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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 ... 166 167 168 169 170 ... 200 250 300 350 400 435 · «PREV / NEXT»
Deflaktor
Deflaktor


Responsible
Known Hero
posted May 12, 2016 11:52 PM

Is PEST not incorporated by default in this mod?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 13, 2016 12:14 AM
Edited by magnomagus at 00:17, 13 May 2016.

@dredknight: you think it is too powerful?

@gidoza: I hate waiting so I never play with that many AI, so the issue remained invisible to me.

@deflaktor: No, I don't know if people want that?

I take it since there is no unpatcher there is no way back for people who don't want it?


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Deflaktor
Deflaktor


Responsible
Known Hero
posted May 13, 2016 12:28 AM

you can always unpatch it with my patcher
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 13, 2016 12:39 AM

Do you recommend using it with exe files based on 3.1 or QAI31j?

Are there any known bugs for these exe files?
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted May 13, 2016 10:49 AM
Edited by dredknight at 10:52, 13 May 2016.

magnomagus said:
@dredknight: you think it is too powerful?


First it does not matter if it is too powerful or not.
It just does not scale through the levels, it is always 103 + 3*Sp.
This is not good because Might heroes can equip destruction books.
Then their units can easily just one hit any opponent monster that has been cast Deep freeze.

Actually the whole mastery scaling spell efficiency is important for all spells because of those books.

Actually I can try it out and share the results.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 13, 2016 11:13 AM

@dredknight: I think 102 +2 might be more balanced, but I don't care much for those mastery levels, those might heroes won't have the spellpower anyway and for them a tome of destruction is unlikely the best artifact for that slot.


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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted May 13, 2016 12:02 PM

What I mean is that with 0 spellpower a might hero gets 103% physical damage increase, which is huge.

I would prefer something like: base 50 + 4

None: 20 + 2
Base: 30 + 2
Advanced: 40 + 2
expert: 50 + 2

This means destro hero with 60 spell power will make a unit receive 170% more damage.
so if unit A hits unit B for 1000 damage after deep freeze he will hit it for 2700 damage.

This is similar to berserk with the difference where that unit which is affected by deep freeze can be hit by more than one unit during the duration of the effect.
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Gidoza
Gidoza


Famous Hero
posted May 13, 2016 12:23 PM

dredknight said:
magnomagus said:
@dredknight: you think it is too powerful?


First it does not matter if it is too powerful or not.
It just does not scale through the levels, it is always 103 + 3*Sp.
This is not good because Might heroes can equip destruction books.
Then their units can easily just one hit any opponent monster that has been cast Deep freeze.

Actually the whole mastery scaling spell efficiency is important for all spells because of those books.

Actually I can try it out and share the results.


I just disabled those book artifacts in the maps I play.  

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 13, 2016 12:29 PM

Quote:
What I mean is that with 0 spellpower a might hero gets 103% physical damage increase, which is huge.


Wait, what?, I thought 103% means = damage x1.03 , at least that is how the fan manual explains it. This requires verification.
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Dredknight
Dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted May 13, 2016 12:48 PM

I will check it later today
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Deflaktor
Deflaktor


Responsible
Known Hero
posted May 13, 2016 07:09 PM

magnomagus said:
Do you recommend using it with exe files based on 3.1 or QAI31j?

Are there any known bugs for these exe files?


The only known bug is that you will lose movement points if you attack a hero while the other player is in town screen or some other screen aside from the adventure screen and thus unable to start the battle. IMO the advantage of PEST far outweighs this disadvantage. It is pretty stable with the normal EXE. Some reports said it also works nicely with QA31j. But I personally tested it only a little bit with QA31j.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 13, 2016 07:46 PM

Good, then i think i should just do it, since that is the best way to get serious feedback about it.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted May 13, 2016 07:52 PM

magnomagus said:
Quote:
What I mean is that with 0 spellpower a might hero gets 103% physical damage increase, which is huge.


Wait, what?, I thought 103% means = damage x1.03 , at least that is how the fan manual explains it. This requires verification.


Fake alarm. It works exactly as you say though it seems too strong.

at 18 SP unit receives 57% increased damage.
This means that at 60 SP hero will get 183% increased damage.

At least scale it down for lower mastery levels (1 for basic, 2 for advanced 3 for expert and 100 base).

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 13, 2016 08:21 PM

I agree, but 3 is overpowered, so it will be 2 on adv+expert and 1 on basic+none.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted May 13, 2016 09:15 PM

agreed!

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thGryphn
thGryphn


Promising
Famous Hero
posted May 14, 2016 01:24 AM

SkillWheel update

Alright, so, here's the status of the skillwheel (SW):

1) Aside from a few cosmetic things (like highlighting special case prerequisites) it's done.

2) However, it takes a 3-8 seconds to load depending on the system. My Haswell+SSD system takes 5 secs tops.

3) Now, it wouldn't be a problem if this load time was one-time. The problem is, whenever you access a screen where the SW can open from, it loads again, costing these secs, which builds up to be annoying.

For example, to be able to open the SW from the hero screen page (where skills, abilities, etc tabs are), I have to make it so that the SW is included among the files loaded with the hero screen. This means, whenever you double-click your hero, that's 3-8 secs. Even there, whenever you click on the side arrows to move from one hero to the other, that's another 3-8 secs each time. Whenever two of your heroes meet, that's also 3-8 secs. I, as the maker, find it annoying, nobody will like it to say the least...

I tried making it uglier (worse textures) but it didn't speed up, nothing observable at least. It takes these 3-8 secs to load only because there are many (24 to be exact) wheels loaded, each including about 120 icons and descriptions, fetched from different folders. Mind you, I optimized it to my best ability (using common skill locations on wheel whenever possible) but still the amount of icons and descriptions that needs to be fetched cannot be reduced.

So, here's the solution I came up with, with a little compromise and great benefits: Instead of opening the SW from the hero screen, you open it from the adventure screen, using its button placed on the resource bar (right end of it).

Compromise: You won't be able to open the SW immediately after looking at your hero's skills/abilities at the hero screen; you will have to exit the hero screen and then click the SW button (at the resource bar). After many trials, I do not find this to be any issue. I mean, you could never see both (your hero skills and the SW) at the same time anyway...

Benefit: You can open the SW anytime right from the adventure screen

Huge Benefit 1: The SW is loaded only ONCE PER GAME SESSION, costing you 3-8 secs only once, and being lightning fast during gameplay. This also means the hero screen is as fast as ever.

Huge Benefit 2: The SW remembers where you left off, down to the last perk description you opened!


Along all this, the Level-Up screen is also supported, and although I have to load a few extra things there, it's very fast to load with no observable overhead. The only thing I couldn't solve is that when you open the SW at the Level-Up screen, it does not remember the last state and it opens a fresh one at each level-up.




To summarize: Get ready to open the SW from the adventure screen, instead of the hero screen. May sound like a compromise but the benefits are huge I'm working on the last bits like special prereq highlighting and I'll post a finalized version when that's done.


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Gidoza
Gidoza


Famous Hero
posted May 14, 2016 07:58 AM

thGryphn said:
Alright, so, here's the status of the skillwheel (SW):

1) Aside from a few cosmetic things (like highlighting special case prerequisites) it's done.

2) However, it takes a 3-8 seconds to load depending on the system. My Haswell+SSD system takes 5 secs tops.

3) Now, it wouldn't be a problem if this load time was one-time. The problem is, whenever you access a screen where the SW can open from, it loads again, costing these secs, which builds up to be annoying.

For example, to be able to open the SW from the hero screen page (where skills, abilities, etc tabs are), I have to make it so that the SW is included among the files loaded with the hero screen. This means, whenever you double-click your hero, that's 3-8 secs. Even there, whenever you click on the side arrows to move from one hero to the other, that's another 3-8 secs each time. Whenever two of your heroes meet, that's also 3-8 secs. I, as the maker, find it annoying, nobody will like it to say the least...

I tried making it uglier (worse textures) but it didn't speed up, nothing observable at least. It takes these 3-8 secs to load only because there are many (24 to be exact) wheels loaded, each including about 120 icons and descriptions, fetched from different folders. Mind you, I optimized it to my best ability (using common skill locations on wheel whenever possible) but still the amount of icons and descriptions that needs to be fetched cannot be reduced.

So, here's the solution I came up with, with a little compromise and great benefits: Instead of opening the SW from the hero screen, you open it from the adventure screen, using its button placed on the resource bar (right end of it).

Compromise: You won't be able to open the SW immediately after looking at your hero's skills/abilities at the hero screen; you will have to exit the hero screen and then click the SW button (at the resource bar). After many trials, I do not find this to be any issue. I mean, you could never see both (your hero skills and the SW) at the same time anyway...

Benefit: You can open the SW anytime right from the adventure screen

Huge Benefit 1: The SW is loaded only ONCE PER GAME SESSION, costing you 3-8 secs only once, and being lightning fast during gameplay. This also means the hero screen is as fast as ever.

Huge Benefit 2: The SW remembers where you left off, down to the last perk description you opened!


Along all this, the Level-Up screen is also supported, and although I have to load a few extra things there, it's very fast to load with no observable overhead. The only thing I couldn't solve is that when you open the SW at the Level-Up screen, it does not remember the last state and it opens a fresh one at each level-up.




To summarize: Get ready to open the SW from the adventure screen, instead of the hero screen. May sound like a compromise but the benefits are huge I'm working on the last bits like special prereq highlighting and I'll post a finalized version when that's done.




Sounds good!

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 14, 2016 09:15 AM

@ThGryphn: Have you tried compressing the wheel very light? Also could you send me a premature internal version, so I could check it on multiple PC configs before the decision is made? I want to check what happens for people who don't have an SSD as well.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted May 14, 2016 03:06 PM
Edited by dredknight at 15:18, 14 May 2016.

Alright here are some replays to think over.
https://www.dropbox.com/s/m63fytgwalgd5i8/Inferno%20vs%20dungeon_battles.zip?dl=0
They are only Inferno vs Dungeon games. Skill pics of both heroes inside as well.

Inferno hero is lvl 35 Dungeon hero is lvl 37.

Dungeon hero artifacts are inside but not all battle artefacts are equipped (for example for shoes he uses either 50% more earth damage or the shoes that give +1 all skills 1 morale, 1 luck).
The hat he uses is +2 morale and luck.


first, we have to reduce imp mana drinking. It is quite strong + summons do it too.
For the Black upgrade currently it is Imps*1/4 mana drunk. I believe something like 1/5 will be better.

with 1/4 2800 imps drink one time 600 mana. But the gated stack do it too (about 70% of the default stack) + imps are fast and their turn always come before the hero.

The red upgrade skill (mana siphon) should be reduced as well. From 1/8 per stack (0.125) to 1/10 will be a bit better + it is easy to calculate and the gated units can do it too.

Roughly now 2800 imps drink 350 mapa, with the new value it will be 280. Not sure if this is still balanced but it is a a step forward.

Second, Frenzy wins Inferno 100% of the battles nevertheless what happens on the battlefield. Magic heroes are extremely vulnerable to magic so if you dont have the Frenzy immunity shield you cant win. more or less same go for Puppet.After battle 2 I play no frenzy, no Puppet just to even the ods.

Power of speed is OK if frenzy is not around so I take my words backwards that it is too strong.

then there are Part 2 of the replays where we swap roles and I take the dungeon faction in my hands. Wierd enough if Inferno does not drink mana and use puppet/Frenzy I win 100% of the time xD.
Despite that it is still harder than the other way around.

One more thing that makes inferno Uber strong. The Pit Fiends that are summoned by the Arch Devil can also gate as well so this makes the other devil upgrade quite weak when you know you can summon so much units.

I did a few tests with Necro hero and ghosts. It works like this
The cap is hero level*value_in_default_stats but if the stack count is less also that much ghosts are summoned.
For example if hero level is 10 and coef is 4 he can summon 40 ghosts. But if you kill 10-familiar-stack only 10 ghosts will appear.

I believe that the things should work like this.
The hero that summons elementals should summon more elementals per level because his own creatures die and the cap is the number of the creatures (1-unit tier-1 stack will summon 1 summon no matter of the hero level).
Though there is a multiplier (like the one for vengeance) where the higher the tier the more summons units worth for example 89 dead black dragons will summon 300 elementals.
I will test both heroes development this weekend and let you know how it goes.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 14, 2016 03:21 PM

@dredknight: I take it this frenzy stuff was before you changed it to -0.4  0.02 in the files?

mana steal is in reality defined as 4/17 per creature, I intend to change this to 3/17 per creature. siphon man is automatically adjusted as half of the mana steal strength.
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