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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 ... 129 130 131 132 133 ... 150 200 250 300 350 400 435 · «PREV / NEXT»
dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted February 17, 2016 04:23 PM

Not sure if bug but I think there is something not correct with Stronghold heroes starting primary skills.

Currently they are as follows:

Chieftain 3, 0, 1, 1
Veteran 3, 0, 1, 1
Shaman 1, 2, 1, 1

What I recall from the earlier versions is that Shamans started with 3 SP?
Also is it deliberate that Chieftain and Veteran skills are the same?

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adriancat
adriancat


Famous Hero
Protector Of The Peace
posted February 18, 2016 08:37 PM

Hello all! This mod is great,it improves ToE a lot why there is no tournament going on? (maybe some duel tournament, like the one initiated on Elvin's Duel Map some years ago?)

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted February 18, 2016 09:33 PM

adriancat said:
Hello all! This mod is great,it improves ToE a lot why there is no tournament going on? (maybe some duel tournament, like the one initiated on Elvin's Duel Map some years ago?)


Actually if you take Elvin map and remove the map scripts you can use it for HoMM5.5 duels . Actually we can make such iteration some time later but first we have to ask Elvin .

If you are looking for people to play against you may want to join the HoMM 5.5 Tavern there is a public chat there for anyone that wants to ask for a game.

Cheers!
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 19, 2016 05:43 PM

@dredknight: This is not a bug, in the past shaman specials didn't scale with levels.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted February 19, 2016 05:50 PM

magnomagus said:
@dredknight: This is not a bug, in the past shaman specials didn't scale with levels.

Great! Didnt notice that!

You even balanced the chances! the Shatter Summoning hero has a little bonus due to the more rare Summoning school! Great!
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LucPatenaude
LucPatenaude


Famous Hero
Owning all 7 Heroes games
posted February 20, 2016 02:10 AM

@Magnomagnus: Great Job indeed!

Downloaded RC6 and installed it right-a-way this afternoon.

At first, I forgot to remove the, now, aging mods that I used to enjoy using for the past 6 years.

Made myself a Tiny map of only 2 players and, I goofed while playing it. Really under-estimated the true boost of cheating that you included in this newest mod.'s build. Lost miserably but, reloaded it and, made sure not to make the same mistake. Then, won without too too much problems.

That new ARMG is still a little bit fussy about what the player's choices are available. Anyway, beats to have to use the Editor for making such RMG maps.

The last time I downloaded your mod. was Fall of 2015 and, was only at RC2a.

Am truly pleased with your work, buddy. Keep on modding.


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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted February 20, 2016 12:40 PM
Edited by dredknight at 12:54, 20 Feb 2016.

I think the Phantom Forces spell needs a little twitching.

Currently depending on mastery level it copies up to 4/5/6/7 tier creature.

I found such scroll with my Death knight in my last PvP game and it really felt strong and not appropriate for just one slot.

Also when casted the Summoned unit starts with full initiative which is really broken when casted on Liches, Sylvan archers, Vampires. The opponent really cant stand a chance against double damage. Plus the spell casting is stackable (you can have more than one summon at the same time)

I am not even adding the fact that it stacks with Luck and Morale(non undead races)! Not sure if this is fixable as the spell is hardcoded but perhaps deflactor can check if it is easy to locate.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 20, 2016 01:36 PM

No, the spell is ok, lvl 4 has to be as good as frenzy or meteor shower

Quote:
I found such scroll with my Death knight in my last PvP game and it really felt strong and not appropriate for just one slot.


very rare random incident.
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etarded
etarded

Tavern Dweller
posted February 21, 2016 05:49 AM

Ballista Heroes

Iron Maiden heroes (ballista fireballs bonus) seem either bugged or underpowered? Was only adding 1 damage per shot for first several levels, isn't it supposed to cast an actual fireball like it used to?
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Belisarius
Belisarius


Promising
Known Hero
posted February 21, 2016 05:58 AM
Edited by Belisarius at 06:01, 21 Feb 2016.

here it is, so far:



mmh55 classes trailer draft ver 2

any suggestions, advises, opinions?

@magno where can I find mmh5.5 logo that is shown on start screen in upper left corner? without the background



what should the disclaimer for respective material's owners rights state?

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uaciaut
uaciaut

Tavern Dweller
posted February 21, 2016 10:11 AM

Are some of the old skills removed by any chance? I'm looking at the in-game manual on skills/new hero classes and can't seem to find Nature's Luck for example. If that is the case are all the town-specific ultimate skills changed? Absolute Protection for example is still there.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 21, 2016 10:39 AM

dredknight said:
adriancat said:
Hello all! This mod is great,it improves ToE a lot why there is no tournament going on? (maybe some duel tournament, like the one initiated on Elvin's Duel Map some years ago?)


Actually if you take Elvin map and remove the map scripts you can use it for HoMM5.5 duels . Actually we can make such iteration some time later but first we have to ask Elvin .

If you are looking for people to play against you may want to join the HoMM 5.5 Tavern there is a public chat there for anyone that wants to ask for a game.

Cheers!

You can use the latest version, though the changes are not exactly the same as HoMM5.5, due to the nature and focus of the map. If you want to overwrite my changes go ahead, it's all in the name of fun
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Map also hosted on Moddb

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted February 21, 2016 11:41 AM
Edited by dredknight at 11:41, 21 Feb 2016.

uaciaut said:
Are some of the old skills removed by any chance? I'm looking at the in-game manual on skills/new hero classes and can't seem to find Nature's Luck for example. If that is the case are all the town-specific ultimate skills changed? Absolute Protection for example is still there.


Natures luck was removed because in the original game it was broken (too strong) plus it was waste of points.
You get so much luck by the end that even without it every second strike is lucky (50% chance with 5 luck).

Another skill that was removed is Inferno`s "Swarming Gate" it is too strong and uncontrollable functionality.

Thanks @Elvin !
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uaciaut
uaciaut

Tavern Dweller
posted February 21, 2016 11:48 AM

dredknight said:
uaciaut said:
Are some of the old skills removed by any chance? I'm looking at the in-game manual on skills/new hero classes and can't seem to find Nature's Luck for example. If that is the case are all the town-specific ultimate skills changed? Absolute Protection for example is still there.


Natures luck was removed because in the original game it was broken (too strong) plus it was waste of points.
You get so much luck by the end that even without it every second strike is lucky (50% chance with 5 luck).

Another skill that was removed is Inferno`s "Swarming Gate" it is too strong and uncontrollable functionality.

Thanks @Elvin !


How is Nature's Luck too strong but Absolute Protection not? And isn't it unfair to remove a town's ultimate skill while keeping others?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted February 21, 2016 12:40 PM
Edited by dredknight at 12:41, 21 Feb 2016.

uaciaut said:

How is Nature's Luck too strong but Absolute Protection not? And isn't it unfair to remove a town's ultimate skill while keeping others?


Ultimate protection is very strong but it has huge requirement tree (about 24 or 25 levels of requirements).

While Nature's luck didnt give that much of a boost, having in mind that if you spend 3 skill points on luck you already have 30% chance.
Artifacts for luck are also pretty common so in a normal game you can get up to 40% luck chance easily.

Luck chance is negligible after the 50% perk (plus this is the game CAP). Even if there was not a cap no one will go for more than 50% because at that point it happens so often that it is better to synergy it with attack skill artifacts or other stuff.

I dont see anyone spending 25 level of requirements just to get the 100% luck chance. Also have in mind that when you have strong ultimate requirements for it always suck. So if Natures Luck was in the mod one would definitely be required to pick the Luck tree and skills that are not related to attack or defense in order to prevent OP damage.

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uaciaut
uaciaut

Tavern Dweller
posted February 21, 2016 12:58 PM
Edited by uaciaut at 13:03, 21 Feb 2016.

dredknight said:
uaciaut said:

How is Nature's Luck too strong but Absolute Protection not? And isn't it unfair to remove a town's ultimate skill while keeping others?


Ultimate protection is very strong but it has huge requirement tree (about 24 or 25 levels of requirements).

While Nature's luck didnt give that much of a boost, having in mind that if you spend 3 skill points on luck you already have 30% chance.
Artifacts for luck are also pretty common so in a normal game you can get up to 40% luck chance easily.

Luck chance is negligible after the 50% perk (plus this is the game CAP). Even if there was not a cap no one will go for more than 50% because at that point it happens so often that it is better to synergy it with attack skill artifacts or other stuff.

I dont see anyone spending 25 level of requirements just to get the 100% luck chance. Also have in mind that when you have strong ultimate requirements for it always suck. So if Natures Luck was in the mod one would definitely be required to pick the Luck tree and skills that are not related to attack or defense in order to prevent OP damage.



Not sure i follow your argument.

You start by saying Nature's Luck is broken; ok fine, i say Absolute Protection is too by that logic.

Then you say Absolute Protection requires like level 25 to get. Ok, but so did Nature's Luck. That was the point of ultimate skills.

Then you say Nature's Luck didn't even give that much of a boost since you can get to like 50% luck (cap) anyway. Doesn't that mean Nature's Luck is NOT overpowered but underpowered since you're implying an extra 50% luck isn't that useful. You're contradicting yourself here.

Then you go back again and say
Quote:
So if Natures Luck was in the mod one would definitely be required to pick the Luck tree and skills that are not related to attack or defense in order to prevent OP damage.


So Nature's Luck is only OP if combined with attack and defense and not useful otherwise?
In the original game you needed Luck, Logistics and Light Magic to get Nature's Luck - none of them were Attack or Defense. So if you wanted to get Attack too after Nature's Luck to scale even better you had to wait till what, level 30+, which is really late game and by that point everything is OP.

Also HoMM5.5 also has stuff that reduces damage or luck as requirement for Absolute Protection. By that logic, wouldn't Absolute Protection be redundant too since you already get snow that increases your defense, so what would more defense do?

I mean the mod uses the same logic the base game uses so i can't see why the need to remove an ultimate skill while keeping others.


I like a lot of the stuff that the mod adds, don't get me wrong, i'm just not sure about some of these skill changes.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted February 21, 2016 01:04 PM

uaciaut said:
Not sure i follow your argument.

You start by saying Nature's Luck is broken; ok fine, i say Absolute Protection is too by that logic.

Then you say Absolute Protection requires like level 25 to get. Ok, but so did Nature's Luck. That was the point of ultimate skills.

Then you say Nature's Luck didn't even give that much of a boost since you can get to like 50% luck (cap) anyway. Doesn't that mean Nature's Luck is NOT overpowered but underpowered since you're implying an extra 50% luck isn't that useful. You're contradicting yourself here.


Alright... I admit I am wrong. On a second thought reading all things we have said above.

Nature`s luck just do not fit. It gives things you already get by the Luck skill.

Lorewise - yes it is stupid that it is not kept in the game.
Mechanic wise - it is ok because Luck skill gives partially the same bonus + you will get a lot of skill points to transfer to other more useful stuff.
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Skeggy
Skeggy


Promising
Famous Hero
posted February 21, 2016 03:33 PM

Belisarius said:
here it is, so far:



mmh55 classes trailer draft ver 2

any suggestions, advises, opinions?



Perhaps it would be more effective if town animations are used for general class presentations only, and detailing of specific skill trees sections, maybe now it should be called skill lines , should have corresponding heroes running in their corresponding environment.
For example, Demon Lord running in some inferno environment, with Demon Lord skill lines, and corresponding sub-racial particularity and peculiarity, with characteristic background battle music.

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Skeggy
Skeggy


Promising
Famous Hero
posted February 21, 2016 03:35 PM

dredknight said:
uaciaut said:
Not sure i follow your argument.

You start by saying Nature's Luck is broken; ok fine, i say Absolute Protection is too by that logic.

Then you say Absolute Protection requires like level 25 to get. Ok, but so did Nature's Luck. That was the point of ultimate skills.

Then you say Nature's Luck didn't even give that much of a boost since you can get to like 50% luck (cap) anyway. Doesn't that mean Nature's Luck is NOT overpowered but underpowered since you're implying an extra 50% luck isn't that useful. You're contradicting yourself here.


Alright... I admit I am wrong. On a second thought reading all things we have said above.

Nature`s luck just do not fit. It gives things you already get by the Luck skill.

Lorewise - yes it is stupid that it is not kept in the game.
Mechanic wise - it is ok because Luck skill gives partially the same bonus + you will get a lot of skill points to transfer to other more useful stuff.


Is it lore-wise for Zealot to have confusion? And wouldn't it be nice that all casters have all spells they cast named in the description?

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lotihoti
lotihoti


Famous Hero
posted February 21, 2016 04:15 PM

I think the real reason for some of ultimate and normal skills been deleted (natures luck, banshee howl, critical gating as example) is that in vanilla you could keep 4 skills with your racial skill, which you cant with mmh5.5 skill system anymore.

Btw i switched the skill system back. Just pm me and i send you the vanilla files via dropbox including new mmh5.5 heroes but old skill system.

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