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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 ... 24 25 26 27 28 ... 50 100 150 200 250 300 350 400 435 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 20, 2015 06:23 PM

Quote:
I will definitly will change this in my default stat... Actually i love KB (playing darkside right now xD what happens if i change them to 0.02 (attack) and 0.025 (defence) - i didnt understand this formulas - i need an explanation


This is explained in fanmanual, also for KB here:

http://forum.1cpublishing.eu/showthread.php?t=5448

i have analysed this game to quite a large extend.

The regular battlefields are actually very small, but they feel bigger because creatures walk very few tiles, also shooters do generally less damage (even after the AD nerf there damage needs to go down to make it more KB). KB tier 4 ~ H5 Tier 6, but KB Tier 5 is far stronger than H5 tier 7. H5 cannot really be adjusted for that because growth of 1 per week would already be too much. I think after I have perfectly balanced H5.5 I will make optional 2nd index file that makes the game play like KB, but it is now too early for that.

--------------------------------------------------------------------

Something I noticed while playing sylvan today:

the elder druids are really pointless, when you have ~23 their regular attack already starts to take over and channeling >> mana feed. so maybe it is better to swap those abilities to make them more equal
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Nordos
Nordos


Known Hero
posted June 20, 2015 07:08 PM

Hm, I had an idea for a makeshift fix regarding the issue, that creatures outside of the start areas are too weak (if it can be done, anyway).

Since it is makeshift, it may be unbalanced / hard to balance:
Via scripting, change the Creature Growth after some time, then revert it back (and maybe add a cap).

As example:
After 1 Month, the Growth Coeff is tripled. This goes on for one Month, then it will be cut back to doubled, after another month it will become the normal Coeff.
The Cap could hit it after 12 month or something, so that they won't grow at all (Imagine you have to fight 500 Dragons which get over 50 Dragons each weak, rising exponential. At some point, it would easily become 5k+, while your army is, at most, 200 T7 ^^).


Well, the remaining question is - can the <WeeklyGrowCoefs> be changed through the script?
If so, and if it isn't a big hassle - could you maybe provide an example for such a function? I like having high creature Count, but at one point is becomes simply too big :S

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Elessar
Elessar


Adventuring Hero
posted June 20, 2015 07:44 PM

Editor Questions...

That new editor you have where the new RMG has been built in...well, I tried editing a scenario with it, and it corrupted the scenario.

Will there be additional functionality built into it?  Note I prefer handmade scenarios still even tho the RMG is a work of pure genius, understand. I can't seem to enable the new heroes for an existing map-we still have just the default hero classes, and any which are not part of the default classes are not available in game, either to be chosen in the editor or to show up in the game.  

Likewise with the new map objects, and the older modded ones-the King's Mausoleum isn't a battle site in the map I am playing now, but instead works as an Arcane Library.  This will serve to limit the functionality of the editor when it comes to making new custom maps for the mod, which is where the true future potential will shine.


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ChrisD1
ChrisD1


Supreme Hero
posted June 20, 2015 08:44 PM

kind of a silly question but how do i instal this? i did the .exe thing and it finished and nothing happened when i reopened the game.:/
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Deflaktor
Deflaktor


Responsible
Known Hero
posted June 20, 2015 08:49 PM

Did you add new music or did you replace existing ones?

I dislike Combat_Normal_B_001.ogg and would like to replace it and still be able to play with others having MMH5.5

Otherwise the music choice is excellent

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted June 20, 2015 09:02 PM

magnomagus said:
Something I noticed while playing sylvan today:
the elder druids are really pointless, when you have ~23 their regular attack already starts to take over and channeling >> mana feed. so maybe it is better to swap those abilities to make them more equal


Yes, I noticed this the last game. Mana feed gives just 15 mana.

I cant see currently the files as I am not at home this weekend but may be there is some way to make it stronger in the xdb file?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 20, 2015 09:25 PM
Edited by magnomagus at 21:27, 20 Jun 2015.

@Nordos:

have you tried generating new maps with very strong monsters? also read previous discussion:

http://heroescommunity.com/viewthread.php3?TID=41303&PID=1305294#focus

@elessar:

yes, I'm still working on this, but for the heroes you have to use a trick with the RMG, you can preselect all heroes in the RMG settings, then generate map, then copy/paste them to your maps.

@ChrisD1:

Try uninstall, reinstall but now look very carefully if it is indeed installed in the right directory (it doesn't autodetect and GOG installation is different)

@Deflaktor:

I didn't remove/replace any files, it shuffles up to 8 battle themes per faction. Easiest is probably to rename another music file and replace. These are all H6 themes from king/romero.

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Deflaktor
Deflaktor


Responsible
Known Hero
posted June 20, 2015 09:59 PM

magnomagus said:

Something I noticed while playing sylvan today:

the elder druids are really pointless, when you have ~23 their regular attack already starts to take over and channeling >> mana feed. so maybe it is better to swap those abilities to make them more equal


It would be nice if the elder druid would be more put bit into a more offensive role. The channeling giving 15 mana is quite nice if you have a might hero and you are wandering through the fields with no mana well in sight.

Of course channeling is a lot more useful so maybe make the elder a little bit stronger in attack?

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klosarmicko
klosarmicko


Hired Hero
posted June 21, 2015 03:13 AM

1. Summoning tample- it took my 200 ores but gave me none monsters. Probably coz i did not have the tier it was giving. I had like tier 7, 1, 6 and 5. Few times it gave me those, but sometimes it gave me nothing coz I didnt have a tier it was giving in the moment. Something should be done about this coz I dont like giving away my resources

2. that mission bulding- it asked me to bring Shackles of the Last Man and then it gave to me in return Tear of Asha ^^ i am happyyyyyyy ^^

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted June 21, 2015 10:51 AM

btw the new duration formula will settle the issues with OP slow and haste casting from creatures.
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Nordos
Nordos


Known Hero
posted June 21, 2015 10:56 AM

magnomagus said:
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.


But simply editing the Coeff after a specific time once shouldn't cause that lag, since it wouldn't modify many entries?
The boost to the GrwothCoeff should be relative to the average Hero Level gain, as to speak, at the beginning the GrowthCoeff would be pretty small, then if a Month has passed, the average Hero would be Level >12, which gives them a tremendous difference in ability (Caster gain high tier spells, warrior gain good passivs and stats, etc.).
At this point, the Growth should increase to match the strenghtened heroes. Since the experience needed to level is exponential, it needs to be toned down after a while ...

Does modifying this single parameter every Month really cause such lags? :S



On a sidenote: Ever thought about making the Dragon Utopia similar to the ones in HoMM VI? As to speak, after it was visited 3 times, the army will change, as will the reward?
Instead of facing 5+ Dragons, you would face ten times the amount, and would get a lot more reward as well. After that was cleared, it would revert back to normal until it has been cleared 3 times again.
Well, just one of my random ideas.

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stachnie
stachnie


Known Hero
posted June 21, 2015 01:10 PM

I tried to adjust my map (Great War, previous version was designed to play with AI Mod/EE) to MMH5.5 but I had a problem. I wanted to put heroes to starting player towns (all towns are fixed, 8 players) and adjust their initial skills but this usually was impossible, especially if the default skill of the hero was the racial skill (I have used MMH55_ARMG.exe). I wanted them to have a decent speciality (like initiative boost to creatures) and give all of them an appriopriate racial skill and Enlightenment-Mentor.

S.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 21, 2015 01:23 PM

Quote:
Of course channeling is a lot more useful so maybe make the elder a little bit stronger in attack?


Yes, my current idea is quite simple: 10-14dmg vs 9-13dmg, and high druids get righteous might instead of endurance for tactical variation.

Quote:
1. Summoning tample- it took my 200 ores but gave me none monsters. Probably coz i did not have the tier it was giving. I had like tier 7, 1, 6 and 5. Few times it gave me those, but sometimes it gave me nothing coz I didnt have a tier it was giving in the moment. Something should be done about this coz I dont like giving away my resources


The script should give unupgraded creatures if you don't have the random chosen tier, but there needs to be an empty slot available. If you have tier1-7 of your own faction, you should always get something

Quote:
2. that mission bulding- it asked me to bring Shackles of the Last Man and then it gave to me in return Tear of Asha ^^ i am happyyyyyyy ^^


i'm also happy to hear this quest was actually possible to complete.

Quote:
Does modifying this single parameter every Month really cause such lags? :S


Yes, that was the whole point why I wanted to make the script, however i have a new idea about a script that gives an initial boost on day 1 dependant on a multiplier that can be set in the map editor.


Quote:
On a sidenote: Ever thought about making the Dragon Utopia similar to the ones in HoMM VI? As to speak, after it was visited 3 times, the army will change, as will the reward?
Instead of facing 5+ Dragons, you would face ten times the amount, and would get a lot more reward as well. After that was cleared, it would revert back to normal until it has been cleared 3 times again.
Well, just one of my random ideas.


But they are already growing and the multipliers get stronger every week, also IMO the H5 artifact pool is not big enough to make bigger rewards any fun.

Quote:
I tried to adjust my map (Great War, previous version was designed to play with AI Mod/EE) to MMH5.5 but I had a problem. I wanted to put heroes to starting player towns (all towns are fixed, 8 players) and adjust their initial skills but this usually was impossible, especially if the default skill of the hero was the racial skill (I have used MMH55_ARMG.exe). I wanted them to have a decent speciality (like initiative boost to creatures) and give all of them an appriopriate racial skill and Enlightenment-Mentor.


Note what I just told elessar, also what exactly is your question?
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Forsberg
Forsberg


Adventuring Hero
posted June 21, 2015 02:09 PM

Hey I downloaded this upgrade and I think it is great.
Overall I feel much better playing than before, however I think AI cheats too much.

It is not possible that I would have 3rd level hero and AI 9 and full army. I play usually at hard level and have often disabled AI cheat except rushing discounts option (whatever that means).

Anyway I do NOT have feeling that AI plays fair. So can you tell me what are AI's handicaps?
Recently after playing map (quite loooong time) I see enemy has much more units than me. I don't think it'd be physically possible I do not remember any units' dwellings.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 21, 2015 02:20 PM

Quote:
Anyway I do NOT have feeling that AI plays fair. So can you tell me what are AI's handicaps?


AI cheating is completely disabled if you use casual game mode (except the rush discount, which can result in the AI having more creatures if you have it on)

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Forsberg
Forsberg


Adventuring Hero
posted June 21, 2015 04:24 PM

So AI cheating is disabled (almost) in casual mode where it has rush discount.
The rest is more-less cheatable.

I was quite embarrassed seeing enemy hero with full army. Don't know where he took money for it and how it was possible to gather units so quickly.
Either I am total n00b or something else

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 21, 2015 04:50 PM

Quote:
So AI cheating is disabled (almost) in casual mode where it has rush discount.
The rest is more-less cheatable.


yes, also take in mind some factions are still overpowered (inherited from TOE). Stronghold is 100% OP and Sylvan is let's say 'suspicious', AI performs very well with them. This is being worked on.

Quote:
btw the new duration formula will settle the issues with OP slow and haste casting from creatures.


Yes, artifacts are now the only permanent bonus which is great, but they still affect factions unfairly because of the excessive ups and downs in initiative between creature tiers. I calculated on Avg every % initiative boosting artifact helps sylvan 25% more than Necropolis and there are many of such artifacts (like 20% x1.25 = 25%). I worked out an idea to solve this issue more or less (this only applies to 4 factions). Every ultra fast creature can give 1 initiative point to the slowest creature like this:

dungeon:
tier2= -1, tier 5=+1

inferno:
tier5= -1, tier 2=+1

haven:
royal griffin,griffin= -1, peasant/brute = +1/(conscript +1HP instead for tactical variety)

sylvan:
tier 1,2,7 = -1, tier 6=+1

On my first play with these settings I also felt positive effect on gameplay, since the slow creatures are less pathetic on the adventure map and in late game hero vs hero they are more tactically involved in the battle.
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Deflaktor
Deflaktor


Responsible
Known Hero
posted June 21, 2015 05:48 PM

magnomagus said:


dungeon:
tier2= -1, tier 5=+1

inferno:
tier5= -1, tier 2=+1

haven:
royal griffin,griffin= -1, peasant/brute = +1/(conscript +1HP instead for tactical variety)

sylvan:
tier 1,2,7 = -1, tier 6=+1



Im not sure about the dungeon and inferno changes since I never play them. But griffin always felt like a lackluster creature to me so Im not sure if this change is justified. Maybe I never could put the griffins to good use.

And sylvan I do not think the treants need a boost to initiative. They are very strong creatures and able to tank whole battles. Heck, I run half the map with a couple of treants and a few shooters without any causalities. Choosing either upgrade can make them either offensive or defensive. They really feel like a tactical unit. Their bad initiative can be overcome with a teleporter attack skill and makes them very dangerous.

Btw, I mostly play sylvan.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 21, 2015 06:04 PM
Edited by magnomagus at 19:34, 21 Jun 2015.

@Deflaktor:

Let me first clarify that if their wouldn't be so many % initiative boosters in the game I would be happy with pretty much all those stats as they are. (In my opinion modifiers should have given flat +1 or +2 boosts). The problem is that in practice the initiative values of the creatures are not like they are indicated but reshaped by the modifiers. So let's say an avg ini boost of 30%. A blade dancer gets +4.5 ini and a treant +2.1, the difference gets much bigger. My purpose is to make these relative differences smaller, in practice this means the speed difference between dancers and treants is actually more similar to what it was before modifiers = 7/15. I think nival forgot about this mathematical phenomenon when pioneering the initiative system.

I also think Sylvan is a little OP, because unlike inferno their huge amount of initiative is not justified by having weaker creatures, on the contrary I think they have the best creatures of all factions.

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Deflaktor
Deflaktor


Responsible
Known Hero
posted June 21, 2015 06:18 PM
Edited by Deflaktor at 18:23, 21 Jun 2015.

Giving initiative bonus by adding +1 to initiative would affect different armies differently. Slow armies would benefit the most out of it.

Giving a 10% bonus initiative however affects every unit the same. If a creature has 15 initiative it will only be 10% faster, just like a zombie will be 10% faster. And that ultimately means its turn will come 10% more often. Nothing more than that.

Now if you have an army full of slow and tanky creatures, even a +1 initiative would be a huge benefit for them.

EDIT:

magnomagus said:

Let me first clarify that if their wouldn't be so many % initiative boosters in the game I would be happy with pretty much all those stats as they are.


So the problem rather lies within the artifacts? Are the properties not in the xdb files? Should I look for these offsets, too?

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