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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 ... 106 107 108 109 110 ... 150 200 250 300 350 400 435 · «PREV / NEXT»
strigvir
strigvir


Adventuring Hero
posted January 09, 2016 02:39 PM

AI heroes do not patrol as they should in the first mission of vanilla necropolis campaign.

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etore
etore


Adventuring Hero
posted January 09, 2016 05:11 PM

strigvir said:
AI heroes do not patrol as they should in the first mission of vanilla necropolis campaign.

IIRC this has already happened with Quantomas AI on TOTE.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 09, 2016 06:31 PM

known issue with new AI source code.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted January 09, 2016 06:42 PM
Edited by dredknight at 18:52, 09 Jan 2016.

@Magno, how is the soldier quantity in the small adventure map objects (graves etc..) calculated?

On a "very strong" creatures map I got attack by 19 ghosts, half of them upgraded on day 2, which I doubt it can be dealt with even by magician.


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Kabiki
Kabiki

Tavern Dweller
posted January 09, 2016 07:52 PM

Another question,

I'm playing Haven on a RMG map but the Champion Charge isn't working on the Champion. Is this by design or a bug. Imo its a useful ability which makes it a considerable sidegrade.

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Belisarius
Belisarius


Promising
Known Hero
posted January 09, 2016 08:07 PM
Edited by Belisarius at 05:44, 11 Jan 2016.

Impressive PvP battles played by dredknight and zaqxaw, Sorgal vs Ebba. Long videos but surely worth seeing. A lot of spells and abilities used (teleport, vampirism, puppet master, mass haste, lots of runes, resistance...) showing balance changes from vanilla ToTE.(incl. divine vengeance and raider's charge)

sorgal vs ebba

ebba vs sorgal

EDIT: Due to technical issues second video link was not working. Now video is uploaded with speed x 2, because of its length.

spoiler:                  ((( in this one the other side is winning )))

EDIT 2:
Original video with 25 minutes length ebba vs sorgal 25 minutes

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted January 09, 2016 08:41 PM

I did not play this
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Belisarius
Belisarius


Promising
Known Hero
posted January 09, 2016 08:54 PM
Edited by Belisarius at 20:55, 09 Jan 2016.

That is what is says on the replay. I believe you posted it here on forum when showing how rider's charge and divine vengeance are affected by changes in mmh5.5. You won on the first video.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted January 09, 2016 09:06 PM
Edited by dredknight at 21:32, 09 Jan 2016.

damn you are right . Going to MODDB
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thGryphn
thGryphn


Promising
Famous Hero
posted January 09, 2016 11:04 PM

This mod is beyond great, kudos!
It really gives a new life to a game that was already very good. I thank you as a long time (since 1996) fan and player of this series.

Please allow me though to express my concerns about balance in game. From the PvP games I've seen, I strongly feel that

1) Dungeon is overpowered. Their damage output, initiative and range is ridiculous, which when combined (as they are) completely decimates the other side before they can even act even though stats-wise everything seems balanced. It's a faction that has everything, from the most powerful flier to the most powerful non-champion shooter to most effective high-range/high-initiative walkers to the most effective tank. Not only that, their heroes tend to be vicious spellcasters. Seriously. Something needs to be done to nerf them down.

2) Inferno is underpowered. It doesn't feel like it when you play against the AI, but PvP, they don't stand much chance to pretty much any other faction.

3) Luck skill is overpowered. It's impact is too powerful, making it too much of a decisive factor. Is there a way to nerf it down?

4) Shooters are overpowered in general. What I mean is that factions with powerful shooters tend to have easier wins, both during the game and at the final battle. Especially with larger battle arenas, shooters easily decimate walkers before they can reach them. I think especially some shooters need to be looked at.

Just my 2 cents...

Keep it up, your work is awesome!

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 09, 2016 11:10 PM

champion charge will be fixed in next version

@ThGryphn: I take it you are talking about unmodified TOE, since all those issues have been addressed
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Nordos
Nordos


Known Hero
posted January 09, 2016 11:45 PM

I doubt it, since Dungeon was faaaar from being playable in Vanilla


Anyway, some things I have to agree:

- Shooters are too relevant.
It is a simple fact. You loose far more if you have no or bad shooters (I look at you, Dwarfes who had no Ore to upgrade their Spearwielders!).
Though there are exceptions - like Necro with Vampires.

- Inferno tends to be on the weaker side. That is solely because of their low health on their key units, though.
Imps, Nightmares and Hellhounds die faster than flies. On the other hand, they send any creature into oblivion, since they have extreme damage.
Main Problem: Shooters are T4. And for some reason, I really have problems in getting that building.
Though if you have either Vampirism or Urgash Call, you will win most battles without losses. It all comes down to the damage/health ratio.



Well, can't really agree regarding luck and Dungeon, though. It really depends on the map, but Dungeon tends to be expensive and luck ... can be gathered through artifacts or influenced by spells (ok, I know that Sorrow is single target, but it can be powerful!).
I personally prefer Leadship, since it has better perks (especially when being Barbarians - though it is indirect) and can be a very strong upside for several effects (Regeneration, Chain Attack, Creature abilities, ....).



As a sidenote: I still await clarification regarding Sky- and Earth-daughters I personally would never pick Sky, since the Earth abilities are just too powerful and not compensated

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thGryphn
thGryphn


Promising
Famous Hero
posted January 09, 2016 11:46 PM
Edited by thGryphn at 23:49, 09 Jan 2016.

magnomagus said:
champion charge will be fixed in next version

@ThGryphn: I take it you are talking about unmodified TOE, since all those issues have been addressed


Great to know!

Is there a cumulative changelog somewhere, from TOE to 5.54 RC5? I'm talking about creature stats and changes in skills and spells. I was able to find information on the new stuff introduced but not on the changes on these things...

Thanks!

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 10, 2016 12:20 AM

With regards to creature stats I'm wondering if there is anyone who has an excel table with all creature stats, that can be used to add the changes to it?

@Nordos: Haste is better than slow in this case, because sky daughters can cast it on themselves. Still I consider adding one minor ability, probably purge since it is opposite of hexing attack.
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MammothBro
MammothBro

Tavern Dweller
posted January 10, 2016 12:20 AM

Bugs I noticed after a Dungeon vs Fortress hotseat:

Aura of Bravery on Minotaur Taskmasters seems to not work (no additional effect listed on creatures, morale not improved in statistics)

When attacking an Elemental Stockpile I fought against... orcs? No elementals there.

Sometimes neutral Blood Furies we fought (I was using Blood Sisters) would attack, but not return.




Also, not a bug, but a question - at 25% chance heroes were always guarding Military Posts, so I get that's how they work. But do neutral heroes ever appear in battle sites?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 10, 2016 12:40 AM

In my game aura of bravery works, but is not listed

A lot of earth elementals should have been with the orcs.

neutral heroes cannot be in battle sites.


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MammothBro
MammothBro

Tavern Dweller
posted January 10, 2016 01:15 AM

magnomagus said:
In my game aura of bravery works, but is not listed


I just checked from an autosave - it doesn't work for me. Without Taskmasters I have 3 morale, with them adjacent units still have 3, even though it should be a total of 5 (+2 morale for units adjacent to the Taskmaster) as the description says
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Belisarius
Belisarius


Promising
Known Hero
posted January 10, 2016 01:33 AM

In this video you can see at beginning that Eruina has only 1 moral. Blood sisters right next to minotaur taskmasters have 3.

Try to make a replay of a battle with your autosave and check the values there. Maybe moral values added by minotaurs are just not properly displayed in-game.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 10, 2016 10:50 AM

Ok I figured it out, the TOE desc is wrong, the skill only guarantees the morale of adjacent units is never negative.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted January 10, 2016 12:04 PM
Edited by dredknight at 12:05, 10 Jan 2016.

thGryphn said:

1) Dungeon is overpowered. Their damage output, initiative and range is ridiculous, which when combined (as they are) completely decimates the other side before they can even act even though stats-wise everything seems balanced. It's a faction that has everything, from the most powerful flier to the most powerful non-champion shooter to most effective high-range/high-initiative walkers to the most effective tank. Not only that, their heroes tend to be vicious spellcasters. Seriously. Something needs to be done to nerf them down.



Agreed for the spellcaster thing. On a map with very strong monsters dungeon warlocks just pawn! Basically all Magic classes that start with destruction or occultism and get the other one get huge damage potential which no other magic class (or might) can counter in first 2 months. For 3 level ups warlock gets about 7-8 spell power (6 from occultism and 1-2 from level ups).

thGryphn said:

3) Luck skill is overpowered. It's impact is too powerful, making it too much of a decisive factor. Is there a way to nerf it down?



What you mean is that compared to other stats and skills luck values are quite in deflation. Basically if my hero does not have luck skill and the opponent has artifact for negative luck, my army gets huge penalty for just 1 artifact slot. Same goes for opposite way of the luck. I dont need luck if I have artifact for +2 luck.

thGryphn said:

4) Shooters are overpowered in general. What I mean is that factions with powerful shooters tend to have easier wins, both during the game and at the final battle. Especially with larger battle arenas, shooters easily decimate walkers before they can reach them. I think especially some shooters need to be looked at.



Not sure if you are right. I have to play inferno again on VERY STRONG monsters to check this out.I just played Haven with archers  specialist and now I am playing sylvan.

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