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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 ... 161 162 163 164 165 ... 200 250 300 350 400 435 · «PREV / NEXT»
Skeggy
Skeggy


Promising
Famous Hero
posted May 02, 2016 03:03 PM

magnomagus said:
Take in mind all perks of leadership and combat are intended to be available exclusively to might classes, while attack and defense are available to all classes. That's why I would never move preparation or aura of swiftness.


Because of the combination of class-defining exclusiveness of some skills, and the class-separate skill-fields, you get character builds that are not only excellent base for creating a high-quality character-builds, but also, which is even more important, you get class-defined-character that does not need to be over-specialized, or over-hybridized to be unique. It's neat, simple, and yet, complicated and unique. So, hurray mod-designers!
So, I suppose it can be an issue if a might class is defined as above, and two other classes doesn’t have class-exclusive skills.

With Occultism made exclusively for magic classes, Heretics, Sorcerers, Necromancers, Druids, Warlocks, Elementalists, Flamekeepers, with respect for special sub-set for Warlocks, magic class could achieve same perceptive uniqueness as might class.

The middle classes are interesting enough by themselves, their individuality is drawn from specialization and hybridization.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted May 02, 2016 03:06 PM

Skeggy said:
The middle classes are interesting enough by themselves, their individuality is drawn from specialization and hybridization.


Exactly, my point of view as well
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Skeggy
Skeggy


Promising
Famous Hero
posted May 02, 2016 03:20 PM

Skeggy said:
magnomagus said:
Take in mind all perks of leadership and combat are intended to be available exclusively to might classes, while attack and defense are available to all classes. That's why I would never move preparation or aura of swiftness.


Because of the combination of class-defining exclusiveness of some skills, and the class-separate skill-fields, you get character builds that are not only excellent base for creating a high-quality character-builds, but also, which is even more important, you get class-defined-character that does not need to be over-specialized, or over-hybridized to be unique. It's neat, simple, and yet, complicated and unique. So, hurray mod-designers!
So, I suppose it can be an issue if a might class is defined as above, and two other classes doesn’t have class-exclusive skills.

With Occultism made exclusively for magic classes, Heretics, Sorcerers, Necromancers, Druids, Warlocks, Elementalists, Flamekeepers, with respect for special sub-set for Warlocks, magic class could achieve same perceptive uniqueness as might class.

The middle classes are interesting enough by themselves, their individuality is drawn from specialization and hybridization.



Or, you can simply disable Empowered Spells perk for Assassins.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted May 02, 2016 06:25 PM

@Magno, I think I found a bug.
Renegade Knights (Andreas and Laslo) starts with Dark magic.
Knights are not allowed to get Dark.

Is this meant to be?
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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted May 02, 2016 08:16 PM

They are Heretics, if you follow H5 Lore, Andreas and Laszlo were commanders of Griffin Army under Biara's Red Church Leadership.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 02, 2016 10:16 PM

@dredknight: I think we have been over this before
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted May 02, 2016 10:49 PM

magnomagus said:
@dredknight: I think we have been over this before


GAaaaaaaaaaaaaaaaaaaaaHHHHHHHHHHHHHHHHH *Dramatic painful moan*.

Every time I see it... it is the first time I see it...


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thGryphn
thGryphn


Promising
Famous Hero
posted May 03, 2016 11:37 AM

SkillWheel Update: 98.5% of the work is finished including revised skill/perk descriptions...

Tonight I should be able to upload a Beta version for all to try and report any bugs...

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Elessar
Elessar


Adventuring Hero
posted May 03, 2016 06:00 PM

Bug report: I got all 4 pieces of the Dwarven Armor, went to a hill fort as directed-and nothing happened, got no special artifact.

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Gidoza
Gidoza


Famous Hero
posted May 03, 2016 06:33 PM

zmudziak22 said:
They are Heretics, if you follow H5 Lore, Andreas and Laszlo were commanders of Griffin Army under Biara's Red Church Leadership.


I suppose what I don't understand is why these heroes have a severe penalty for learning light magic.  Or is light magic disabled for them?  If it isn't, I worry about AI performance by picking a silly skill that is detrimental.

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Gidoza
Gidoza


Famous Hero
posted May 03, 2016 06:36 PM

Also a couple of questions.

1.  How does one re-assign the values for AI Cheating (starting resources, growth, and so on)?

2.  How does one "uncheck" some of the mod's Heroes for a map?  (Or artifacts?  E.g. No Fortress in a map, so don't need those 18 Heroes, etc...)

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 03, 2016 07:07 PM
Edited by magnomagus at 19:09, 03 May 2016.

@Elessar, was this the kind of hill fort that allows re-upgrading to alternate upgrade?

@Gidoza: h5 maps are .xml files, that means they can also be edited manually in a text editor, easiest way is using 7zip (as you learned previously), in the xml files you have to find the lists for available heroes and spells and add the ID's of allowed items (when the lists are empty = all is allowed).

AI cheating can be switched off as i explained before, otherwise not possible.
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Gidoza
Gidoza


Famous Hero
posted May 03, 2016 08:01 PM

magnomagus said:
@Elessar, was this the kind of hill fort that allows re-upgrading to alternate upgrade?

@Gidoza: h5 maps are .xml files, that means they can also be edited manually in a text editor, easiest way is using 7zip (as you learned previously), in the xml files you have to find the lists for available heroes and spells and add the ID's of allowed items (when the lists are empty = all is allowed).

AI cheating can be switched off as i explained before, otherwise not possible.


Regarding the maps:  aha that makes sense, thank you.

Regarding AI Cheating:  well if it's not possible to edit the values, how did you set the values for these things in the first place?  If they can be initially set, surely they can be adjusted as well.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 03, 2016 09:47 PM

What I meant is they cannot be modified for a single map.
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Gidoza
Gidoza


Famous Hero
posted May 04, 2016 12:34 AM

magnomagus said:
What I meant is they cannot be modified for a single map.


Oh okay.  That's fine - is there a way to make a general change then for HoMM 5.5 on my own computer?

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Elessar
Elessar


Adventuring Hero
posted May 04, 2016 03:13 AM
Edited by Elessar at 03:14, 04 May 2016.

magnomagus said:
@Elessar, was this the kind of hill fort that allows re-upgrading to alternate upgrade?


Yes.  What other kind is there?

I'll just note today is the 1st anniversary of the mod.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted May 04, 2016 08:09 AM

Elessar said:
I'll just note today is the 1st anniversary of the mod.
good eye! Now Magno have to throw a party at home .
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stachnie
stachnie


Known Hero
posted May 04, 2016 11:39 AM
Edited by stachnie at 12:23, 04 May 2016.

I play my favourite testing map (Great War - made by myself, all factions, 2 towns available for each of them, all faction dwellings, very strong monsters guarding zones, lots of battle sites, mines, artifacts and resources, all starting heroes have Enlightenment-Mentor from start) and I have noticed a strange AI behaviour.

All opponents are arranged in couples (Haven-Dungeon, Sylvan-Necropolis, Academy-Inferno, Fortress-Stronghold), breaking to the central area and to the other areas requires to defeat hundreds or later legions of upgraded lvl 7's. I play as Academy, I have conquered Inferno, converted one of its towns and all dwellings (lvl 1, 2, 3 and a post 4-7) to Academy, got to the central area, dug the Tear of Asha, bought the map from Cartographer. My main hero got level 35 + 5 Sylanna Ancients, so she is level 40 and can mentor the other heroes to level 37 (in fact most of this job was done by a lvl 40 secondary). As for the other couples: Sylvan almost completely dominated Necropolis but could not finish it (it was enough to split forces to 2 heroes), Fortress dominated Stronghold, Haven has an advantage over Dungeon.

I decided to go after Sylvan and Necro (at this time they swapped their towns and converted them). I had to defeat the main Sylvan hero (some losses, but nothing significant), destroyed Necro, moved a strong secondary (a few Inferno weeks converted to Necro with some other converts and reinforcements) to the more remote Necro town and went after the last Sylvan hero. My idea was that Sylvan should capture the other Necro town (I left it empty, all troops go to the other Necro), convert it and all Necro dwellings to Sylvan and I will finish him (and block the way to the other areas with secondary heroes).

I have taken both Sylvan towns, enemy hero had run away to a remote corner of the area. I have installed a secondary hero with some Sylvan troops from both towns. Enemy hero recaptrured the town and left it. My main hero took it back, enemy started to run away. He ignored a completely empty Sylvan town (I hoped he would retake it) and headed in the direction of the central area. I blocked all paths with my main and secondary heroes but an empty Necro town was still available. However, the enemy hero kept sitting next to the entrance to the central area and was doing nothing, so the turn before Sylvan hero disappeared my secondary hero attacked him just to take all artifacts.

It seems Sylvan hero has simply given up. I hoped to supply my main hero with some Arcane Archers and Archidruids but well... the input from 3 Academy towns (one with Tear), 2*3 low level dwellings and 4 4-7 military posts plus some 160 Druids that joined my army is more than enough.

One more thing about AI behaviour: it seems to largely ignore external dwellings apart from flagging them. In particular, it seems to not to fetch troops if there is any danger that the enemy could attack the caravans.

By the way: what should be the bonus for visting Hill Fort with full Dwarven set? I visited it with my main hero and 2 Dwarven sets and nothing happened.


S.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 04, 2016 12:32 PM

@Elessar: yes there are 2 different hill forts internally, even tho they look the same and there seems to be a hardcoded issue with the non-RMG ones.

@Gidoza: this is in scriptsH55-Core.lua, but you need knowledge of lua programming to work on that file.

@stachnie: this is mainly Quantomas work, but I'm not sure his goal is to make the AI work on custom maps with unusual large stacks.







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Gidoza
Gidoza


Famous Hero
posted May 04, 2016 04:26 PM

Quote:
@Gidoza: this is in scriptsH55-Core.lua, but you need knowledge of lua programming to work on that file.


Arrrrr!  I just find the mix of AI Cheating ridiculous, and standard play just too weak.  Customization would be so great.


Quote:
@stachnie: this is mainly Quantomas work, but I'm not sure his goal is to make the AI work on custom maps with unusual large stacks.


I don't suppose Quantomas is still contactable these days, is he?  Sure hope the AI works on custom maps generally...(I mean on ones without big stacks).

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