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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 ... 243 244 245 246 247 ... 250 300 350 400 435 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 14, 2017 12:27 AM

I have added Reshade Graphics Enhancement to file section

MMH55 Adaptive Sharpening (Reshade)

I have moved the governance article from HC to moddb because people had difficulty finding it.

MMH55 Governance
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted February 14, 2017 11:42 AM

Dropped a FB update on this.
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thGryphn
thGryphn


Promising
Famous Hero
posted February 14, 2017 02:47 PM

Lecture me please, the Elves' Double Shot ability is not supposed to work against Phoenix's Rebirth ability, right?

In any case, it did work, and I was quite shocked. The first shot of my beefed-up Master Hunters killed off a stack of 36 Phoenixes, which rose from their ashes only to be killed off again in the second shot. The thing is, the game kinda bugged out in that the stack was dead but their stack count was still showing, and the Combat Log also looked confused about what happened when:




...hence my first question... This is all a bug, right?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 14, 2017 04:59 PM

I think I like that it works against rebirth, but the bugged part looks hardcoded. were you able to finish the battle properly?
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted February 14, 2017 09:10 PM

magnomagus said:
I think I like that it works against rebirth, but the bugged part looks hardcoded. were you able to finish the battle properly?


It is also good to know if this was single player or multiplayer(LAN). In LAN it should be tested how both sides interpret this action as if done wrong it may cause a desync and jam the battle to a point where both players wait for the other to move his creature.
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thGryphn
thGryphn


Promising
Famous Hero
posted February 14, 2017 09:41 PM
Edited by thGryphn at 22:24, 14 Feb 2017.

^ The game was single and the battle ended just fine once I killed off the remaining stack.

About Elves' Double Shot vs Rebirth, I'm pretty sure I had also seen it not work, also with MMH5.5. I'm not 100% sure though... Maybe I should replay this battle, but idk if I can go back there (savegame-wise)...


Edit: OK, I found another stack of Phoenixes and something even weirder happened, which leads me to conclude that Elves' Double Shot and Rebirth are not working well together, and it just feels like a bug in the code.

What happened is, fighting against two stacks of 32 each Phoenixes, the MH's first shot got lucky (again, LOL) killing the whole stack of 32. Then, MH's second shot came in while the stack was reviving and killed (at least the game said it did) 27 Phoenixes. But then, there were still 32 Phoenixes on the battlefield, instead of 5!! Crazy, I know.

Combat log also states 27 Phoenixes were killed in the second shot...

So, yeah, Nival seems didn't figure out how these two abilities should interact, and the subroutine that completes executing first is winning, lol

Edit 2: OK, I played the same battle combining my MH stacks (into 642 of them) so that they are guaranteed to kill 32 Phoenixes in one shot. The same thing in my first report happened: the second shot comes in as the Phoenixes are trying to revive, which looks like they do, and then they die, but then the stack count remains on the battlefield (on a dead stack of Phoenixes, lol). I killed of the second stack as well, which created a funny scene with two "dead" stacks of 32 Phoenixes on the battlefield (this must be the definition of "undead", lol). The battle ended just fine after that.

I think I found what's happening: Elves' Double Shot is not intended to work against Rebirth. However, the game still calculates the killed amount in the second shot (bug#1), although the second shot gets invalidated (as intended) by disregarding the reported kills. That is, unless the second shot is able to kill the whole stack again, in which case the game just poops in its pants, trying to make sense of what just happened, trying to invalidate the number of kills in the second shot, but then the stack is no more, so you get a dead stack of 32 Phoenixes (bug#2).

Edit 3: I wonder how Cleave and Assault abilities interact with Rebirth...


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Skeggy
Skeggy


Promising
Famous Hero
posted February 14, 2017 10:42 PM

There seems to be a problem with chieftains. If agonizing strike is chosen during the level up and then removed with memory mentor, suffering spell remains. Apparently, chieftains can use this spell when they are on auto-combat even if they don’t have the skill that connects them to it and even if the spell cannot be seen on cattle skin spellbook. They don’t physically attack the target, they just raise their axe and cast the spell on target, spending 8 spell points on the spell.
I suppose it is ok, one more spell to chieftains inventory is good thing, but, it would be nice that it is at least advance suffering, since they tend to cast it many times.

Two visual problems.

One is with ritual pit.
Blood maiden and minotaur icons are too big for small text boxes. I think this visual bug isn’t consequence of mmh5.5, but of tote.




Another visual problem is sacrificial pit. Governance text is out of sync with text box.




Also, I’ve been rearranging some spells. I’ve made frenzy target hostile again and fearmyroar target neutral. Chieftain auto-combat successfully used it on a frenzied friendly creature to drive it away from friendly creatures towards the enemy.

Frenzy configuration is as follows:
<damage>
<Item>
<Base>0</Base>
<PerPower>-0.04</PerPower>
</Item>
<Item>
<Base>0</Base>
<PerPower>-0.03</PerPower>
</Item>
<Item>
<Base>0</Base>
<PerPower>-0.02</PerPower>
</Item>
<Item>
<Base>0</Base>
<PerPower>-0.02</PerPower>
</Item>
</damage>

This configuration compensate eventual magic class high use of frenzy by lowering damage threshold for high spellpower heroes. Low spellpower heroes now have much smaller damage reduction. I use frenzy as level5 spell with the price of 35 spell points and puppet as level 4 spell, with changed configuration.
I’ll try this constellation for a while and see how game reacts.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 14, 2017 10:57 PM

@ThGryphn: Thanks for the analysis, but I won't have sleepless nights over this since I have seen it only reported once since 2008.

@Skeggy: The icon issue is probably caused by all creature icons upgraded to higher quality 128x128

Quote:
Chieftain auto-combat successfully used it on a frenzied friendly creature to drive it away from friendly creatures towards the enemy.


I strongly doubt the Ai was really thinking that, it just happened coincidentally.
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CobraL0rd
CobraL0rd

Tavern Dweller
posted February 16, 2017 12:18 PM
Edited by CobraL0rd at 13:10, 16 Feb 2017.

I want to leave feedback from my experience with the mod and what could be improved.

I only play with Necropolis. I'm somewhat experienced. I played HoMM 5 about 8 years ago when it was released, but i recently remembered it and checked out this mod. I don't remember exactly how difficulty was back then, but i remember it was very difficult for me to win any game with (i think) Medium (or Hard) difficulty.

About difficulty: What i have noticed is that enemy heroes do not attack friendly heroes, even when their "Threat Level" is Challenging, or even Deadly when the friendly Hero is inside a Castle. IMO this is a critical major flaw. What i do, is take my primary hero annihilate everything on the map and have a secondary hero as governor, who gains levels all the time and while i acquire new towns with my primary hero i just use the new Town Portal spell, whenever a town of mine (any town) is under threat to counter it. This shouldn't work however, since my secondary hero is extremely under-powered. For this secondary hero the enemy's threat level is at best "Challenging" but usually it is "Deadly". The enemy hero would very easily crash that hero but the hero AI is in general extremely cowardice. Especially when i have my heroes in towns. With this strategy i'm able to win on Impossible / No casual mode almost every time. This is the only flaw with difficulty i have noticed. I address it here, because you have to make the enemy heroes be more brave against other enemy (or human) heroes. Whenever the threat level is like higher than "Challenging" then if the enemy AI has the opportunity to kill the hero, he should definitely go for it! If he doesn't, then this is not a strategy game!

Another flaw is that the enemy, while having no town, and about to die after 7 days with no town, would rather die, than challenge me!!! This is not how it should be! Even if he did fail, i would lose tons of units! Fix that! On the last day with no town the enemy AI, should definitely attack any town on sight he can!

I want to report something else, something different i have noticed. I want you guys to tell me whether this is an issue or not. I don't know if this is how the game should be.  

While luck and morale of friendly, or enemy heroes display properly during battles, the morale of my units (Necropolis only) is always at 0 (as far as i have  noticed). I have took multiple pictures that document this, if need be. What i'm worried about is that i have an ability, in the Attack skill slots which increases Damage by 2.5% per each morale point. Now i'm not sure, shouldn't morale be displayed on my friendly units as well? I think it should. When i right click a unit to see all it's effects, bonuses and diseases, they are all displayed, but not this one skill. This means that although my hero's morale is >=2 (i have specific items for that reason only) my units are not getting the bonuses. Clearly they don't. Or else the bonus effect would be displayed (Right??).

I am playing the latest version of the mod. But i also tried v8 with the same thing. Haven't played more than ~70 hours. As i said, i can win impossible difficulty, no cheats, no casual game mode. I've read multiple strategies and i have devised my own in those hours of play time, which serves me well. But it's all possible because on late game, when my towns are under threat, i just teleport my secondary heroes (who are nothing compared to enemy primary heroes) to my towns and in this way, they can't acquire them.

I'm done with HoMM 5.5 because i see no challenge now. Don't get me wrong. I love the game. It probably has the hardest game AI, in a strategy game. Just fix this cowardice issue, if it is possible,  of the enemy heroes. They should be much more aggressive. Anything with threat level "Challenging" or above should definitely attack others! Fix it if you can! Don't forget that! Cheers!

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CobraL0rd
CobraL0rd

Tavern Dweller
posted February 16, 2017 12:56 PM

Another video setting issue. Whenever the town clip is rendered for more than 2 minutes (eg. i am AFK) the GPU is heating like crazy! GTX660, in general very good PC (particularly for this game). Temps are reaching over 65 degrees Celcius fast and GPU usage is > 80%. The same thing i have noticed with the new Reshade plugin. While it definitely enhances image quality, AFAIK it's just an image real time filter and i have used it in the past in other games. It shouldn't cause this. Especially that Reshade plugin would burn my PC! Unbelievable! I immediately removed it. This should definitely not cause this. My normal GPU status under this game is roughly 20-30% usage and 50 degrees Celcius (which is still a lot, if you ask me, for such an old game, but anyway).

Just mentioning that, because there is something wrong going on. I don't care much about that though. Just for reference!

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CobraL0rd
CobraL0rd

Tavern Dweller
posted February 16, 2017 01:05 PM

THERE'S MORE!!!

Is the AI cheating?

Now for this i don't really care. I just want to mention what i have noticed. The enemy has multiple high level heroes, more than 3! I don't know how it does this, but it shouldn't be possible.

I can only have 2 such heroes. My primary hero of course. And my secondary hero, which i inaugurate as governor on the first day of game start. This is always the first thing i do. I find the governor feature really good. Since i kill almost everything on a large / very large or smaller map with my primary hero there's no stuff for other heros to gain xp. This is why the governor feature is such a great addition to the game. On very large / huge maps i will have another high level hero probably > lvl 20. All other heroes of mine should be less than lvl6.

Just mentioning.

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thGryphn
thGryphn


Promising
Famous Hero
posted February 16, 2017 01:17 PM

Which map was this, and are you certain you used impossible difficulty, impossible lookahead, and aggressive AI?

In any case, developer of this mod, magnomagus, is not the developer of the AI, which is developed by Quantomas. The current AI, although obviously not perfect, is still vastly better than the stock AI.

Also, about "Challenging", it's possible that both armies see each other as "Challenging" when they have comparable strength, and it's possible AI made a calculation that it would lose too many troops even if it takes the castle. Fighting an army inside a castle makes "Challenging" even more daunting, don't you think?

In case of Leadership for Necro's, you really should click on the Skillwheel button in game and read the skill descriptions for your Death Knight hero. Leadership does not increase morale for Necro troops, that's hardcoded and intended by design. This mod though, gives comparable benefits for Necro armies, only because they cannot benefit from morale. Necro hero gets +2 Attack points for each level of Leadership, and they learn Herald of Death instead of Empathy. In case of the Retribution perk you mentioned, which gives +2.5% damage for each level of morale, Necro hero gets an additional +2 Attack (because Necro troops cannot make use of morale benefits).

The AI is not cheating about hero development. However, when you have Governorship enabled, it makes if for an easier game like you acknowledged, so the mod provides experience boosts for the AI's secondary heroes as well, only to make it a level competition because the AI cannot make use of Governorship or Town Gate.

You really cannot blame this mod for your GPU being strained because of ReShade! ReShade uses post-processing to improve visual quality, obviously using your GPU hardware. If you feel like it's too much, just remove the ReShade files...

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 16, 2017 01:23 PM

I have reuploaded the german dialogues on moddb because they were not working.

@Cobralord: what map are you playing? was patch 3.1 installed? I have not seen this behavior unless I set AI to 'defensive'. But I'm aware it may sometimes happen to some AI players if their role mode was randomly set by the game to 'victim' or something (would also happen in TOE). Also if you do not use casual game mode then cheats are activated. Also read my article on customizing town management and latest release notes on moddb if you don't want to use town portal and improve AI.

If you somehow like the old AI more you can still play H55 with the old AI by using utility.exe.

necropolis gets a different bonus for retribution read the description.
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CobraL0rd
CobraL0rd

Tavern Dweller
posted February 16, 2017 01:29 PM
Edited by CobraL0rd at 13:47, 16 Feb 2017.

Yeah. I don't blame ReShade. I realize it probably needs some tweaking on my part. I have experienced this before, but i will get to it some time. Just posting it here, in case someone has similar experience.

I have noticed this difficulty setting on multiple maps Rise to Power, Custom Huge / Very Large / Large maps. And an "Impossible" map that i have made. I'm telling you this is the one that's troubling me and it really is an issue. Yes every setting was at impossible and aggressive AI. Everything is installed properly. I don't know, maybe i'm just too good (and since i know myself, i probably am), but just using this simple technique the AI just won't challenge my hero! I'm telling you, this is !!!UNACCEPTABLE!!! The enemy hero would completely destroy my secondary heroes if he did attack! Fix that guys! I know what i'm telling you! I have tested this thoroughly!

About the morale thing. Yeah i sensed something was going on with morale in Necropolis. I have read a great portion of the manual (nice new v9 5.5 reference manual btw) but i have never explicitly seen what you just said, that Necropolis heroes don't benefit from morale bonuses. I don't get leadership, i only get the Retribution ability, like you said. Thank you for clarifying! I now have the perfect alternative for that! (but as i said no point in playing anymore, since there's no challenge for me)

Are you sure the AI is not cheating about hero development? At any rate, yes the AI is much improved in comparison with stock game. BUT YOU HAVE TO FIX THAT ISSUE I MENTIONED! For veterans / experienced strategy players, if this is not fixed, then the AI is still easy!! If it was fixed, i would feel like i'm playing chess for real!

That's about all my feedback.

Edit:
@magnomagus Yes, if i disabled  Town Portal, things would be hard, but i don't want to do that. I feel it's a cool addition. From what i have realized the AI can't use it, correct? (and it can't use "Instant Travel" either, since i guess those need ultra intelligence, anyway). If i don't enable it, then what i'm supposed to do? Just hunt the enemy primary hero from town to town, destroy his town (since he WONT stand and fight - when the challenge is right!, then the enemy hero fless towards my other town - it takes that town and we go around in circles, until the months develop and i have another high level hero ready in my other town able to at least do some damage to the enemy hero? This is repetitive, boring and plain stupid. No i think the town portal ability is very welcome and intelligent option. I realize that the AI can't use it. But since it can't, there's only one thing you can do, as i said. Fix the enemy AI hero "cowardice". It all goes back to this.

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CobraL0rd
CobraL0rd

Tavern Dweller
posted February 16, 2017 01:43 PM
Edited by CobraL0rd at 13:44, 16 Feb 2017.

For necropolis heroes the skill increases attack by 2. I thought this was additional, not override. I think it's not a very good ability though, is it? Just 2 attack bonus, for a level 2 ability? 2 attack points is nothing, with no scaling factors, no big army impact, no targeting any specific unit bonus. Anyway. Yeah, there are better skills.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 16, 2017 01:47 PM

Quote:
Are you sure the AI is not cheating about hero development?


As I said the AI is cheating if casual game is not used. But for you that should be a good thing, I recommend setting all AI players allied against you and set the cheating strength to max in the settings.pak file. Most people will get crushed with these settings (at least on ARMG maps with not too easy resource settings). Afaik the behavior you describe is a rare occurence or happens on those specific maps for some reason I don't know. This is not the default behavior.


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CobraL0rd
CobraL0rd

Tavern Dweller
posted February 16, 2017 01:54 PM
Edited by CobraL0rd at 14:03, 16 Feb 2017.

Unfortunately this is default behavior. I have seen this on at least 4 of your game maps and 1 that i have made. When a hero of mine, is outside of town and threat level is "challenging" then most of the time, the enemy hero will indeed attack. But when friendly hero is in town then enemy hero won't attack. I think (not sure about that) that enemy hero did attack a secondary hero once, when threat level was deadly, or challenging inside a town. Not sure, what the threat level was, but he did attack. Overall this is a problem, i assure you.

Edit: Also it's good strategy to keep a friendly hero outside town gates with no army at all to negate any "next battle bonuses" the AI hero might have acquired from the map. I don't know if the AI is confused when it sees that (i have a feeling... just saying).

In your programming, make sure you prioritize that (im a programmer i know) "****when the enemy hero is capable and within distance and the threat level is challenging or above then the AI hero MUST attack!***" This should be the No1 priority.
But the hero does not attack! I assure you. Fix that. This is the only thing the game needs.

If i can somehow help you guys, just let me know, i don't want to go search through all game files, code, or whatnot right now. I could help you if you point me somewhere. It should be a simple modification though to this absolutely crucial function.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 16, 2017 01:59 PM

I cannot do programming on the AI since I don't have the source code, the issue you describe pre-dates H55. If it wasn't in the TOE AI for some reason I recommend playing with Utility.exe, but I don't have this issue myself with any of the exe files.
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CobraL0rd
CobraL0rd

Tavern Dweller
posted February 16, 2017 03:09 PM

By the way, do you have any good maps to suggest, anyone? Preferably very large / huge ones, or a small one (2 players max) for a change.

Also i don't play games with more than 4 AIs, especially in large maps, because i can't stand the long waiting. I need to be engaged constantly, or else i get bored. If the map has more AI's i just close the seats. I did it once in a huge map, with 6 players and spent half of the game waiting. Can't believe how i managed to pull through. And i have i7 CPU, 16GB RAM..

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 16, 2017 03:24 PM

I also never play with more than 4 AIs.

I almost always play ARMG (not water) maps because I find them better balanced than human made maps, I want mixed neutrals and I don't care about story line.

I hope cichy comes back to finish his tool since it will likely make me relook into human made maps.
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