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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 50 100 150 200 ... 214 215 216 217 218 ... 250 300 350 400 435 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 05, 2016 09:06 PM

The external skillwheel utility for RC8b is updated to version 0.75 on moddb:

Download

For total newbies here is a movie with commentary of someone going through the process of generating a random map with the editor and setting up the game:

Click

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edhelmegil
edhelmegil


Hired Hero
posted September 05, 2016 09:38 PM
Edited by edhelmegil at 21:39, 05 Sep 2016.

What do you think is the most competitive setup of a random map for 1v1? I can't decide which size will be the best. For example if you have to organize a tournament tomorrow what would be the characteristics of your random map?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 05, 2016 09:49 PM

I think that largely depends on how long you want a game to take and if you prefer low/high resources and whether the players are beginner or advanced level.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 05, 2016 10:27 PM

I agree with Magno, how much experience do the players have with this mod and heroes 5 in general? How much of this experience is actually competitive gaming?
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devilfire
devilfire


Adventuring Hero
posted September 06, 2016 07:41 PM

Just wondering what else can be added to the game ? Any features that are still missing and are possible to be implemented ? Maybe new creatures or something else ?

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Skeggy
Skeggy


Promising
Famous Hero
posted September 07, 2016 10:56 PM

Perhaps week themes should be more dynamic.
There are no neutral weeks, some faction based, some non-faction based effects.
Penalty/blessing for non-magic ranged units.
Penalty/blessing for magic ranged units.
Penalty/blessing for all blunt melee units.
Penalty/blessing for all sword melee units.
Penalty for all ethereal units and all units that use some sort of ethereal-incorporealism ability or effect.
Penalty for all summoned creatures.

Random Sphinx messages in the Taverns that will imply that Sphinx is responsible for new penalties and blessings.

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StevenAus
StevenAus


Adventuring Hero
posted September 08, 2016 02:38 AM
Edited by StevenAus at 02:51, 08 Sep 2016.

AFAIK, the special weeks are not able to be changed or added to.  I may be wrong, but I'm pretty sure they are hard-coded.

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Skeggy
Skeggy


Promising
Famous Hero
posted September 09, 2016 05:10 PM

When I Choose casual game option sometimes selected hero receives minor artifact and sometimes not. I presume that receiving minor artifact isn’t part of the casual game option.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 09, 2016 06:44 PM

Weeks are hardcoded yes.

Casual means random bonus, just because Quantomas added the UI element there.
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Skeggy
Skeggy


Promising
Famous Hero
posted September 10, 2016 10:40 AM

magnomagus said:
Weeks are hardcoded yes.

Casual means random bonus, just because Quantomas added the UI element there.


Ah, yes I read the text now.
The AI starts with equal resources and doesn’t receive extra creatures to make up for losses in quick-combat. Rush discounts can still be activated. Every player receives a random starting bonus.

I guess I didn’t expect random starting bonus combined with clean start AI.
It’s kind of a heretic, I guess that’s why I didn’t see it.

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Skeggy
Skeggy


Promising
Famous Hero
posted September 11, 2016 07:20 PM

Perhaps heroes starting with basic war machines as primary skill and with ballista specialization perk, should have ballista in their inventory. That how they would have more chance to be secondary choice, and players could allow themselves to be more acquainted with war machines skill.

Perhaps it would be nice to have more than two hero selection slot in tavern? Two for “home” faction and one for other factions. If possible of course.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 11, 2016 10:18 PM

@Skeggy, balista-perk heroes do not start with Balista for balance reasons (too easy to grind). The player needs to invest some gold for it.

As far as I remember there was a request for more hero slots but it is not possible due to being hardcodded.

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Lure_of_Lilith
Lure_of_Lilith


Adventuring Hero
2nd Level, Expert Blind
posted September 12, 2016 06:28 PM
Edited by Lure_of_Lilith at 18:29, 12 Sep 2016.

First off, I just wanted to thank you for creating such an awesome Mod. I've been watching LPs of it on Youtube, waiting for my friend to give me back my copy of ToE. Can't wait to have this Mod in my game.

One thing I noticed in those LPs though. On Siege Battles, the Walls didn't go all the way to the end of the battlefield the way they did in the Original Game. Is this because the Battle Fields are larger now? Is there a fix to this? Thanks!




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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 12, 2016 07:25 PM

Siege maps are not changed in this mod, they will be the same as in TOE.
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StevenAus
StevenAus


Adventuring Hero
posted September 13, 2016 10:26 AM

The siege map is right, I know.  I think he means the walls going on outside the battlefield.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 13, 2016 01:25 PM

That's also part of the siege map and not changed
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Mario
Mario


Known Hero
posted September 13, 2016 07:51 PM
Edited by Mario at 21:19, 13 Sep 2016.

I have a little problem with the translation. Can somebody explain to me in simple way the fallowing sentence:
"Spellpower is also Decreased by 25% for every level a spell ends up below level none."
I'm not sure what is mean.
This is part of the description of all shatter skills (ver. RC8).

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 13, 2016 10:34 PM
Edited by dredknight at 22:35, 13 Sep 2016.

Mario said:
I have a little problem with the translation. Can somebody explain to me in simple way the fallowing sentence:
"Spellpower is also Decreased by 25% for every level a spell ends up below level none."
I'm not sure what is mean.
This is part of the description of all shatter skills (ver. RC8).


Imagine this.

Fireball with no destructive mastery is level 0
fireball with basic destructive mastery is level 1
fireball with advanced destructive mastery is level 2
fireball with expert destructive mastery is level 3

Expert Shatter destruction reduces all destructive spells by 2 mastery levels.

so Expert (3) becomes basic (1).
Advanced (2) becomes no mastery (0).
Basic (1) becomes no mastery (0) as  Expert says it always drops 2 levels fireball actually goes to mastery level -1.
for each level below 0 spellpower used for fireball calculation drops by 25%.

So if you have fireball with no mastery (0) and the opponent has expert shatter destruction. Fireball mastery level will drop to -2 which will decrease its damage output by 50%.
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StevenAus
StevenAus


Adventuring Hero
posted September 13, 2016 11:14 PM
Edited by StevenAus at 23:16, 13 Sep 2016.

Of course, the only ways to get Fireball at 0 mastery is to have Sorcery - Wisdom, or the Tome of Destruction, since normally you wouldn't have a mastery under 1 for a third level spell.  Fourth level spells can only have a mastery of 0 if you have either have Sorcery - Wisdom AND the artifact which allows you to learn fourth level spells with Wisdom, OR a Tome of that school type.  And fifth level spells with a mastery of 0 are only possible with the Tome of that school type.

All this, at least AFAIK.

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Mario
Mario


Known Hero
posted September 14, 2016 10:56 AM
Edited by Mario at 10:57, 14 Sep 2016.

dredknight and StevenAus -thank you very much for your explanation.
Now everything is clear.

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