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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 ... 368 369 370 371 372 ... 400 435 · «PREV / NEXT»
dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 05, 2019 08:45 AM
Edited by dredknight at 08:57, 05 Apr 2019.

Thank you that was very valuable input!

I agree on all of the stuff:
- Havez + frezny and claw + initiative artifacts
- Wyngaal combo - not sure about that here... Except Unicorns and treants Sylvan units die pretty fast. And the current A/D bonus of 2.5% is not enough to do a killblow damage on hit 1. except it is again a mage with very low stats. I need someone to punish me with this in a game xD.
- dwaves creeping
- Stalker Creeping sure you can get a few more turns but still you need one mistake in one battle and things go really bad. Dungeon has no creatures that can be given away as a buffer.
- firewall stacking - nothing to add but as a whole any destruction/summoning build has this feat of early breaking the gateway.
- Regeneration - From one hand this is the saving grace for Stronghold Magic. For buffed races as Fortress it makes PvE even easier than it is.

I may have one suggestion for fortress. It is really a powerhouse in the end and creeping is one of the easiest early game.

One thing I have noticed is that T5 hits very very hard and has the best T5 survivability in the game due to Runes and the faction having a defensive bias. The second such powerhouse is Fortress T2.

T2 and T5 average damage output is very high due to their survival rate.

Instead of balancing them by making runes and town build more expensive why not just leave them focus the faction on what they are - tanks and crowd control/special skill abusive. Just strip down the excess damage they already do.

Besides making them even to the rest factions I believe the change will make them stand out and be even more unique than before.

I need to sit down and make notes on how in reality this can happen with making things worse for them.



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azalen
azalen


Responsible
Known Hero
posted April 05, 2019 08:36 PM

dredknight said:
Thank you that was very valuable input!

I agree on all of the stuff:
- Havez + frezny and claw + initiative artifacts
- Wyngaal combo - not sure about that here... Except Unicorns and treants Sylvan units die pretty fast. And the current A/D bonus of 2.5% is not enough to do a killblow damage on hit 1. except it is again a mage with very low stats. I need someone to punish me with this in a game xD.
- dwaves creeping
- Stalker Creeping sure you can get a few more turns but still you need one mistake in one battle and things go really bad. Dungeon has no creatures that can be given away as a buffer.
- firewall stacking - nothing to add but as a whole any destruction/summoning build has this feat of early breaking the gateway.
- Regeneration - From one hand this is the saving grace for Stronghold Magic. For buffed races as Fortress it makes PvE even easier than it is.

I may have one suggestion for fortress. It is really a powerhouse in the end and creeping is one of the easiest early game.

One thing I have noticed is that T5 hits very very hard and has the best T5 survivability in the game due to Runes and the faction having a defensive bias. The second such powerhouse is Fortress T2.

T2 and T5 average damage output is very high due to their survival rate.

Instead of balancing them by making runes and town build more expensive why not just leave them focus the faction on what they are - tanks and crowd control/special skill abusive. Just strip down the excess damage they already do.

Besides making them even to the rest factions I believe the change will make them stand out and be even more unique than before.

I need to sit down and make notes on how in reality this can happen with making things worse for them.





I like all factions where they are right now including dwarves.  I’d give Inferno and Stronghold very minor buffs somewhere, but they are close enough.

The one thing I have noticed on Impossible creeping is that Dark magic is lacking right now week 1-2.  It’s just a very top heavy school until you get Blind at level 4.  Mass confusion and slow just lack the immediacy you need to avoid losses.  I liked it better when “weaker sorrow” was level 1.



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azalen
azalen


Responsible
Known Hero
posted April 06, 2019 02:24 PM

dredknight said:

- firewall stacking - nothing to add but as a whole any destruction/summoning build has this feat of early breaking the gateway.



I agree partially.  Firewall is where it should be at level 4.  The problem is you get it for free from Pyromancy, which itself, is a good perk.  Summoners only have to get mage guild level 1 for Fire Trap really.   This is sort of a "cheat the game" effect because you didn't invest build turns/resources into your mage guild, yet still got a level 4 effect.  All you did was put a skill point in Pyromancy, which you would have done anyway because it is an excellent week 1-2 creeping perk.  

At least with Master of Life, you have to invest skill points in 2 spell schools to get Regeneration.  

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pomm
pomm

Tavern Dweller
posted April 07, 2019 07:01 PM

Hi, I just started using this mod. I'm sure it's been said before, but it never hurts to hear it one more time, great mod!

I'd like to know if there's a settings text file of sort where I can change some values?

Right now I'm mostly interested in tweaking 3 things:
- Reduce the XP bonus to secondary AI heroes (My understanding is they get this because they don't use governor, which is fine, just seems a little bit too high);
- Turn off or reduce dungeon growth rate (e.g. Dwarven Treasury, Temple of Blood, etc.);
- Turn off town conversion (I'm reading I can move the MMH55-Settings.pak file to disable it, but also that some other settings might be found in that file, so not too sure what else might be affected?).

Cheers!

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 07, 2019 08:24 PM

Hello @pomm!

Everything but the secondary AI heroes XP is in the MMH55-settings.pak file. There are in-line comments so you will find the things you search easy. Check this guide on how to edit the pak file.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted April 07, 2019 08:50 PM

azalen said:
The problem is you get it for free from Pyromancy, which itself, is a good perk.  Summoners only have to get mage guild level 1 for Fire Trap really.   This is sort of a "cheat the game" effect because you didn't invest build turns/resources into your mage guild, yet still got a level 4 effect.

Normally I'd be against free spells like that but the original game design is pretty damn random and inconvenient without them. I dislike how a skill can bypass the mage guild when most schools have 2 spells per tier but it can't be helped. If anything, I'd say that destructive dungeon has a far easier time. Compared to 3.1 it's essentially easy mode.

Summoning early game is pretty random too if you cannot get firetrap. Perhaps it'd be fairer if the untrained spell spawned more mines and it was moved to tier 2 but I love firetrap creeping too much to actually support that That is if Master of earthblood doesn't give it for free, I do not remember.
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pomm
pomm

Tavern Dweller
posted April 07, 2019 11:51 PM

dredknight said:
Hello @pomm!

Everything but the secondary AI heroes XP is in the MMH55-settings.pak file. There are in-line comments so you will find the things you search easy. [url=https://www.moddb.com/mods/might-magic-heroes-55/tutorials/mmh55-customizing-town-management]Check this guide on how to edit the pak file[/url].


I'll have a look at that, thanks!

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 08, 2019 12:11 PM
Edited by magnomagus at 12:23, 08 Apr 2019.

about necromancy: the skill lord of the undead is strong if you almost only raise skeletons throughout entire game with use of rings of health/bloody claw/vitality etc.

@Skeggy: i fixed the credits on moddb

Quote:
I am using Heroes 5 Tribes of the East in german from gog.com (must be Patch 3.1), with german files for the campaign and the submod for the special hero models.


special hero models mod is not compatible with H55 and will cause serious bugs

CTD issues are mostly installation issues or technical issues with your PC, otherwise everyone would have them.
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Gidoza
Gidoza


Famous Hero
posted April 09, 2019 03:27 PM

dredknight said:
Thank you that was very valuable input!

I agree on all of the stuff:
- Havez + frezny and claw + initiative artifacts
- Wyngaal combo - not sure about that here... Except Unicorns and treants Sylvan units die pretty fast. And the current A/D bonus of 2.5% is not enough to do a killblow damage on hit 1. except it is again a mage with very low stats. I need someone to punish me with this in a game xD.
- dwaves creeping
- Stalker Creeping sure you can get a few more turns but still you need one mistake in one battle and things go really bad. Dungeon has no creatures that can be given away as a buffer.
- firewall stacking - nothing to add but as a whole any destruction/summoning build has this feat of early breaking the gateway.
- Regeneration - From one hand this is the saving grace for Stronghold Magic. For buffed races as Fortress it makes PvE even easier than it is.

I may have one suggestion for fortress. It is really a powerhouse in the end and creeping is one of the easiest early game.

One thing I have noticed is that T5 hits very very hard and has the best T5 survivability in the game due to Runes and the faction having a defensive bias. The second such powerhouse is Fortress T2.

T2 and T5 average damage output is very high due to their survival rate.

Instead of balancing them by making runes and town build more expensive why not just leave them focus the faction on what they are - tanks and crowd control/special skill abusive. Just strip down the excess damage they already do.

Besides making them even to the rest factions I believe the change will make them stand out and be even more unique than before.

I need to sit down and make notes on how in reality this can happen with making things worse for them.





If you want to balance individual units, use my Power Excel sheet to assess the actual power of the unit and adjust them accordingly.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 09, 2019 06:54 PM

Thanks Gidoza,

I will check that out but as for now I am busy with other MMH55 things so I put this on the queue  .

@Magno in RC11 there is no Casual mode for the AI in the game lobby.
Only Offensive and Defensive strategy is available for MMH55_64.exe

For Utility_64.exe the AI gets money, artifact or recruitment bonus.

Did something changed from RC10 Beta 4?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 09, 2019 09:21 PM

Nothing changed, utility never had it, but mmh55_64 still has it.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 09, 2019 10:16 PM

I see. Thanks!
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Kenso33
Kenso33

Tavern Dweller
posted April 11, 2019 08:04 PM

Love it, but bugs?

I discovered the mod (and this community) just a few days ago and I'm already loving it! Heroes 5 has been one of my favorite games of all time.

Most people grew up with Heroes 3, but not me. I remember the day I finally purchased Heroes V Gold Edition at my local Gamestop, age 11 or something. Everytime I visited that shop I had to pick it up, look at the pictures and read the backside. Ever since then I've been a fan!

Heroes 6 was pretty cool as well (not as cool), I've spent many hours on that game. Not a fan of Heroes 7 though...

Anyway, I tried playing the mod yesterday and was blown away. Great content! But man is it hard!! I think I put on the easiest settings possible(normal?) and those creature camps made me really try hard. After a five hour session I gave up.. The AI was far beyond me in strength (no idea how, to be honest).

What bothered me with the mod was that the (visited) notifier was always on. If I had visited a Witch Hut with a hero, it said so for all other heroes even though I had only visited with that one hero. Hopefully this is something you're aware of! (If not then you are now ).

If you actually took your time reading this, thanks! That just tells me the newcomers gets attention too, which is awesome!

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anl93
anl93


Hired Hero
posted April 11, 2019 09:01 PM

Kenso33 said:
What bothered me with the mod was that the (visited) notifier was always on. If I had visited a Witch Hut with a hero, it said so for all other heroes even though I had only visited with that one hero. Hopefully this is something you're aware of! (If not then you are now ).!


It poped up on my mind too, it will be great if it was fixed.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 11, 2019 09:11 PM

The visited texts are not possible to fix.

Quote:
Anyway, I tried playing the mod yesterday and was blown away. Great content! But man is it hard!! I think I put on the easiest settings possible(normal?) and those creature camps made me really try hard. After a five hour session I gave up.. The AI was far beyond me in strength (no idea how, to be honest).



Copied from moddb:

Activate casual game mode, the setting is located among the starting bonus options, do not use 'restart mission' after loading the map or it will revert to default (unfixable hidden bug). Set AI to defensive. If it is still too hard switch on AI handicap in settings file (see tutorial town management) and if you use RMG don't set neutrals below strong, since that will make AI harder.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 17, 2019 12:38 PM

@Magno, could you share the current mini artifact settings (base + growth per point of knowledge) so I can fix it in the manual.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 17, 2019 04:15 PM
Edited by magnomagus at 16:19, 17 Apr 2019.

I think deflaktors patcher can tell you the values since i don't have them anywhere.

EDIT: Wait, they were hidden in ingame creature manual release notes:

-- Attack-Defense: 1 + K*150/1000
-- Shatter: 1 + K*100/1000
-- HP: 1 + K*167/1000
-- Luck&Morale: 1 + K*50/1000
-- Speed: 1 + K*25/1000
-- Initiative: 1 + K*500/1000
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 17, 2019 04:29 PM

Thanks, fixed!
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Boujack
Boujack

Tavern Dweller
posted April 18, 2019 08:42 PM

With Tribes of the East installed is enough (o with Patch 3.1)?

I don't have time for read 300 pages, new creatures o new campaigns finally have included?

Sorry for my english.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 18, 2019 10:02 PM

Welcome to MMH55!
Yes 3.1 is enough. Here is an installation guide.
Check this guide on how to generate ARMG maps. There are no new campaigns.
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