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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 ... 173 174 175 176 177 ... 200 250 300 350 400 435 · «PREV / NEXT»
Kimarous
Kimarous


Supreme Hero
posted May 26, 2016 09:39 AM

I appreciate the answers, dredknight.

dredknight said:
Some characters have specialization exchanged with other. That is correct.
If you still dont have the game you can preview them by installing the new skillwheel dedicated for the mod here.

That's not quite what I was asking, but I appreciate your interpretation. Perhaps I could have phrased things better, but it's ultimately a non-issue that I don't feel needs answering.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted May 26, 2016 09:52 AM

Yes my bad .
Actually I dont know about this one. When Magno pops around he will answer.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 26, 2016 10:29 AM
Edited by magnomagus at 10:44, 26 May 2016.

@Antalyan: Thanks, I have added the file on moddb, I zipped it because for moddb that was obligatory.

@Larkin: All rough terrains give the same 25% penalty to everybody, only grass has no penalty and taiga still has no penalty for orcs.

@Gidoza: I agree horned demons could be more universal, but they are already +25% more durable and i don't think making them more tanky will help with that. +1 initiative seems more effective to me.

For imps, I think I should reduce the 7 speed back to 6, I recall the decision was made I was thinking the mana steal ability triggered every turn (mistake). to make a better differentiation between the imps anyway I'm considering giving one -1 ini + 1HP, +1HP is +16.66% durability, on imps it means a lot.

I already tested expert meteor shower and immediately started using it more often. Implosion doesn't fit them thematically and inferno is not supposed to have a 2nd 'hit single target hard' shooter.

@Mario: for balance reasons I think I leave it that way, but I should adjust the txt.

@Kimarous: I had to make a huge amount of new heroes. The most important thing for me during dev was to make all the portraits look like they were in the game originally. Some heroes had to swap specs, because they didn't fit the class they needed to be because of model mismatches. I followed ubisofts example and gave H3/H4 names to ashanified H3/H4 heros, but because of that bios had to be filled with H4 and H6 bios (h6 is always preferred). Maybe some consider that blasphemy, but consider the alternative: me coming up with all kind of crap fantasy names. If you want to improve the quality of the bios you are welcome to volunteer and work on them!
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Kimarous
Kimarous


Supreme Hero
posted May 26, 2016 10:54 AM
Edited by Kimarous at 11:39, 26 May 2016.

Thank you for the answer. I shall consider doing so, time and will permitting.

EDIT: Cursory analysis gives me the impression that most of these only warrant slight tweaking. A word change here, an extraneous sentence removal there, pretty minor stuff... editing rather than rewrites.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 26, 2016 12:43 PM

Yes it is very minor stuff.
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LarkinVB
LarkinVB


Known Hero
posted May 26, 2016 04:27 PM

magnomagus said:

@Larkin: All rough terrains give the same 25% penalty to everybody, only grass has no penalty and taiga still has no penalty for orcs.



Is it possible to get native terrain at 100% back for the different races ? Otherwise we always have to select grass on each hotseat game for each player to make it balanced. It would be nice to have dwarves at 100% in snow and academy 100% in sands.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted May 26, 2016 04:34 PM

I thought that was already the case?
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted May 26, 2016 04:54 PM

LarkinVB said:
magnomagus said:

@Larkin: All rough terrains give the same 25% penalty to everybody, only grass has no penalty and taiga still has no penalty for orcs.



Is it possible to get native terrain at 100% back for the different races ? Otherwise we always have to select grass on each hotseat game for each player to make it balanced. It would be nice to have dwarves at 100% in snow and academy 100% in sands.


Magno already balanced it.
Grass is 0% penalty, others are 25% penalty.

But the main road on grass is dirt (lower quality) which means hero has lower speed on the road while the main road on other terains is  paved which means heroes has 0 penalty.

This is balanced because most of the time hero travel on the road so the differences add up.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 26, 2016 04:59 PM
Edited by magnomagus at 17:09, 26 May 2016.

@Larkin: All newly generated ARMG maps (since RC7) will be fair with regards to movement, you don't have to make grass vs grass matches.
This is because I improved the quality of the secondary roads in Lava,Dirt,Sand & Snow areas, but reduced the quality in Grass and Taiga, the 'worn grass' roads are only decorative, they don't give a bonus. The other factions gain back on the road what they missed in the dirt. EDIT: dredknight beat me to it

It is true btw movement was unfair in TOE, haven had 3100 vs 2500 movement points in their area. I have now reduced this difference to 2750 vs 3000. Removing all penalties and bonuses would make lots of stuff useless and the game boring, also slight differences in movement have always existed and are not a real threat to balance as long as other factions have other specialties to make up for it.

inferno has pillager perk, dungeon has many heroes with logistics, academy and fortress turtle more easily etc. etc.
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LarkinVB
LarkinVB


Known Hero
posted May 26, 2016 05:47 PM

Sorry, I find this very confusing. Moving on roads on grass is slower than moving directly on grass just right besides the road ? Roads are to slow down movement ?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 26, 2016 06:12 PM

No that is not what I said, you never move slower on roads than on grass, but snow, sand, necro and lava areas have more roads that give a bigger movement bonus.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 26, 2016 06:14 PM

Generate a new map and you will see it for yourself in sand areas there are more 'paved' roads.
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Gidoza
Gidoza


Famous Hero
posted May 26, 2016 06:49 PM

Quote:
@Gidoza: I agree horned demons could be more universal, but they are already +25% more durable and i don't think making them more tanky will help with that. +1 initiative seems more effective to me.


I could run with that, though I still think that Explosion needs a buff no matter what.


Quote:
For imps, I think I should reduce the 7 speed back to 6, I recall the decision was made I was thinking the mana steal ability triggered every turn (mistake). to make a better differentiation between the imps anyway I'm considering giving one -1 ini + 1HP, +1HP is +16.66% durability, on imps it means a lot.


This could work on Vermin, yes, and see how it goes from there.


Quote:
I already tested expert meteor shower and immediately started using it more often. Implosion doesn't fit them thematically and inferno is not supposed to have a 2nd 'hit single target hard' shooter.


How does Implosion not fit Pit Lords thematically?  I see nothing opposed to their destructive theme in this.

Also, I don't see where the "2nd hit single target hard" shooter comment is coming from:  Succubi aren't exactly the most hard-hitting shooters out there:  in fact, their attack is more on the AoE side or Special Effect side than single-target.  Having Pit Lords have Implosion would give Inferno their *first* "hit single target hard" shooter.  In any case, I was suggesting Implosion as still being less mana-efficient than Fireball (similar to how Meteor Shower is presently, but not as completely awful).

Either way, if buffing Meteor Shower renders Fireball less useful, then let's just nix Meteor Shower completely and find another spell altogether.  Teases are never good, and this is extra true when you have a really dumbarse AI that has no co-ordination in its spellcasting and can easily pick the wrong option in a perfectly evident situation (e.g. limitless Vulnerability bombs and no damage...).

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted May 26, 2016 07:08 PM

I think fireball vs meteor is just fine. More targets at the cost of increased mana is a fair tradeoff.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 26, 2016 07:28 PM
Edited by magnomagus at 19:31, 26 May 2016.

@Gidoza:

Explosion will be buffed, no matter what

A pit lord is a demon it throws rocks and fire not singularities.

Also succubi are by far the highest damage tier 4 shooters, they even do more damage than some lvl 5 shooters (haven). They were designed specifically to be the ONLY shooters.
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Gidoza
Gidoza


Famous Hero
posted May 27, 2016 12:38 AM

Elvin said:
I think fireball vs meteor is just fine. More targets at the cost of increased mana is a fair tradeoff.


I think that I've amply described how a tradeoff doesn't even exist:  Meteor Shower has no place at its current damage level.


Quote:
A pit lord is a demon it throws rocks and fire not singularities.


Er...what?  Sorry, not buying it.  Demons are demons, they can live on another dimensional plane.  Nothing limits them to rocks and fire...


Quote:
Also succubi are by far the highest damage tier 4 shooters, they even do more damage than some lvl 5 shooters (haven). They were designed specifically to be the ONLY shooters.


Sorry my brain went back to Master Hunters that do more individual damage than a Succubus with their double-hit.  Nevertheless, my point was that the severe underwhelming damage that Pit Lords are doing now with Meteor Shower would be appropriate with an Implosion - it'll be one hit, it'll be more than a Fireball, but it'll be one target and you can't feasibly cast it again.  But more to the point - Pit Lord initiative sucks, so it's not like it will be shutting down anything before it has chance to do something, anyways.



Also, on an aside - I thought you were toning down Expert Frenzy so that it only lasted for one action?  Or did I misread that?  The reduced Frenzy damage is definitely much more reasonable - but 2 actions is just overkill no matter how I look at it or how much damage is involved.  I'm just laughing at my opponents with it...0 damage would still be too much.

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Kimarous
Kimarous


Supreme Hero
posted May 27, 2016 01:49 AM

Gidoza said:
Quote:
A pit lord is a demon it throws rocks and fire not singularities.

Er...what?  Sorry, not buying it.  Demons are demons, they can live on another dimensional plane.  Nothing limits them to rocks and fire...

Sheogh is the Demon prison world located below the surface of the world of Ashan, around the eternal prison of Urgash, the Dragon of Chaos, guarded by the power of darkness, fire, and earth. Physically speaking, it is the core of the planet the continent of Ashan is located on, however, the current population lacks understanding it as a whole, and rather regards Sheogh as some different world.

So... yeah. Demons come from the literal core of the planet and not from "another dimensional plane", at least in Ashan.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 27, 2016 09:22 AM

Expert frenzy duration is hardcoded.
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hakuryou
hakuryou

Tavern Dweller
posted May 27, 2016 12:56 PM

would it be possible to add a dispelling effect like with blindness (when a creature receives dmg the spell is lifted)
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 27, 2016 01:06 PM
Edited by magnomagus at 13:13, 27 May 2016.

I think I just found an unused value in the defaultstats.xdb that could possibly revolutionize the gameplay with gating. It is called GatedStartATB and is set to zero, but if you set it to 1 or 0.75 the gated creatures get to act immediately or very fast after they are summoned. You could say it is the inverted effect of Urgash call, because you have to wait until they appear but they act immediately when they do.

Now my idea is if you significantly reduce the amount of gated creatures let say: 15/20/25% + 10% for gating mastery and set this value to 0.75 the situation remains balanced but the gameplay allows much better tactical planning and your army feels much more like an aggressive/swarming force.

This can be further balanced by making the default wait time 0.75 of a turn for the caller and reduce it to 0.5 instead of 0.25 with quick gating.

Currently gating is so slow (2 full turns waiting time), against neutrals the battle is often already over and it makes inferno actually feel very sluggish. Basically trying to sit out until the free creatures can save you losses.

The GateStartATB is also much better balanced than Urgash Call, because urgash call works more like a shooter blocker and then lets the summons stupidly wait. Urgash call also doesn't give the enemy any chance to anticipate were the summons are appearing, while GatedStartATB at 0.75, would give the enemy exactly a little more than a turn to anticipate were the summons appear. So the full proposal would include removing urgash call from the game and replace it with the unused swarming gate perk.
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