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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 50 100 150 ... 159 160 161 162 163 ... 200 250 300 350 400 435 · «PREV / NEXT»
thGryphn
thGryphn


Promising
Famous Hero
posted April 24, 2016 05:52 PM

magnomagus said:
I think its option one, and you can go for power of endurance


Thanks, yet another need for clarification: In Brimstone Rain description, it says "The hero also receives the Attack bonus from the Ammo Cart." Does this mean the Ammo Cart gives an extra +1 attack to shooters?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 24, 2016 06:02 PM

no, it is exactly what the desc says.
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thGryphn
thGryphn


Promising
Famous Hero
posted April 24, 2016 10:02 PM
Edited by thGryphn at 01:09, 25 Apr 2016.

magnomagus said:
no, it is exactly what the desc says.


Well, what exactly is the "Attack bonus from the Ammo Cart"?

Edit: Oh, I see, the hero himself will get the attack bonuses normally awarded to the shooters by the ammo cart...

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Gidoza
Gidoza


Famous Hero
posted April 25, 2016 01:57 AM

magnomagus said:
the console is tedious to setup at first but it is also the debugger, for advanced mapmaking and modding it is a must have. I use it all the time.
--
color doesn't matter.



I suppose it would help to understand *how* it functions as a debugger.  That is - what is revealing the map through the console command doing that the cartographer isn't?  Or what have you?  And I'm not even doing advanced mapmaking or modding...the only scripts I want to use I haven't even put in because setting an objective is too complicated for me, so there's nothing to debug on that end.

Unless AIs dislike it when there are too many objects to look at and are like horses between two equidistant ponds...

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 25, 2016 12:54 PM

@Gidoza: during every AI turn debugging info is printed in the console window.
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Gidoza
Gidoza


Famous Hero
posted April 25, 2016 03:06 PM

magnomagus said:
@Gidoza: during every AI turn debugging info is printed in the console window.


A couple questions...


1.  How do I scroll up in the console to actually see the info?

2.  I can't claim that I even know what this info means or what I'm looking for when I see it.  What's significant?


Anyways, I DID get the console working, so this is a start.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 25, 2016 03:17 PM

For you probably only messages related to scripts because only Quantomas can really debug the AI
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 25, 2016 03:24 PM
Edited by dredknight at 15:27, 25 Apr 2016.

Magno,

Can you add this question to the FAQ guide? A lot of people ask about it
Quote:

Quote:
Do you know if the PEST mod can be used in combination with Heroes 5.5?
So Quantomas AI improvements doesn't work together with the PEST Mod?


Yes it is possible.
You will lose some of the H55 features like advanced AI and 8 skills but everything else should work.

The problem is that Quantomas added those improvements by editing the EXE file (he uses exe from Tote 3.0 version) the PEST mod additions are added the same way (but on the exe file of ToTe 3.1 version). PEST mod cannot patch Quantomas exe due to differences in the code of the exe file.



Gidoza said:
1.  How do I scroll up in the console to actually see the info?


It should work with "Page up/down" button or Shift + Page up/down.
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Gidoza
Gidoza


Famous Hero
posted April 25, 2016 03:45 PM
Edited by Gidoza at 15:31, 26 Apr 2016.

magnomagus said:
For you probably only messages related to scripts because only Quantomas can really debug the AI


But I have no scripts.  :/  And I take it that Quantomas isn't around.


Quote:
It should work with "Page up/down" button or Shift + Page up/down.


Thanks, I'll try that.  EDIT:  It works, but I still have no idea what I'm seeing.



Alternatively, is it possible that the AI just isn't loaded right on my computer somehow?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 26, 2016 01:47 PM
Edited by dredknight at 13:48, 26 Apr 2016.

Guys I just came out with interesting thought.
What do you think if we let a hero to be able to cast the following two spells both on allies and enemies?

- Blindness - use it on your own creature that has been puppeted or frenzied.
- Magical immunity - use it on enemy creature so the enemy cannot ressurect/buff it.

This will create a little bit more strategy for same-school heroes PvP battles (light-vs-light, dark-vs-dark).
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Gidoza
Gidoza


Famous Hero
posted April 26, 2016 03:17 PM

dredknight said:
Guys I just came out with interesting thought.
What do you think if we let a hero to be able to cast the following two spells both on allies and enemies?

- Blindness - use it on your own creature that has been puppeted or frenzied.
- Magical immunity - use it on enemy creature so the enemy cannot ressurect/buff it.

This will create a little bit more strategy for same-school heroes PvP battles (light-vs-light, dark-vs-dark).



I've no objection to this - and I've always found it silly that Frenzy can't be dispelled normally, anyways.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 26, 2016 05:31 PM

@dredknight: do you know if anyone tested the PEST patch with MMH55-Utility.exe?

Also did you test blindness and magical immunity with new idea?
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 26, 2016 06:31 PM
Edited by dredknight at 18:52, 26 Apr 2016.

magnomagus said:
@dredknight: do you know if anyone tested the PEST patch with MMH55-Utility.exe?


I got vague memory that someone certainly tested it.

magnomagus said:
Also did you test blindness and magical immunity with new idea?


Yes I tested it and it works perfectly.
Here is an example.

Hero1 casts Maical immunity on hero2 archers.
Hero2 cannot cast Devine Strength on his archers anymore but can cast it on other units.
Hero1 cant cast any damaging/cursing spell whatsoever on hero2 archers.

Blindness work as a charm, for both ally and enemy.

There is just one ultimate test i got to perform... brb.

P.S. Yes it works! No problem with the "Child of light" unicorn skill either.

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Skeggy
Skeggy


Promising
Famous Hero
posted April 26, 2016 06:56 PM

dredknight said:
magnomagus said:
@dredknight: do you know if anyone tested the PEST patch with MMH55-Utility.exe?


I got vague memory that someone certainly tested it.

magnomagus said:
Also did you test blindness and magical immunity with new idea?


Yes I tested it and it works perfectly.
Here is an example.

Hero1 casts Maical immunity on hero2 archers.
Hero2 cannot cast Devine Strength on his archers anymore but can cast it on other units.
Hero1 cant cast any damaging/cursing spell whatsoever on hero2 archers.

Blindness work as a charm, for both ally and enemy.

There is just one ultimate test i got to perform... brb.

P.S. Yes it works! No problem with the "Child of light" unicorn skill either.



I like the idea of recontextualizing blind spell.
Also, if the Poltergeist Steal Ammunition ability can be used only once per combat, shouldn’t it be more powerful, in connection with their numbers? Alternatively, it could be made to occur more than once per combat, especially if the Spectres’ Mana Drain can occur indefinitely.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 26, 2016 07:12 PM
Edited by dredknight at 19:52, 26 Apr 2016.

Skeggy, ghosts are good as they are, their skills are very situational and rarely useful. Here is an example:
- Mana steal - basically until the ghosts have reached the mage he has already depleted his mana.
- Ammunition steal - if enemy archers are in ghost attacking range you will most probably attack them to block their range of fire.

IMO this 2 skills are one of the most useless in the game.
Second place goes for armorer which is actually good just too situational.

Anyway, I dont mind weird/situational skills as far as it fits the lore and doesnt break the balance .

OFFTOPIC: H7 expansion is on the way


P.S.

Magno regarding PEST check this.

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Skeggy
Skeggy


Promising
Famous Hero
posted April 26, 2016 08:17 PM

dredknight said:
Skeggy, ghosts are good as they are, their skills are very situational and rarely useful. Here is an example:
- Mana steal - basically until the ghosts have reached the mage he has already depleted his mana.
- Ammunition steal - if enemy archers are in ghost attacking range you will most probably attack them to block their range of fire.

IMO this 2 skills are one of the most useless in the game.
Second place goes for armorer which is actually good just too situational.

Anyway, I dont mind weird/situational skills as far as it fits the lore and doesnt break the balance .

OFFTOPIC: H7 expansion is on the way


P.S.

Magno regarding PEST check this.


What does matter is how balanced abilities are with corresponding creatures.
Mana Drain is tactically interesting; with combination of speed boosters, like Unholy Crusade, Tactics, and Boots of speed, Spectres can reach enemy units really fast. So, if they are attacked, Spectres can replenish their number by attacking the mages, which are usually in second row. I mean, it is far more usable and effective ability then Steal Ammunition, isn't it?
Besides, they are incorporeal, so, they can be hard to hit.

If enemy archers are in range, that doesn’t mean that they are accessible.
Therefore, Mana Drain isn’t most useless ability, but I suppose, in its present settings, Steal Ammunition is number one in list of most useless abilities.

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Ereinion156
Ereinion156


Adventuring Hero
posted April 26, 2016 08:48 PM

I just tested MMH5.5 the first time and at first I´ve got to tell what a brilliant work this. I already quite enjoyed this first testing.
There´s just one little thing I saw in the testing, which could be optimized(I actually didn´t check out if it was mentioned by someone else here before. I mean: 161 pages?): The two Heroes Wynngal and Svea are both looking like a unite (Wynngal like a hunter and Svea like an Archmage). I quite like that, since it leads to a higher diversity of the heroes. The problem is just, that on map instead of going they are just sliding about spreadeagled.
I totally got no idea about modding, but I faced this kind of problem before in the map-editor. The cause for this problem was in this cases that in the AdvMapAnimSet there was no "move" data. I solved this problem through adding a data I called "move" and put in it the "move" animation of the unit the hero looked like. Of course this animation was created for combat, but it worked out perfectly, anyway. I didn´t see if Wynngal was able to cast properly because he was an enemy-hero, but if he can´t you can just do the same with datas called "buff" and "cast" in the ArenaAnimSet.
I hope this can help a little bit.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 27, 2016 02:29 PM

@Ereinion: You have a conflicting map/mod installed, those heroes are not supposed to look like that.
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thGryphn
thGryphn


Promising
Famous Hero
posted April 27, 2016 02:41 PM
Edited by thGryphn at 14:42, 27 Apr 2016.

Hey magno,
I don't know if others agree, but two things have been bothering me a little:

1) That Barbarians cannot learn the Power of Stone/Endurance perk under Defense, and

2) That the Preparation perk does not fit the spirit of the other perks under the Combat skill. Specifically, all perks under Combat improve Hero strikes but the Preparation perk (originally being a Defense perk) improve the army.

So, I propose to do the following:
1) Get rid of the Power of Stone/Endurance perk under Defense and replace it with the Preparation perk. I think this would be perfect for the Defense skill, balanced and fitting, and Barbarians can learn it too.

2) Introduce a new perk for the Combat skill, using the "Expert Trainer" icon, such that the perk order becomes

Expert Trainer --> Retaliation Strike --> Unstoppable Charge

Now, I'm not 100% sure what that new perk should or can do. However, if possible, something like this would be balanced and fitting, IMHO:

Trained Combatant (proposed name instead of Expert Trainer): Hero Level is considered X higher when calculating direct Hero damage.


What do you (guys) think?



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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted April 27, 2016 03:12 PM

Power of endurance and speed are pretty cheesy. Imo it is fairer for might heroes to invest in the appropriate magic skill instead of cheap solutions like that, especially now that masteries give you the appropriate spell for free.

Personally, I prefer preparation in defense. Combat seems conceptually more fitting for hero perks but it works either way.
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