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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 50 100 150 200 250 300 350 400 ... 409 410 411 412 413 ... 435 · «PREV / NEXT»
dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted June 16, 2020 06:47 PM
Edited by dredknight at 18:49, 16 Jun 2020.

Along the years I've heard some complaints that it is hard to make a viable T6-T7 stack because they:
- enter latest in the game
- have high resource demands - rare resources
- require multiple significantly developed castles to maintain growth on par with other tier units
- have less opportunity for bonus unit income (dwellings, special adv map sites).
- On top of that the stack is easily dwindled by high level hero attacks so Might hero + combat.

I think what happened by this boost is very healthy for the game as T7s are now bane for the mages and pivot of stability for Might heroes in PvP battles Might vs Magic.

I would like Bulya or Frogo to comment this.
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Bulya
Bulya


Adventuring Hero
posted June 16, 2020 07:08 PM

I kind of agree with dreadknight. Final battles aren't necessary decided by how big the T7 stack is, and at least in RC13a and before the hero attack, balista (which ignores defense with flaming arrows) and especially destruct just erases the T7 stack, even if its a double digit one of say 30+ T7 (among many final battles, I remember only one where a T7 stack played a significant role).

Some balanced and light/summon magic heroes can rely on the t7 for creeping, but those are definitely not magams. Magams are purely for the final battle, which is why I don't value them that highly. And even then, it takes some time to have enough t7 to creep with (a single one is not enough, on ARMG they are accessible only on week 3 while all other dwellings can be built by the end of week 2, and on our other maps its kind of one week ahead of that), so t6 creeping in the mid game is more popular (especially for druids, enchanters, former paladins, and can change now with more balanced classes having access to light).

So making the T7 slightly more important can actually be healthy for the game.

Not to speak that we can't really say much without testing this change. I test the beta for now, but my tests don't really get to the stage I have T7 stacks as I test many different heroes to see how strong are they in the early and mid game.
We will get there soon in our game with Frogo, and he actually plays Frotress there, so we will see how significant the new magamas are. My anticipation is that they won't be that significant in the final fight, but there is still time for that, and I kind of expect Frogo to save resources to have as many of them as he can considering the hero I play.

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thGryphn
thGryphn


Promising
Famous Hero
posted June 16, 2020 07:10 PM

dredknight said:
Along the years I've heard some complaints that it is hard to make a viable T6-T7 stack because they:
- enter latest in the game
- have high resource demands - rare resources
- require multiple significantly developed castles to maintain growth on par with other tier units
- have less opportunity for bonus unit income (dwellings, special adv map sites).
- On top of that the stack is easily dwindled by high level hero attacks so Might hero + combat.

I think what happened by this boost is very healthy for the game as T7s are now bane for the mages and pivot of stability for Might heroes in PvP battles Might vs Magic.

I would like Bulya or Frogo to comment this.


True that there are aspects that are much harder to quantify. Above are all valid points.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 19, 2020 06:57 PM
Edited by magnomagus at 18:58, 19 Jun 2020.

forgot to mention this here but new german translation of RC13 is available:

https://www.moddb.com/mods/might-magic-heroes-55/addons
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kyjoz18
kyjoz18

Tavern Dweller
posted June 19, 2020 11:21 PM

magnomagus said:
forgot to mention this here but new german translation of RC13 is available:

https://www.moddb.com/mods/might-magic-heroes-55/addons


how to translate dialogs from base and hof campaign.

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asifbaig
asifbaig

Tavern Dweller
posted June 20, 2020 08:05 AM

Is it possible to get shortcuts for splitting stacks quickly in Heroes 5.5? In Heroes 3 modded version, you can shift click a stack multiple times to split it the way you want. So if I have 60 Pikemen and shift-click once, it will split into two stacks of 30. If I shift-click again, it will split into three stacks of 20. Another shift-click will make it four stacks of 15. This is extremely convenient when splitting grand elves as Rampart.

Another very useful shortcut is ctrl click. It removes a single unit from the current stack and places it as a new stack. So if you want cheap 1 stack blockers for your archers, you can just ctrl-click a stack of 100 pikemen 5 times and you'll get 5 stacks of 1 pikeman each and the remaining stack with 95.

Thanks for making this amazing mod, by the way. It's like playing a new game all over again!
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funked15
funked15


Hired Hero
posted June 20, 2020 10:25 AM

asifbaig said:
Is it possible to get shortcuts for splitting stacks quickly in Heroes 5.5?


Hold shift click and drag to a vacant slot. You can do it in tactics phase or in the hero management screens.

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asifbaig
asifbaig

Tavern Dweller
posted June 20, 2020 12:14 PM

funked15 said:
asifbaig said:
Is it possible to get shortcuts for splitting stacks quickly in Heroes 5.5?


Hold shift click and drag to a vacant slot. You can do it in tactics phase or in the hero management screens.


Yeah but that's the "slow" way. In my current game, I'm playing Academy and using 1 stack gargoyles to protect my gremlins while creeping. In order to create five stacks of 1 gargoyle, I have to:

- shift-click drag to empty spot
- select the number of gargoyles in target stack
- press 1
- Hit enter

And now I repeat that 4 more times.

In H3Modded (as I described), I only need to ctrl-click 5 times to make 5 stacks of 1 gargoyle each, that's it.

This might not seem like a big deal but the convenience becomes apparent when you have to replace lost stacks after each battle.

Another issue is when I'm playing Preserve and want to split Master Hunters into 3 equal stacks. I have to calculate the amount to put in each stack when the numbers are high. In H3Modded, it was shift-click thrice and you have 3 equal stacks. No hassles.

That's what I'm looking to do in H5.5. If there's a mod that allows this already, I'd love to get a link for that.
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bulya
bulya


Adventuring Hero
posted June 20, 2020 04:20 PM

if you have a big stack of a creatures, and you want to split them to say 6 stacks of just 1 creature,just split first from the big stack a small stack of 6 creatures, and then split the small stack again and again without hitting numbers and you will get to 6 stacks of 1 creature each.

This is quite fast, and I use it a lot.
If you want only 3, then make a stack of 3, and split it twice. You get 3 stacks of 1 creature each.

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asifbaig
asifbaig

Tavern Dweller
posted June 20, 2020 07:16 PM
Edited by asifbaig at 19:19, 20 Jun 2020.

That's certainly better than what I do. But H3's method tops even that.

Here's a comparison video of the two methods.

https://streamable.com/f03d2n

The H3 method is instantaneous, the H5 method is six times longer.



Not to mention the awesome ability to split into equal stacks in H3:

https://streamable.com/jd2x8d

This would be a very welcome quality-of-life feature for early game.
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Rimgrabber
Rimgrabber


Promising
Famous Hero
Voice in Gelu's Head
posted June 20, 2020 11:08 PM

I second this. I usually prefer H5 over H3 but this is a rather annoying inconvenience for me.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 21, 2020 10:52 AM
Edited by magnomagus at 10:54, 21 Jun 2020.

this issue is on my radar, but it is complicated and a mod isn't currently available.

Quote:
how to translate dialogs from base and hof campaign.


I think the english text that needs to be overwritten are in the usermods folder
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asifbaig
asifbaig

Tavern Dweller
posted June 21, 2020 05:04 PM

magnomagus said:
this issue is on my radar, but it is complicated and a mod isn't currently available.


Just wanted to bring this to your attention. Take your time. Hoping to see it implemented some time in the future.
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Velote
Velote


Hired Hero
posted June 27, 2020 05:57 AM

Guys I've got an idea for a new Ultimate Skill, it's called EULA and prevents the enemy hero in combat from carrying out certain actions altogether (probably selectable from a list like the Sylvans' Favored Enemies).

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EmperorObama
EmperorObama

Tavern Dweller
posted June 27, 2020 05:20 PM

Ladder Map no scripts?

Greetings,

I recently started a new game (RC14 beta3) on Ladder map. Town Management spell isn't in the spellbook, witch huts don't ask questions, I didn't receive Ice Bolt along with Master of Ice. Other maps I played worked just fine.

Have a nice day and keep up the good work

Konrad

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Bulya
Bulya


Adventuring Hero
posted June 27, 2020 05:31 PM

It sounds like you don't have the scripts activated.
Check this guide to see how is it done:
How to generate an ARMG map

Check the map scripts section.

I already played a couple of ARMG maps, including the new ladder template, and didn't have such issues. The issues I did have were reported alredy.

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EmperorObama
EmperorObama

Tavern Dweller
posted June 28, 2020 12:00 PM

Bulya said:
It sounds like you don't have the scripts activated.
Check this guide to see how is it done:
[url=https://www.facebook.com/notes/might-magic-heroes-55/how-to-generate-an-armg-map-mmh55_editor_64exe/1541810232596501/]How to generate an ARMG map[/url]

Check the map scripts section.

I already played a couple of ARMG maps, including the new ladder template, and didn't have such issues. The issues I did have were reported alredy.


Yep, but the map was preinstalled with 5.5 (I didn't generate it). It should work out of the box.


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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted June 28, 2020 11:45 PM
Edited by FirePaladin at 23:47, 28 Jun 2020.

Quoting Galaad from Quantomas AI thread:

What keeps me from playing H5.5 that much is that regular Titans can't shoot. And they're way better looking than the alternate version.

This kills H5.5 for me.
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"Goblins use pistols because a shotgun recoil would kick them off the ground flying."
The Reckoning.... it's drawing near....

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 28, 2020 11:53 PM
Edited by magnomagus at 23:55, 28 Jun 2020.

I can relate to titans looking better, but you are aware they can still shoot with their ability which is buffed significantly?

In my opinion the animation for that shot was more epic, so felt it didn't need the regular shot and open up the possibility to make them tactically different.
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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted June 29, 2020 12:00 AM

Doesn't matter. The black ones look awesome, and I want them to be able to shoot, and I don't give a crap about +10 max damage and +20 hp if they can't shoot and be real Titans.
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"Goblins use pistols because a shotgun recoil would kick them off the ground flying."
The Reckoning.... it's drawing near....

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