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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 ... 167 168 169 170 171 ... 200 250 300 350 400 435 · «PREV / NEXT»
dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted May 14, 2016 03:28 PM
Edited by dredknight at 15:30, 14 May 2016.

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

We did not yet change that.
We will test the new value on Monday.

magnomagus said:

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.

Good. Unfortunately there is way to add a cap or make the value percentage based on enemy mana pool. It would be nice if imps always drunk X% of current hero mana. This way you can never get his whole mana at once.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 14, 2016 03:39 PM

I'm not sure however, why would siphon mana need to be weaker?, they use their turn for it and it is not like pit lords have time to use all that mana.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted May 14, 2016 03:53 PM
Edited by dredknight at 17:14, 14 May 2016.

magnomagus said:
I'm not sure however, why would siphon mana need to be weaker?, they use their turn for it and it is not like pit lords have time to use all that mana.


in 2 sips 2700 imps get 600 mana. The problem is not that it is too much but it can be done infinite number of times. Even if the hero gets his mana back imps have 13 initiative so it is more likely at least one of the stack to get a move before him.

Also do you know how much initiative does the Corpse ability take to refill mana? Full turn or half turn?

Also I think i might overexegurate a bit without taking some of other things in mind. For example the Inferno hero has +2 speed for units (Aura of swiftness + boots of speed) which is really great advantage. All units normal and gated reach everything everywhere most of the time.

P.S. Also I play with Calh so we need to evaluate IMP ability efficiency with other inferno heroes as well.


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 14, 2016 05:18 PM

you are right I forgot, i think my proposal is still best possible compromise.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted May 14, 2016 05:41 PM
Edited by dredknight at 17:43, 14 May 2016.

I think 3/17 is pretty alright.
Basically if you play PvP on such enourmous maps as we do it is not possible to have a fight without any negotiation because you can round in circles pretty much forever. Also you can easily get 5000 imps if you push it so whatever value we put you can always hit the max.

Also very often all my mana sucked when fighting Imps in PvE anyways so I think the new value will fit nicely!

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thGryphn
thGryphn


Promising
Famous Hero
posted May 15, 2016 03:58 AM
Edited by thGryphn at 03:58, 15 May 2016.

In-game SkillWheel

Done, finally: http://heroescommunity.com/viewthread.php3?TID=42455

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Gidoza
Gidoza


Famous Hero
posted May 15, 2016 05:24 AM

Small bug of sorts - when fighting battles at a building (shipwreck, etc...), the player can acquire items EVEN if those items have been unchecked for the map:  sort of defeats the purpose of unchecking items if you can end up getting them anyways.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 15, 2016 01:33 PM

True, I will add a new feature to switch off artifacts in battle sites in next version.
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Gidoza
Gidoza


Famous Hero
posted May 15, 2016 04:13 PM

magnomagus said:
True, I will add a new feature to switch off artifacts in battle sites in next version.


Cool thanks.  

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 15, 2016 07:03 PM
Edited by magnomagus at 19:08, 15 May 2016.

I have news again about the AI:

Extensive testing has revealed to me the Quantomas AI can handle a maximum of 20 towns on a map. This means it doesn't operate at 100% effectiveness on the 2 biggest RMG templates: 8P-Square-Iu and 8P-Ultima-Iu. In most cases 3 or 4 AI players will function properly, but the remaining ones will not buildup their towns or build them on a very slow pace. Their heroes however function properly within the limits of this massive handicap (this means it might be fixable without Qs help by building the towns with scripts, but I haven't investigated enough).
All other templates are not affected by this, the bug is also entirely dependant on the amount of towns, not the amount of players!
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hakuryou
hakuryou

Tavern Dweller
posted May 15, 2016 08:45 PM

hello everyone. I have a few questions regarding the homm 5.5 and its game mehanics:
1. Is the necromancy on some non-necropolis magic heroes intended? Or is it just some temporary solution to some problem? I personally switched it to leadership for those heroes (so some of the magic heroes will also have access to empathy)
2. For me it feels that currently might heroes do not have many options for growth. I mean that when playing a mage you have 2 sorcery skills, 4 magic skills, and some other optional utility (logistics, enlightennt) and combat skills almost all of which can be useful depending on a situation. For might heroes it is kind of different and when playing on a big map (where you can get up to 8 secondary skills) you'd probably want to stick with a certain kind of build. I'm not a hardcore player, but that is what I feel.
3. As it was mentioned before the different magic schools are not balanced. I often find myself using the dark school for its mind control spells and I'm not good enough to beat AI without using it. Also the destruction school falls off in late game (no surprise there though). Is it possible to make the effectiveness vs SP graph non-linear (f.e. dmg = (SP)^2 ). I assume it is hard coded but should it be possible to change it then it could solve many problems (like the excessive strength of dark school and bad scaling of destruction)
4. As a non-pro player I have hard time dealing with AI mainly due to the fact that AI can enter new dungeons and receive artifacts (and presumably exp) without any casualties. This is really annoying because I can't make any smart plays when my 7-th level creatures have problems with even 5 level ones (even if my hero has higher level than the opponent).
5. Rather a bug report - endless bag of gold seems not to be working.
6. How can I bring the 4 leveled racial skill back? I mean that n the vanilla version you could have four levels of the racial skill and thus have 4 perks from that skill. I feel like this is a great downgrade for warlocks because you can either go for the ultimate and suck through early-mid game or take the dark ritual thing. On maps where there are a lot dungeons and you wish to keep up with the AI you need to be visiting those frequently but a magic class hero will need a lot of mana so if he/she wants to plunder those dungeons he/she will need to either give up on ultimate or give up on early/mid game (maybe not when playing vs the easiest AI but vs any other it feels like that). Although I am aware that it requires some insights on balancing, I would like to see it happen.
7. Can the perks be completely tweaked? I would like to recreate the skill tree without the one time upgrades and I would like to add some replacements (maybe not a good place to ask this question). There is also a problem (I believe) on unrewarding 3rd level perks like corupted soil (it still feels like the damage falls really quickly so I never go for it)
8. Can new mass spells be added?

Thank you for your patience (in advance)

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 15, 2016 09:56 PM

Let me first ask you are you playing normal level with this setting?:



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hakuryou
hakuryou

Tavern Dweller
posted May 15, 2016 10:01 PM

I believe I did turn it on. I can doube check that later. One thing I did not mention is that the dungeons were cleared with an army of f.e. less than 500 peasants so there is this too (this was at a point where it was impossible to do it with such army)
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 15, 2016 10:08 PM

It is possible casual game doesn't work if you have a conflicting mod or custom map installed, also if you use 'restart mission' it will revert to cheating mode (unsolvable source code bug). So don't use restart mission if you want to play casual.
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hakuryou
hakuryou

Tavern Dweller
posted May 15, 2016 10:20 PM

Hmmm...
All I did was to change necromancy to leadership on some classes and that's it. I'll reverse it and check wether this option is still not working.

Also how exactly does town conversion work? I noticed that some building might not be reached after conversion, f.e.:
Necropolis (with built resource silo) -> Dungeon
In this setup the trade guild is impossible to build. I did not find any information regarding the limit of the trade guilds a player can have so I assume that is a bug.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 15, 2016 10:31 PM

you can exchange leaderhsip and necromancy without breaking casual game, but you will make magic heroes severely overpowered, since sorcery was already boosted for them. It is no surprise you find magic heroes better this way, while otherwise they are not. Modding the game to your shortcomings is not a way to get better.

I don't understand your complaints about destructive magic, it has already been proved to absolutely devastating in competitive multiplayer. Do not forget about +50% boost from artifacts on top of empowered spells.



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hakuryou
hakuryou

Tavern Dweller
posted May 15, 2016 10:46 PM

Even though I switched it I did not use it yet. It was just bothering me that the necromancy was there, like it made no sense for me. Maybe I'll make empathy unreachable for magic heroes or switch it with some other skill.
Regarding the destruction magic when I played a game against the (presumably) "cheating AI" I played in a way to have as litlle casualties as possible and when the game was coming to an end both me and AI had such great armies that the destruction spells where doing little job compared to light or dark. This is due to the fact that the growth of armies is linear and so is the spells dmg but the pace at which SPs are acquired is non-linear and at some point getting additional SP gets really slow (even though you're getting some from the dungeons). At least that's what it felt like when I was playing a huge map (H55-4P-Stair).
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 15, 2016 11:00 PM

I have answered 3 of your questions in my FAQ, click link in my signature. I realized these questions are asked quite often!
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hakuryou
hakuryou

Tavern Dweller
posted May 16, 2016 12:36 AM

Oh, it seems I've read a wrong FAQ (or an old one)

Also while it seemed like I was favoring magic heroes over might it is not that I want to make them too powerful to beat the game. The same things apply towards might heroes but they scale better in the late game so I did not press that matter much. And I certainly believe that dark school currently is overpowered but not the perks but rather spells (which I think are fine when compared with the shatter magic perks where you have two times less choices).
And maybe it didn't sound like that but i am deeply impressed with your work. It's not that I am whining/complaining but rather I would want to make it better (even if only for myself).
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strigvir
strigvir


Adventuring Hero
posted May 16, 2016 09:18 AM

Dark School spells are "OP" until you encounter an enemy who can easily dispel them. And almost all Might heroes can get access to Light + Empathy.

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