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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 418 pages long: 1 50 100 150 ... 197 198 199 200 201 ... 250 300 350 400 418 · «PREV / NEXT»
Angelus25
Angelus25

Tavern Dweller
posted July 04, 2016 03:57 AM

Does anyone know how to create a trigger that adds the spell avatar of death to the hero? I cannot add any special ability to a hero by scripting.Im trying this..But its dont works

if (HasHeroSkill(hero,PERK_MASTER_OF_ANIMATION) ~= nil) and (HasHeroSkill(hero,SKILL_DARKT_MAGIC) ~= nil) and (GetHeroSkillMastery(hero,SKILL_DARK_MAGIC) == 3) then
TeachHeroSpell(hero,SPELL_ABILITY_AVATAR_OF_DEATH);

Any idea?

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted July 04, 2016 08:31 AM

magnomagus said:
I thought the chance for a positive effect for Faiz increases with levels.


Yes it does increase. But the first cast (which is autocast) is fake.
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HVKnight
HVKnight


Hired Hero
posted July 04, 2016 10:31 AM

dredknight said:
magnomagus said:
I thought the chance for a positive effect for Faiz increases with levels.


Yes it does increase. But the first cast (which is autocast) is fake.


Yes.  The problem is that after the pre-combat autocast (which actually works for me), when it's Faiz's first turn to act in the combat, the 'Use Special Ability' icon replaces his spellbook, and so you don't have access to the spellbook.  When I press the icon, timeshift is cast, but with no discernible effect.  Then on the following turn, the spellbook icon is there for me.

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Forsberg
Forsberg


Adventuring Hero
posted July 04, 2016 08:52 PM

I think it is some kind of error, not planned:


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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted July 04, 2016 09:31 PM

this actually looks great
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 04, 2016 10:54 PM
Edited by magnomagus at 22:55, 04 Jul 2016.

clean up your maps folder
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zkc
zkc

Tavern Dweller
posted July 05, 2016 12:21 PM
Edited by zkc at 12:26, 05 Jul 2016.

Town Gate glitches

After you get to a town using Town Gate (not Town Portal)
1. your spellbook does not get updated (it does on the next day if you move from garrison to gate)
2. you're not informed you'll be transferred to garrison, and if garrison is occupied spell fails, even if the other position (front gate) is unoccupied
3. you can't break looping all controlled cities, even if you change your mind (2-option dialog message window limitation - 3rd button could be useful, but not sure if possible, maybe keypress event could be captured?)
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 05, 2016 04:53 PM

1. and 3. cannot be changed, but you would have been informed about the garrison by reading the tooltips.
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floyt
floyt

Tavern Dweller
posted July 05, 2016 05:38 PM
Edited by floyt at 19:00, 05 Jul 2016.

LarkinVB said:
The AI main hero was abandoning its sole town with a force about equal to my attacking force while I was in striking range and I could get it for free on my next turn. AI was set to defensive mode. What could have gone wrong, this behavior ruined the whole game ?


Actually I'd like to echo that. It has happened to me twice now (once just 5 mins ago, which is why I came to this thread to see if it had been discussed). I believe this time my hero was a couple levels higher and my army a tad stronger, but still - fully kitted-out dwarf hero (1k+ tier 2 & 3) abandoning a castle stocked to the rafters, just to run past me into the big black yonder... something of a let-down, as it just handed me the game without a fight.

Is that really intended behaviour? This was on Hard difficulty, look-ahead 3rd setting.

Edit: As an added bonus, having just hunted down that guy, it turns out that he is able to just wipe the floor with me - like, no contest. And yet he ran away and gave up the town. Something seems to be off with the AI's threat assessment here.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 05, 2016 11:07 PM

I had a different experience but this was on heroic difficulty, it could be that some decision making handicaps from TOE are not removed from normal & hard level. The Ai is known not to flee from battle on those levels as well. In any case there is nothing I can change about AI decision making.

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sayke
sayke

Tavern Dweller
posted July 06, 2016 07:42 AM

floyt said:
LarkinVB said:
The AI main hero was abandoning its sole town with a force about equal to my attacking force while I was in striking range and I could get it for free on my next turn. AI was set to defensive mode. What could have gone wrong, this behavior ruined the whole game ?


Actually I'd like to echo that. It has happened to me twice now (once just 5 mins ago, which is why I came to this thread to see if it had been discussed)...

Is that really intended behaviour? This was on Hard difficulty, look-ahead 3rd setting.


Always set AI lookahead to max. It helps prevent stuff like this.

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floyt
floyt

Tavern Dweller
posted July 06, 2016 10:14 AM

sayke said:

Always set AI lookahead to max. It helps prevent stuff like this.


So foresight = courage? Very well  Might make things a tad slow on huge maps, but eh.

--

Oh, another question: when I used the Flaming Arrows perk (or whatever the fire ballista skill is called) in version 6 or 7, there was no area effect, which struck me as sad but presumably necessary for balancing. Now an Inferno enemy hero just blew me up with triple fireball shots. Does that only work for Inferno or is the area effect back in version 8?

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted July 06, 2016 11:55 AM

floyt said:
Oh, another question: when I used the Flaming Arrows perk (or whatever the fire ballista skill is called) in version 6 or 7, there was no area effect, which struck me as sad but presumably necessary for balancing. Now an Inferno enemy hero just blew me up with triple fireball shots. Does that only work for Inferno or is the area effect back in version 8?


This has nothing to do with Flaming arrows.

There is a specialization that gives Balista shots a fireball effect.
Damage depends on hero level and is set to (Hero_level/3 - 1)*20.
So basically the first 3 levels the fireball deals 1 damage.
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Archmage1
Archmage1

Tavern Dweller
posted July 06, 2016 07:47 PM

I just wanted to say thank you very much for doing this.

It breathes life into an older game once more.
And makes it new and interesting(I've been playing LAN with some friends for a few years)(We're not at the competitive levels.  I know how to do so, but we mostly go for the titanic final battles)(Which have a distinct tendency to be one sided massacres)

That said, I'm curious if anyone else is having the same experience we are.  We're finding that if you want to have a chance(Very strong monsters, impossible difficulty), you need a way to res(War machines with first aid, regen, resurrection, raise dead) to have a chance.  If you don't, it's almost impossible to get to snowballing.

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floyt
floyt

Tavern Dweller
posted July 06, 2016 10:36 PM

dredknight said:
floyt said:
Oh, another question: when I used the Flaming Arrows perk (or whatever the fire ballista skill is called) in version 6 or 7, there was no area effect, which struck me as sad but presumably necessary for balancing. Now an Inferno enemy hero just blew me up with triple fireball shots. Does that only work for Inferno or is the area effect back in version 8?


This has nothing to do with Flaming arrows.

There is a specialization that gives Balista shots a fireball effect.
Damage depends on hero level and is set to (Hero_level/3 - 1)*20.
So basically the first 3 levels the fireball deals 1 damage.


Ah, I see. Cheers.

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted July 06, 2016 10:51 PM
Edited by dredknight at 23:13, 06 Jul 2016.

Archmage1 said:

That said, I'm curious if anyone else is having the same experience we are.  We're finding that if you want to have a chance(Very strong monsters, impossible difficulty), you need a way to res(War machines with first aid, regen, resurrection, raise dead) to have a chance.  If you don't, it's almost impossible to get to snowballing.


Absolutely correct. We are constantly testing different factions against each other. If you have no regen your chances of success diminish considerably. Tent is a must for every class than can get it.

Currently I am playing Heretic (dark proficiency) he is really potent late game but he really lacks the means to fight PvEs early game. No  constitution and damage in the early game. Actually due to the nature of his class (exausting enemy strength/ mind manipulation) he has no damage even at the late game. What helps is that armies are bigger so he creates bigger chaos with dark. I tried him in combination with destruction but all he benefits from it is stuns/reductions from the perks (master of fire/ice/storms). Damage is still somehow low.
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feremuntrus
feremuntrus

Tavern Dweller
posted July 07, 2016 02:44 AM
Edited by feremuntrus at 03:00, 07 Jul 2016.

Hey folks,

Love the mod. Thank you all for the hard work in making this happen.

I have played a good amount of hotseat games with some friends and would like to note some of the bugs we have found. Apologies if these were mentioned before but these are issues nonetheless of the most recent version - RC8 (English).

1. I don't know about the persistence/replicability of this one but after building a citadel for Necropolis, we were able to see the icon to build the dragon graveyard unlocked and ready for purchase even though the castle was not yet built.

2. For heroes like Markal who grant an assortment of resource bonuses, not once did we see that treasure chests offered the 25-50% bonus gold that the ability describes. Didn't test long enough to see whether their other effects worked as well.  

3. When facing stealth enemies (AI in particular), you can see their unit bar (i.e., the stack numbers) move along with the enemy when they are traveling while stealthed, completely exposing their location while it's their turn. Hiding the unit tag would allow this to be fixed, just as it is in the original.

4. A game-breaking bug I found revolved around warlock's use of the stalker's stealth. In the original game, if your only unit are stalkers and they're stealthed in battle, the enemy would normally  rush forward in an attempt to find and kill them (applies to both melee and ranged enemy units).

However, in Heroes 5.5, enemies, both melee and ranged, just stand there and do nothing if your only units are stealted stalkers - leaving them exposed for insane abuse from your hero's spells. This allows warlocks to kill even the most powerful creeps with nothing but stealthed stalkers and spells, suffering no unit losses whatsoever for the entirety of the game until they finally confront other players.

If the AI functioned like in the original where troops, especially melee ones, actually ran around searching for your stealted troops, Warlocks would not have this unfair advantage. Out of over 100 creep encounters as a warlock, I only saw the AI rush at me once (and they were bear riders). This rushing tactic should always be the response for enemy units.

5. Finally, though not a bug, I just have some comments about enemy hero spellcasting.

Although many heroes I fought have been of hero classes that specialized in magic, they often resorted to their regular hero attack in combat rather than their spells, even with a full mana bar. I don't know why they are so apprehensive towards using their spells but I think AI tweaks need to be made on this front.

Additionally, dark magic AI heroes do have an odd tendency of wasting their mana on redundant spells. For instance, when I was attacked by an enemy necromancer at my castle, he was wise enough to begin by casting mass slow. However, afterwards, he just opted towards casting suffering and weakness on my crossbowmen for the rest of the siege, even though my healing tent kept dispelling those spells every turn. This left him manaless when it came down to using raise dead against me, giving me a victory when otherwise I should have been dead (since, if he was persistent in resurrecting his flyers and thereby blocking my archers from firing, I would have had no way of winning).

[EDIT] 6. Also not a bug but a general comment. As fun as this build is to play, I honestly found the "Master of the Elements" hero specialization to be absolutely ruthless, especially for heroes who start with summoning magic (i.e., Dwarfs). In just 2-4 levels I was able to get Bart to summon 25+ fire elementals in the very beginning of the game, making creep clearance very simple for all tier 1-4 mobs in the map. Certainly, as time goes on and army sizes explode everywhere, this advantage steadily decreases, but I find this build a little too overpowered in the early game. Just my 2 cents.

[EDIT] 7. Finally, as a random question, are you guys ever considering extending retaliation strike's effects to ranged attackers as well? Even with unstoppable charge, it's difficult to justify it when your play style is more about defense and minimizing losses rather than openly exposing your minions to damage.  

Thanks for taking the time to read this and best of luck with further updates!  


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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted July 07, 2016 10:18 AM
Edited by dredknight at 10:35, 07 Jul 2016.

feremuntrus said:

1. I don't know about the persistence/replicability of this one but after building a citadel for Necropolis, we were able to see the icon to build the dragon graveyard unlocked and ready for purchase even though the castle was not yet built.


This is by design (alciblades better buildings mod).

feremuntrus said:

2. For heroes like Markal who grant an assortment of resource bonuses, not once did we see that treasure chests offered the 25-50% bonus gold that the ability describes. Didn't test long enough to see whether their other effects worked as well.  


Should be working. I will test it later.
feremuntrus said:

3. When facing stealth enemies (AI in particular), you can see their unit bar (i.e., the stack numbers) move along with the enemy when they are traveling while stealthed, completely exposing their location while it's their turn. Hiding the unit tag would allow this to be fixed, just as it is in the original.  

This is because you play hotseat. Not sure why the game treats the AI as physical player though. This bug does not exists on LAN games.
feremuntrus said:

4. A game-breaking bug I found revolved around warlock's use of the stalker's stealth. In the original game, if your only unit are stalkers and they're stealthed in battle, the enemy would normally  rush forward in an attempt to find and kill them (applies to both melee and ranged enemy units).  

We know about this. In few words H5.5 uses Qs exe which utilize evolved Tribes of the east 3.0 exe. while the latest official version of the exe is 3.1. This means we do not benefit from a few of the fixes there.
feremuntrus said:

5. Finally, though not a bug, I just have some comments about enemy hero spellcasting.

Although many heroes I fought have been of hero classes that specialized in magic, they often resorted to their regular hero attack in combat rather than their spells, even with a full mana bar. I don't know why they are so apprehensive towards using their spells but I think AI tweaks need to be made on this front.

Additionally, dark magic AI heroes do have an odd tendency of wasting their mana on redundant spells. For instance, when I was attacked by an enemy necromancer at my castle, he was wise enough to begin by casting mass slow. However, afterwards, he just opted towards casting suffering and weakness on my crossbowmen for the rest of the siege, even though my healing tent kept dispelling those spells every turn. This left him manaless when it came down to using raise dead against me, giving me a victory when otherwise I should have been dead (since, if he was persistent in resurrecting his flyers and thereby blocking my archers from firing, I would have had no way of winning).

I dont play AIs so not sure what to tell you. What difficulty are you playing? what AI calculation depth?

feremuntrus said:

[EDIT] 6. Also not a bug but a general comment. As fun as this build is to play, I honestly found the "Master of the Elements" hero specialization to be absolutely ruthless, especially for heroes who start with summoning magic (i.e., Dwarfs). In just 2-4 levels I was able to get Bart to summon 25+ fire elementals in the very beginning of the game, making creep clearance very simple for all tier 1-4 mobs in the map. Certainly, as time goes on and army sizes explode everywhere, this advantage steadily decreases, but I find this build a little too overpowered in the early game. Just my 2 cents.

I have reported this long ago but unfortunately there is nothing to do. The current way of editting things can either keep the way it is or make it so weak that it is useless after early game.
feremuntrus said:

[EDIT] 7. Finally, as a random question, are you guys ever considering extending retaliation strike's effects to ranged attackers as well? Even with unstoppable charge, it's difficult to justify it when your play style is more about defense and minimizing losses rather than openly exposing your minions to damage.  


There will be changes in the combat system in the next release.
Stay tuned and let us know what you think after that .

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Thelran
Thelran

Tavern Dweller
posted July 07, 2016 12:04 PM

Hi
I encountered a bug during the academy campaign. It was the second mission where Zehir had to retake the silver cities. EVERY town on the map was an academy town. Even Newpost and Lorekeep.

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zkc
zkc

Tavern Dweller
posted July 07, 2016 12:17 PM
Edited by zkc at 12:27, 07 Jul 2016.

MMH55 quirks and issues - another lot

1. After killing multiple "wandering stacks" I met no "neutral heroes" for dwarves and barbarians. I have set "neutral heroes" to always appear on "wandering stacks", so it is a bit puzzling. At higher levels the "neutral heroes" pose much less threat than around levels 8-14, so it seems nerfing them is not necessary.

2. AI strategic map quirks:
So far I am playing a 1v1 game. The AI has an army of about 40-50 black dragons and a legion of assassins on its main hero (plus matching numbers of other creatures). Despite that it already lost 2 castles, the main hero keeps wandering around AI capital and town-potrals back each time it gets too far. The AI sends to me weak heroes (like 5-6 dragons, 30 hydras) (is this some kind of "scouting"?), that seem to hunt down "wandering stacks", but leave resources and treasure chests intact (!!!). It's now week 3 of 2nd month. On the same map with standard ToE 3.1 AI the AI hero knocked at my door around the end of week 3 (12 black dragons), with an army capable of killing me. In my MMH55 game I set all AI difficulty sliders to max.

The MMH55 AI  does not use 8 heroes on a large map, I wonder why ...

3. AI combat quirks:
*** The MMH55 AI acts strange at some times (I did not check if original ToE 3.1 AI does the same). What happens? It attacks blade barrier it did not need to touch (it could not get to my unit even if barrier got destroyed). Aside from that AI uses unit to attack arcane crystal, while it can just use hero to destroy it and send its melee unit to hit my unit rather than crystal).

4. A side note: "Unholy crusade" skill seems pretty useless. What is the benefit of using "resurrect artifacts"on undead units if these artifacts are almost impossible to get (never seen one so far)? Aside from that +1 movement on just 1 type of terrain? This lv3 perk is tamer than old lv 2 "Death march" (+4 mp during siege). If you go for "lord of the undead", you will never take crusade, cause "cold steel" or "banshee howl" are way better.

5. The mixing of town management and "Town Portal" pseudo-spell is in my opinion unjustified, unless you're limited to just one spellbook entry. If not, please split it in next releases, so that "OK" and "Cancel" of the dialog have all the time same action attached.

6. The price of converting castle is way too steep. Necromancer can just recruit all units and convert them for free to his troops at his castle. Soon the whole map is overrun by undead. Other races must spend 99k of gold not to mention resources ... Where's the balance?

7. Undead conversion is strange in terms of world logic. In original version low level shooters  were raised to skel archers, which made sense, now melee units become skel archers. Before only dragon could be turned into bone dragon. Now slain titans can change into skeletal dragons ... while they should into melee wights. I must say I liked original conversion tables better from the world immersion point of view. Aside from that necromancy seems way weaker than in original ToE 3.1 (it seems any raising takes more "dark energy" points).
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