|
|
magnomagus
Admirable
Legendary Hero
modding wizard
|
posted October 05, 2019 07:12 PM |
|
|
|
magnomagus
Admirable
Legendary Hero
modding wizard
|
posted October 06, 2019 09:41 AM |
|
|
@dredknight:
I think there is a problem with the russian translation for RC12b, the txt files are wrong format UTF-8, but i don't know how it became this way or how to change them all back.
____________
MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
|
|
KJeraD
Tavern Dweller
|
posted October 06, 2019 10:44 AM |
|
|
Another possible bug:
Cheaper Ballista town specialization doesn't reduce the price of Ballista in the Forge, whereas First Aid Tent and Ammo Cart specs work.
____________
|
|
dredknight
Honorable
Supreme Hero
disrupting the moding industry
|
posted October 06, 2019 12:07 PM |
|
|
|
magnomagus
Admirable
Legendary Hero
modding wizard
|
posted October 06, 2019 07:50 PM |
|
|
|
dredknight
Honorable
Supreme Hero
disrupting the moding industry
|
posted October 06, 2019 08:14 PM |
|
|
I do changed one txt file -> MMH55-Texts-RUTextGameArtifactsEndlessSackOfGoldDescription.txt
There was one BR with missing bracket. I will check on it and see if changing it back will fix it.
P.S.
Weird... all texts are in UTF-8. I didnt do such a change.
____________
Join our official discord channel | NCF Utility Beta
|
|
magnomagus
Admirable
Legendary Hero
modding wizard
|
posted October 06, 2019 08:30 PM |
|
|
do you still have the original files, the complaints on moddb start after 28, somehow the old ones worked
Quote: I will check on it and see if changing it back will fix it
that makes no sense, it must be formatting or filedates
____________
MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
|
|
dredknight
Honorable
Supreme Hero
disrupting the moding industry
|
posted October 06, 2019 08:34 PM |
|
|
Ok I found why it happened. It was my fault, it seems in the hassle I've created the new pak from the source files I use for the wheel application. Those source files are converted in UTF-8 because the framework cannot read the default h5 encoding.
Uploaded the privious version with the text fix.
I do also tested it and it works. I will drop a message on FB if anyone is confused.
____________
Join our official discord channel | NCF Utility Beta
|
|
thGryphn
Promising
Famous Hero
|
posted October 06, 2019 09:55 PM |
|
Edited by thGryphn at 21:56, 06 Oct 2019.
|
I don't know if anyone would agree but I feel that the 0.4xLevel Hell Hound weekly spawning for non-Gating Inferno heroes is a tad too much, and mainly because it's cumulative.
With three towns and 5 heroes with a sum of levels of 60, that spawns 72 Hounds every week, and many more can be easily achieved.
Possible solutions to this (potential) issue:
1) Reduce the 0.4 multiplier, or
2) Make it not cumulative, or
3) Award it to only the top eligible hero who is also not a governor, or
4) A combination thereof.
|
|
dredknight
Honorable
Supreme Hero
disrupting the moding industry
|
posted October 06, 2019 10:12 PM |
|
|
The Gryphn,
I just played Inferno and I lost about 50-60 Cerberi by accident on first 2 months (Template Jebus - main + 2 side castles), partially my fault but I would like to say that inferno is very risky race to play overall. And this was hero with Gating.
I believe for a hero without gating things will be even worse, especially when combat stunning strike is being nerfed.
____________
Join our official discord channel | NCF Utility Beta
|
|
thGryphn
Promising
Famous Hero
|
posted October 07, 2019 09:39 AM |
|
|
dredknight said: The Gryphn,
I just played Inferno and I lost about 50-60 Cerberi by accident on first 2 months (Template Jebus - main + 2 side castles), partially my fault but I would like to say that inferno is very risky race to play overall. And this was hero with Gating.
I believe for a hero without gating things will be even worse, especially when combat stunning strike is being nerfed.
You definitely have a point with how brittle Inferno is, but I still think current Hound spawning is quite open to abuse. I also have to admit I really don't know what the best way to reward non-Gating heroes...
|
|
magnomagus
Admirable
Legendary Hero
modding wizard
|
posted October 07, 2019 02:00 PM |
|
|
on the battlefield gating results in less casualties, so extra troops is fine compensation.
I can probably adjust the formula to make it less abusive on xxl maps without making it weaker on smaller maps, a fixed limit is also possible.
____________
MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
|
|
thGryphn
Promising
Famous Hero
|
posted October 07, 2019 02:35 PM |
|
Edited by thGryphn at 14:36, 07 Oct 2019.
|
magnomagus said: on the battlefield gating results in less casualties...
This is surely true but gating requires a skill slot and effective gating requires at least 4 maybe 5 skill/perk levels. A non-Gating hero can easily put those same levels on some other skill to compensate. A Gatekeeper or a Sorcerer may not go for War Machines or Defense or Leadership (for example) which can all make a significant difference in defensive and offensive capabilities. Considering this, I think the spawning boost should only match what that extra 5% gating brings to a Gating hero, not "Gating" ability as a whole.
|
|
dredknight
Honorable
Supreme Hero
disrupting the moding industry
|
posted October 07, 2019 04:41 PM |
|
|
thGryphn said:
This is surely true but gating requires a skill slot and effective gating requires at least 4 maybe 5 skill/perk levels. A non-Gating hero can easily put those same levels on some other skill to compensate. A Gatekeeper or a Sorcerer may not go for War Machines or Defense or Leadership (for example) which can all make a significant difference in defensive and offensive capabilities. Considering this, I think the spawning boost should only match what that extra 5% gating brings to a Gating hero, not "Gating" ability as a whole.
Pardon me but all skills require 1 slot. Also you speak about gating as some kind of useless skill, which I can prove you wrong. As soon as you have basic gating things get way better when creeping. Btw I created official youtube channel for the mod where I will upload some battles and combat tutorials.
I will try to find @Belisarius, may be he can be a co-admin of the channel. His faction videos were really nice back then.
____________
Join our official discord channel | NCF Utility Beta
|
|
magnomagus
Admirable
Legendary Hero
modding wizard
|
posted October 07, 2019 05:29 PM |
|
|
|
frogo
Adventuring Hero
|
posted October 07, 2019 08:13 PM |
|
Edited by frogo at 21:18, 07 Oct 2019.
|
I dont think Gryphin wanted to say that gating is a useless skill.
His argument holds as long as we value gating roughly as high as any other skill. If this is the case, the number of hounds should be compared to the 5% extra gated units and gating itself shouldnt be factored in.
I for one view the extra hounds to be a way more powerful bonus than the extra 5% in gating. Gating sure is very powerful, but for creepingg its mostly important that something spawns, 5% more or less doesnt really matter. For a final fight, the 5% more do matter somewhat, but as you dont need to kill gated units, only the extra dmg output from those extra 5% is important (and maybe hp to a small degree).
As both bonuses scale proportional with #towns, this factor can be discarded.
-Suppose you have 0 losses (this only helps the 5% gating bonus)
-Suppose you gate with all units (this only helps the 5% gating bonus)
-Suppose you have a castle in every town and every dwelling build
(this only helps the 5% gating bonus)
-Suppose you ve got enough money to buy all units (this only helps the 5% gating bonus)
#extra gated units from 1week growth are:
1.7 t1
1.5 t2
0.8 t3
0.5 t4
0.3 t5
0.2 t6
-Suppose all units are upgraded (this only helps the 5% gating bonus)
the extra army through gating costs:
1.7*50+1.5*75+0.8*180+0.5*350+0.3*760+0.2*1666 = 1077.7 gold
and 1077.7 gold corresponds to 1077.7/180 = 6 hounds.
This does not mean the extra hounds should be 6 per town per week.
Even if we disregard all the assumptions we made along the way helping the 5% extra gating, we dont actually get this army worth 6 hounds per week. Its only extra gating, meaning we only really get the dmg-output of this 6-hound-worth-army in a fight, but not the hp. So the hound bonus should be lower than 6 hounds per week.
But 6 hounds are already gained as soon as your hero lvls have a sum of lvl 15. You probably didnt even build the buildng for that bonus until then.
As a solution, i dont think you should stop having it scale with towns, as that will cause imbalances on a variety of maps. I think t has to be scaled down, while the gating bonus has to be scaled up.
____________
|
|
thGryphn
Promising
Famous Hero
|
posted October 07, 2019 08:55 PM |
|
|
frogo said: I dont think Gryphin wanted to say that gating is a useless skill.
His argument holds as long as we value gating roughly as high as any other skill. If this is the case, the number of hounds should be compared to the 5% extra gated units and gating itself shouldnt be factored in.
I for one view the extra hounds to be a way more powerful bonus than the extra 5% in gating. Gating sure is very powerful, but for creepingg its mostly important that something spawns, 5% more or less doesnt really matter. For a final fight, the 5% more do matter somewhat, but as you dont need to kill gated units, only the extra dmg output from those extra 5% is important (and maybe hp to a small degree).
As both bonuses scale proportional with #towns, this factor can be discarded.
-Suppose you have 0 losses (this only helps the 5% gating bonus)
-Suppose you gate with all units (this only helps the 5% gating bonus)
-Suppose you have a castle in every town and every dwelling build
(this only helps the 5% gating bonus)
-Suppose you ve got enough money to buy all units (this only helps the 5% gating bonus)
#extra gated units from 1week growth are:
1.7 t1
1.5 t2
0.8 t3
0.5 t4
0.3 t5
0.2 t6
-Suppose all units are upgraded (this only helps the 5% gating bonus)
the extra army through gating costs:
1.7*50+1.5*75+0.8*180+0.5*350+0.3*760+0.2*1666 = 1077.7 gold
and 1077.7 gold corresponds to 1077.7/180 = 6 hounds.
This does not mean the extra hounds should be 6 per town.
Even if we disregard all the assumptions we made along the way helping the 5% extra gating, we dont actually get this army worth 6 hounds per week. Its only extra gating, meaning we only really get the dmg-output of this 6-hound-worth-army in a fight, but not the hp. So the hound bonus should be lower than 6 hounds per week.
But 6 hounds are already gained as soon as your hero lvls have a sum of lvl 15. You probably didnt even build the buildng for that bonus until then.
As a solution, i dont think you should stop having it scale with towns, as that will cause imbalances on a variety of maps. I think t has to be scaled down, while the gating bonus has to be scaled up.
Thank you for keeping emotions out and reading what I wrote
|
|
dredknight
Honorable
Supreme Hero
disrupting the moding industry
|
posted October 07, 2019 08:59 PM |
|
|
Frogo you did a good math!
But I dont think gating % should be increased.
What is not taken in mind is that unlike hero army, gating units can be sacrificed and in next battle they appear once again with same strength.
Frankly I am very pleased with how Gating currently works and scale throughout the game.
If you can give a proper concrete example of why this should be made better please do.
Regarding Cerberi scaling across towns, I cant say anything about the balance because I have not played large maps recently. May be next time!
____________
Join our official discord channel | NCF Utility Beta
|
|
frogo
Adventuring Hero
|
posted October 07, 2019 09:15 PM |
|
Edited by frogo at 21:55, 07 Oct 2019.
|
The fact that losses on gated units dont actually reduce your army does not effect the calculation. While hounds can take losses, so can hounds without the reinforcment. A bigger stack of hounds doesnt mean more losses. If the "extra" hounds take losses, that has to be compared with the normal stack of hounds taking the same amount of losses. Of course, losses can be reduced via gating, but this again takes gating itself in the calculation, which shouldnt be done as long as gating is viewed as a balanced skill and the non-gating hero has a diffrent skill for that.
Also, losses on your actual units do effect the gated units (proportional to the losses) and it equals out.
EDIT:
Quote: Thank you for keeping emotions out and reading what I wrote
trying my best
Quote: Frogo you did a good math!
thanks dred
Quote: Frankly I am very pleased with how Gating currently works and scale throughout the game.
Generally i agree, but the 5% extra, both from the building and especially Gate Master are very underwhelming. Gating itself sure still is very strong, so i dont mind it to much, but these bonuses dont help a lot in boosting it. Its just that gating is strong already without those and they give a tiny boost.
____________
|
|
frogo
Adventuring Hero
|
posted October 07, 2019 09:40 PM |
|
Edited by frogo at 21:57, 07 Oct 2019.
|
I found a mistake in my own train of thought:
When having multiple towns, the extra bonus does not cancel out.
The extra 5% gating scales with the extra building AND the extra growth, meaning extra towns actually help the 5% gating more than the hellhound bonus.
So in a 3 town case, the upper limit should be 18 hounds. 3 Towns certainly isnt little and also i was using some utopia-assumptions in favor of gating to make things easier. The real number should be a decent amount lower.
____________
|
|
|