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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 ... 132 133 134 135 136 ... 150 200 250 300 350 400 435 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 26, 2016 01:39 PM

It is true the mod was originally designed for multiplayer/RMG, but the campaign issues are related to the new AI and can be avoided by using MMH5.5 utility.exe for playing campaigns. However the old AI also comes with it's own campaign issues, for example in TOE the turns in the dungeon campaign can become insanely long even on modern PCs.
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leania
leania

Tavern Dweller
posted February 26, 2016 01:47 PM
Edited by leania at 14:10, 26 Feb 2016.

About Inferno:

First I'd really appreciated this fantastic mod.

I'm an Inferno player and I've felt that the faction still needs a little more boosts due to the wrong concept of the town. Most of creatures in the Inferno are little weaker than the other factions due to an overestimated skill: Gating. Gating is not so strong enough as we expected, and the town became the weakest town in original TOTE without Deleb.

I'd like to suggest several improvements for this town even though many reworks has been adjusted by this great mod, because it seems not enough to be a competitive faction imo.

1. Demons
I think Demons would need to be improved slightly, but the major issue is Spawn of Chaos. As you know, Demon is considered as the weakest and most useless creatures in Inferno and it is exactly tier 1.5 creature rather than tier 2. It has very high weekly growth, but the building, the Spawn of the Chaos, only increases +2 growth per week, ridiculously. This building has to bring much more growth than 2 imo.

2. Succubi
Succubi is the only ranged creature in Inferno. I think the required town level for the dwelling should be 6 instead of 9 as Griffins'.

3. Additional Heroes
Well, I just wonder that the other Inferno players are satisfied with the additional heroes such as Harkenraz, Calh, etc., who have perfectly new specialties. I'm not sure they are really useful enough comparing with the original heroes' specialties... Any opinions and advice?

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lanteean
lanteean


Hired Hero
posted February 26, 2016 10:27 PM

the contract for windmills doesn't work, i am not receiving the 1000 gold/week from the windmill

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 27, 2016 12:07 AM

@laenia: the growth x power rating for demons is actually comparable to other factions

@lanteean: this mechanicsm is not bugged but can rarely malfunction on scripted maps with conflicting triggers.


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leania
leania

Tavern Dweller
posted February 27, 2016 04:50 AM

Governance?

I'd like to know how to change Governor on a town. I set main hero to the Governor, but I could not change it. Because of that, the hero failed to rush at enemies' towns due to the reduction of movement point. Whenever the hero gradually became more distant, the movement point was getting smaller and smaller...

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Belisarius
Belisarius


Promising
Known Hero
posted February 27, 2016 07:10 AM

Governor needs to be in town in order to resign. Then you can appoint another one if you like.

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etore
etore


Adventuring Hero
posted February 27, 2016 02:37 PM

magnomagus said:
@lanteean: this mechanicsm is not bugged but can rarely malfunction on scripted maps with conflicting triggers.

I'm playing a supplied map (H55-4P-Epic) and having the same problem. Two suppliers with my player color are not granting money.
Fresh RC6 installation, no other mods or maps. Never touched the editor.

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lanteean
lanteean


Hired Hero
posted February 27, 2016 10:51 PM

Got a Runtime  error R6025, the game simply stopped responding, CPU 0% utilisation, had to reboot PC

(Phenom X4 945, AMD R9 280X 3 GB VRAM, 8 GB DDR 3)

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 28, 2016 12:54 AM

@etore: did you also have a mystical garden?

@lantean: these kind of errors cannot be caused by the mod itself, they must be related to the original game engine.
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etore
etore


Adventuring Hero
posted February 28, 2016 02:48 AM
Edited by etore at 02:49, 28 Feb 2016.

magnomagus said:
@etore: did you also have a mystical garden?
I don't remember how is a mystical garden in HV, but I don't have any adventure place with this name.
I restarted the map and went directly to one of the windmills and set up a contract (it costed 1000 and gave 500 immediately).
Went to the second, pressed Cancel and received 500.
Waited until the start of the second week without a move, visited the second one, pressed Cancel again and it gave me 1000 as expected.
The first one, contracted, gave nothing.

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Wakke
Wakke


Hired Hero
posted February 28, 2016 08:50 AM

I also occasionally have issues with supply contracts not working (reported earlier).

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 28, 2016 10:01 AM

@etore: Ok, which faction were you on that map, i want to repeat the process?
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etore
etore


Adventuring Hero
posted February 28, 2016 05:55 PM

magnomagus said:
@etore: Ok, which faction were you on that map, i want to repeat the process?

Red player, which is bound to Academy. I choosed Josephine (Seer/Pathfinder) and a random minor artifact as bonus.
She got the Dwarven Pickaxe on the first attempt and Magic Box of the Dragon Breeder on the second. Both artifacts worked as expected.
In the options I only checked 8 secondary skills, all other settings remained default.

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azalen
azalen


Responsible
Known Hero
posted February 28, 2016 10:05 PM

Gremlin Saboteurs/Havez needs a Nerf

Just an Opinion...

Similar to the way you cut Titan Initiative, I think you need to consider nerfing Gremlin Saboteurs.  You probably need to hit both their Initiative (12, I think, is the highest for all ranged units) and their town growth rate. Either that, or Havez needs to be removed/nerfed.  

The issue:
Late game, Havez is a broken hero.  Under Havez, Gremlin Saboteurs become the best creature stack in the game.    

With Havez Gremlin Bonus + Battle Frenzy + Minor Artifact Bloody Claw + Initiative Artificer Artifacts, they hit harder than Titans.  I don't think it is right for a Tier I creature stack to be superior to any Tier 7 stack.  

Add in Retribution/Archery/Leadership/Luck/Archery/Further Artificer Effects for further insanity.  They can hit 20+ Initiative with ease and, combined with Initiative enhanced Storm Titans, annihilate armies before the opponents has a turn.  

I get the focus is more towards mid-game balancing, but I think this issue needs to be considered.  

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted February 29, 2016 10:15 AM

azalen said:

The issue:
Late game, Havez is a broken hero.  Under Havez, Gremlin Saboteurs become the best creature stack in the game.    



Not sure if Titan nerf was ok. Actually all units are broken because of artifacts thus artifacts are broken and not units.

For example - Rakasha Rajas can easily make 20-30 initiative if you combine haste + artifacts + their special.

On another PvP game where I played the hero who specialize with mages. Initiative artifacts on the mages + battle frenzy + archery + battle mage upgrade + assault teleport.

They shoot always first, they shoot often, they hit hard.
Not sure how we can fix this though. Nerfing the creatures is not a good practice because it will impact the PvE side when you fight  those creatures.

@Deflactor any chance you can find how to twitch initiative formula on creature artifacts boost on the exe file? Currently it is 1% per 1 Knowledge.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 29, 2016 10:43 AM

The nerf on titans was ok anyway, there dmg is insanely high, higher than most non-shooting tier 7.

also i agree gremlin saboteurs can have -1 ini, probably in exchange for a little more durability. 12 ini for a faction with 3 shooters is really excessive and not at all necessary to balance them out.
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Forsberg
Forsberg


Adventuring Hero
posted February 29, 2016 11:37 AM

Why is it so urge to balance everything?

It is known the world is not balanced. Today we have super power USA and poor Mexico. It is natural some countriesfamiliesnations are stronger than another, nothing is no equal in the world.

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Forsberg
Forsberg


Adventuring Hero
posted February 29, 2016 11:39 AM

Why is it so urge to balance everything?

It is known the world is not balanced. Today we have super power USA and poor Mexico. It is natural some countriesfamiliesnations are stronger than another, nothing is no equal in the world.

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matod
matod


Adventuring Hero
posted February 29, 2016 01:00 PM

Forsberg heh thats a good point actualy heroes was allways about luck not about balance much.. this is something i like about heroes 2 diversity about races i would like to see something here too

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 29, 2016 02:43 PM

There is balance and then there is the whirlwind of randomness that is H5. Why wouldn't you want a semblance of balance?
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