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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 ... 101 102 103 104 105 ... 150 200 250 300 350 400 435 · «PREV / NEXT»
Nordos
Nordos


Known Hero
posted December 27, 2015 03:25 PM

How about introducing new types of Templates?
Something like 'Rich':

A lot of recources in starting area, 2/2/1/1/1/1/1 mines (so, 2 ore and wood, and one gold mine), but very strong guardians.
Something like, each player has a 'level' are where there are no recources, but a lot of banks and upgrade buildings, but the connection to the opponents area is heavily guarded (maybe even around 40).

The idea behind this template would be to delay the army clashing and get stronger armies, while still having a not that big map. With all these banks you will level your hero rather quickly and get stronger.



Another one would be similar to existing ones, but with the difference of having the atarting area be rather small (sze 5) but having the expansion are weakly guarded in return. The advantage would be to have all mines in proximity, and not wasting a lot of times to conquer your mines all around your starting are.

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devilfire
devilfire


Adventuring Hero
posted December 27, 2015 07:08 PM
Edited by devilfire at 19:09, 27 Dec 2015.

What I ment is to make First Aid like Recruitment but for ressurecting items. It will give it a bit of scaling.

As for Governance it is part of heroes 7, so it have to be a mechanic that is desired by the community. Also you can extend it and still keep it optional. Its really really great and you can do so many things to improve it and add another layer to this already complex mod.

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Nordos
Nordos


Known Hero
posted December 28, 2015 09:50 AM
Edited by Nordos at 10:38, 28 Dec 2015.

Regarding Mater of Life, maybe it would make more Sense if you were to learn Wasp Swarm instead of the Fist?
Also, is it just me, or is the Magic Fist completely useless on higher Levels?

... Sure, it does ignore Magical Immunity - but so does a Hero Attack. More often than not, I found that my initial attack dealt more damage than my Magic Fist :S The only upside was if you had Sorcery Perk. Then again, you still need to pay 5 Mana.



Well... I still think that Destro will be weak in lategame. Ever thought about having Destro and Summoning increase the Spellpower after reaching a certain level (such as 30)?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 28, 2015 12:06 PM
Edited by magnomagus at 13:27, 28 Dec 2015.

Quote:
As for Governance it is part of heroes 7, so it have to be a mechanic that is desired by the community.


I greatly doubt everything in H7 was something desired by the community.
But I'll have to admit Governance in H5.5 is a bigger success than I had expected since I have had only positive reactions and no complaints.
However I consider it important to also preserve the 'classical Homm gameplay' in H5.5 so that the advanced functions can be switched off entirely.

ALTERNATIVE UPGRADES

I have extensively re-analysed all upgrades to make sure there wasn't any balance issue left with them. Overall most upgrades didn't require any changes and soem needed only minor changes. But there were some real issues left.

Skeleton warriors, really heavily overcompensated for losing the shooting ability

Stalkers, also a little overcompensated

Wyverns, the poisonous ones are significantly weaker.

The deep hydras, it's hard to see from their stats but they do significantly less damage and have less ini as well, regen is useless, underpowered.

Lava dragons, my mistake I forgot an older boost to their flame breath, now they do too much damage.

crystal dragons, no reason why they shouldn't also have a similar immunity

inquisitors, no reason why they shouldn't also have purge.


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Skeggy
Skeggy


Promising
Famous Hero
posted December 28, 2015 12:36 PM

Why not reconsider possibility of overkill, in a sense that, if a unit that is 95% stronger, that the unit being attacked, gets temporary perk of tremendous initiative increase, that will make her next turn appears immediately or almost immediately? To make this temporary perk possible, could the word of the chief be somehow automatized accordingly, without the damage that is. Or, perhaps temporary overkill perk automatization can be achieved by using the temporary artificier artifacts?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted December 28, 2015 12:59 PM
Edited by dredknight at 13:06, 28 Dec 2015.

magnomagus said:

Skeleton warriors, really heavily overcompensated for losing the shooting ability


Agreed. Skeleton archers are useless and become even more useless later. they have the lowest damage, low attack skill. Combined with the range penalty and retaliating penalty they do rubbish even in large numbers.

magnomagus said:

Stalkers, also a little overcompensated


Even if you put aside their superior bonuses their strength lie in the invisibility which allow Dungeon heroes to cope with PvE battle sites that are much superior and probably impossible to be defeated with other races.
Here is a reference replay -> https://www.dropbox.com/s/3fwms27lmyv0y56/dungeon_PVE_griffin_twoer.sav?dl=0

Imagine the difference if the hero was a Warlock. It can get over battle site with even more army!

magnomagus said:

The deep hydras, it's hard to see from their stats but they do significantly less damage and have less ini as well, regen is useless, underpowered.


Agreed. I think this was mentioned long ago. The issue with the natural regen is the same as the issue with vampire life drain.
Once you have it you suffer no more losses (vampires replenish hydras will regen too fast so player will try to enfornce slower end of battle to reduce losses).
Same will go for hydras - if it is too strong it will enforce PvE grinding with Hydras.

magnomagus said:

Lava dragons, my mistake I forgot an older boost to their flame breath, now they do too much damage.


I dont think the liquid damage boost (note:  Tote = 10 damage per dragon, MM5.5 = 20 damage per dragon) is too strong. I think it is just right, now both upgrades are equally good.

Magma dragon
- returns 40% of income damage as elemental damage.
- +5 more HP (2% more hp)
- +5 more defense(roughly 17% better HP).
Lava dragons - less endurance but more damage output.
- +5 average damage (+10%)
- liquid breath (+20 damage per dragon)

I think they are quite alright as they are now.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 28, 2015 01:15 PM

@Skeggy: i cannot modify in-combat mechanics

@Dredknight: You forgot the +17% extra dmg on the lava dragons from +5A

Also your comment about hydras is contradictive, now you are saying regen is very powerful ??
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Skeggy
Skeggy


Promising
Famous Hero
posted December 28, 2015 01:26 PM

magnomagus said:
@Skeggy: i cannot modify in-combat mechanics



Can it be done by adding that possibility as a permanent ability of all creatures, so when the situation appears, the effect is triggered as an ability.
And, yes, should vampirism, as a spell, affect those who are affected with expertly casted magical immunity?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 28, 2015 01:30 PM

No, I cannot add new abilities only modify some of the existing ones.
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Skeggy
Skeggy


Promising
Famous Hero
posted December 28, 2015 01:59 PM

magnomagus said:
No, I cannot add new abilities only modify some of the existing ones.


Can artifact, from hero's backpack, give ability to the creatures? Something like portable Mother Earth Shrine, that instead of health, gives hero's creatures overkill initiative trigger ability ?

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Nordos
Nordos


Known Hero
posted December 28, 2015 02:32 PM

There is no ability that would give any benefit on killing a creature.
So, the mechanic for giving benefits when killing a creature doesn't even exist to begin with.
Without that mechanic, you can't code something with that effect. After all it needs two checks:
- Has the stack killed another stack with its attack?
- If yes, what was the power of the Stack?


I also only know one ability that checks for power difference, and that would be Succubus Seducer's ability - but this one checks the current power, not the initial power of the stack.

So, yeah, I doubt that it can be realized in any way. BTW, giving an ability from an artifact is, IIRC, not existent atm either. All they do is to change Stats, not abilities.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted December 28, 2015 02:55 PM

magnomagus said:

@Dredknight: You forgot the +17% extra dmg on the lava dragons from +5A


I didnt know about that change. if you revert it back it will be alright.
magnomagus said:

Also your comment about hydras is contradictive, now you are saying regen is very powerful ??


I think I did not explain it very good. Currently regeneration is weak as it does not scale. Part of the problem is that it is flat and cannot be made to grow with creature stack size. What I wanted to say is that if the regeneration points are set really big, hydras can become really powerful.

Some acrobatics with the stats that we can do - Increase the regeneration from 30-50 (as it is now) to 20-200 or 10-300. May be the correct values will be different but the point is the range to be big so one cant abuse it.

Another wild idea was to reduce hydra initiative but increase its HP more dramatically (something like high level Zombie) but its initiative is already beyond low - 7.

Still thinking though. When I have a sustainable model I will let you know .

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 28, 2015 03:40 PM
Edited by magnomagus at 15:41, 28 Dec 2015.

Another balance issue I'm working on is some classes are not able to draw as much power from town buildings as others. This only applies to inferno heroes without gating, warden, druid, assassin and overlord.

All other factions and classes don't have this issue.

here are some ideas

inferno heroes without gating can receive additional cerberi from the infernal loom.

warden can get +1 defense per avenger brotherhood.

druid +1 spellpower per sparkling fountain.

overlord & assassin: +1 attack per altar of primal elements and exchange hall of intrigue bonus for a class specific one.

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Belisarius
Belisarius


Promising
Known Hero
posted December 28, 2015 06:26 PM
Edited by Belisarius at 19:00, 28 Dec 2015.

+ 1 on @magno last post

+ 1 on all creatures, except I don't know how to make deep hydra better regen. while not making it OP. cause if dependent from numbers, it will be either under-powered early, or OP late. (example 10hp per creature = early game with 3 hydras very u.p.; and late game with 150 hydras looks very much o.p.). even now dh is strong choice early game, (my personal favorite) late game chaos has better ability.
  - dont see how dh regen in mid to late game would beat hero's own spells: regen, vampirism, raise dead, ressurection, summoning shield etc.
  - dont see how dh regen would beat chaos hydra acid ability (returning 25% of hydra's damage)
so maybe the clue is giving dh more initiative. like +2.

thumbs up for Seraph regen spell. Really useful.

EDIT:
warlock with necromancy vs knight at castle, month 9
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devilfire
devilfire


Adventuring Hero
posted December 28, 2015 06:46 PM

Speaking of building are you happy with the Tear of Asha buildings ? Some of them even provide the same bonuses:

- Lord of Torments (Inferno) and Mother of Darkness (Dungeon) have the same +10 spell power for defending heroes

- Elrath`s Sentinel (Haven) and Daugther of Sylanna (Sylvan) have +2 luck to all heroes

Others have unique attributes:

- Tower of the Khan (Stronghold) have +4 attack for all heroes

- Skyship (Academy) have +10 knowledge for defending heroes

- Tomb of the Lost (Necropolis) give 200 Dark Energy and 50 % necromancy increase

- Blazing Avril (Fortress) have +6 spellpower and +6 defence for defending heroes and also the runes cost no resources

In my opinion the last two are what they all have to be. Interesting and unique that improve the ability that defines their races. Is it possible for them all to be made more .. unique ? For example Lord of Torments (Inferno) can give more gating power.


Also Magno do you liked my idea about the real summoner Gatekeeper (having summoning instead of destructive and also swarming gate instead of elemental balance) ? It can really provide some flavor to the class compared not only to the other 2 of his race, but to every other in general.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 29, 2015 06:08 PM

@Belisarius: Did you convert your entire army with necro transformer?

The grail building effects are done in C++ so cannot be switched off, some parameters can be decreased. It's not very high priority because only very small part of game.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted December 29, 2015 07:15 PM

Here is a french article I found that explain some of the stuff in Defaultstats.xdb.
https://www.archangelcastle.com/acforum/viewtopic.php?f=51&t=5308&p=119377

Here is a link to translate the page in English:
https://translate.google.com/translate?hl=en&sl=fr&tl=en&u=http%3A%2F%2Fwww.archangelcastle.com%2Facforum%2Fviewtopic.php%3Ff%3D51%26t%3D5308%26p%3D119377

I was not sure if you know about it so better share it then leave it.
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Belisarius
Belisarius


Promising
Known Hero
posted December 29, 2015 08:52 PM

@magno No. That is army only from necropolis towns. 4 of them + raised army. I had big advantage in town numbers for a long period of time. Haven AI had only 2 towns most of the game. After this battle I found out AI did not buy all it's army from this castle. There were 16 Angels left.
- Necromancy is useful for warlocks, especially on maps that have necropolis towns.
- AI is strong opponent, gives good games. However by not being able to use Town Gate, cannot oppose to human player's town-grab. After some time human controls big part of towns on map. Then, it is only question of time for human to win.
- This particular battle at month 9 shows developed AI hero. Excellent.
- AI does not buy all its army in towns, even in late game.
- Necromancy as skill is not OP. With huge advantage in numbers, necros almost lost the battle. If haven split army, so not all of them to be affected by fireball, or/and if bought all it's army (angels), there is a big chance haven wins this battle (defends it's castle).

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Nordos
Nordos


Known Hero
posted December 29, 2015 09:42 PM

Magno, ever took a look at the Shamans?

Earth has Vexing Attack and Swift (?) Attack. Everything else is, more or less, the same.

Bloodrage is also slightly better, IMO (2 ini for Earth, 1 ini and 1.2 SP for Sky). I didn't look for spells, but I assume something like Haste, Bless and Chain Lightning?

... IMO the Eart are far better.

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ebbpp
ebbpp

Tavern Dweller
posted December 29, 2015 09:57 PM

Welcome! Dropped by by incident. Nice project. I'm a campaigner. Are there any new campaigns already created for this mod? Are there any at works?
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