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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 ... 16 17 18 19 20 ... 50 100 150 200 250 300 350 400 435 · «PREV / NEXT»
lotihoti
lotihoti


Famous Hero
posted June 13, 2015 07:33 AM

magnomagus said:
Quote:
Enemy units of Raelag now have 0.4 penalty to initiative he was my favourite ^^


This is hard to understand without calculator but mathematically his specialty is exactly equal to the 0.5 from agrael now. it was more powerful. the exact number is 0.425.


Good to know that you realized my proposal.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 13, 2015 11:02 AM
Edited by magnomagus at 11:03, 13 Jun 2015.

Forgot to add to changelist:

-Small adventure objects have slightly higher change for combat event. Also now you don't always get a higher reward if you get attacked, it is possible to get attacked by zombies or ghosts when visiting a grave and get nothing!
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LarkinVB
LarkinVB


Known Hero
posted June 13, 2015 06:17 PM

Played a hotseat on 4 player (chain template, hard/strong monsters, experience 3). Thanks, really nice mod but here is room for improvement imho :

1. Battlemaps are always the same in one zone apart from obstacles. Some variation will be nice.

2. Mixed stacks guarding mines are weak and become weaker with time. Since the number in each stack is low, weekly growth rate does not add much if anything at all.

3. Too many witch huts (2-3 in starting zone).

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted June 13, 2015 07:24 PM
Edited by dredknight at 19:40, 13 Jun 2015.

LarkinVB said:
Played a hotseat on 4 player (chain template, hard/strong monsters, experience 3). Thanks, really nice mod but here is room for improvement imho :

1. Battlemaps are always the same in one zone apart from obstacles. Some variation will be nice.

2. Mixed stacks guarding mines are weak and become weaker with time. Since the number in each stack is low, weekly growth rate does not add much if anything at all.

3. Too many witch huts (2-3 in starting zone).


Let me add some thoughts too.

1. I think there was a talk regarding that earlier. Magno said that it is not possible to edit this (or was too complicated as change of environment is based on where you fight and Nival did quite a good job at making matching sets)
2. Agreed. In the starting zone things are OK but on maps where you have second/third starting zone monsters are weak there.
I was wondering if it is possible to make an orange zone in the ARMG - basically this is yellow zone with castle and recruiters but with red zone guardians. This way we will have more casualties and challenge will not fall drastically. Also the orange zone must have penalty in the mines there so getting more troops should not be easy and you have to make choices/sacrifices.
- yellow zone - starting zone, castle + 1 mine of all, normal PvE creatures, dwellings
- orange zone - castle, always ore and wood mine, 1 rare mine + 1 gold mine, dwellings, stronger PvE creatures.

Basically this way you get huge choice for building army - 2+ castles, dwellings from many tiers, but limited resource, so you get just what you need based on your tactics. By touching the economics part a bit you will increase the challenge, diminish the might vs magic late game imbalance, push players fight buildings for resources.


3. I think huts are OK. 2/3 of the time first choice is not what you want or what you need now. Because if you get too much undeveloped skills leveling up is very messed up due to the way heroes level up.
(Upgrade of 1 known skill or 1 new, 2 perks from the last 1-2 chosen skills).



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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted June 13, 2015 08:19 PM
Edited by dredknight at 20:23, 13 Jun 2015.

some thoughts on the big maps and player goals for the ARMG

Heroes - there are too much huts for skills - a lot of arenas, attack camps, defense towers. Now even some of the new dwellings give quite a lot of bonuses. Basically at one point most of the hero points are gained through buildings instead of leveling up which bloats him and makes him somehow generic at the end.

Life after starting areas - basically what happens to the game after you conquer your starting zone. Just to get what I am thinking I will give my thoughts on starting area goals for the player and the second castle area, the red area.

1. starting zone
Purpose - fight for resource piles, fight for mines, fight for minor artifacts, fight for dwellings.
End result - player have somehow developed hero, halfway finished castle, some minor artifacts.
Satisfactory level - Very high!
Reason - basically everything is new and what you do counts as player needs to get his castle developed faster so he can get more population earlier.
Each week you have new an better population which improves you fight capacity to continue further.

Improvement: Basically this is the best part of the game on all heroes series!  no need for improvement.

2. second (third, forth?) castle zone
Purpose - get strategical advantage by getting second town - more creatures, more gold!, again fight for more dwellings, resources, dwellings and artifacts.
End result - basically same as starting zone.
Satisfactory level - somehow average
Reason - fights for dwellings, mines and artifacts are easier because monsters are same strength as fighting zone, mostly gold mines are important here as you already have steady production so you dont need all the mines. Castle fight is easy. each next castle zone get easier so the satisfactory level goes down.

Improvement: to keep the satisfaction level up there should be a challenge! What makes heroes good is that you have a lot of options but you cant exploit them all to benefit yourself (Example: you can get all magic schools but you cant cast them all in 1 round). What should be done is to keep this trend along the game so at the end each player will built a fully custom hero/army based on some kind of strategy.
Possible solutions available through moding:

A)  the second castle area
- reduce the number of rare mines to 1 (may be 2) + 1 gold mine. if you keep the income low hero will have to chase resources. which is another point of heroes .
- forbid citadel and castle buildings - this way hero will have to get army from dwellings.
- Increase the PvE guardian strength.
- Never place level 7 dwellings. This gives too big edge to might heroes later on. Magicians cant handle big count of tier 7.

B) third, forth etc.. castle zones.
- castle factions are random
- forbid citadel and castle buildings
- reduce the number of rare mines to 1 (may be 2) + 1 gold mine.
- Never place level 7 dwellings.

3. Red zone - still too early to comment on this. It is good as it is now . Big fights, big artifacts, big things .

Bonus idea: it will be nice if neutral heroes can be implemented for all battles except the one in the starting zone. To balance things out you can give them 0 knowledge so they cannot cast spells.
Not sure if it is possible but just to through it out.
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klosarmicko
klosarmicko


Hired Hero
posted June 13, 2015 08:25 PM

I think sandros power 1 spellp for every 7 levels is too weak. I mean  with magic hero I easily have around 40 spellp on lvl 33 and 5 bonus from this power wont make that much of a difference. It should be every 4/5 levels. I think

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 13, 2015 09:21 PM
Edited by magnomagus at 21:29, 13 Jun 2015.

It is unclear to me if the issues described here are also occur when playing with very strong monsters. This makes an enormous change in gameplay. I do however believe that the RMG needs a monster level between strong and very strong, which could greatly improve game experience for many people. I would like the setting to be like this:

weak - like medium
medium - like strong
strong - between very strong and strong
very strong - same
impossible - maybe slightly easier.

However the coefficients are in one of the exe files (or in both) and my hex-editing skills are actually very limited. I have no experience with IDA or cheat engine etc.

Quote:
Basically at one point most of the hero points are gained through buildings instead of leveling up which bloats him and makes him somehow generic at the end.


After playing ultima map with 6 players elessar ended up with: 40/25/22/9 without artifacts with Wyngaal. That does not support your statement. However there is a random factor involved and sometimes the RMG can create a map with considerable more might or more magic boosters.

Quote:
- castle factions are random


random means it can become a matching faction for one player and a non-matching one for the other one.

Quote:
- forbid citadel and castle buildings


not possible

Quote:
3. Too many witch huts (2-3 in starting zone).


So you want to visit only one witch hut, that may not even give a skill you want? In H3/4 you had these universities that filled up up to 4 from one building. In that perspective it seems to me the current setting is nothing else than totally normal. btw, I wanted them guarded, but is not possible.
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Deflaktor
Deflaktor


Responsible
Known Hero
posted June 13, 2015 09:57 PM

magnomagus said:
It is unclear to me if the issues described here are also occur when playing with very strong monsters. This makes an enormous change in gameplay. I do however believe that the RMG needs a monster level between strong and very strong, which could greatly improve game experience for many people. I would like the setting to be like this:

weak - like medium
medium - like strong
strong - between very strong and strong
very strong - same
impossible - maybe slightly easier.

However the coefficients are in one of the exe files (or in both) and my hex-editing skills are actually very limited. I have no experience with IDA or cheat engine etc.



This could also be done with a script or not?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted June 13, 2015 10:06 PM
Edited by dredknight at 22:12, 13 Jun 2015.

[quote=magnomagus]
Quote:
- forbid citadel and castle buildings


not possible


Ok, than generally speaking is just somehow restrict the possibility of huge army. Huge hero armies + might synergy breaks the game at some point. Might heroes need quite a big challenge against PvE to force them make an effort. Even bigger PvE stacks are OK, but magic heroes cant handle them.

Another idea is to add a tax based on the all-owned creatures power.
The divider can be based on 1 week population growth power. For example if 1 week of population is 30 000 points, and we want to make taxes appear after 5 populations you will get taxed X per week/day if army is above 150 000 power. The tax is going to be flat X multiplied by factor Y.

Where Y 1 population power.
Y=(army power - 150 000)/30 000.

This way boost the economy part of the game so players eventually will have to use heroes with economic specialization (gold, resources etc.), go for more mines and so on.

P.S. Ofcourse this shouldnt be mandatory, but if it is scriptable it can turn nice!
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 13, 2015 10:17 PM
Edited by magnomagus at 23:39, 13 Jun 2015.

Quote:
This could also be done with a script or not?


Not really, I once wrote a creature growth script but it caused tremendous lag because of the many entries it was modifying. I think it may be possible to write a script that once at the start of the game detects all mixed neutral stacks and boost there amount by a %, because they are comparatively weaker. However if one of the 5 parameters (if it is true they are just 5 parameters) is changed to between strong and very strong the effect should be much better since they also affect the difficulty of the compositions and the occurrence of higher level creatures.

EDIT:

In the file RMG/Params/Default.xdb there is a line:

<MonsterLevelCoef/>

I suspect Nival planned to insert the parameters here, but never carried out that plan and left them in the source code.

EDIT2:

On second thought my scripting idea is problematic since there is no way to detect the monster level of the map and on very strong the stacks would probably become too strong.

Quote:
I think sandros power 1 spellp for every 7 levels is too weak. I mean  with magic hero I easily have around 40 spellp on lvl 33 and 5 bonus from this power wont make that much of a difference. It should be every 4/5 levels. I think


You need to compare with other specs, generally specs don't become stronger than 1.5-2 perks and early game they are weaker than a perk. A perk is worth +2.

EDIT3:

Quote:
Ok, than generally speaking is just somehow restrict the possibility of huge army.


This is done by selecting a RMG templates with less castles per player, the whole point of ultima maps was to have huge armies, don't like it don't use it. The belt templates offer many treasure zones with relatively few castles.

For a low resource game have you tried the taxes function Quantomas already implemented?

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xuxo
xuxo


Responsible
Known Hero
posted June 13, 2015 11:39 PM

Posts to propose ideas ..... activating the advanced map editor, I remember that was the only way, I saw they had a lot of types of lighting (night Dawn and some very strange. It could create an effect of day / night? ? haha serious spectacular thing.: D also, since I'm going to have much free time, I am returning to the archangel of Pesmontis to try to pass patterns Heroes VI to V. if the Heroes V has limited graphics motor, probably would have to turn it down a little polygons. Another thing that leaves half two years ago is the "Bump" value that many textures include empty and not get to experience at all. can it be that there is the option to include a map Bump not use? are long-term ideas do not panic magnomagus !!!

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 13, 2015 11:43 PM
Edited by magnomagus at 23:45, 13 Jun 2015.

Quote:
(night Dawn and some very strange. It could create an effect of day / night? ? haha serious spectacular thing.: D


Already tried that, but cannot get the SetAmbientLight script function to work, I think it may be bugged.

Quote:
Another thing that leaves half two years ago is the "Bump" value that many textures include empty and not get to experience at all. can it be that there is the option to include a map Bump not use?


Sorry, don't understand? Bump???
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xuxo
xuxo


Responsible
Known Hero
posted June 13, 2015 11:55 PM
Edited by xuxo at 00:07, 14 Jun 2015.

https://en.wikipedia.org/wiki/Bump_mapping

"Bump" is an effect that applies to the texture, similar to "alpha" or "mirror" (shine on metals used) is loaded funny thing is that in many .xdb texture files where the path are loaded, this the value <BUMP>, indicating that at first would go to use, but I guess for system requirements of the time not made, or the motor for it and the value is left unused were scheduled.

EDIT:


Also the gloss value appears not remember me, but this is much like a mirror.

http://www.marmoset.co/toolbag/learn/materials

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 14, 2015 12:02 AM

Ah, bump mapping, yes that would be awesome
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xuxo
xuxo


Responsible
Known Hero
posted June 14, 2015 06:18 AM
Edited by xuxo at 06:18, 14 Jun 2015.

Currently only it has operated the "gloss" really is a specular map of flare. "bump" if it works, it uses water waves for example, but I can not charge me good texture, not if it's not the right format which you saved or who do wrong. actually used "normal map" which is a more advanced version of the system, and may be similar to my textures but the actual lighting of the game. (heroesVI all textures have Bump, to compare the graphics could be )


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LarkinVB
LarkinVB


Known Hero
posted June 14, 2015 08:44 AM

Which buildings will be guarded by neutral heroes ?

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klosarmicko
klosarmicko


Hired Hero
posted June 14, 2015 10:14 AM

LarkinVB said:
Which buildings will be guarded by neutral heroes ?


I think they guard only neutral stacks

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 14, 2015 10:59 AM

Quote:
Which buildings will be guarded by neutral heroes ?


The neutral heroes function is not supported by me, it is terribly balanced, doesn't work in buildings and completely hardcoded. My goal is to balance the neutrals like in KB legend.
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Hayven
Hayven


Famous Hero
posted June 14, 2015 11:38 AM
Edited by Hayven at 11:39, 14 Jun 2015.

Quote:
Already tried that, but cannot get the SetAmbientLight script function to work, I think it may be bugged.


Have you put all ambient lights you want to have in the AmbientLights section in the map.xdb files? You also have to give an internal name to each of these ambients.

Then the function should work (the light is called by its internal name given in its .xdb file).
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esvath
esvath


Known Hero
posted June 14, 2015 11:57 AM

On heroes' specialisations:

In my opinion, the creature specialisations (additional Rakshasha to recruit in town after level 6, for example) are:

1) not make the particular heroes stronger (everyone can recruit those Rakshashas and use them).
2) require additional management (players have to go to cities to recruit the new units).
3) require additional resources to spend (gold to recruit the additional creatures).

Therefore, I suggest:

1) changed it back so that the heroes increase
the creatures' stat again (I don't know what is the considerations to change the specialisations from this mechanic?)

2) OR, at the very least allow the additional creatures to directly join the heroes' army.

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