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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 423 pages long: 1 50 100 150 ... 151 152 153 154 155 ... 200 250 300 350 400 423 · «PREV / NEXT»
strigvir
strigvir


Adventuring Hero
posted April 05, 2016 03:45 PM

How does Chain Attack interact with multi-striking creatures and Rune of Battle Rage?

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Gidoza
Gidoza


Famous Hero
posted April 05, 2016 03:46 PM
Edited by Gidoza at 15:53, 05 Apr 2016.

magnomagus said:
@Gidoza:
I thought you played QAI, which has 'equal resources' setting (snatch icon)

You claimed summon elemental spell is too powerful to get early, which is not true. Any lvl 3 spell can be gained early even without free spell skills.

H55 is not geared towards large maps alone, it is also geared towards better small maps, if a creature stack is 20% bigger and you get 20% less experience for it, the result is the same.

Besides for you there is no problem at all since you want smaller stacks you just use the lower difficulty, this has no impact on the AIs intelligence and still keeps you the option to activate cheating and make the game harder than quantomas AI. There are no handicaps for the AI on any difficulty.

The RMG underwent massive improvements in H55, so you cannot judge it without playing it.




Still not connecting.  :/   There's no more equal resources setting, so...?

I guess the Elemental issue is just that - it's too easy to get certai n low-level spells.  I quite frankly miss the brutally expensive mage guild upgrades from H3 and I think I'm still connecting in those terms.  I *WANT* my spells to be limited.

As for AI difficulty - playing on the lowest setting doesn't get me to start with only 5000 gold, though.  I don't care what the AI starts with.  For me, though, 30000 is severe overkill for starting cash.

I realize the RMG underwent massive changes, and they're awesome.  I'm judging it as positive.  I still prefer a hand-made map though as much as I'd prefer a hand-made armchair:  the manufactured ones just aren't as good even if they can be completely amazing.

As for the artifacts - aha, awesome.  The super items are just the former item squished into a single slot, then?  Anyways, that wasn't my point - my point is that I really prefer limiting the power of items on a map and don't want it going too far in a regular game.  This is particularly pertinent for me because I'm designing a map where all the parts for at least a couple combos are integrated into the map - I just wouldn't want the Hero's power to go BEYOND that.

I should ask, though - if I disable the super items in a map, will the *QUEST* indicator be turned off?  Otherwise it could be rather misleading and distracting.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 05, 2016 04:15 PM
Edited by magnomagus at 16:21, 05 Apr 2016.

The equal resources (now called casual game) setting is among the starting bonuses.

in MMH55 settings neutral stack cna be converted to any size, and there is stil lthe taxes option from Q for low res games.

You cannot switch off the ultimate items the normal way, because they are given by a script. the ultimate items however are in strength comparable to H3 relics, they give +12 to one or +6 to all stats. In H3 the real ultimate items are much more powerful.

the easiest way to remove them would be to remove the building that finishes the quest, that way the description doesn't matter.

also i did already increase the cost of L4 an L5 mage guild.
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Gidoza
Gidoza


Famous Hero
posted April 05, 2016 04:38 PM

magnomagus said:
The equal resources (now called casual game) setting is among the starting bonuses.

in MMH55 settings neutral stack cna be converted to any size, and there is stil lthe taxes option from Q for low res games.

You cannot switch off the ultimate items the normal way, because they are given by a script. the ultimate items however are in strength comparable to H3 relics, they give +12 to one or +6 to all stats. In H3 the real ultimate items are much more powerful.

the easiest way to remove them would be to remove the building that finishes the quest, that way the description doesn't matter.

also i did already increase the cost of L4 an L5 mage guild.



Okay I guess this is what's confusing me.  I see "casual game" mentioned in the tooltip, but no actual button that makes the game casual.  Huh?

Yeah, that's what I've been doing is not including the quest-finishing building.  Which ones are those?  I guess I can hover every item in the editor to figure it out.  Anyways, it still feels like a full set of items is getting shafted somehow if all that needs to be done from there is to bring it to the right building.  Don't understand you, though - why is +6 allstats in H3 much more powerful than +6 allstats in H5 (barring the fact that stats function slightly differently in both games)?

Fair enough for levels 4 and 5 guilds.  It still means that your L3 guild could effectively be giving you nothing BECAUSE of your investment in that very magic school.  ^_^

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 05, 2016 04:48 PM

I'm talking about H3 angelic alliance +21 to all stats+prayer on all creatures and artifacts like that.
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Gidoza
Gidoza


Famous Hero
posted April 05, 2016 05:22 PM

magnomagus said:
I'm talking about H3 angelic alliance +21 to all stats+prayer on all creatures and artifacts like that.


Yes but the +21 all stats part is because of the original artifacts, which all take a slot.  It's of course a super powerful item.  But it still takes 6 slots, not 1.

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sayke
sayke

Tavern Dweller
posted April 05, 2016 05:59 PM
Edited by sayke at 18:02, 05 Apr 2016.

Gidoza said:

4.  I guess this is part of my issue, because I'm not interested in fighting bigger armies on higher difficulties.  Fighting bigger and bigger stacks of neutrals is just boring.  I'd rather fight smaller stacks with normal experience and get on with the standard conflicts.  This may also be part of the reason I don't bother with random maps, because I find the game chaotic and unruly.  My point is that the current set of AI handicaps are inadequate in every form.



Many people only play random maps. That's where the action is. Learning to handle what the game throws at you is one key part of becoming a good player.

Gidoza said:

...The sentiment I get is that H5.5 is geared towards enormous maps made by the RMG.  I'm saying that more tame maps suffer because of this focus.  (And hence this is why I'm not so happy about the mixed difficulty settings, because the stacks are NOT larger in my preference of map, so it DOES translate to a notable loss of experience.)


I mostly play enormous maps made by the RMG. I don't bother with small maps, because they are simple, predictable, and don't really show off what the full game has to offer. If you want larger stacks on easy-difficulty small maps, you can increase the H55_NeutralStackSize and H55_BanksDifficulty.

It sounds to me like you've only played a couple games of H5.5, on easy difficulty, on a small built-in map, against the AI.

That's just the tip of the iceberg. Those are literally the simplest possible settings out there. You won't even see, let alone understand, much of what's going on in the game if that's all you do.

I've only played against humans a few time, but I know there's a lot going on in this mod that balances for high-skill competitive human-vs-human multiplayer.

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Gidoza
Gidoza


Famous Hero
posted April 05, 2016 06:11 PM

sayke said:
Gidoza said:

4.  I guess this is part of my issue, because I'm not interested in fighting bigger armies on higher difficulties.  Fighting bigger and bigger stacks of neutrals is just boring.  I'd rather fight smaller stacks with normal experience and get on with the standard conflicts.  This may also be part of the reason I don't bother with random maps, because I find the game chaotic and unruly.  My point is that the current set of AI handicaps are inadequate in every form.



Many people only play random maps. That's where the action is. Learning to handle what the game throws at you is one key part of becoming a good player.

Gidoza said:

...The sentiment I get is that H5.5 is geared towards enormous maps made by the RMG.  I'm saying that more tame maps suffer because of this focus.  (And hence this is why I'm not so happy about the mixed difficulty settings, because the stacks are NOT larger in my preference of map, so it DOES translate to a notable loss of experience.)


I mostly play enormous maps made by the RMG. I don't bother with small maps, because they are simple, predictable, and don't really show off what the full game has to offer. If you want larger stacks on easy-difficulty small maps, you can increase the H55_NeutralStackSize and H55_BanksDifficulty.

It sounds to me like you've only played a couple games of H5.5, on easy difficulty, on a small built-in map, against the AI.

That's just the tip of the iceberg. Those are literally the simplest possible settings out there. You won't even see, let alone understand, much of what's going on in the game if that's all you do.

I've only played against humans a few time, but I know there's a lot going on in this mod that balances for high-skill competitive human-vs-human multiplayer.



Ehm - no.  Just no.  In no game (and neither H5) have I limited myself to one style, or easy level, or small maps.  H3's random map generator was exciting until I discovered that a pre-built map that's well-designed, even if predictable, offers much more variety, fun, and challenge than any RMG or attempts at Improvements upon it ever did.  The RMG here particularly in big games is just drowning me with boredom.  Reality isn't symmetrical unless it's a snowflake.

As for the rest, basically you could have just called me an ignorant retard instead, and that would have sufficed.  Balance for multiplayer is self-evident to me from some of the changes that are made.  I hardly need to delve into every aspect of reality to understand what's going on.  Save your insults for someone else.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 05, 2016 07:13 PM
Edited by magnomagus at 19:16, 05 Apr 2016.

It is kinda pointless to compare human-made maps and RMG maps in a general sense,

There are plenty of human made maps with terrible graphics and poor balance.

Then there are also some very good ones, but not enough to keep playing those forever. For H3 there are also more good maps available so it easier with H3 to resort to human-made maps.

Different RMGs also give totally different results, H3 RMG maps are not in any way comparable to ARMG maps from H55. Also both the results of H3 RMG and the H55 RMG are dependant on the template used.
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Gidoza
Gidoza


Famous Hero
posted April 05, 2016 07:45 PM

magnomagus said:
It is kinda pointless to compare human-made maps and RMG maps in a general sense,

There are plenty of human made maps with terrible graphics and poor balance.

Then there are also some very good ones, but not enough to keep playing those forever. For H3 there are also more good maps available so it easier with H3 to resort to human-made maps.

Different RMGs also give totally different results, H3 RMG maps are not in any way comparable to ARMG maps from H55. Also both the results of H3 RMG and the H55 RMG are dependant on the template used.



Fair enough comments and I agree.  But I've kept some human-made maps in H3 that I've played forever.  

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MammothBro
MammothBro

Tavern Dweller
posted April 06, 2016 08:14 PM

strigvir said:
How does Chain Attack interact with multi-striking creatures and Rune of Battle Rage?


Hero only attacks the unit you personally selected, others are not counted. AFAIK if there's a double attack, hero attacks two times.

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Skeggy
Skeggy


Promising
Famous Hero
posted April 07, 2016 12:09 AM

MammothBro said:
strigvir said:
How does Chain Attack interact with multi-striking creatures and Rune of Battle Rage?


Hero only attacks the unit you personally selected, others are not counted. AFAIK if there's a double attack, hero attacks two times.


If the creature if under Chain Attack spell (ability):

1.with Rune of Berserking triggered, creature will perform two melee attacks instead of one against the same target and hero will attack only once after the second attack.

2.with Rune of Battle Rage triggered, creature will perform a melee attack against all nearby enemies once (no retaliation), and hero will attack only last creature attacked.

It seems that Absolute Protection can be achieved without battlefield logistics. I support that but description needs to be updated.

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thGryphn
thGryphn


Promising
Famous Hero
posted April 07, 2016 09:02 AM
Edited by thGryphn at 09:14, 07 Apr 2016.

A current screenshot of the in-game skill wheel, no perk icons though, so just an overview:



Now, there is no texture loaded other than the background and perk icons. The skill/perk descriptions, hero faction, hero class, primary stats and probabilities are all text.

This way it's very light and ready for translation into other languages

Hope you like it!

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted April 07, 2016 09:38 AM

Finally installed H5.5 Copied my tote folder and installed the mod there as dredknight suggested. And indeed it worked, except it broke the scripts and mods of the duel map when running the original game ^^ Not sure if it was related to playing on gameranger, the fact that there was a duel map in the folder when I installed the mod(I removed the map from the original directory but forgot to do so at the copy ) or installing simply affects the game regardless of the directory it was installed in.

So! The hero class/skill tab is fantastic. Perfectly detailed, easy to use. I didn't see the hybrid and magic stronghold classes though.

Some great music choices.
Nice little changes like +1 luck to rage of the forest.
Neatly organized files for the extra content.

I am seriously considering to convert my map to 5.5 but I might need some help setting up a few inoperative scripts
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 07, 2016 09:41 AM

Elvin said:

I am seriously considering to convert my map to 5.5 but I might need some help setting up a few inoperative scripts


Pope Magno, another infidel converted !!!!
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 07, 2016 09:46 AM

@ThGryphn: It looks great! , i guess there is no other way than keeping the spaces between titlte, wheel and borders so small.

@Elvin: All maps with modded content will be heavily conflicting and must be removed, otherwise serious bugs.

Stronghold has hardcoded issues with additional classes.
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thGryphn
thGryphn


Promising
Famous Hero
posted April 07, 2016 09:51 AM

@magno

Is there *any* chance for the Barbarian classes to have the same probability scheme as the other classes? It would save me a lot of trouble if the number of skills with 12%, 10%, 8% and 4% chances were the same across the board. It also sounds more consistent, if I let my OCD speak...

I bet there was a reasoning behind the current scheme for Barbarians (probably has to do with Shatters) but wouldn't it be possible to have a common scheme somehow? A common ground?

By the way, I realized I'm not clear with the Shaman class. Does it always start with Shatter Light, or any one of the Shatters is possible as starting skill depending on the particular Hero?

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Skeggy
Skeggy


Promising
Famous Hero
posted April 07, 2016 09:57 AM

thGryphn said:
A current screenshot of the in-game skill wheel, no perk icons though, so just an overview:

Now, there is no texture loaded other than the background and perk icons. The skill/perk descriptions, hero faction, hero class, primary stats and probabilities are all text.

This way it's very light and ready for translation into other languages

Hope you like it!



I was wondering, same question goes to Belisarius too, why are you using those anti-intuitive main faction icons? Why don't you use, for effective and intuitive faction visual orientation, more intuitive and visually more appealing icons, like, for example:

Knights, Paladins, Heretics - icon of Expert Trainer.
Rangers, Wardens and Druids icon of Ultimate Avenger.
Demon Lords, Gatekeepers and Sorcerers icon of Ultimate Gating.
Death Knights, Reavers and Necromancers icon of Ultimate Necromancy.
Seers, Wizards and Elementalists - icon of Ultimate Artificer.
Overlords, Assassins and Warlocks icon of Ultimate Irresistible Magic
Engineers, Runemages and Flamekeepers icon of Ultimate Runelore
Chieftains, Veterans and Shamans icon of Ultimate Blood Rage

Because, once more, those icons that are user for main visual orientation are anti-intuitive, visually non-appealing, and utterly ineffective for purpose of quick and effective visual orientation.

I can understand that you wish to make a symbolic new beginning, however, main faction icon simply have to be visually effective to make a quick choice based on a clear visual distinction without having a terrible headache or visual stress because they all look so bleakly.


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 07, 2016 09:58 AM

@ThGrypn: I don't mind if you just set lead,defense and shat light to 8% to make it even, but i won't change it in game, it doesn't really matter since these numbers are only rough 'more or less' indications, ingame the exact numbers will constantly change.

and yes shamans start with 'any shatter'.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 07, 2016 10:00 AM

@SKeggy: NO! H55 is no longer based on racial skills so these should not be used as representative.
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