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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 ... 110 111 112 113 114 ... 150 200 250 300 350 400 435 · «PREV / NEXT»
matod
matod


Adventuring Hero
posted January 14, 2016 12:38 PM

true but ppl want to rock not activate

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Extroniks
Extroniks

Tavern Dweller
posted January 14, 2016 02:08 PM

magnomagus said:
Quote:
Download

MMH55 RC5 (830MB)

Hotseat & LAN require script activation!


First line below the download link and still people miss it.


In all fairness the previous version of MMH55 i downloaded was before the RC versions, and i assumed the advanced map generator allready activates scripts since it is bundled together

Thanks for the responses guys, I opened a generated map in editor and activated script and used the reanimator patcher on some other maps (tho it crashed on one ), will be testing it out again in hotseat with my bro.

Thanks for the fast replies!

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lotihoti
lotihoti


Famous Hero
posted January 14, 2016 02:34 PM

devilfire said:
The spell system in HOMM series has always been mixed (buffs, debuffs, damage spells, utility in the same spell schools), while in HOMM 5 its more specialized. Some of the distinctive perks of this kind of spell system are both pros and cons in the same time:

1. Its specialized, maybe too specialized - want to buff? pick Light, want to debuff? pick Dark, want to wreak some havoc? pick Destructive, want to have utility and creative spells? pick Summoning

-> On paper its good to have exactly what you paid for, but the problem is that you get that and only that.. nothing else. There is no versatility in the schools - Light can only buff, Destructive can only damage etc.

2. They are themed in a slighty different manner - they are themed by their functionality as a whole - buffing (no matter if its offensive or defensive buff or healing or anything else), debuffing, damaging, only summoning got diverse spells

-> This is both good and bad. Theme wise its good because its easy to learn - one school is doing one thing (with the exception of summoning), the bad is that the schools cannot be balanced entirely that way because super buffed armies will always be better than the high damage spells (mostly mid to late game, considering that in MMH 5.5 there are more ways to get army and there is much more magic resistance)

3. Having only one kind of spells per school is leading to monotone battles that you know exactly what to expect, even the order in which the spells are executed

-> Again, its easier to learn it this way, but HOMM has always been a
chess-like game, not a checkers-like. Fireball is always going to be better than Circle of Winter etc. which means that you would expect a lot of Fireballs from a Destructive magic master and perks only makes that more obvious. The surprise factor is missing entirely.

What are the advantages of a mixed spell system ?

1. It will bring diversity - no more monotone and predictable spell usage, Fireball will still be better than Circe of Winter only if you have both, but it won`t be that easy to achieve that because they will be in a different spell schools, also having their perks in different trees means that you can pick the extra effects from one and leave the other, or take both if you want.

2. More versatility - if you want a specific spell go for it and get a lot more in the package without penalties

3. Balanced spell schools - Destructive is great in early game but it fades off, while Light and Dark are the other way around. Now that every school have both damage spells and buffs/debuffs it will be a lot more comfortable to pick the school that you want because you will have the freedom to play as a damage dealer in early game but still use buffs and debuffs in late game when you feel the need to.

4. Every spell will have its place - in the current system fire based spells and skills are all over the place, while the other elements are almost non existent, this is making certain skill paths and strategies a lot more viable (I`m looking at you fire path in destructive).

5. A lot new strategies that are more interesting than "buff your army with every single buff in the game".. (just a few examples: lower the armor with a fireball and hit with a buffed attack/damage stack or summon an earth elemental and buff his defense even further to have the ultimate tank or lower the defense of a enemy stack and then flash freeze him for one hit K.O. etc etc)

6. They can be organized theme wise in a balanced way - for example water/ice is associated with healing, so its a natural choice for regeneration, fire is associated with damaging so its a natural choice for divine strength or righteous might etc but in a way that you would still pick a offensive/defensive/utility path but it would be executed in a more versatile and balanced way, so that one spell school cannot have the best buffs, debuffs and damaging spells. Also they can be centered according to what they do - fire can be centered around offense and damage, earth around defense and terrain based spells, water/ice around support and slows and lightning around utility and stuns

7. Occultism and mostly Empowered spells will be a good choice for every spell school instead of just for Destructive as it is now, also Mark of the Sorceror and Counter spell will be a lot more interesting because they will require a lot more thought to be used perfectly

8. Magic resistance is going to be more useful all around, not just against Dark and Destructive as it is with the current system

One thing that is both advantage and disadvantage is that if the schools are mixed it won`t have might OR magic differentiation in the class based skill trees, but this will lead to more diversity in that the different classes would utilize the same spells in a different way and with a different strength.

What are the disadvantages of a mixed spell system ?

1. It will require a lot of work to transition from a specialized spells system to a mixed one - perks will need to move from one tree to another, some of the perk names will have to be changed to better fit their school

2. The perk support is not as versatile as it could be, so some compromises have to be made, atleast they are already balanced in a way that they buff certain spells (for example master of wrath is buffing Righteous Might and Haste which are both offensive spells etc)

3. Some spells are not fitting very well - Curse of the Netherworld, Word of Light, Summon Elementals can fit in every school. Maybe Summon Elementals can be given to every school?

4. For ultra polish it would need to have a different icons along with the name changes and maybe some visuals can be changed to fit better (for example Blade Barrier can be renamed into Ice Barrier and have a ice blocks particle)

5. Dungeon`s Elemental vision.. that one is a hard one if it cannot be made that every damaging spell is receiving the effect of elemental vision instead of just Destructive ones. On the other hand if it can be made, then they will be a true master of elements, not just Destructive.


I will be happy if someone want to express their thoughts and feelings about the mixed spell system.









Well i love some of your ideas... i will check them out

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 14, 2016 03:07 PM

Quote:
I opened a generated map in editor and activated script and used the reanimator patcher


you don't need to do both these things, using reanimation patcher does the same as activating them manually.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 14, 2016 03:10 PM

Quote:
Fireball is always going to be better than Circle of Winter etc. which means that you would expect a lot of Fireballs from a Destructive magic master and perks only makes that more obvious.


we have been over this before in MMH55 fireball is NOT better than circle of winter
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devilfire
devilfire


Adventuring Hero
posted January 14, 2016 03:27 PM

@Magno the wall of text had absolutely different purpose than comparing Fireball and Circle of winter .. it was just a simple example. Ignore it and read everything else and tell me your opinion, I`m really interested on what you think about it.

@lotihoti I`m glad you like it, if you have suggestions on your own I will be glad to hear them and if magnomagus decide he like them too we can have our new mixed spell system in MMH 5.5

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 14, 2016 04:04 PM
Edited by magnomagus at 16:06, 14 Jan 2016.

In the past I have investigated making a fire/water/earth/air spell system but I ran into too much hardcoded issues to make something qualitative and decided to make the current system as good as possible. Currently sum/dark and light have plenty variation and while destructive is a little one-sided it works great in the game as a whole.

H4 always had the best spell system, but I think now H5 is easily as good, because all spells are really useful and H4 has many duplicates and weaklings.
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strigvir
strigvir


Adventuring Hero
posted January 14, 2016 04:39 PM
Edited by strigvir at 16:40, 14 Jan 2016.

devilfire said:

-> On paper its good to have exactly what you paid for, but the problem is that you get that and only that.. nothing else. There is no versatility in the schools - Light can only buff, Destructive can only damage etc.

Except some schools have better synergy with different castles, so your point of "on paper" is moot, because in the actual game they work pretty well. 1 skelly versus 20 million archdevils aside, there is no "superior" school of magic, provided you follow a playstyle it imposes on you.
devilfire said:

What are the advantages of a mixed spell system ?

1. It will bring diversity - no more monotone and predictable spell usage

I guess that explains why the player, in a let's play of HoMM3 I am watching right now, always wants to max Earth Magic ASAP and then opens every single battle with Expert Slow. Hella unpredictable diversity we have there. That also outlines the problem of lumping several spells into a magic school at random not producing the "balanced" system. Instead we get clearly superior schools over gimped ones. Sucky spells are sucky spells, no matter how you reshuffle them.

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Skeggy
Skeggy


Promising
Famous Hero
posted January 14, 2016 04:54 PM

To define raise dead spell as re-animation for the duration of the battle only, including undead units?
And "brings back to life" effect of the raise dead spell for the undead to be used as ultimate necromancy perk?
And lower time duration of magical immunity, to make it more like the ultimate dispel/cleansing?

And perhaps leadership can give additional levels of magical resistance?

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devilfire
devilfire


Adventuring Hero
posted January 14, 2016 05:00 PM
Edited by devilfire at 17:02, 14 Jan 2016.

@magno what problems did you encountered ?

@Strigvir I appreciate your opinion but I am not sharing it simply because "lumping several spells into a magic school at random" is not even close to what I`m trying to discuss. Also you are forgetting that a lot of the things that we have here are non existent in HOMM 3, for example a scaling spells.

For example if you are a Light expert and you win a really big battle and you have almost no troops left, what are you going to do if the second enemy that outnumbers you comes ? Thats right, you will buff your remaining few troops and die hard. If it was a mixed spells system you could just blow some implosions, fireballs and stuff if they fit better in the current situation and even the odds. Do you follow my point ?

The current spell system is working, no doubt about that, but it can work even better with more diversity and even if you always start your battle with slow that won`t matter, because the following spells will depend on the player, not on the buff/debuff/damage stereotype.

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Nordos
Nordos


Known Hero
posted January 14, 2016 08:59 PM

magnomagus said:
Quote:
Fireball is always going to be better than Circle of Winter etc. which means that you would expect a lot of Fireballs from a Destructive magic master and perks only makes that more obvious.


we have been over this before in MMH55 fireball is NOT better than circle of winter


Well~ In my recent games:
After maxing Occultism,  Firebal deals more damage, while costing less damage and targeting one additional cell. Sure, if you 1x1 creature is surrounded by enemies, circle is far superior - but the cases for when it happens are really rare.

So, I guess after ~8 SP, Fireball deals more damage? Since Occultism, it is pretty easy to attain, IMO. Maybe make it to intersect after ~10 SP or later instead?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 14, 2016 09:07 PM

it's not all about damage but also about:

-freezing buffed to 0.4
-players expecting you to take fire and reduce fire damage by up to 75% with artifacts
-existance of fire resistance perk
-cold death will do more damage vs tier 7 as long as hero doesn't have 50SP
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Nordos
Nordos


Known Hero
posted January 14, 2016 09:20 PM

T7 - ok, but most things are decided before you encounter the enemy, IMO. As to speak of, creep.

While chilling can be strong, so can be the armor reduction of Fire - or the next perk of doubling it's damage (though over 3 turns).

I don't really mean to buff it to be equal to Fireball, but a slight buff for early game (where you don't have that many master skills, especially since you rather may occultism and sorcery) should make it into more of an alternative, IMO.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted January 14, 2016 10:12 PM

@Magno, I was contacted regarding a bug where when stronhold hero aquire a town portal spell the Town management disappears from the Spell book.

I recall there was a discussion about this but I cant remember what was the outcome of it. Is there such bug?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 14, 2016 10:21 PM

Check the description of talisman 3b
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devilfire
devilfire


Adventuring Hero
posted January 14, 2016 11:41 PM

Why are the Arch Devils offensive and Arch Demons defensive ? It would be better off it they swap their stats. Arch Devils need to preserve their numbers in order to summon as much Pit Lords as possible, while Arch Demons need speed and initiative to function properly and they don`t need numbers to do their Teleport other ability. Even theme wise the fire creatures are more defensive, while the shadow creatures are more offensive.

If the stats are swapped that could solve the Arch Demons problem.

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Belisarius
Belisarius


Promising
Known Hero
posted January 15, 2016 12:15 AM

lotihoti said:

Some spells are OP too.. Vampirism: You can win battles without losses with legion size armies which is a bit... weird - Thousands of troops and on one site there are no losses? Doesnt sound logical.



Vampirism is strong spell. (As it should be considering it is lvl 5 spell). But what it takes to win battles against legion size armies without losses is combination of spells (and/or abilities). Like Vampirism together with Puppet master. With Sandro's cloak, one can even use Puppet master on Undead troops.
So Dark Magic can be really strong "tool" in battles.

But Light Magic can have it's moments too (when things combined):
Regen + Destructive spell (fireball) - Alaric vs Tieru
Regen + Resurrection (+Irina's griffins) -  haven vs abandoned mine

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 15, 2016 12:35 AM

@Devilfire: not really, the teleport other ability invites creatures to attack them instead of others, because they can take the damage, this is a tank creature ability.
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devilfire
devilfire


Adventuring Hero
posted January 15, 2016 09:43 AM
Edited by devilfire at 09:47, 15 Jan 2016.

@Magnomagus more often than not Teleport other is used to teleport an enemy into your army and most of the time that enemy is dead long before he attack.

Maybe if he had Taunt that would be the case, but he don`t, so he cannot ensure that the enemy won`t just go on his army with a free ride instead.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted January 15, 2016 10:40 AM

Magno,

I saw that i have missed a post for the Bone dragons.
Besides the +10 HP for the Ghost dragon did you do any other buffs?

For example what is the cast level of Sorrow strike?
The Tote default is basic but in the XDB the skill just say sorrow strike.
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