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devilfire
Adventuring Hero
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posted February 08, 2016 09:12 PM |
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My mistake .. I saw that
"-Death Knights will be able to lower the morale of the enemy hero when using leadership (it doesn’t work for neutral creatures), they also need necromancy for the effect to work"
and decided that it is done that way, nevermind.
Can we have this instead of +6 attack ? It would be a lot more unique.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted February 08, 2016 09:44 PM |
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devilfire
Adventuring Hero
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posted February 08, 2016 10:06 PM |
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Speaking of tournament edition they seem to have a script that is making the Recruitment level dependant:
AS_RECRUITING [1] = {3, 2, 1, 0, 0, 0, 0};
AS_RECRUITING [5] = {4, 3, 2, 0, 0, 0, 0};
AS_RECRUITING [10] = {6, 4, 2, 0, 0, 0, 0};
AS_RECRUITING [15] = {10, 5, 2, 1, 0, 0, 0};
AS_RECRUITING [20] = {12, 8, 3, 2, 1, 0, 0};
AS_RECRUITING [25] = {15, 9, 5, 2, 1, 1, 0};
AS_RECRUITING [30] = {18, 10, 6, 3, 2, 1, 1};
v6.5.1 - 09/08/2013
just saying..
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Belisarius
Promising
Known Hero
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posted February 09, 2016 06:59 AM |
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magnomagus said:
Belisarius said: and trying to make a good "trailer" video for MMH5.5.
That would be awesome!
well, here is my idea for the video part which is presenting mmh5.5 classes (and skills probably):
[img][/img]
where screen is "divided" in two areas
1 is content
2 is classes per race
in area 1, there is 1a as header, than 1b main content and 1c as footer
in area 2 on top is 2a which is logo/symbol/avatar for each race, and 2b are actual classes per race
I am uploading the early working version of this video
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Wakke
Hired Hero
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posted February 09, 2016 09:58 AM |
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Edited by Wakke at 10:20, 09 Feb 2016.
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magnomagus said: As i said, the manual:
» If the attacker's Attack is higher than the opponent's Defense (A≥D):
Damage = Stack_Size * random(min_dmg, max_dmg) * [ 1 + 0.033*(A-D) ]
» Else, the attacker's Attack is lower than the opponent's Defense (A≤D):
Damage = Stack_Size * random(min_dmg, max_dmg) / [ 1 + 0.033*(D-A) ]
I really prefer the original asymmetrical formula, and hope you reconsider bringing it back (nummerical changes are fine though).
The asymmetrical framework makes for interesting decisions on which stack is the best candidate for attack/defense boost/nerf, and which stacks to attack with which stacks.
Note that the asymmetry does not make defense worse than attack; instead it implies that once you have more defense than attack,changes in attack or defense have less effect. This effect makes attack/defence stats so much more interesting! It was put in the game like this for a reason, please reconsider, as I love your mod
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted February 09, 2016 11:06 AM |
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@Belisarius:
Nice work so far.
Quote: I really prefer the original asymmetrical formula, and hope you reconsider bringing it back (nummerical changes are fine though).
??? That formula never existed, it was always like this, the stuff on CH was made up.
____________
MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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Wakke
Hired Hero
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posted February 09, 2016 11:12 AM |
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Edited by Wakke at 11:16, 09 Feb 2016.
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magnomagus said: @Belisarius:
Nice work so far.
Quote: I really prefer the original asymmetrical formula, and hope you reconsider bringing it back (nummerical changes are fine though).
??? That formula never existed, it was always like this, the stuff on CH was made up.
Hmm, I'll make some tests in game... So you only changed numerical vaules with regards to damage calculation? No actual new formula structures?
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted February 09, 2016 11:18 AM |
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MammothBro
Tavern Dweller
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posted February 09, 2016 11:36 AM |
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devilfire said: Speaking of tournament edition they seem to have a script that is making the Recruitment level dependant:
AS_RECRUITING [1] = {3, 2, 1, 0, 0, 0, 0};
AS_RECRUITING [5] = {4, 3, 2, 0, 0, 0, 0};
AS_RECRUITING [10] = {6, 4, 2, 0, 0, 0, 0};
AS_RECRUITING [15] = {10, 5, 2, 1, 0, 0, 0};
AS_RECRUITING [20] = {12, 8, 3, 2, 1, 0, 0};
AS_RECRUITING [25] = {15, 9, 5, 2, 1, 1, 0};
AS_RECRUITING [30] = {18, 10, 6, 3, 2, 1, 1};
v6.5.1 - 09/08/2013
just saying..
This would be neat, considering that governors gain levels passively. All might classes have Leadership and can get Recruitment, but they have little knowledge, so they do not benefit from Legion Regalia, Estates and other knowledge-based things too much. In contrast, magic classes (usually) have a lot of knowledge but cannot get Leadership, so they would benefit from artifacts more than Recruitment.
I think the numbers should be tweaked a little though, because governance boosts growth already, but this is a great idea IMHO, what do you think Magno?
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted February 09, 2016 11:57 AM |
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This script is insanely overpowered, any modification of recruitment numbers is already too much for Dungeon.
+recruitment already gives a knowledge bonus for might heroes with regalia
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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Belisarius
Promising
Known Hero
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posted February 09, 2016 03:17 PM |
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It is way beyond overpowered. Max. change, if needed, in my opinion would be something like:
AS_RECRUITING [1] = {3, 2, 1, 0, 0, 0, 0};
AS_RECRUITING [5] = {3, 2, 2, 0, 0, 0, 0};
AS_RECRUITING [10] = {4, 2, 2, 0, 0, 0, 0};
AS_RECRUITING [15] = {4, 3, 2, 0, 0, 0, 0};
AS_RECRUITING [20] = {5, 3, 2, 0, 0, 0, 0};
AS_RECRUITING [25] = {5, 3, 2, 1, 0, 0, 0};
AS_RECRUITING [30] = {6, 4, 2, 1, 0, 0, 0};
AS_RECRUITING [35] = {6, 4, 3, 2, 0, 0, 0};
AS_RECRUITING [40] = {6, 4, 3, 2, 1, 0, 0};
But than again, what about Governing? Doesn't it do the same thing, boosting growth? What would governor with recruiting look like? (Especially Overlords)
_________
+recruitment already gives a knowledge bonus for might heroes with regalia
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Wakke
Hired Hero
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posted February 09, 2016 09:34 PM |
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Edited by Wakke at 21:34, 09 Feb 2016.
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magnomagus said: That's the only thing possible, the formula is hardcoded.
I double checked ingame, previously mentioned formula is used :
A. In case of Attack is higher: Damage = trunc(creature damage value * stack size * (1 + 0,033 * (attack-defense)) * (1 + attack boosters) * (1 – defense boosters))
B. In case attackers attack is lower than defenders defense value
Damage = trunc(creature damage value * stack size * (1 - (defense-attack) / (30,30+defense-attack)) * (1 + attack boosters) * (1 - defence boosters))
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted February 09, 2016 09:46 PM |
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Wakke
Hired Hero
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posted February 09, 2016 10:10 PM |
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magnomagus said: The result is the same, but it is not the formula the game uses.
Indeed, I now realize the formula you mentioned yields the same result as the one I mentioned.
Anyhow, the cool thing about it is that the scenario where A>D progresses linearly, while the D>A scenario progresses logarithmically.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted February 09, 2016 10:42 PM |
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Wakke said:
magnomagus said: The result is the same, but it is not the formula the game uses.
Indeed, I now realize the formula you mentioned yields the same result as the one I mentioned.
Anyhow, the cool thing about it is that the scenario where A>D progresses linearly, while the D>A scenario progresses logarithmically.
You are correct. that was the first thing I noticed when switched between H3 and H5 back in the days.
in H3:
20 more attack is 100% more damage (2.0 modifier - twice more)
20 more defense is 50% less damage (0.5 modifier - half less)
in H5:
20 more attack is 100% more damage (2.0 modifier - twice more)
20 more defense is 90% less damage (cap is 90%) (9.0 modifier - nine times less)
____________
Join our official discord channel | NCF Utility Beta
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Wakke
Hired Hero
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posted February 10, 2016 09:32 AM |
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dredknight said:
Wakke said:
magnomagus said: The result is the same, but it is not the formula the game uses.
Indeed, I now realize the formula you mentioned yields the same result as the one I mentioned.
Anyhow, the cool thing about it is that the scenario where A>D progresses linearly, while the D>A scenario progresses logarithmically.
You are correct. that was the first thing I noticed when switched between H3 and H5 back in the days.
in H3:
20 more attack is 100% more damage (2.0 modifier - twice more)
20 more defense is 50% less damage (0.5 modifier - half less)
in H5:
20 more attack is 100% more damage (2.0 modifier - twice more)
20 more defense is 90% less damage (cap is 90%) (9.0 modifier - nine times less)
No I think you have it wrong: your H3 example is actually H5 (vanilla). I don't know about H3.
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devilfire
Adventuring Hero
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posted February 10, 2016 10:02 AM |
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I guess an iteration of the recruitment script won`t be implemented ?
It can have big effect only on the capital city, while having a decent effect on every other city. It makes sense, the capital is the biggest city. The big effects can trigger after level 20 for example, at that point a few more troops are not gamebreaking.
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matod
Adventuring Hero
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posted February 10, 2016 02:09 PM |
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It is too op with governance you will allways search with hero who can learn recruitment in duel imposible armg maps
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luorax
Tavern Dweller
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posted February 10, 2016 02:30 PM |
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I may have found a bug. Caster's luck doesn't seem to affect all spells. It doesn't work with (Empowered) Deep Freeze, for instance. The animation goes off when a lucky hit is rolled, however the damage it does is the same as normally. With (Empowered) Fireball it works, for example, the damage is properly increased. I have noticed this with a wide range of creatures, so it's not related to items or abilities.
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devilfire
Adventuring Hero
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posted February 10, 2016 02:57 PM |
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Take into consideration that the hero with recruitment will need high level to get a decent effect and the fact that you have to stay in the town at the end of the 7th day of the week is making the skill bad for main heroes, so the most desirable results will be achieved in the middle till the end of a long game because the governators are relying only on the Town experience.
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