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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 431 pages long: 1 50 ... 100 101 102 103 104 ... 150 200 250 300 350 400 431 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 25, 2015 01:06 PM
Edited by magnomagus at 13:11, 25 Dec 2015.

@Forsberg:

1. I have no idea what you mean, this mod doesn't modify animations, that isn't even possible.

2. set lookahead depth to lowest

3. I think if you use 'restart mission' after starting a game in casual game mode it reverts to cheating (hardcoded issue from 31j), otherwise it doesn't cheat.

4. TBS is a much smaller market

5.More explanation

6. The polish translation is not updated to RC5a, but probably still usable by placing it in the data folder
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Forsberg
Forsberg


Adventuring Hero
posted December 25, 2015 01:50 PM
Edited by Forsberg at 13:51, 25 Dec 2015.

Thx.

1. So it seems that was game's original bug. It happened only once so far.
2. I had on the "hard" IIRC.

3. Hmm I haven't used that, perhaps it is correlated to point 2 - lookahead depth.

I found other thing - if I remember correctly Ressurection spell brought dead to alive not only for a time battle, but also "after" battle.
I just used this magic and after battle I lost units which I "recovered". Is it how it's supposed to be?

I think some kind of window could appear after battle where you would "ressurect" some units from deads to alive via Archangel magic.
Sometimes it happens the last enemy unit is dead faster than Archangel turn, thus you cannot use its ability to recover dead to alive.

Generally great experience, much better than stupid H6, H7.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 25, 2015 02:11 PM

3. No, but the AI could have gotten extra prisoners from battle sites.

Creatures can only be resurrected after battle if your hero carries any of the new resurrection artifacts.
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dabuthegreat
dabuthegreat


Adventuring Hero
posted December 25, 2015 06:23 PM

Quote:
The polish translation is not updated to RC5a, but probably still usable by placing it in the data folder

To be honest, I think I'll wait untill the official release with the translation. I have little time right now and I didn't think you will be updating this mod so often. It's great that you do it but I think it'll be best if I wait.

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devilfire
devilfire


Adventuring Hero
posted December 25, 2015 11:44 PM

Is anyone picking anything else but Triple Ballista in the War Machines tree ?

The First Aid and Plague Tent are decent but they are not scaling as well as the Triple Ballista and the Brimstone is too situational and have limited use.

What do you guys think about this ? Does the other skills deserve something more to compete better with the Triple Ballista ?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted December 26, 2015 12:06 AM
Edited by dredknight at 00:15, 26 Dec 2015.

@Devfire - tent tree is very good for me it is as good as the tripple balista.

I never pick the Catapult tree though, the first perk doubles the ammo cart health which is some kind of additional bonus. I think it may be OK for PvP but still if you are a mage you wont pick it and if you are a might hero there are much better perks to get (shatters or just plain attack and defense).

Not experienced enough in catapult warfare but somehow i have the feeling it is not even a minor game changer...

I think in H3 towers did much more damage early game then the one in h5.
This should be verified though.

P.S. Just got great idea!

@magno, can you make the catapult to autocast Earthquake spell when it shoots?

For example it would really change the skill if the Brimstone Rain perk make the catapult able to cast Earthquake. It will do small damage to all units inside. This will force the defender to get outside!!! Not sure if damage can be scaled somehow but even if just the basic idea is possible it will be great! Of course we will have to sacrifice the triple shot .

Lorewise - "Hero mastery in WarMachines make catapult capable of targeting enemy units behind the gates".
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Nordos
Nordos


Known Hero
posted December 26, 2015 02:19 AM

I personally never picked catapult, since I never saw any benefit. The times I besiege a town is abyssal small, sometimes the endfight would even place on the map itself, making the perk completely meaningless.

Also, anyone ever actively played with Plague Tent? ... I tried. I toom Kaspar as main (= more healt -> more damage), and skilled Plague Tent. I unlearned it the next chance I had.

It does next to no damage compared to Ballista. You want the healing, and not wasting the precious ammo on a bit more extra damage. It may speed up small fights for a bit, but in a large fight which matters, I would always use its healing ability to resurrect as many creatures as possible. Especially since it can't target undead, mechanical or elemenatal ...


I personally expressed my wish to increase the Ammo of the Tent (when reaching the Plague Tent perk if possible), but that was rejected.

And nope, the mana recovery does not make it more attractive. On that note, it could be moved onto the first Catapult perk, to make that one a bit more useful in everyday adventuring

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Skeggy
Skeggy


Promising
Famous Hero
posted December 26, 2015 07:44 AM

Could battle sites be more bumpier ? battle sites in a broader meaning, like all battle sites. Few hills here and there, so that unit positioned on the top of the small hill, in tactical view of course, could achieve +2 defense and attack, or achieve +2 initiative for next round, depending on preferences of the unit?

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devilfire
devilfire


Adventuring Hero
posted December 26, 2015 10:17 AM

While First Aid is good in early and creeping situations it have the same problem as Eternal Servitude -> its mid to late game scaling is so off that its almost like its not there. It need something more to compete with the Triple Ballista in mid to late game.

What are your opinions for perks/abilities that are good only in a certain situation or within a certain time frame ?

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Nordos
Nordos


Known Hero
posted December 26, 2015 11:01 AM

Well, for one skill point it isn't half bad. It actually can compete with Triple Ballista (so, instead of getting 50% more damage for the Ballista, you gain the ability to heal, resulting in fewer causalities).


But I would never take Plague Tent over Runic, it simply is too weak ...
Maybe we could collect some skills whích aren't that attractive and think about them?

- [Catapult]
- Brimstone Rain
- Plague Tent

- Master of Life (non-Necromancer Necropolis Heros may use it, though)
- [Elemental Balance] (Well. It's a prequeresite for Ultis. It isn't really useful on its own)
- [Banish] (useful when playing against Inferno - otherwise not so much. Also, activated ability, most likely you prefer casting some heavy spells. Additionally, Artifact)

- [Exorcism] (same as Banish. A really ... specific ability)
- [Pariah?] (you need Dark Magic, you get a debuff, and Dark Magic is the school which profits the least from Occultism. You are unlikely to skill Occultism to begin with. Dunno)
- {Cultmaster} (I simply dislike the Fireball effect. It's too low to be helpful against enemy creatures, but strong enough to damage your own when you want to replenish your mana while your troops engage in Melee. Main reason I don't pick it)
- Dark Ritual (you have, in the same tree, consume corpses, which enables to regain mana fast as well. Additionally you would waste your whole movementpoints. Anyone using it?)

(question regarding Lord of the Undead, why changing it? The gold amount isn't important at all, and with the lowered raising percentage, its rising boost would have been pretty useful)
(Unholy Crusade ... dunno. With the resurrection artifacts it could be nice, but ... IMO it's missing something. Maybe it should get the gold ability as well while Lord gets reverted?)

- Remote Control (Dunno, once upon a time you chance upon a Hero from which you steal something worthwhile. As to speak, Ammo Cart if he has no Warmachine skill)
- [consume artifact] (well. Since it is a prequeresite for the Ulti, it may not need to have strong abilites)

- [Might over Magic] (can be ok, can be weak, can be strong. Depending, but generally I don't think it strong, since Barbs have a 5% Chance to gain SP. True, there is Shamanism, but... Dunno. IMO Goblin Support and Memory of Blood (+ Battle Elation) have far greater effects, especially when creeping)




On a sidenote: Maybe switching Celestial Shield with Banish? Mhm, though Banish wouldn't classify as a third perk and would need to trade places with Mana Burst (which in turn would be a bit too weak once more). Dunno. But Arcane Armor in a Shatter Skill... Chances that you have Summoning as well is pretty small, and, without Summoning, Arcane Armor is quite weak TBH.

So:
Master of Life -> Celestial Shield (makes MoL more useful)
Corrupt Destro -> Banish -> Mana Burst (damage increased to 30?)
I mean, 300 - 450 damage in the lategame is pretty much negligible...
If it becomes a third perk, it won't be as readily avaible anyway, enabling it to have a higher power level.




Just some thoughts. Any opinions?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 26, 2015 11:49 AM
Edited by magnomagus at 12:07, 26 Dec 2015.

Quote:
I have little time right now and I didn't think you will be updating this mod so often.


Actually I didn't think that myself either, but stuff just seems to keep coming up.

I can now confirm something is wrong with champion charge, I can repair it but not the 2 tile prerequisite, in the source code they actually messed up < and > because once I activate the skill it works only when they walk less than 2 tiles

So it has to be remade as always working, but to balance it reduce their dmg.

With regards to war machines:

If you have resurrection artifacts and ring of war machine affinity I actually think plague tent is the best branch late game, because of the resurrection boost.

Brimstone is not strong, but there isn't anything logical I can do, the skill is perfectly thematic this way.

Quote:
Could battle sites be more bumpier ? battle sites in a broader meaning, like all battle sites. Few hills here and there, so that unit positioned on the top of the small hill, in tactical view of course, could achieve +2 defense and attack, or achieve +2 initiative for next round, depending on preferences of the unit?


These kind of modifications are not possible.

Quote:
(question regarding Lord of the Undead, why changing it? The gold amount isn't important at all, and with the lowered raising percentage, its rising boost would have been pretty useful)


No I tested this, the % is after 1 month already completely pointless and you can raise gigantic amounts of skeletons.

Quote:
- [Might over Magic] (can be ok, can be weak, can be strong. Depending, but generally I don't think it strong, since Barbs have a 5% Chance to gain SP. True, there is Shamanism, but... Dunno. IMO Goblin Support and Memory of Blood (+ Battle Elation) have far greater effects, especially when creeping)


Some maps have large amount of SP boosters.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 26, 2015 12:09 PM

Quote:
- {Cultmaster} (I simply dislike the Fireball effect. It's too low to be helpful against enemy creatures, but strong enough to damage your own when you want to replenish your mana while your troops engage in Melee. Main reason I don't pick it)


i don't like it either, but i need the ID of the hardcoded skill
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Nordos
Nordos


Known Hero
posted December 26, 2015 12:27 PM

magnomagus said:

Quote:
(question regarding Lord of the Undead, why changing it? The gold amount isn't important at all, and with the lowered raising percentage, its rising boost would have been pretty useful)


No I tested this, the % is after 1 month already completely pointless and you can raise gigantic amounts of skeletons.


I personally don't agree. It becomes obsolete after month ~3, though.
Still, it also gives knowlegde, which isn't as bad anymore as it used to be (Legion artifacts, resurrection when you pursue that tree, ...)

Sometimes I do struggle to find enemies which I can revive, since I am rather picky (I prefer Vampires -> Skeletons -> Lich -> Ghosts -> Zombies -> Wraith -> Bone Dragon).
So, for people who like to raise specific troops, it is rather useful, IMO

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Forsberg
Forsberg


Adventuring Hero
posted December 26, 2015 12:35 PM
Edited by Forsberg at 12:58, 26 Dec 2015.

I am looking for Pre-rendered texture mod.
Unfortunately here are no links: http://heroescommunity.com/viewthread.php3?TID=36809

Any of you have such download? I see plenty of link are dead.

EDIT: I have found one link on Russian site, version 0.3. Hope that's that

EDIT2: I have tried Reshade mod (AAA ect) http://heroescommunity.com/viewthread.php3?TID=41860
It looks nice!

I applied PAK files to DATA folder. At the end of loading saved game I get crash error. It seems Prerendered textures are somehow incompatible with 5.5?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 26, 2015 01:09 PM

They are not incompatible, but if you change the structure of the game between saves, that can be trouble.
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devilfire
devilfire


Adventuring Hero
posted December 26, 2015 02:50 PM
Edited by devilfire at 14:57, 26 Dec 2015.

I agree with Nordos, actually I brought most of those in the past too..

As for the First Aid tent can the heal be scaled better to justify the use of it in late game. Its pretty decent for 1 point, but lets not forget that the problem is that its all it have .. 1 point that directly synergies with the healing/ressucting.. On the other hand there are Flaming arrows, Archery, Attack, Knowledge, Imbue ballista (that is not worth it with Rangers..) that synergies with Triple Ballista, so its natural for the skill to have a lot greater potencial.

A somewhat logical buff would be to count the ressurection artifacts as if the hero have X Knowledge.

Now that the Necromancy is changed/nerfed can we look up at the Eternal Servitude perk ? It have the potencial to diversify the Necropolis gameplay style even more.

By the way can we expect perks or even entire tree dedicated to Government ? It would be awesome to have those economic and recruiting perks in one tree that will make extensive use of the Government system, also some classes can lean more towards Governators. That would diversify and polish the game even more.
Maybe if it is possible there can be perks that count the city as if it was few levels above its current level (the damage of the towers depends on the level of the city right ?) or something else that interact with the cities ?

If we have harder battles in the cities it would indirectly buff the Brimstone perk because the catapult would be a major factor.

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Nordos
Nordos


Known Hero
posted December 26, 2015 05:08 PM
Edited by Nordos at 17:54, 26 Dec 2015.

Uh, I can't seem to find the Templates for 'Large' Maps? In the Editor there are just two possible templates (3-Standart and 4-Standart), and I wanted to add some (for example a 2P-Ultima kind of).
Where are they? ^^

EDIT: Ofc I mean without Underground
EDIT 2: OK, found them. Now I only need to unravel the last mystery - my new template, while I said '<Underground>false</Underground>', I still need to select Underground and it gets generated with an Underground.
EDIT 3: So... It's the map sizes, huh. Is there any guide for it? XD

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Skeggy
Skeggy


Promising
Famous Hero
posted December 26, 2015 07:58 PM

Is it just me or is it "spell book" icon too close to "defense" icon? Maybe they should be separated, with decent space between them, and the "spell book" icon same size as the "defense" icon. I guess same goes to "wait" icon.

Also, there was that Dark Knights Mod, that replaces the graphics of the Necromancer's Wight and Wraith with those of dark knights. Mods of that kind of doesn't work anymore. Would it be too much intrusive to suggest that dark knights be moved to tier 6 and wights and wraiths to tier 7? I always wondered how that boney dragons could fly without a skin to on their wings. And wights and wraiths, well , they are somewhat ethereal by nature.

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Nordos
Nordos


Known Hero
posted December 26, 2015 09:06 PM

regarding the Dark Knight mod not working:

Open all included .xdb files, change something, change it back, save it. Now it should work

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 27, 2015 12:13 PM

@Devilfire: tent cannot be made to scale, otherwise I would have already done it.

Resurrection artifacts are already knowledge based.

For eternal servitude, the only thing that can be done is possibly give some extra troops after lvl 20

Governance was explained, needs to stay optional.

@Skeggy: The current available dk models are not good enough to make it in the mod permanently, otherwise i would have done it.

@Nordos: underground, water, grail settings in template don't work afaik.


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