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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 ... 386 387 388 389 390 ... 400 435 · «PREV / NEXT»
bulya
bulya


Adventuring Hero
posted September 16, 2019 02:16 PM

Were there other factors involved, like the Offense skill, or perhaps an artifact?

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BlazeMaster
BlazeMaster

Tavern Dweller
posted September 16, 2019 07:50 PM

How can I edit the hero ability "Flaming Arrows"
so that when the hero acquires the ability the Ballista's appearance will change to a different CreatureVisual file?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 16, 2019 08:13 PM

That's impossible
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Bandaro
Bandaro

Tavern Dweller
posted September 17, 2019 02:09 AM
Edited by Bandaro at 02:11, 17 Sep 2019.

How does exactly exe file AI work? I've been playing mission 3 from Raelag campaign and noticed Inferno reinforcements are stuck - I've loaded the save in utility version and they moved, and the turn progress bar remained the same and AI made their turns quickly. Normally on utility you have vanilla bar, which AI am I using while running utility and loading previous save?

By the way, a funny behavior appeared  in Raelag mission 2. New AI on impossible made really silly decision - they called reinforcements with main army that was like 6 times stronger than the reinforcements themselves, making it much easier to manage, since messenger army disappears. The reinforcements of course didn't move like they never do, but they were pathethic anyway.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 17, 2019 09:09 AM

FYI - there is very rare bug that cause issues in battles (and desync in Multiplayer).

It happens if the following logic is met:
1. During battle player A golems die.
2. Player B unit goes on top of golems corpse.
3. Player A Master Gremlins revive the golem with Repair. At this time golems are revived but Player B does not see them. Because of that reason golems can attack on the battlefield. Player B GUI acknowledges the attack as if it was done from no one (or invisible unit).

I did face this one once in PvP battle and got desync. After some research we found out that what both players see on the battlefield starts to differ after golem repair happens.

Note: I have not tried to reproduce this yet so take it with a grain of salt. The issue on the video is from Markal campaign and it was reported by a discord member.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 17, 2019 12:58 PM

@Bandaro: I don't understand what you mean by 'reinforcements are stuck' or 'call reinforcements'

@dredknight: probably existed in original game
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Bandaro
Bandaro

Tavern Dweller
posted September 17, 2019 06:12 PM

magnomagus said:
@Bandaro: I don't understand what you mean by 'reinforcements are stuck' or 'call reinforcements'


Call reinforcements is a situation in Raelag mission 2, when your enemy sends a token army to the edge of the map to "call the Soulscar clan for help" and this army is then replaced with a script by a host of another AI player.
The strange situation i refer to, is when instead of token messenger army (that I've killed on the way), AI sent his powerstack that vanished upon running the script.

"reinforcements are stuck" is the thing in campaigns, that when another AI player appears with an army on the edge of the map with the task to attack the player (according to plot and original scripts in H5), but he doesn't move at all - it's a long existing ai bug that used to be around 7 years ago back in the original mod adding campaigns to ToE. Apparently you have fixed it for Isabel campaign, i remember daemons staying at portals not attacking Dunmoor, but in Raelag's campaign they do not move an inch.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 17, 2019 06:42 PM

this is not an AI issue, but an issue with the campaign script
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KJeraD
KJeraD

Tavern Dweller
posted September 18, 2019 08:30 AM

@magnomagus

The thing is my randomly generated maps' descriptions are partially generated in Polish and partially in English, despite previous traslation's maps' descriptions having well-generated text that describes the map, if that makes sense.

I have an originally English copy of the game and I switched to Polish just for testing.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 18, 2019 01:04 PM

Could you copy paste such a half english half polish text here?, maybe i can see where it comes from
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KJeraD
KJeraD

Tavern Dweller
posted September 19, 2019 01:11 AM
Edited by KJeraD at 01:23, 19 Sep 2019.

https://imgur.com/a/ga6bIAC

There you go. The problem is only the case for Size, Monster Strength, and Water/No Water.

@edit

I've also double-checked translation files for added options for RMG and everything seems to be in order.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 19, 2019 02:33 AM

I guess you mean files in UI/RMGScreen folder?, maybe if your game wasn't patched to 3.1 it does use txt for variables in the .exe file. otherwise i don't know.


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KJeraD
KJeraD

Tavern Dweller
posted September 19, 2019 09:54 AM

Yeah, I guess it could be the case. I'll investigate.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 21, 2019 08:34 PM

new version is uploaded

MMH55 Release Notes (RC12b)
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thGryphn
thGryphn


Promising
Famous Hero
posted September 21, 2019 10:13 PM

^ Awesome job!

Thank you all who contributed to these fixes!

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bulya
bulya


Adventuring Hero
posted September 21, 2019 11:27 PM
Edited by bulya at 01:31, 22 Sep 2019.

Since we also deal with balance issues, dredknight proposed I post here some thoughts I had after playing some Dungeon might (Yrwanna) hero and having a talk with the guy I'm playing with who was using a very similar stuff while playing Lucretia and other might oriented heroes.

We both agreed that the combo of Stunning strike + Chain attack + martial arts can be too strong sometimes. I think how strong it is depend on the creatures it is put on, the more initiative the creature has as well as morale the better it becomes, especially if the creature doesn't have to stay near its target and doesn't take retaliations.
For example, Yrwanna is a mediocre creeper until she gets stunning, then she becomes a creeping monster. My friend played her as well and completely agrees with me on that point. That is due to the initiative of Blood Sisters (14), Blood furies (16) and even Assasins (12). Combined with the leadership skill Overlords start with, those have 5 morale. Which means that a Blood Fury gets to not hit, but stun an opponent stack about twice per hero turn. And that is without putting itself in danger due to the strike and return as well as no retaliation abilities of the creature. This way even a low number of furies combined with stunning strike and martial arts can take down very hard creeps like emerald dragons, red dragons and others (upgraded cyclopes etc). The martial arts is also part of it because it has a high percentage of triggering which makes the hero do double damage with its chained attack, and when fighting T7 creatures this becomes the main damage output of the army as long as we are speaking the first month of the game, even when the number get to like 70 furies.

But 70 furies is somehow understandable, as with Ingvar I can do quite the same with retaliation strike + 100+ Mountain guards.
The point that led me to not even question how OP this combo is was when I won a creep of about 60 Thunder Thanes with 7 stacks of 1 assasin each. Sadly I don't have the replay, but the idea there was putting chain attack on an assasin at the corner, let him trigger stunning as with the hero stun, use the other assasins as blockers, and once the assasin that had the chain on himself dies use another one for the very same purpose. I played Haven a lot and did similar stuff with Marksmen, but it didn't seem that OP for them as the only creep I could do it against was very slow one by both, init and speed. But with assasins that have 12 init it can be abused to the point they beat very mobile and avarage init creeps. Not to speak that some of them died on turn 1 as the thunder thanes had their Storm Bolt at the very beginning of the battle.
I was lucky to some extent as that creep appeared as 3 stacks of Thunder thanes rather then 4 smaller stacks (how big the stack is doesn't matter vs a stack of 1 assasin). But I'm certain I could have done it vs 4 stacks of unupgraded thanes as they don't have the Storm Bolt which enabled those 3 Thuner Thanes take 3 assasins out of the equation on turn 1.
I wouldn't have been able to do it without Martial arts, and as it triggered very often as it should be and dealt twice the hero damage. The hero was leveled up to above level 20, but I used this way of beating the thunder thanes because I didn't want to lose a lot of army to their Storm Bolts, and those Storm Bolts make me put some of my creatures in danger, as in case I have two adjacent creatures the storm bolt will do damage to them both.

To make thins clear, we played on an ARMG map with very strong creep on Heroic difficulties as well as a rich map made by my friend on Impossible difficulty.

I think the combo of chain attack + stunning strike + martial arts should be nerfed to some extent. Speaking with my friend, who abused it in his own ways and agreed with me we had several ideas:

1. reduce how much the strike stuns the enemy. For now I think its 0.4 of the ATB bar, reducing it to an extent may help. In case it will effect Sharpshooters who can stun enemy units as well there are other ways of nerfing it.

2. A nice suggestion my friend had was swapping between Stunning strike and Armor Spikes. This way the combo of Stunning strike + chain attack + martial arts is no longer possible because avenging strike will have to be learnt as well. Not only it breaks this trio that can be deadly with some heroes it will also make more sense now to go for the path of avenging strike when learning Combat. The only problem with it I think is that it can hurt Death Knights too much. I think they rely on the chain attack + stunning strike combo, but with such a change they can no longer achieve that. But a simple solution can be giving the death knights chain attack as the perk from Combat rather then martial arts. This way they can't learn preperation, but preperation is worthless for Necro (while can be nice in some other situations), so i don't think a Death Knight loses that much by that. Only that he can combo either chain attack + martial arts, or chain attack + stunning strike, but not all 3 together.

3. Perhaps a third and the simplest way of nerfing it is reducing how strong the hero hits when the attack is chained. For now its the same if the chain is on a shooter, and even boosted if the chain is on a non shooter, which blood furies are. But what if we reduce how strong the chained attack is, say half the hero levels if the chain is on a shooter or a creature that never takes retaliations, and 6% if the chain is on a meele creature that can take retaliations.

4. Another way is making sure the chances of martial arts triggering when its a chained attack is 0, this way the skill wheel doesn't have to be changed.

5. And the last one was denying the stunning strike from chained attack, and making it so that only the hero itself stuns an enemy creature. This seems to me as the strongest nerf, but I think it may turn to be unfair to some classes the rely on combat quite a lot, like Death Knights or even Chieftains.

I must say that at least from my experience, many might heroes rely on the combo of chain attack + stunning strike. But some rely on it more then others. The reason I mentioned Death Knights is not only because they start with Martial arts, but also because they rely on it quite a lot, and for them its harder to abuse because they don't have morale boosts.
Haven knights for example, can do it without it, and I creeped well using retaliation strike instead of stunning strike. In some cases even Preperation instead of chain attack when I played Haven Knights. Orcs may suffer a bit, but I think chain attack + stunning strike is enough for them as well due to the relatively high initiative of Centaurs.

P.S. I gave the Dungeon example above as the one that shows how strong it is because Dungeon might was the class I played the most recently, but I abused it before with other factions as well, and my friend abused it with many might heroes. So reducing the blood furie's or Assasin's initiative won't be enough to deal with it and might turn to be a non necessary nerf to Dungeon.

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Gandalf196
Gandalf196


Disgraceful
Supreme Hero
posted September 22, 2019 12:35 AM

Gandalf196 said:
By HOMM3 HD, I mean this one:

https://sites.google.com/site/heroes3hd/

By borderless window, I mean a mode that combines the best of fullscreen and windowed modes. Borderless windowed mode looks like fullscreen mode, but it’s really windowed mode running at full-screen size with no borders. It combines the benefit of having your game take up the whole screen with the convenience of being able to "ALT-TAB" really fast (without the current incovenient transition) and to point to another monitor instantly.


Alternatively, would it be possible to make the game run while alt-tabbed? So that one could browse the web, for example, while the turn passes, instead of needing to have the game focused in order for the turn to end.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 22, 2019 12:49 PM
Edited by magnomagus at 12:56, 22 Sep 2019.

@bulya: can't say for sure right now if it is OP or not, but most of what you say is not possible, only removing 10% chance bonus and reducing stunning length. swapping places is technically possible but lot of hassle with the wheels and thematically undesirable.

When people play the game with very strong monsters and 'impossible' battle site growth it is pretty much assumed that the player is so experienced to use all tricks in the book to make some crazy victories, because if you are going to give all those neutrals a straight fight you are not going to make it.

For experienced players perfect victories are not uncommon or considered a problem for balance, you can actually beat almost any single stack 2x2 neutral without losses using summoning magic and smart use of the battlefield obstacles. Ideally the RMG places as much mixed stacks as possible since single stack neutrals are inherently extremely exploitable.

Casual players don't really care to constantly swap armies to pull of a 7 stalkers trick, also if experienced players use a 'no saving/loading' regime they might think twice, if the trick just falls one stalker short it is going to be really expensive rehiring and walking back the hero.



@Gandalf196: not possible, I'm aware some crazy modding has been done on H3, but for all we know those could be the kind of people looking half of their adult life at assembly code and spending their vacations cracking denuvo.
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thGryphn
thGryphn


Promising
Famous Hero
posted September 22, 2019 06:14 PM

Sorry, but there are many ways to do incredible creeping feats (especially at level 20+) and Chain+Stunning is just one. With bulya's logic of eliminating them, the game would suffer.

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frogo
frogo


Adventuring Hero
posted September 22, 2019 07:42 PM

It is not about eleminating them all, but putting them into the right balance. You could make a perk giving the hero infinite dmg while creeping, and sure while there are other ways to achieve big  victories, that one would still look kind of overpowered.
Right now, basically any might hero will immedialty go down the stunning strike + ma route, as its creeping potential is unmatched. You can also achieve this combo way before lvl 20, need no spells and not much of an army. It works for any might race alike, with the same perks (except for seers... because they dont have combat. they surely would go down that route aswell if they could). I would never recommend trying to deny the player from doing these sort of "abusing" victories, because coming up with ways to deal with huge creeps with a way weaker army is one of the things that makes creeping exciting and also one way to differ between skill levels of players. This combo doesnt need much thinking tho, it works always for basically any might hero. I for one do not care that much if its nerfed or not, but i ll have to admit that i would surely still pick stunning strike if its reduction was 0.3 instead 0f 0.4. Also, generally i would consider myself more of a magic player, but recently i found myself playing might pretty much every game, because i feel like its just the stronger way to go, mostly because of this simple combo.
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