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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 ... 102 103 104 105 106 ... 150 200 250 300 350 400 435 · «PREV / NEXT»
Skeggy
Skeggy


Promising
Famous Hero
posted December 30, 2015 05:41 AM

magnomagus said:
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.



Demon Lords without gating could receive moral and luck boost when they make sacrifice in a Sacrificial pit. Moral and luck boost can be scaled, varying from to +3, only for Demon Lords without gating. Gatekeepers and Demon Lords with gating, moral +2, luck +1, scaled accordingly, and sorcerers morale boost +2.

Similar thing goes to Overlords and sacrificing in the ritual pit. Luck and morale boost up to +3. For Assassins without occultism morale boost +2 and luck up to +1, for everyone else, morale boost +2.


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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted December 30, 2015 10:29 AM

ebbpp said:
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?


Welcome Ebbpp!

   Currently we are working on the platform. If you or anyone is keen on creating a scenario feel free to make such. Though it is going to be best to wait till the first official version is released so one can use all the newly implemented features.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 30, 2015 12:22 PM
Edited by magnomagus at 12:24, 30 Dec 2015.

@dredknight: according to Quantomas those Ai values in defaultstats are no longer used, but he could have missed some, will be hard to test.

@belisarius: ok clear, I'm not sure the AI not buying the creatures is a money shortage, but it could be, maybe next time you can load a save closely before conquering the castle and type:

@print(GetPlayerResource(x,6));

..where x is the Ai players number.

to see how much gold the AI has

@skeggy: luck and morale bonuses are very strong and offer no room for fine adjustments.

Quote:
Though it is going to be best to wait till the first official version


There is no such thing as a first official version, RC5 is the official version and maybe there will be a another one. As I said before I have no idea what I'm doing, things just pop up unexpectedly and I act only as long as I remain interested. Also there will never be a 100% bug free version, all complex software have bugs, all HOMM games and mods have bugs. Many beta-software has less bugs than H7 'official release'. Nowadays alpha,beta,RC or final means nothing you have to check the software to see if it is any good.

You are right though.. My main interest is programming and game mechanics so I only work on building the platform. I hope some day MMH55 will have many user-maps and campaigns like WOG using all new objects and functions, but this is not something I'm going to do and so far I don't know about other people working on it.
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Skeggy
Skeggy


Promising
Famous Hero
posted December 30, 2015 03:15 PM

magnomagus said:

@skeggy: luck and morale bonuses are very strong and offer no room for fine adjustments.


Perhaps this can work only for Demon Lords and Overlords.
Or, the threshold can be scaled that only Demon Lords and Overlords can make reasonably high sacrifice to achieve +1 moral and luck, per day, or per week.

Perhaps game mechanics doesn't have a specific counter?
Can you elaborate on "no room for fine adjustments"?


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Nordos
Nordos


Known Hero
posted December 30, 2015 08:19 PM

Played as Heaven, got Klaus and he now posses Advanced Shatter Destruction. But, I don't get any elementals (got Mageguild 1) ...

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Belisarius
Belisarius


Promising
Known Hero
posted December 30, 2015 08:43 PM

@magno @print(GetPlayerResource(2,6)); for blue AI player says 7274 before that battle

In order to compensate for AI not using Town Gate, is it possible to have town-number dependent AI script? meaning: to check if AI controls  
less x towns than human player does, then: to give some boost for AI?
Maybe even to make this script turning on or off in settings file?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 30, 2015 11:13 PM

@Nordos: Could you check the console on first day of next week to see if there are any error messages.

@Belisarius: So the Ai didn't have the money, not sure however that's a bad thing since i guess you weren't able to buy all your creatures either.

Take in mind playing with 4 on Iu is probably oversized, I don't think the extra space improves the flow of the game, I would recommend Hu max.


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Mario
Mario


Known Hero
posted December 30, 2015 11:43 PM

Battle for the Obelisk -  strange arena battle. Only hero, creatures ( my and enemy, tent , etc.). Black background and nothing more. I can't to add the screen. A normal battle background is missing.
I win and I received and Staff of Asha's Eightfold.
Battle of Shantiri Disk - I win  and I received Shield of the Sentinel. (it wasn't bugs on the arena).

Whether there is still Tear of Asha?
Where is it possible to find her?

At the beginning of the week a description appears: "X creatures have been summoned in town garrisons..." - I don't know where from are they? (any ability or artificat?)

I still play RC3 [ map - 4P-Square-H/Lu-(All) ]

P.S. On the description of creatures  would be useful which spells they have.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 31, 2015 12:50 AM
Edited by magnomagus at 00:55, 31 Dec 2015.

On RMG maps the game chooses 2 random ultimate items with every map restart, they can be the tear of asha.

The arena is black because in realm of the gods you cannot see!

Quote:
At the beginning of the week a description appears: "X creatures have been summoned in town garrisons..." - I don't know where from are they? (any ability or artificat?)


in the town garrison ofc, but in RC3 this mechanism has some bugs.

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Belisarius
Belisarius


Promising
Known Hero
posted December 31, 2015 09:02 AM
Edited by Belisarius at 09:06, 31 Dec 2015.

"Take in mind playing with 4 on Iu is probably oversized..." exactly this problem I am looking for how to be addressed so when resolved, it would not be "oversized" to play on a Iu with 4 or less players. (Including AI).
Why? The main thing about this game, its mechanics, game-play, balance, etc is pretty much solved. We have a fantastic game now. But, one (I believe last, or at least one of the last) of the things that remain, is Map Size. Compared to H3 and wog, h5 has smaller maps. Vanilla h5 is half cooked game anyhow, so I am betting my hopes in MMH5.5 to reach h3wog. And it did. (overreached it) In pretty much every aspect of the game...

So the issue with playability of Iu maps (with AI) with 4 or less players: I believe that the final thing (after all excellent balance tweaks already implemented) is around AI not being able to use Town Gate. And human is massively using this spell in the game. Human should continue using it. AI "must" be given something to compensate. Inevitably we are getting to town numbers. So that brings the question:
Is it possible to create AI script that checks number of human owned towns compared to AI's? And then to boost AI player for each x number of towns that it is behind human number of towns?
Lets say human owns 8 towns. AI has 3. Lets boost AI to the point where AI is competitive, even if it is lacking in town numbers.

To characterize in another light (better picture) this problem: At this point of the game, it is more challenging for human to enter any one of the new buildings on map, compared to a challenge of fighting a battle with main AI hero at it's main castle. Which makes neutrals better enemy than AI?

PS: Solving this would also contribute to make better conditions for creating great campaigns (c. maps).
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Mario
Mario


Known Hero
posted December 31, 2015 10:11 AM
Edited by Mario at 10:15, 31 Dec 2015.

magnomagus said:
On RMG maps the game chooses 2 random ultimate items with every map restart, they can be the tear of asha.

The arena is black because in realm of the gods you cannot see!

Quote:
At the beginning of the week a description appears: "X creatures have been summoned in town garrisons..." - I don't know where from are they? (any ability or artificat?)


in the town garrison ofc, but in RC3 this mechanism has some bugs.



Creatures appear in garisson, but I don't know why. There isn't hero in this town.
Why they appear? What does it result from?


Great job! With this mod game is fantastic!

P.S. I agree that maps in heroes V are too small.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 31, 2015 10:59 AM
Edited by magnomagus at 11:02, 31 Dec 2015.

Quote:
Compared to H3 and wog, h5 has smaller maps.


No H5 has bigger maps. Heroes, towns and adventure objects occupy the same amount of tiles as equivalent H3 objects. The reason H3 maps of same size feel bigger is mapmakers place objects in H5 further apart, because it looks weird if they are as close as in H3. The max size of H3 maps is 256x256 and only with mod otherwise 216x216, so H5 320x320 maps are bigger especially the RMG maps because they fill up the entire surface without water. While most H3 256x256 maps are not completely filled or at least contain water.

I will thinks about it, but i don't know if your problem can be solved, because i think there is much more involved than just creatures and gold. Also take in mind if the AI was even faster you would just play with 8 players and don't have this issue.

@Mario: read description of shatter skills.
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Belisarius
Belisarius


Promising
Known Hero
posted December 31, 2015 12:08 PM

H3 mod has map size called gigantic. But I will take your explanation for good.
It is not my problem It is "issue" in MMH5.5 : One can not play 1 on 1 with AI on 320x320 map? (Or 1 on 2 or 3)
AI can not use Town Gate. On big maps especially, there need to be something to compensate for that.
But then again if it is only my problem, then I will try to find solution for it.
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Forsberg
Forsberg


Adventuring Hero
posted December 31, 2015 12:47 PM
Edited by Forsberg at 12:48, 31 Dec 2015.

Guys, I am horny to try 5.5 in multiplayer with (I prefer against) someone.

I am a noob. AI beats me somehow. I don't know why.

Yesterday AI had about twice as much units as did I. I played necro so I couldn't loss units, while AI played Tower and Barbarians.

Is someone willing to play?
I do not connect to UBI. Only via private network like Hamachi (LAN).

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 31, 2015 01:13 PM

Quote:
It is "issue" in MMH5.5 : One can not play 1 on 1 with AI on 320x320 map? (Or 1 on 2 or 3)
AI can not use Town Gate. On big maps especially, there need to be something to compensate for that.


This game (meaning series as a whole) was never designed to play 16 vs 16 castles with 2 players and I doubt Quantomas took that in mind when coding the AI. If the @KillMe(x) console command doesn't work, then I don't think the AI can be compensated for Advanced TP under such rare circumstances.
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Belisarius
Belisarius


Promising
Known Hero
posted December 31, 2015 02:53 PM

Every ARMG Iu map, with 8 players, at some point will have 12 human vs 12 AI towns. If human does not lose earlier, that is. So it is not a rare occasion. It is (almost) always.
But since like you say it was never meant to be played 12vs12 towns, also other reasons, I play Iu maps with less AI players.
And in this case it is also Inevitable to get in a situation when human controls several towns, AI players also control several towns. It is impossible by chance to have only 1 or 2 towns on Iu map, then go find AI's starting town and end the game.
So that is why I think it needs attention. Cause it is a very frequent situation, for ARMG Iu maps against AI. And from that moment on, usage of TG is game-changing, turning point of the game. Human is omnipresent, he is everywhere, while AI is not.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted December 31, 2015 03:18 PM

No, 'classic homm' would dictate 24 towns, 8 players, no conversions so 3 of every faction max. So you end up with 12 human towns vs 4 x 3 AI players each of them still having the same amount of population available as you can have for each faction.

I think first you should consider playing without Town Gate and rely only on governance to control the map, this should immediately make the challenge much greater.

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Athis
Athis


Adventuring Hero
posted December 31, 2015 09:12 PM


I want to play the original campaigns and I understand I can do that through Heroes 5.5. with the improvements it brings integrated into the campaigns (including AI improvements).
First of all do I understand right?
And if so are there any special instructions or advice that would help me set up best for the original campaigns?
I am not an experienced player, but I did play through The Queen section of the vanilla campaign some time ago.
I do not have in-depth knowledge of the skill trees etc. So advice about difficulty level and other game settings would be helpful.
I played The Queen on hard and managed ok.

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lotihoti
lotihoti


Famous Hero
posted January 01, 2016 09:29 AM

The Queen on Homm 5.5 is easier then in vanilla, during no movement and attack of demon lords in mission 5 (is that fixed in the new version btw)?

Try it on impossible and you will counter some rly hard fights which is really intresting

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted January 01, 2016 11:43 AM

Forsberg said:
Guys, I am horny to try 5.5 in multiplayer with (I prefer against) someone.

I am a noob. AI beats me somehow. I don't know why.

Yesterday AI had about twice as much units as did I. I played necro so I couldn't loss units, while AI played Tower and Barbarians.

Is someone willing to play?
I do not connect to UBI. Only via private network like Hamachi (LAN).


Hello Forsberg ,

AI is quite harder this days. Dont push yourself try again .
You can find people to play online on the facebook page of the mod -> https://www.facebook.com/mightandmagicheroes5.5/

LAN multiplayer is most stable with TUNNGLE so I advise you to try it out.
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