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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 ... 162 163 164 165 166 ... 200 250 300 350 400 435 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 04, 2016 08:40 PM

There is nothing wrong with AI on custom maps in general, also it could be nothing if AI used wrong role mode or was set to defensive.

There is also nothing ridiculous about the current cheating mechanism, it only reduces the unfair losses it makes in quick-combat compared to human players.


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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted May 04, 2016 10:32 PM
Edited by dredknight at 22:37, 04 May 2016.

Bug reporting: Sylvan hero Tieru (druid) has light skill as primary and no enlightenment at all.
Sylvan hero Ivor (warden) starts with just basic defense and nothing else.


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 04, 2016 11:20 PM

good points, weird this slipped the net for so long.
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Gidoza
Gidoza


Famous Hero
posted May 04, 2016 11:25 PM

magnomagus said:
There is also nothing ridiculous about the current cheating mechanism, it only reduces the unfair losses it makes in quick-combat compared to human players.


That's not what I meant.  I get what the loss reduction is supposed to do and I'm perfectly OK with that.

Rather, I'd like to have AI loss reduction on, but start with 10000 Gold blanket on any level; to have the Neutral units weekly growth higher, but not as high (1.11, 1.12, 1.13, 1.14 - and 1.14 was what it was in Heroes 2); to have no difference in initial Neutral numbers, and to reset the experience rates to 100% (since the neutrals wouldn't be as high).  Essentially, when starting with 30,000 Gold, building up my Town is boring because I have too much resources, but knocking the Gold value down to a reasonable level involves a whole bunch of other features that don't interest me, or that are extremely bloated, and then my other option is Casual play, which is too easy.  A little more room for customization here would certainly be welcome.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 04, 2016 11:52 PM

@Gidoza: your complaints are based on 'feelings' that are not supported by the real numbers, first of all in TOE (heroic) everything was worse: neutral stacks were even bigger at the start but growing slower, experience was also hampered even more. I have compared many different graphs for various settings over up to 20 months of gameplay to come with the most ideal numbers. If growth would be boosted to for example 1.18 it would go totally out of control.

You only have these ideas because I gave you info that wasn't available to you before. also this has nothing to do with the AI cheating.
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LarkinVB
LarkinVB


Known Hero
posted May 05, 2016 10:38 AM

Is the treasure bank difficulty description static or dynamic, comparing the creature strength with the attackers army ? If static, is it possible to make it dynamic like the open neutral stacks ?

Currenty we are saving in our hotseat games each time before entering as we have no real evaluation of the threat and losing your army by chance is no fun.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted May 05, 2016 10:44 AM

LarkinVB said:
Is the treasure bank difficulty description static or dynamic, comparing the creature strength with the attackers army ? If static, is it possible to make it dynamic like the open neutral stacks ?

Currenty we are saving in our hotseat games each time before entering as we have no real evaluation of the threat and losing your army by chance is no fun.


Strength of banks is dynamic and depends on number of weeks passed. The later you enter the harder it will be. You can edit this in the settings.pak file by changing the value of H55_NeutralStackSize up to increase the growth and down to decrease it.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 05, 2016 10:58 AM

Quote:
Currenty we are saving in our hotseat games each time before entering as we have no real evaluation of the threat and losing your army by chance is no fun.


That is completely unnecessary since you can set the resistance very weak, even weaker than 'on map neutrals' if desired in the H55-Settings.lua
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stachnie
stachnie


Known Hero
posted May 05, 2016 02:31 PM

magnomagus said:
@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 think his goal is to make AI quite universal. It is much smarter than the original one but sometimes it behaves in a strange way, e.g. defeats guards and leaves resources and artifacts or delays capturing a poorly defended town until the end of the week.

Anyway, maybe I will post this in the AI mod thread. I hope Q's wave function is nonzero there...

S.

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Gidoza
Gidoza


Famous Hero
posted May 05, 2016 06:47 PM

magnomagus said:
@Gidoza: your complaints are based on 'feelings' that are not supported by the real numbers, first of all in TOE (heroic) everything was worse: neutral stacks were even bigger at the start but growing slower, experience was also hampered even more. I have compared many different graphs for various settings over up to 20 months of gameplay to come with the most ideal numbers. If growth would be boosted to for example 1.18 it would go totally out of control.

You only have these ideas because I gave you info that wasn't available to you before. also this has nothing to do with the AI cheating.


The number on Impossible says 1.4, which is higher than 1.18, yet we don't complain about the 1.4 being out of control.

Nothing you said addresses starting with too much resources and how that relates to other settings.

Each difficulty level increases neutral stack size by some amount - I wasn't referring to ToE when making this comment.  H5.5 has its own base values that are fine, but how much they are then adjusted is what I'm referring to.

And no, it doesn't have to do with AI Cheating - but all these things are SET TOGETHER IN THE SAME PACKAGE - the description of each difficulty level plainly attests to that.  That MAKES it have something to do with AI Cheating, because you can't adjust one without adjusting another.


In a nutshell, what I perceive is that you managed to avoid/ignore my main point, not read the printed text, misinterpret me, and make a false statement about the data, all at the same time.  No, I don't accept your response.  Heroes 3, for example, though not having AI Cheating, had a pretty well-rounded system while not forcing a player into one schema or another like that of resources.  The H5.5 RMG itself allows a fairly varied amount of customization.  Customization is the whole point of that kind of design and difficulty level association.  What is optimal for you after 20 months of play isn't optimal for me:  I am quite content with different numbers, and these aren't based on simply "feelings.". Stop forcing things down my throat.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 05, 2016 07:26 PM

Quote:
The number on Impossible says 1.4, which is higher than 1.18, yet we don't complain about the 1.4 being out of control.


No the growth rate is 1.14, 1.4 = the boost when the map starts. In TOE the initial boost = 1.5 and the growth is 1.11. So the settings are still closer to what you want in H5.5.

Talking about heroes 3, the growth is 1.10 there, so even slower.

Quote:
Nothing you said addresses starting with too much resources and how that relates to other settings.


You only have that problem because you insist on playing on normal while H5.5 offers 3 instead of 2 levels above that. H5.5 has effectively 8 difficulty levels, almost as much as H5 and H3 combined so your complaint that I force anything on anyone is unjustified.

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LarkinVB
LarkinVB


Known Hero
posted May 05, 2016 07:31 PM

magnomagus said:
Quote:
Currenty we are saving in our hotseat games each time before entering as we have no real evaluation of the threat and losing your army by chance is no fun.


That is completely unnecessary since you can set the resistance very weak, even weaker than 'on map neutrals' if desired in the H55-Settings.lua


Thanks, I know that. I'm curiuos wether the variable difficulty could be displayed before entering as the game knows the players strength and probably the creatures strength too.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 05, 2016 07:44 PM

I think it is possible in some way but no doubt a huge amount of work.
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Gidoza
Gidoza


Famous Hero
posted May 05, 2016 09:49 PM
Edited by Gidoza at 22:04, 05 May 2016.

magnomagus said:
Quote:
The number on Impossible says 1.4, which is higher than 1.18, yet we don't complain about the 1.4 being out of control.

No the growth rate is 1.14, 1.4 = the boost when the map starts. In TOE the initial boost = 1.5 and the growth is 1.11. So the settings are still closer to what you want in H5.5.


Fair point I misread that - my fault.


Quote:
Talking about heroes 3, the growth is 1.10 there, so even slower.


Slower is fine, I don't mind that - but as you noted, I made an error above, so all is well for growth rates.


Quote:
Nothing you said addresses starting with too much resources and how that relates to other settings.

You only have that problem because you insist on playing on normal while H5.5 offers 3 instead of 2 levels above that. H5.5 has effectively 8 difficulty levels, almost as much as H5 and H3 combined so your complaint that I force anything on anyone is unjustified.


Exactly what is the problem with playing Normal and starting with little to no resources?  I don't always want to play with bigger monster stacks and cheating AIs, and I'd like to work to build up my Town, thank you very much.  Maybe Heroes 3's growth was slower, but as far as I'm concerned, it's versatility was much stronger:  the difference between Rook, Queen, and Impossible lended great breadth while keeping the AI difficulty level the same.  The mere adjustment of resources (and especially that of starting with none at all on King level) can make for interesting diversity in games - especially when landed resources are scarce, or opponents start very close to you.  It may not be your thing, but part of the fun for me is NOT starting with so much resources and having many turns where I CANNOT build something because the resources simply don't exist for it - this makes decision-making rather interesting and intriguing.

As for "8 difficulty levels" - uh, no...without AI Cheating on, anything below impossible is just lame and not worth playing and isn't justified in having the title of a difficulty level, and anything with AI Cheating on lends itself to a variety combination of things that have no need to mix the way they do for sheer inflexibility's sake and are equally unfun.  I like the growth multiplier; I'm less fond of the stack starting multiplier being combined with the growth multiplier:  in corollary, a smaller starting stack would not necessitate the lower exp rate of higher levels, and this is beside the fact that lower experience levels in itself makes the presumption that much experience is coming from Neutral stacks - the moment that you have a map with minimal Neutral stacks and lots of PvP action, the argument from reducing XP due to "lots of creeps" doesn't work, because the primary source is other players.  The chair I sit in that hurts my back will be the chair that is comfortable to you, and there is a chair that cramps your neck that will be comfortable to me, and some chairs we will both like.  Let me pick my own difficulty level.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 05, 2016 10:42 PM

Quote:
anything below impossible is just lame and not worth playing


These levels do not exist for you, but for players who don't play as well as you.

If I could make resources separate setting I would like to do it but it isn't possible, therefore I still follow the same system as was followed in TOE. The low res/ small monster setting didn't exist in TOE either, so I have no idea why I'm supposed to be the receiver of those complaints. You will have to make your own mod for this in any case.

H3 AI is pathetic as well as the adventure map resistance from midgame forward. H3 requires conquistador mod and/or custom build armies to be challenging. So certainly not an example I should follow.
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Gidoza
Gidoza


Famous Hero
posted May 06, 2016 02:52 AM

magnomagus said:
Quote:
anything below impossible is just lame and not worth playing


These levels do not exist for you, but for players who don't play as well as you.

If I could make resources separate setting I would like to do it but it isn't possible, therefore I still follow the same system as was followed in TOE. The low res/ small monster setting didn't exist in TOE either, so I have no idea why I'm supposed to be the receiver of those complaints. You will have to make your own mod for this in any case.

H3 AI is pathetic as well as the adventure map resistance from midgame forward. H3 requires conquistador mod and/or custom build armies to be challenging. So certainly not an example I should follow.


You make no sense - if you're saying it isn't possible, how can you tell me to make a mod for it?  (For that matter, how can you even add AI Cheating, Neutral stack growth mods, and so on, if doing it isn't possible?)  You make no sense.

As for mid-game Neutral stacks and such:  I'm not playing this game to fight Neutral stacks, I'm playing against other opponents.  Consequently, I don't see an issue with Neutrals being a pushover at a certain point:  their strength determines where I can and cannot go early on in the game and lays out strategic priorities.  If I'm always wheezing to accomplish anything anywhere I go, then I'm playing World of WarCraft, not Heroes of Might and Magic.  What you've presumably "gained" by adding these things in this particular way has detracted from other things that are quite frankly more important.

As for the Heroes 3 AI - yes, it isn't super smart, but I've consistently found it smarter than QAI by a long shot.

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ackjilmo
ackjilmo

Tavern Dweller
posted May 06, 2016 03:40 AM

Hi. Thanks for the mod. I'm enjoying it very much


First, some questions-

How does luck and morale factor into damage and initiative calculation? Right now I'm not sure what the chances are for a critical hit based on the Luck value (I also don't know what the critical hit multiplier is). For morale, I also don't know exactly how the Morale value affects the chance for a stack to get good morale and also how much it affects the stack's effective Initiative.

Any chance to see the formula for how Spellpower and stack numbers scales with spells in this mod? In ToTE I usually split my caster stacks into 3-4 while creeping. But I don't know what good stack numbers and Spellpower are in this mod.

Is there a changelog for creature changes from ToTE -> RC6? I saw the changelogs of RC6 and RC5, but I think you made most of the tweaks to creatures in RC2 and RC3, which I haven't found the changelog for.

Did you nerf the costs of training troops for Haven? Or was training Priests -> Cavaliers always so expensive? I'm always broke. I was even using Isabel with her specialty of reduced costs for troop training.



Suggestions-

1. When a hero levels up and you can select the skills and perks to level up, add a button that allows the player to see the perk dependencies. Especially for players still new to the mod (like myself), it's easy to forget which perks depend on which other perks, and that can lead to things like leveling up perk B1, when actually had the player known perk A3 were so good, they would have chosen to skill A1 instead (where A1->A2->A3). Hope that made sense.

2. If it is possible, allow the player to see what the starting skills/spells of heroes are at the game lobby/start game menu.

3. I noticed quite a few creature changes (some that were really noticeable like Crossbowmen losing their no range penalty) and I think creature balance is better than in ToTE. There are still some odd creatures where I think picking the upgrade isn't much of a choice, like Shadow Matriarch vs. Mistress (I don't think Mistress is worth it mid/late game because their speed is too slow relative to Dragons and Riders. By the time Mistresses reach the target, a Matriarch stack could potentially shoot twice. And if the Mistresses use Invisibility, then that's another turn lost. And I don't think Mistresses in early game is possible or the best use of resources). But I think that's much less of a worry than hero balance: Some hero specialties are really subpar or too situational compared to others.

Heroes like Agrael and Wyngaal with %Initiative bonus already have a significant advantage by Level 20 (which is very easy to achieve on most maps). Windspeaker, Stormwalker/Windrider, Agressor, Rusher, Tracker, Pathfinder are also powerful (maybe scale too well?). All these types of specialties scale well while also being useful in 99% of situations.

Heroes that have specialties based on conserving mana like Catalyst and Mystic aren't as useful in the late game I think when you have a huge mana pool anyway from high knowledge + Intelligence and might also have Arcane Training or Erratic Mana. Not to mention mana wells and full mana heal from sitting in any city for one day.

Swarm Queen seems underpowered just because there's just so many other good spells to cast in this game.

For resource generator heroes, Jenova is better than all the rest because gold is less situational than the other resources. Gold can be used to buy troops, buildings, artifacts, and war machines but after a certain point, the other resources just end up stockpiling and aren't much use. You can trade the other resources for gold, but at a poor exchange rate unless you have a lot of cities.

Embalmer seems weak (doesn't scale too well).

Demonic Rage is too dependent on taking down stacks quickly (I would rather just have the specialty that gives +1 Attack per 7 hero levels).

Inga's Master of Runes is too luck dependent (25% chance per hero level and you can't pick the rune either).

For unit specialty heroes, I think some are clearly superior to others. In Dungeon, for example, +1/+1 on Blood Furies (Yrwanna) or Assassins/Stalkers (Vayshan) per 2 hero levels is going to be much more useful than +1/+1 on Minotaurs (Kythra). I know Vayshan is an Assassin so it's hard to compare between him and Kythra, but between Yrwanna and Kythra, I would pick Yrwanna every time because just like in ToTE, Minotaurs still have too much of a problem getting into the fight. Low speed, low initiative, and the enemy has higher priority targets. Meanwhile, in Sylvan, Ossir might be the most impactful unit specialist with Arcane Archers still a beast unit with their No Range Penalty.

For the unit specialty heroes that allow for more recruitment of a certain creature type at the start of a new week, I think it's only good on super large maps (lots of towns) with tons of resources. But for the maps I play on where there aren't a ton of gold mines/gold purse artifacts, I easily go broke just trying to buy all the troops in a town. I would rather have other types of boosts to the creature type instead of growth because growth means paying extra for it so it doesn't seem like much of a specialty to me. Especially for heroes like Ranleth in Dungeon, where just buying the week's growth of Black/Red Dragons and Shadow Matriarchs is already tough, I don't want to have to pay for an extra Matriarch to justify having picked a hero with that specialty.

Eruina's specialty is one of the most interesting ones mechanically. But it seems too situational. She's required to use a single target damage spell (do hero normal attacks count by the way?) and even then, the Matriarch stack only has a 50% chance to attack at Level 20, and 70% chance to attack at Level 30. 90% chance at Level 40 is nice but my games usually end before I hit Level 30. I understand people play all different types of scenarios and maps, but it would be nice to make some heroes more universally pickable. Maybe increase the flat bonus part of the formula and decrease the percentage increase? Also, her specialty seems to force her--an Assassin--to skillbuild like a Warlock with at least Destructive + Sorcery (and maybe Occultism or Luck) to get the most of the specialty and justify picking her over a different hero. For this reason, I think she should start with Destructive instead of Dark.

Heroes that gain 1 point in X primary attribute per 7 levels are on the borderline. Maybe make it per 6 levels? Especially for Knowledge. I know you made some changes to Spellpower and Knowledge to make them more useful and scale better into lategame. But based on the games I've played so far, I still think Attack and Defense is worth more late game.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted May 06, 2016 09:23 AM
Edited by dredknight at 09:31, 06 May 2016.

Cheers for the good words! here are some thoughts on your comments

ackjilmo said:

How does luck and morale factor into damage and initiative calculation? Right now I'm not sure what the chances are for a critical hit based on the Luck value (I also don't know what the critical hit multiplier is). For morale, I also don't know exactly how the Morale value affects the chance for a stack to get good morale and also how much it affects the stack's effective Initiative.


Luck
Each point of luck increase the chance by 10% (50% Max).
When good Luck occurs unit does 1.8 times his normal damage. (80% more).
When bad luck occurs unit does 0.6 times his normal damage. (40% less).

Moral
Each point of luck increase the chance by 10% (50% Max).
When good Moral occurs unit is moved 40% of his max initiative forward in the ATB.
When bad Moral occurs unit is moved 40% of his max initiative backwards in the ATB.

ackjilmo said:
Any chance to see the formula for how Spellpower and stack numbers scales with spells in this mod? In ToTE I usually split my caster stacks into 3-4 while creeping. But I don't know what good stack numbers and Spellpower are in this mod.


This is not changed since ToTe so you may use ToTe values.

ackjilmo said:
Is there a changelog for creature changes from ToTE -> RC6? I saw the changelogs of RC6 and RC5, but I think you made most of the tweaks to creatures in RC2 and RC3, which I haven't found the changelog for.


You can check the Albums on the facebook official Albums on the facebook official page.
There is one album per faction, all changes regarding to Creatures are there. You can compare with original ones in ToTe.

ackjilmo said:
Did you nerf the costs of training troops for Haven? Or was training Priests -> Cavaliers always so expensive? I'm always broke. I was even using Isabel with her speciality of reduced costs for troop training.


I thought it is the same as before. @Magno any changes here?

ackjilmo said:

Suggestions-

1. When a hero levels up and you can select the skills and perks to level up, add a button that allows the player to see the perk dependencies. Especially for players still new to the mod (like myself), it's easy to forget which perks depend on which other perks, and that can lead to things like leveling up perk B1, when actually had the player known perk A3 were so good, they would have chosen to skill A1 instead (where A1->A2->A3). Hope that made sense.



Actually it is already implemented. On the bottom of the level up box there are a few icons that look like trees. Click them and it will open a quick overview of skills trees.

Alternatively you can download and use this HoMM55 skillwheel program.

ackjilmo said:

2. If it is possible, allow the player to see what the starting skills/spells of heroes are at the game lobby/start game menu.


Not possible but stay tuned some changes are coming soon .

ackjilmo said:

3. I noticed quite a few creature changes (some that were really noticeable like Crossbowmen losing their no range penalty) and I think creature balance is better than in ToTE. There are still some odd creatures where I think picking the upgrade isn't much of a choice, like Shadow Matriarch vs. Mistress (I don't think Mistress is worth it mid/late game because their speed is too slow relative to Dragons and Riders. By the time Mistresses reach the target, a Matriarch stack could potentially shoot twice. And if the Mistresses use Invisibility, then that's another turn lost. And I don't think Mistresses in early game is possible or the best use of resources). But I think that's much less of a worry than hero balance: Some hero specialties are really subpar or too situational compared to others.


Regarding mistresses it depends on tactics. I have played both equally well.

ackjilmo said:
Heroes like Agrael and Wyngaal with %Initiative bonus already have a significant advantage by Level 20 (which is very easy to achieve on most maps). Windspeaker, Stormwalker/Windrider, Agressor, Rusher, Tracker, Pathfinder are also powerful (maybe scale too well?). All these types of specialties scale well while also being useful in 99% of situations.


This depends on the map being played.
On big maps - Rusher and Tracker are great, but if the map is small or just there is not enough space to advance it does not help much.
Windspeaker/Agressor - those are OK. they stack slowly For the mages this requires a lot of mana to actually stack, for the knight just increase the hit ability but not much. Plus Aggressor is owned by Necro hero so he cant stack it with Empathy.
Stormwalker/Windrider - This is not too strong for mages this is 12% slow (or 30% haste) at level 30! Plus the Wyngaal ability regards only round one then all movements are normal.


May be the only hero that may be stronger than the rest is Wyngaal on late game cause all the creature will act first (due to default high init and added with his bonus) , has Avenger skill and is Might hero but still it is nothing like before.

ackjilmo said:

Heroes that have specialties based on conserving mana like Catalyst and Mystic aren't as useful in the late game I think when you have a huge mana pool anyway from high knowledge + Intelligence and might also have Arcane Training or Erratic Mana. Not to mention mana wells and full mana heal from sitting in any city for one day.

Knowledge efficiency is much viable skill in HoMM55 than in ToTe.
I advise you to read this article first.
ackjilmo said:

Swarm Queen seems underpowered just because there's just so many other good spells to cast in this game.

Actually Swarm Queen is so potent that it had to be nerfed from 10% to 7.5% per level. I have literally wiped out people with this spell with the previous value. Here are a few tips.

Wasp swarm - does damage, slows opponents.
Specialization gives you very potent damage.
iF you have Expert sorcery you can cast Wasp Swarm on one creature before it acts. As long as the end of the battle goes.
Stack it with Mark of the sorcerer and now you have disabled 2 of opponent creatures till the end of the battle.
Combine it with Summon Hive and you can disable as much units as you want as long as you have the mana.

For resource generator heroes, Jenova is better than all the rest because gold is less situational than the other resources. Gold can be used to buy troops, buildings, artifacts, and war machines but after a certain point, the other resources just end up stockpiling and aren't much use. You can trade the other resources for gold, but at a poor exchange rate unless you have a lot of cities.
ackjilmo said:

Embalmer seems weak (doesn't scale too well).


Embalmer/Tent is not ressurection. It strength comes from keeping alive some stacks throughout the game and it works quite well for might heroes actually.
ackjilmo said:

Demonic Rage is too dependent on taking down stacks quickly (I would rather just have the speciality that gives +1 Attack per 7 hero levels).


Both work different the +1 per 7 levels give you between 3-5 attack permanently while Demonic rage gives you X attack per killed stack (even yours) so for 10 killed stacks you will get 10 attack if it is +1 or +20 attack if it is +2 end of the battle.
ackjilmo said:

Inga's Master of Runes is too luck dependent (25% chance per hero level and you can't pick the rune either).


Almost all runes are functional throughout the game.
Here the tweak is to build level 1 Rune guild so you get higher level runes . Especially good hero for small maps or 1-town-maps.

ackjilmo said:

For unit speciality heroes, I think some are clearly superior to others. In Dungeon, for example, +1/+1 on Blood Furies (Yrwanna) or Assassins/Stalkers (Vayshan) per 2 hero levels is going to be much more useful than +1/+1 on Minotaurs (Kythra). I know Vayshan is an Assassin so it's hard to compare between him and Kythra, but between Yrwanna and Kythra, I would pick Yrwanna every time because just like in ToTE, Minotaurs still have too much of a problem getting into the fight. Low speed, low initiative, and the enemy has higher priority targets.

When speaking about priorites in 10 out of 10 PvP battles Blood Furies die first. They may act fast but they are really fragile.
You mention only the pros and not the cons.

ackjilmo said:

Meanwhile, in Sylvan, Ossir might be the most impactful unit specialist with Arcane Archers still a beast unit with their No Range Penalty.

I think this is an opinion. Can you give an example or state any facts?
ackjilmo said:

For the unit specialty heroes that allow for more recruitment of a certain creature type at the start of a new week, I think it's only good on super large maps (lots of towns) with tons of resources. But for the maps I play on where there aren't a ton of gold mines/gold purse artifacts, I easily go broke just trying to buy all the troops in a town. I would rather have other types of boosts to the creature type instead of growth because growth means paying extra for it so it doesn't seem like much of a specialty to me. Especially for heroes like Ranleth in Dungeon, where just buying the week's growth of Black/Red Dragons and Shadow Matriarchs is already tough, I don't want to have to pay for an extra Matriarch to justify having picked a hero with that specialty.

In HoMM55 economics is just as important as the battle abilities.
Different maps different hardships. For example BELT template has no mines besides Wood and Ore. You need to fight for your resources.
One the other side Epic maps have all the normal mines and lots of Abandoned ones to pick in for more resources (including gold).
In few words if you dont have the gold dont push yourself on unit production.
ackjilmo said:

Eruina's specialty is one of the most interesting ones mechanically. But it seems too situational. She's required to use a single target damage spell (do hero normal attacks count by the way?) and even then, the Matriarch stack only has a 50% chance to attack at Level 20, and 70% chance to attack at Level 30. 90% chance at Level 40 is nice but my games usually end before I hit Level 30. I understand people play all different types of scenarios and maps, but it would be nice to make some heroes more universally pickable. Maybe increase the flat bonus part of the formula and decrease the percentage increase? Also, her specialty seems to force her--an Assassin--to skillbuild like a Warlock with at least Destructive + Sorcery (and maybe Occultism or Luck) to get the most of the specialty and justify picking her over a different hero. For this reason, I think she should start with Destructive instead of Dark.

Good points you make. If you have a single player save can send it so I can check something?
Hero attacks does not count.
I am not sure how it worked exactly I have not played her yet but I may try her .


ackjilmo said:

Heroes that gain 1 point in X primary attribute per 7 levels are on the borderline. Maybe make it per 6 levels? Especially for Knowledge. I know you made some changes to Spellpower and Knowledge to make them more useful and scale better into lategame. But based on the games I've played so far, I still think Attack and Defense is worth more late game.

As I said a few points ago read this article first. In HoMM55 Attack and defense efficiency is reduced. Spellpower and Knowledge efficiency is increased.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 06, 2016 11:33 AM

@Gidoza: I meant I cannot add a separate slider into the menu for resources, but the amounts themselves are modifyable in GamemechanicsRPGstatsdefaultstats.xdb or by using map scripts.

@Ackjilmo: I didn't modify training costs

play warlock and put ONLY mistresses and stalkers on the battlefield, use invisibilty, now you will see their true power...




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Gidoza
Gidoza


Famous Hero
posted May 06, 2016 01:19 PM
Edited by Gidoza at 13:19, 06 May 2016.

Quote:
@Gidoza: I meant I cannot add a separate slider into the menu for resources, but the amounts themselves are modifyable in GamemechanicsRPGstatsdefaultstats.xdb or by using map scripts.


Did we seriously have this massive argument only for you to tell me something this simple?  

Okay, so I can just modify this with 7zip like everything else?

Also, though I'm no lua programmer - why would modifying the difficulty starting bonuses amount to anything other than changing a few numbers here and there?

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