I can consistently use some tactics that involve manticores but I don't really understand how it works and where to obtain dragonblood crystals.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted January 25, 2019 03:58 PM
Edited by dredknight at 16:01, 25 Jan 2019.

DeepLord said:
Estates: As @Gidoza explained it very well, this skill needed 3 levels in Heroes 3 for get the 500gold/day. Here it needs only one level, and can give much more. I had hero with 30 knowleadge with this skill(was realy OP), but it is still useful with much lower knowledge.

In MMH5.5 economics you would not survive with H3 gold. Towns/creatures it is all very expensive. Plus you need 2 levels for estates - Basic logistics + estates; and another 15-20 levels to get to 500 gold per day.
DeepLord said:

Scolar: You haven't commented it. Gidoza also agree about its low power. We won't use the skills after this (e.g. mentoring) before it is still not worth to learn.

Sorry I may have skipped it. Scholar is good as it is in what it does it is just you still have not found a use for it. +1 Knowledge sounds nice but I am afraid there is too much Knowledge bonus in that skill tree and I dont want to saturate it further.
DeepLord said:

Counterspell: Many be it needs a completion: It can be used only once per battle. But it is just don't worth to use with a high level magic hero who is able to learn this skill.


We cannot restrict the number of casts as it is hardcodded. If we could we would have edited it in numerous ways.
DeepLord said:

Recruitment: Yes, it is much better for the Dungeon, but still worse there then an estates anywhere.


Roughly it boosts all three tiers by 10% on average (excluding Dungeon which is in the 20%s). If you find the right artifacts you can double that bonus + it increases bonus creature income on any Regalia artifact equipped by the hero so you can capitalize on that.
DeepLord said:

New magic school: The First magic type what is in the hero's skill page is your first magic school. The others could get the SP bonus, what I wrote about.


I still do not understand this very well. There are 4 magic schools - dark, light, destructive and summmoning. How should I understand "New magic school"?
Do you mean that for every magic school that the player picks after the first he gets +1 spellpower? If that is the case it is not much of a bonus at all. Actually there is a huge benefit of hero having more than one school but I will let you think on this after a few PvP games.
DeepLord said:

Negates Frenzy: Inquisitor, Paladin's Lay Hands, Goblin Witch-Doctor, hero with Cleansing, maybe one of the druids and the Shield of the Dwarven Kings can do it. But only the last defends you always, the others mostly are too late. This shield isn't even exists on all the maps...

You are speaking pure theory here. All things you said above do not clean frenzy. Have you ever tried them? Frenzy is the only spell that cannot be cleaned by any means. From what you mentioned above only Dwarven shield works. There are 2 more approaches - find them!
DeepLord said:

Attack: I read somewhere that when you do attack and your attack piramy skill is higher than enemy's defense it gives you 5% bonus per difference, and when your attack is lower, it gives you -2.5% damage decreasing. May be it also has been changed...

In ToTe it is 5% for attack and defense.
In MMH55 it is 2.5% for attack and defense.

@caracal come and ask on discord. We have cookies .

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DeepLord
DeepLord

Tavern Dweller
Skeleton
posted January 25, 2019 06:10 PM

Estates: The basic logistic isn't waste. The other 20-30 level neither. We only have to waste one level for the tons of gold. The currency of Heroes3 isn't as much different.

Scholar: I've already proposed to balance Enlightment's bonuses, and there are a change that the expert level gives only 1 knowledge, not 3. This is why Scholar's bonus wouldn't be too much.

I've palyed PvPs and it is all the same as PvE in this case: One magic school is important, the others don't help you more, becuase you can use it at the same time. Sorcery does it.

I don't wanna complete your quest, it's not my business
Anyways enemies' Paladin's Lay Hands cleand my Frenzy spell many times, it certainly works too.
Frenzy is literally uncounterable. @Gidoza have deleted it from his mod, it was a good decision.

I agree like the MMH55's defense and attack reduction, thanks for descirbe it!

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 25, 2019 06:29 PM

Counterspell is pretty useless unless the wheel allows it to be used with distract. Unit spellcasters can trigger it, it doesn't work with sorcery, mass spells and sorcery outpace it and it doesn't even take into account enemy cost reductions when paying double cost. It can sometimes work but a human player can bypass it without much trouble.
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Map also hosted on Moddb

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted January 25, 2019 07:10 PM
Edited by dredknight at 19:15, 25 Jan 2019.

Alright, arlight.

Estates -levels and perks are not waste but you have to find a way to get them. It is not that easy to invest in secondary heroes.

Scholar - That is a good suggestion I will put it down.

Frenzy - weird, may be there is a difference between ToTe exe and MMH55 but pretty sure that lay hands does not help. If that is that case I am wrong.

Counterspell - Elvin I agree and disagree with you . Depending on the point of view counterspell is good because you can stop creature spells as well! This can help you creep easier but the issue is that the perk itself is very high in the sorcery chain so by the time your hero has it, you probably does not need it that much.

Regarding the mana spending - if what you say is correct than mana should be reduced. I will look into it if anything can be done.

One suggestion - How do you feel about Mindreaver specialization besides what it does and the +1 knowledge bonus also to get counterspell as a bonus? Lorewise sounds legit! It will also gives a value to this hero because creeping magical stuff will be easier with him!

P.S.

Thank you both I believe we are reaching some new heights ;]
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Gidoza
Gidoza


Famous Hero
posted January 26, 2019 06:16 AM
Edited by Gidoza at 03:00, 27 Jan 2019.

Quote:
In MMH5.5 economics you would not survive with H3 gold. Towns/creatures it is all very expensive. Plus you need 2 levels for estates - Basic logistics + estates; and another 15-20 levels to get to 500 gold per day.


I'm not exactly following.  I did the math, and the total unit costs for a full week in H3 and H5 are roughly the same; H5 has more expensive lower-level buildings, while H3 has more expensive L7 buildings overall; and H5 has far cheaper Mage Guilds by far.  It comes out to about the same.  I'm hardly convinced of your statement of "MMH5.5 economics" and have no idea what this is supposed to mean.  Suffice it to say, more money is always better, I won't dispute that.

However, I've happily adjusted every single gold Hero in the game (e.g. Jenova) and removed their starting gold bonus.  I hate heroes that give me obvious bonuses, especially when the AI doesn't know how to exploit them the same way I do; moreover, the starting fields in DefaultStats.xdb strenuously limit the number of Heroes the AI even uses, so while I can use Mentoring to teach a pile of Heroes new tricks and give them all DragonBlood, Mining, and Estates (besides Heroes that start with gold/resource bonuses), meanwhile the AI is getting a whole lot less money than I am if for no other reason than it only tends to use a single Hero.  To me, Estates isn't a skill - it's a game exploit that is almost no different from cheating (hence one more reason why I removed Mentoring from the game and jacked up the # of AI Heroes hired - the AI magically performs a million times better, and it's about a 20-second fix).  Extra gold ought to be earned, not free.

EDIT:  Not to mention: H3 has additional costs associated with Schools of Magic and War Academies that H5 doesn't have.




Anyways - not to distract from this topic because I think we're doing good things here; but on the last page I inquired about a few things that managed to get glossed over in all the excitement, and I'm still not sure of the answers to those questions.  Anyone care to give a crack at it?  

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azalen
azalen


Responsible
Known Hero
posted January 26, 2019 09:43 PM
Edited by azalen at 22:30, 26 Jan 2019.

dredknight said:

- Knowledge based hero + occultism +  Cultmaster - This is a favorite build of mine it is awesome if you know what other skills to pick around it. I wont spoil why is it good. Play with it, think on it.



I'm intrigued, because I always thought Cultmaster kinda stinks

I wonder what unit/hero you are abusing here?

Best guess would be Maahir or Vinrael

Erling intrigues me more with his rune patriarch buff and nice start with fireball/advanced destruction.

Eruina is interesting to with Shadow witch buff, but you will probably struggle building the knowledge stat.




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caracal
caracal


Adventuring Hero
posted January 27, 2019 06:05 PM

I have a question regarding 8 skills vs 6 skills. Do I see it right and you can't pick perks for the last 2 skills? That means all you get is passive from Expert level of the chosen skill. Is that right or have I not turned something on?

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thGryphn
thGryphn


Promising
Famous Hero
posted January 27, 2019 11:16 PM

azalen said:
dredknight said:

- Knowledge based hero + occultism +  Cultmaster - This is a favorite build of mine it is awesome if you know what other skills to pick around it. I wont spoil why is it good. Play with it, think on it.



I'm intrigued, because I always thought Cultmaster kinda stinks

I wonder what unit/hero you are abusing here?

Best guess would be Maahir or Vinrael

Erling intrigues me more with his rune patriarch buff and nice start with fireball/advanced destruction.

Eruina is interesting to with Shadow witch buff, but you will probably struggle building the knowledge stat.





Ah, I like the Cultmaster abuse too
And, you're right, Maahir does well.


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caracal
caracal


Adventuring Hero
posted January 28, 2019 12:26 PM

I'm at the loss since I don't play Academy. Which unit do you actually get as a wizard? Archmages or Genies with cultmaster?

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fidanas
fidanas


Adventuring Hero
posted January 28, 2019 12:42 PM

Archmages
____________
Just another turn and i'm done...

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Titanus15
Titanus15

Tavern Dweller
posted February 02, 2019 06:42 PM

Hay team! It's been very long since I last posted here and for now I have 3 questions.
1. I've downloaded HOMM5.5 RC10 BETA 4. Prior to that I had downloaded RC10 BETA, which specified in the description that Tower Damage has new formula and increases with town level. (Credits: Deflaktor). I remember this being the case, however, in the BETA 4 this great addition was removed... Was it purposeful? and where could it be found in the data file of RC10 BETA?
2. In RC BETA 4, Slave Market of the Stronghold town had its position changed to the right side of the town screen. However, even though it was moved away from the Capitol chain, it's still a prerequisite for the Capitol. Is this the case indeed?
3. One may find creature animations in data-->(AnimeSet)-->creatures folder, except for Stroghold creatures. Where can they be found?
I'd appreciate any response..
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Titanus15
Titanus15

Tavern Dweller
posted February 02, 2019 08:15 PM
Edited by Titanus15 at 07:53, 03 Feb 2019.

DeepLord said:
Anyways enemies' Paladin's Lay Hands cleand my Frenzy spell many times, it certainly works too.
Frenzy is literally uncounterable. @Gidoza have deleted it from his mod, it was a good decision.

I agree like the MMH55's defense and attack reduction, thanks for descirbe it!


Lay Hands does cleanse Frenzy, no question about it! But a more accesible option is Vampirism. It removes any mind spell cast by the enemy, unless... you wear Sandro's Cloak. In my opinion, this is the wierdest artifact in the game. When worn, everything you know goes haywire! It negates mind spell immunity, as advertised, but Vampirism doesn't cleanse mind spells any more, which is not specified in any description of it. And its weirdness goes even further! When worn, the Hypnotise (former Puppet Master) spell doesn't work on creatures specifically with Immunity to the Hypnotise spell, although it's a mind spell! I guess the same concept applies when a creature has specifically Immunity to Frenzy.
Another accesible option of course is Magical Immunity, unless the casting hero has also Expert Shatter Light magic. In this case, Magical Immunity loses 2 ranks and therefore, won't be able to remove level 4 and 5 spells, even if it is cast at expert level.

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Gidoza
Gidoza


Famous Hero
posted February 03, 2019 04:11 PM

DeepLord said:
Estates: The basic logistic isn't waste. The other 20-30 level neither. We only have to waste one level for the tons of gold. The currency of Heroes3 isn't as much different.

Scholar: I've already proposed to balance Enlightment's bonuses, and there are a change that the expert level gives only 1 knowledge, not 3. This is why Scholar's bonus wouldn't be too much.

I've palyed PvPs and it is all the same as PvE in this case: One magic school is important, the others don't help you more, becuase you can use it at the same time. Sorcery does it.

I don't wanna complete your quest, it's not my business
Anyways enemies' Paladin's Lay Hands cleand my Frenzy spell many times, it certainly works too.
Frenzy is literally uncounterable. @Gidoza have deleted it from his mod, it was a good decision.

I agree like the MMH55's defense and attack reduction, thanks for descirbe it!


Yeah per the previous post Frenzy isn't uncounterable - it's just so specific in its nature and awkward that meaningfully *balancing* it is impossible.  I made it a level 20 spell and that solved the problem (but removing it from the map and also charging half a million gold to cast it helps too).

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DeepLord
DeepLord

Tavern Dweller
Skeleton
posted February 05, 2019 12:32 AM

I think the Heroic difficculty should be harder, because its almost the same as the Hard. And Impossible is many times harder... I suggest to nerf Heroic's starting resources from 20,15,20000 to 15,10,15000.


I was already written my idea about the Enlightenment change, but I've copied it here again to see easier the relation of its abilities new balance ideas:
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

So there's a knowleadge decreasing. I suggest to add this 2 missing knowleadge as a bonus to the Scolar ability, what is realy weak now. It could keep the max collectable knowleadge and balance the skill and the ability too

I also find Eagle Eye and Scouting abilities just situational, not so effective. My idea is merge them, add the Eagle Eye's bonus to the Scouting. There would be a new ability with the same icon as Eagle Eye's: Perfect Timing. It increases the starting ATB value of the casters in the hero's army by 0.25.


I would replace the placement of the abilities Encourage and Recruitment: you need Encourage for Recruitment. It is because Encourage can be useful for each heroes, but Recruitment is only for defender heroes and it is too easy to reach it for them. I also suggest to buff its tier1 creature growth bonus from 3 to 4, even it is realy good for Dungeon.

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azalen
azalen


Responsible
Known Hero
posted February 05, 2019 02:52 AM
Edited by azalen at 03:00, 05 Feb 2019.

DeepLord said:

I was already written my idea about the Enlightenment change, but I've copied it here again to see easier the relation of its abilities new balance ideas:
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



The basic enlightenment skill is fine the way it is in my opinion (it has been significantly nerfed from its original overpowered state).  The main issue with enlightenment is the power of the perks like Swift Mind and Intelligence.   Intelligence was overpowered in its original state at 50%, and it is still really strong at 40%, particularly for a level 1 skill.  It is Swift Mind, however, that is the real reason you take Enlightenment on top of its other benefits.

DeepLord said:

So there's a knowleadge decreasing. I suggest to add this 2 missing knowleadge as a bonus to the Scolar ability, what is realy weak now. It could keep the max collectable knowleadge and balance the skill and the ability too



Scholar is weak for a reason... it leads to Mentor, which allows you to breed an army of high level heroes with max logistics resource perks that can suicide spell spam people (think armageddon suiciding).   For this power, you are forced to give up perks like Swift Mind.


DeepLord said:

I also find Eagle Eye and Scouting abilities just situational, not so effective. My idea is merge them, add the Eagle Eye's bonus to the Scouting. There would be a new ability with the same icon as Eagle Eye's: Perfect Timing. It increases the starting ATB value of the casters in the hero's army by 0.25.



Eagle Eye is intended to be a weaker skill because it leads to Swift Mind.  It does have its uses however - the main one being to get meteor swarm by teasing it out of Pit Fiends (if you have emerald slippers, but didn't get lucky at level 4 magic guild).  

The problem with Scouting as a skill is that is completely dependent on if it is a known map situation.  If you know the map, then it isn't very good.  However, if it is a random map, I imagine its usefulness becomes much greater.

I do like your idea of a skill that increases the ATB of caster units... seducing 11 initiative Arcanes Archers would be delicious  That would be a very significant change to gameplay balance, so it would have to be done very carefully.

DeepLord said:

I would replace the placement of the abilities Encourage and Recruitment: you need Encourage for Recruitment. It is because Encourage can be useful for each heroes, but Recruitment is only for defender heroes and it is too easy to reach it for them. I also suggest to buff its tier1 creature growth bonus from 3 to 4, even it is realy good for Dungeon.


I can see your point of mixing basically a governor-ish skill with an offensive skill like encouragement.  However, this is again a case of you having to pay the price of a more useless skill to get the one you want: in this case Aura of Speed.   Encouragement and Aura of Speed are both excellent, so you have to give up one useful skill slot to get them both.  

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bulya
bulya


Adventuring Hero
posted February 05, 2019 01:34 PM

You probably meant the choice between Aura of Swiftness and Empathy.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted February 05, 2019 07:38 PM

@azalen is 100% accurate on all explanations. If you want the good stuff, you have to pick some wack stuff.

Also intelligence 40% can be still wack if your hero is Knight and has 2-4 knowledge. It is a matter perspective.
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DeepLord
DeepLord

Tavern Dweller
Skeleton
posted February 06, 2019 12:57 AM
Edited by DeepLord at 09:57, 06 Feb 2019.

Thanks for @azalen's answer!


Update of some of my ideas:

-All armys without a leader hero (AI creatures, mine defenders, town defenders without hero...) gain +5 attack and defense. It could compensate the heroes' overpower, and make the mines a little bit more defendable. Gate garrisons gain +10 attack and defense, and the enemy hero's SP reduced by 25%. the gates are so rarely, monumental, have good position on all maps but don't worth to defend them.

-You can not take out creatures from gates, but all of your gates has the same defender army. Sometimes you have more gates and don't worth to divide your army, e.g. on Subterranean Treasures. The take out restriction is for prevent army teleport.

-Recruitment ability has an other low bonus: You gain 3 Defenders per hero level into the garrison of the visited mine (can not be doubled). These Defenders can not be taken out from the garrison but can be dismissed. This ability gave bonus only for the governers, this new low bonus could be useful for the conquerors too.

-AI creatures always has 4 troops. Not just on the new random generated maps, but on all of them. Minimum one of them are shooter and one of them are large enemy. Fight against AI creatures is much simplier than against AI players, becuase of the diversification of the armies.


New ideas:

-There could be a sign on the cursor on the the map when we riding with a hero to show the last place where we can go without lose the usage of the spell Town Gate. I can load the Autosave when I left less then 2000 movement point but it isn't an option in PvPs.

-There could be route planner: we chose the intermediate point(s) and it shows the route to let we see the last point where we can go. Sometimes I just don't know that could I attack X or go into a town if I go first to some other places. I could be used e.g. by press Shift.

-The Critical Hit ability should make your lucky hits deals double damage instead of boost it just to 1.83 times higher. It is just weak and needs Soliders Luck what is also realy weak almost always.

-Plauge Tent: The ability to chose between heal or deal damage is useless, and I don't understand why is it effect with the resurrection artifacts. Its bonus is also realy low. I would like to rework it:
The Tent is able to consumes corpes. It is a whole turn action for the tent. After it the tent will have 100% increased healing and max HP for the rest of the battle. The actual HP is increasing too.


And a question:

-When I edit a map or make new map and allow all the heros, there aren't the 5.5 heroes in the game. How could I add all of the heroes to start on my custom maps? I use the MMH55_Editor_64.exe. Thanks for your answer

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okrane
okrane


Famous Hero
posted February 06, 2019 03:04 PM

Hey guys. Do you know any cool maps i can play single player which arent in the regular distribution?

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