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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 ... 175 176 177 178 179 ... 200 250 300 350 400 435 · «PREV / NEXT»
Kimarous
Kimarous


Supreme Hero
posted May 28, 2016 08:44 PM

"Always uninstall an older version of the mod before installing a new version." How does one go about doing that? The majority of mods I've used have been through Steam Workshop, and only among those are mods I've outright deleted. That is, how do I go about uninstalling this mod for the new version?

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Gidoza
Gidoza


Famous Hero
posted May 28, 2016 11:16 PM

magnomagus said:
I understand your concern but my first tests didn't reveal anything getting worse, you can mostly create these 'cute little mazes' with 1 imp stacks already anyway.

There are actually various things working better for the AI:

-Quick-Combat calculations with hero with gating seemed to come out better.
-Urgash call is far worse for AI and will be removed.
-The turn of the caller will be delayed more give better opportunity for AI shooters to hurt them. (they cannot quickly hit defend after gating)
-The gated stacks are smaller.



Okay.  I think the new ability would work well if it replaced Urgash's Call, and didn't have a list of external prerequisites.  Additionally, perhaps instead of reducing Gating power globally, perhaps it could be integrated into the ability itself, so that the ability reads along the lines of gated units act quicker, but Gating power is reduced.

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Gidoza
Gidoza


Famous Hero
posted May 28, 2016 11:19 PM
Edited by Gidoza at 23:36, 28 May 2016.

Kimarous said:
Gidoza said:
If you want to stick strictly to lore, then sure - but that's no way to balance a game.  Closer to reality, Sylvan has always felt Native American-esque to me, Academy has a Muslim feel, Haven/Inferno have a Christianesque feel, all of which have been "adapted" to the game because humans can't help but take from reality to create a fictional world.  My point is:  Ashan lore is nice, but I can't take it seriously, and also shouldn't, especially for game.  I'm not going to bother learning a whole pile of lore that exists in a bubble of reality that is pertinent to nothing only to have that as an argument for why Pit Lords should have a spell that is never used.

I do not follow what you are saying at all. It more or less sounds like you're throwing a hissy-fit because the established setting doesn't mesh with what you want the setting to be like. Also, if what I'm interpreting is correct and you're saying "I don't like Ashan's lore about Pit Lords, so follow other lore so they can use Implosion", in what universe can demons create gravitic singularities? You said yourself that you view Inferno as "Christianesque" - speaking as a Christian, I can't think of any demons that use implosion powers, let alone the specific existence of "Pit Lords"...

Also, there's the general point that the mod is not being specifically tailored to your world view.


It has nothing to do with my worldview - it has to do with MS on a Pit Lord being a garbage secondary spell and what to do about it.  My main point is that lore ought not to be influencing balance decisions - this is never a good path to go down.


magnomagus said:
Expert frenzy duration is hardcoded.


Too bad.  Perhaps the damage reduction should be a bit harsher on Expert level than on Basic or Advanced?


Also, really cool update!!!  


A question - is it possible to SPEED UP the skin for Death Knights (and other slow-moving Heroes)?  It's hard to watch a Death Knight move anywhere...and speeding up all the others in speed I find too fast.


Re: Enlightenment Arti Combo - I find this too strong on Heroes below level 20, and too useless on Heroes above level 20.  Above 20, it accomplishes nothing; below 20, basically it's lots of free levels without any work.  I was thinking of something completely different but fun, though I don't know if it is possible:  rather than giving daily experience, what if the combination gave a bonus to the tune of, "Each time the Hero gains a level, there is a 10% chance that the Hero will gain an additional level." (Same as Tree of Knowledge effect.)  This would help baby Heroes level faster, though not too much faster and not without effort; and high-level Heroes actually have a meaningful chance of progressing a little more often, since those high-level secondary skills not yet acquired can certainly make a difference.  Just a thought.


Also, I was reflecting on the difference between Titans and Storm Titans.  With the Lightning effect on Titans, Titans just seem like an awkward shooter with a melee attack, especially in the hands of the AI.  Perhaps the specials could be swapped:  Storm Titans keep a ranged attack and can use Lightning whenever they can't use range attack, while Titans would be a strong melee unit that can throw a could onto the field when they have nothing better to do.  I think this would blend really well with both of them.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 28, 2016 11:38 PM

Quote:
"Always uninstall an older version of the mod before installing a new version." How does one go about doing that? The majority of mods I've used have been through Steam Workshop, and only among those are mods I've outright deleted. That is, how do I go about uninstalling this mod for the new version?


There should be an uninstaller in your start menu that removes the mod completely.
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Kimarous
Kimarous


Supreme Hero
posted May 29, 2016 02:35 AM

magnomagus said:
Quote:
"Always uninstall an older version of the mod before installing a new version." How does one go about doing that? The majority of mods I've used have been through Steam Workshop, and only among those are mods I've outright deleted. That is, how do I go about uninstalling this mod for the new version?

There should be an uninstaller in your start menu that removes the mod completely.

My computer uses Windows 8 and I don't have a traditional start menu. The "Apps" menu I have lists "ARMG Manual", "Heroes 5.5 Play", "Heroes 5.5 Play (64bit)", "Heroes 5.5 Utility (ARMG)", "Heroes 5.5 Editor (ARMG)", and "Reanimation Patcher". Is the last one the uninstall?

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strigvir
strigvir


Adventuring Hero
posted May 29, 2016 03:41 AM

Uninstall.exe is located in the game folder.

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Kimarous
Kimarous


Supreme Hero
posted May 29, 2016 04:11 AM

strigvir said:
Uninstall.exe is located in the game folder.

Thanks.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 29, 2016 09:23 AM

Quote:
I find this too strong on Heroes below level 20, and too useless on Heroes above level 20.  Above 20, it accomplishes nothing; below 20, basically it's lots of free levels without any work.


The set bonus was supposed to be pointless for the main hero, it is basically just a weaker alternative for the mentoring skill. That is all there is to it.

Quote:
Also, I was reflecting on the difference between Titans and Storm Titans.  With the Lightning effect on Titans, Titans just seem like an awkward shooter with a melee attack, especially in the hands of the AI.


Also exactly as intended titans are a melee tank with a weak shot, same as haven tier 5, storm titans are the real shooters and having an additional weaker shooting attack is pointless for them. Both upgrades are perfectly useful and perfectly different from each other.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 29, 2016 09:24 AM

The release notes for RC7a with screenshot for the gating skill are now available:

Release Notes RC7a

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strigvir
strigvir


Adventuring Hero
posted May 29, 2016 11:13 AM
Edited by strigvir at 11:27, 29 May 2016.

https://i.imgur.com/yh2zxKy.jpg
The prison spawned in a such way it is not possible to get the hero out of it.

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dabuthegreat
dabuthegreat


Adventuring Hero
posted May 29, 2016 11:42 AM

Magnomagus, you're a genius. I hated Inferno and gating for so long, now they are fun to play at last! I love this release.

Big thanks!

About the mod uninstallation thing... truth be told, I never did that, because my game is pretty much portable (TotE doesn't require installation so I just have a .zip on my External Drive). Never had any problems with it... I think.

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Ereinion156
Ereinion156


Adventuring Hero
posted May 29, 2016 04:04 PM
Edited by Ereinion156 at 16:06, 29 May 2016.

@gidoza: About the speed of heroes: the files for movement are under Characters/Heroes. the deathknights use the files of Duncan. In the move files theres one line called "MovementSpeed", if you change it to something around 9, this heroes should be at average speed (DemonLords=around 9.3, Warlocks=around 8.7).

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isti1222
isti1222

Tavern Dweller
posted May 29, 2016 05:32 PM
Edited by isti1222 at 17:37, 29 May 2016.

Ereinion156 said:
@gidoza: About the speed of heroes: the files for movement are under Characters/Heroes. the deathknights use the files of Duncan. In the move files theres one line called "MovementSpeed", if you change it to something around 9, this heroes should be at average speed (DemonLords=around 9.3, Warlocks=around 8.7).

I have observed, that the death knight currently use the Duncan-arena.xdb (strangely it still moves, but it doesn't even use move animation) for AdvMapAnimSet instead of Duncan_LOD-adv.xdb. (found out today, working on sareth recolor for Dougal ) by changing that line, the deathknight will be as fast as the real Duncan
This is the file, in the DM folder: Sareth_M.(Character).xdb
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isti1222
isti1222

Tavern Dweller
posted May 29, 2016 06:03 PM

Confirmed, it works if u changed the line, now u can adjust the speed in Duncan_LOD-adv-move.xdb i suggest to change the speed factor to 2, 2.5 seemed too fast for me
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azalen
azalen


Responsible
Known Hero
posted May 29, 2016 07:10 PM

Agree with Dabu... the early creeping issues of Inferno have been solved by the gating change and the ability itself is no longer frustrating to use.  The key, now, is to get Battle Frenzy and hope you can pickup the bloody claw amulet.  This goes along way to increasing variety of Inferno from being an "Iron Maiden Only" faction.  

I kinda wish the "Aura of Swiftness" hero Agrael was a gatekeeper/demon lord with more attack power to really make Inferno an offensive power house end game.    

I wouldn't, however, say that Inferno is "good" yet... but they have definitely gone from "frustrating" to "interesting".

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted May 29, 2016 07:23 PM

Inferno had a bit of a messy design. Its earlygame creeping is interesting but without machines it faces more risks than most - no safe way to tackle shooters/casters. Still, I'd say it's pretty good from midgame on.
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dabuthegreat
dabuthegreat


Adventuring Hero
posted May 29, 2016 07:30 PM

@azalen, I also have some problems with Inferno's units, but truth be told they're better than ever and gating is super fun and useful now.

I played a big ultima 3FFA map yesterday as a Demon Lord and had a blast. Haven't really tried the new explosion for the Tier2, but the grey ones (with leap) are great. They hit like a truck.

I always had huge losses when playing as Inferno because their units don't have much HP, but now I can use gated units to take the counters. Also Leadership is so great for Inferno. You can the active skill to raise the ATB value (sorry, don't know the english name) of your unit with:
1. units that just use gating, so they often act immediately after;
2. cerberi so then can attack twice or attack and retreat (they can often work like blood furies)
3. horned beasts to use leap at the start of the combat (with tactics ofcourse)

And don't even get me started on how useful Succubi seduction is.

Pit lords with expert meteor shower are great too, but overall I find this unit pretty lacking. It's very slow to be used to full potential.

Anyway, I had a blast. Inferno is super fun right now. Again, kudos for Magnomagus.

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Gidoza
Gidoza


Famous Hero
posted May 30, 2016 12:52 AM
Edited by Gidoza at 03:11, 30 May 2016.

Quote:
Also exactly as intended titans are a melee tank with a weak shot, same as haven tier 5, storm titans are the real shooters and having an additional weaker shooting attack is pointless for them. Both upgrades are perfectly useful and perfectly different from each other.


I think you kind of missed my point...first off, the weaker shooting attack is NOT pointless for Storm Titans, because they could use it if they are blocked by melee - it can be quite valuable to keep blasting far-off units rather than being forced to engage in melee.  Now, true, they can do it once with their lightning cloud, but moving on...

...my main point was that the AI is very awkward when using Titans.  It seems content with a crummy ranged attack when it really ought to be moving forward and engaging in melee; or using the ranged attack when melee would be better, and so on.  My experience with AI Titans is just that they are horribly ineffective.

Anyways, the two units ARE distinct - but it's not a super convincing distinctiveness when both units end up having a ranged attack, and one does better in melee than the other.  The distinctiveness line would REALLY cut home if one is REALLY REALLY ranged - so much ranged that it's shooting all the time, even in melee; and the other is REALLY REALLY melee, so that it just pounds the heck out of everything in melee combat.  They ARE distinct, but that distinctiveness could be even stronger and better.


Quote:
The set bonus was supposed to be pointless for the main hero, it is basically just a weaker alternative for the mentoring skill. That is all there is to it.


So it's a weaker version of a ridiculously overpowered skill - and that's how it seems right now, ridiculously overpowered on low-level heroes.  I just don't see this as a positive influence on the game.




Also another unrelated question - is there any way that the graphic for Summon Hive's Wasp Swarm can be sped up?  The wasps sort of go in the air...then you wait a long time...then they come back and hit the target...then you wait a long time...and then the next thing moves.  It doesn't seem very...fluid.


P.S.  Thanks to all regarding the Death Knight movement speed, this is cool.  

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azalen
azalen


Responsible
Known Hero
posted May 30, 2016 04:24 AM
Edited by azalen at 04:24, 30 May 2016.

My favorite heroes so far in 5.5...  

Havez - Power gamer hero.  Havez gremlins are among the best creature stacks in the game.  

Sandro - The extra spellpower on this guy is awesome.  It helps you in all parts of the game.  Plus, he looks like Vecna... win-win in my book.  This guy casts a very, very mean phoenix.  

Raelag - I like the combination of initiative suppression, destruction, and dark. Morale reducing effects like the -2 morale ring and sorrow go well with initiative suppression.  

Agrael - Not a power gaming hero, but I do like how the initiative bonus allows you to get your seduces faster so you can play dual puppet.  

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strigvir
strigvir


Adventuring Hero
posted May 30, 2016 08:02 AM

https://i.imgur.com/KPDwKhQ.png
Pendant of Mastery allows to get the 4th secondary skill.

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