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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 50 100 150 200 250 ... 294 295 296 297 298 ... 300 350 400 435 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 05, 2017 01:03 AM

Empathy in combat creates a fundamental balance problem with the game, because it is not only for speeding up hero melee, it is also for speeding up spells for paladins, wardens and any might hero that wants to go for a more magic focused build that has no slot space for combat.
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thGryphn
thGryphn


Promising
Famous Hero
posted October 05, 2017 01:20 AM

magnomagus said:
Empathy in combat creates a fundamental balance problem with the game, because it is not only for speeding up hero melee, it is also for speeding up spells for paladins, wardens and any might hero that wants to go for a more magic focused build that has no slot space for combat.


What's stopping them from doing that now?

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Skeggy
Skeggy


Promising
Famous Hero
posted October 05, 2017 01:40 AM

It is important that might heroes have possibility of having both stunning strike together with empathy, because stunning strike sometimes is only weapon against strong range creatures, and having empathy ensures that hero will have the possibility to utilize stunning strike at the precise opportune moment. So, I think it is wrong to propose a system that negates possible combination of stunning strike and empathy because that proposal acts detrimentally to tactical level of the game (combat), besides that preparation is defined as pre-emptive retaliation, so it’s damage is probably linked to combat expertise level, so I wouldn’t move preparation anywhere.

Problem is that there is a possibility of stunning strike and empathy combo and there isn’t a possibility of empathy and encourage combo (unless you are barbarian).

So I would put:
-encourage instead of armor spikes
-aura of swiftness instead of encourage
-armor spikes instead of aura of swiftness and make it +3A, +3D instead of +2A, +2D


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 05, 2017 01:51 AM
Edited by magnomagus at 01:57, 05 Oct 2017.

Quote:
What's stopping them from doing that now?


? nothing that's why it is a good system

On a side note: stunning strike will also get a boost.

Quote:
-armor spikes instead of aura of swiftness and make it +3A, +3D instead of +2A, +2D


the icon of this skill matches thematically with avenging strike.
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Skeggy
Skeggy


Promising
Famous Hero
posted October 05, 2017 02:17 AM

magnomagus said:


Quote:
-armor spikes instead of aura of swiftness and make it +3A, +3D instead of +2A, +2D


the icon of this skill matches thematically with avenging strike.



Armor spikes icon would match very well with aura of swiftness icon.
First head gives speed, then armed hand gives strength.

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Nargott
Nargott


Known Hero
posted October 05, 2017 02:39 AM
Edited by Nargott at 02:42, 05 Oct 2017.

Skeggy said:
Armor spikes icon would match very well with aura of swiftness icon.
First head gives speed, then armed hand gives strength.

Aura of Swiftness gives principled super bonus, but +3/+3 not (relatively), especially if 2.5%. And Aura is more specialized as rushing super perk, so must be a last perk.

In HRTA (PvP arena) +1 speed cost 12k gold, while +1 of 5% stat cost 2,5k, so +1 speed ~ +5 of 5% stat, and this cost is fair.

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thGryphn
thGryphn


Promising
Famous Hero
posted October 05, 2017 07:41 AM

magnomagus said:
Empathy in combat creates a fundamental balance problem with the game, because it is not only for speeding up hero melee, it is also for speeding up spells for paladins, wardens and any might hero that wants to go for a more magic focused build that has no slot space for combat.


magnomagus said:
Quote:
What's stopping them from doing that now?


? nothing that's why it is a good system



I see, I thought you suggested a balance problem with Empathy.

Well, in fact, there might be a balance issue there, not about Might heroes but Magic ones. How does Empathy stack with Sorcery? It can lead to a spell casting machine gun. I never tested this, did you?

It can actually be a balance problem for Magic heroes to have access to Empathy. That is why you penalize heroes with Shouting, am I correct?



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dabuthegreat
dabuthegreat


Adventuring Hero
posted October 05, 2017 07:59 AM

Quote:
Well, in fact, there might be a balance issue there, not about Might heroes but Magic ones. How does Empathy stack with Sorcery? It can lead to a spell casting machine gun. I never tested this, did you?

It can actually be a balance problem for Magic heroes to have access to Empathy. That is why you penalize heroes with Shouting, am I correct?


None of the heroes that get access to Sorcery can have Leadership. So they don't clash with each other.

Also, take a Druid for example. He has no Sorcery and no Combat but Leadership for him is veeeery useful. Taking out Empathy from it will weaken him by a large margin.

Wasp swarm

I'm not sure about proposed changes. I think Wasp Swarm should not be made more powerful in damage as it's a pretty much an utility spell used for ATB reduction only. Damage is only a small bonus for it. It's very useful for early creeping but it's pretty risky. You lose your turn to slow a single stack and if you don't plan your whole turn accordingly it can backfire. What needs a damage improvement is Fist of Wrath but Summoning would be fine with only a single direct damage spell.

Using Wasp Swarm in a battle with an enemy's hero is not so useful. You have much better spells at your disposal anyway and if you waste too much time lowering ATB of single stacks you will get slaughtered. And you won't use it for damage anyway because you'll be busy summoning Phoenixes and hypnotizing enemy units.

Not sure about Sprites either. It's a main distinction from Driads and it's pretty useful in early creeping as it gives you a somewhat ranged attack which you won't have until T3.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted October 05, 2017 09:23 AM
Edited by dredknight at 09:26, 05 Oct 2017.

Regarding Leadership & Combat proposals, empathy should not go to combat because might heroes that rely on bless/curse instead of direct hits will have to invest 6 points in combat and 3 points in leadership to get it. Somehow it does not sounds as a skill that someone will want to pick based on what you get from it (~15% sorcery with +5 moral if my math is correct).

Preparation changed to Defense will be a bad call too for 2 reasons.
From one side, the path to preparation will outshine everything else (vitality + stand your ground + preparation).
From the other side offense and defense trees are basic trees and are available to all hero classes this means preparation could be picked by magic heroes which is in the "no no" zone.

and another reason not to not put it there - not all races/heroes are equally fit for preparation - Stronghold and Inferno are most affected. While there is no difference if the perk will be at the end of "combat" or at the end of "Defense", there is difference if the perk is in Combat or Defense because Defense is more commonly picked while Combat is more of a further specialization which can be left aside. Plus Combat offers a variety of other perks which offer a complete hero set without the need for preparation.
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thGryphn
thGryphn


Promising
Famous Hero
posted October 05, 2017 09:43 AM

dabuthegreat said:
Quote:
Well, in fact, there might be a balance issue there, not about Might heroes but Magic ones. How does Empathy stack with Sorcery? It can lead to a spell casting machine gun. I never tested this, did you?

It can actually be a balance problem for Magic heroes to have access to Empathy. That is why you penalize heroes with Shouting, am I correct?


None of the heroes that get access to Sorcery can have Leadership. So they don't clash with each other.



Dang, how did I miss that!

dabuthegreat said:

Also, take a Druid for example. He has no Sorcery and no Combat but Leadership for him is veeeery useful. Taking out Empathy from it will weaken him by a large margin.



I think that's a bit of an exaggeration, sounding like Empathy is a mandatory perk for the Druid. Taking Empathy away takes away one viable path to victory but there are many other paths.

You have a good point but I still think Empathy should go with Combat.


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thGryphn
thGryphn


Promising
Famous Hero
posted October 05, 2017 09:46 AM

dredknight said:
Regarding Leadership & Combat proposals, empathy should not go to combat because might heroes that rely on bless/curse instead of direct hits will have to invest 6 points in combat and 3 points in leadership to get it. Somehow it does not sounds as a skill that someone will want to pick based on what you get from it (~15% sorcery with +5 moral if my math is correct).

Preparation changed to Defense will be a bad call too for 2 reasons.
From one side, the path to preparation will outshine everything else (vitality + stand your ground + preparation).
From the other side offense and defense trees are basic trees and are available to all hero classes this means preparation could be picked by magic heroes which is in the "no no" zone.

and another reason not to not put it there - not all races/heroes are equally fit for preparation - Stronghold and Inferno are most affected. While there is no difference if the perk will be at the end of "combat" or at the end of "Defense", there is difference if the perk is in Combat or Defense because Defense is more commonly picked while Combat is more of a further specialization which can be left aside. Plus Combat offers a variety of other perks which offer a complete hero set without the need for preparation.



OK OK, sigh

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 05, 2017 12:17 PM
Edited by magnomagus at 12:19, 05 Oct 2017.

Quote:
Not sure about Sprites either. It's a main distinction from Driads and it's pretty useful in early creeping as it gives you a somewhat ranged attack which you won't have until T3.


Sprites are currently much weaker than dryads, they have 25% less damage and no full resurrection. the wasp swarm does 0 ATB and damage is so low  it quickly becomes completely neglectable.

Wasp swarm is only useful extremely early (like few days) you have t3,t4 in a week and have best early game lineup of any faction.

Quote:
Also, take a Druid for example. He has no Sorcery and no Combat but Leadership for him is veeeery useful. Taking out Empathy from it will weaken him by a large margin.


? A druid has sorcery, no leadership
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dabuthegreat
dabuthegreat


Adventuring Hero
posted October 05, 2017 01:58 PM
Edited by dabuthegreat at 13:59, 05 Oct 2017.

Quote:
? A druid has sorcery, no leadership


Dang, sorry. I meant Warden (balanced hero of Sylvan). Empathy works great with Light Magic and Sylvan Troops.

Quote:
I think that's a bit of an exaggeration, sounding like Empathy is a mandatory perk for the Druid. Taking Empathy away takes away one viable path to victory but there are many other paths.


Well yeah, it's not the only path but my definately my favourite

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thGryphn
thGryphn


Promising
Famous Hero
posted October 05, 2017 04:50 PM

dabuthegreat said:
Quote:
? A druid has sorcery, no leadership


Dang, sorry. I meant Warden (balanced hero of Sylvan). Empathy works great with Light Magic and Sylvan Troops.



And I took you for granted and got fooled

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StrikerX
StrikerX


Known Hero
The Bringer of Rain
posted October 06, 2017 12:24 AM

magnomagus said:
Console command @Win()

but this issue was fixed in latest version, is he still playing older version?

It is by the way not possible to fix issues, by switching exe files or updating the mod DURING missions, only BEFORE works.


On that Queen campaign where Nicolai is suppose to come out to help us I still had exact same problem in the RC9 version of 5.5 where Nicolai didn't appear when Godrik left.  I had saves from right before Godrik left and was able to get it to work.  

There were heroes stuck behind the garrison that never would come out cause I had much stronger army.  The huge undefeatable enemy army was spawning behind them instead of coming out of the top of the map.

I used teleport to get behind the OP garrison and kill the weak heroes and took over the castle.  Then came back out and went down the road a bit with the queen.  Then sent Godrik thru and the enemy army spawned at top of map on road and ran into garrison and Nicolai then spawn and ran down the road to queen.  The next turn it auto completed when video showed them fighting and Nicolai dying.

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StrikerX
StrikerX


Known Hero
The Bringer of Rain
posted October 06, 2017 01:03 AM
Edited by StrikerX at 01:20, 06 Oct 2017.

Really enjoying Homm 5 campaigns with this mod.  I had some issues I don't know if they can be worked out.  Only one I think because of 5.5 mod.

Using the Homm5.5 64bit exe my game would crash every time on The Warlock Campaign mission 3 The Cultists on the very first turn.  Tried utility 64 bit exe and same problem.  Then tried the 32 bit homm5.5 exe and some reason it was crashing when trying to load the game before getting to main menu but finally started working after like 3 retries.  It worked getting past the first turn of that mission and I saved it and went back to 64 bit and it was fine after that.  

*****************************

On The Ranger campaign last mission The Vampire Lord I had issue where map wasn't dark in Eternal Night but was brighter and the battlegrounds were super bright and washed out.  I searched internet and that issue been around since 2006 but no fixes I could find.  Any idea how to fix this?  

*****************************
I been playing on Heroic difficulty and using the 5.5 64 bit exe mostly with the new AI.  I don't know if it's just in campaigns but the AI sometimes doesn't buy troops from there castles unless they have a hero there I guess.  In the Vampire Lord campaign and again in The Liberation mission of last mage campaign I had a scouting hero walk in and take over castle with 4 elementals total in army and the castle was undefended with over 100k work of creatures.  About three weeks worth waiting to be bought from a totally built up castle.  I checked the Thieves guild in the tavern and it said the AI had over 680k in gold and heaps of rare resources but it never defended 2 of those early castles.  This was after a huge army came and nearly destroyed me at my starting base so he's buying them when they have heroes i guess at the other castles.  With the amount of creatures they had in that castle he could of easily wiped me out but instead they became mine.

The AI probably isn't being worked on but this would seem like something that could be fixed if the AI buy atleast some creatures if army approaching even without hero defending.  Especially like in my case only had a few creatures and couldn't take it with any amount of troops defending.

**************************

Any way to speed up the movement speed animation of Death Knights?  I increased Player Movement Speed but only the death knight heroes walk at same pace the other heroes do if that setting is alot lower.

****************************

I don't think I ever played the original campaigns thru.  Loving using the governance feature but did have to disable conversion as suggested.

It might be my favorite Homm now to play.  

What's the best way to create random maps now?  I was using the Advanced random map generator a couple years ago with RC6? version.  

Will the 64 bit utility exe create good random maps?  What's people's preferences on this?

Also, is there user made campaigns designed to use the Homm 5.5 conversion and governance?  I thought I read somewhere about one but can't find the page referencing it.

Haha. Turned out to be a long post.  Thanks for the continued work on mod.  I love this site.  Always active.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 06, 2017 01:24 AM

Quote:
There were heroes stuck behind the garrison that never would come out cause I had much stronger army.  The huge undefeatable enemy army was spawning behind them instead of coming out of the top of the map.


Ok, so this explains why it was also reported in original game and not covered by my fix.

Quote:
Using the Homm5.5 64bit exe my game would crash every time on The Warlock Campaign mission 3 The Cultists on the very first turn.


During Ai turn or while playing yourself?

Quote:
In The Ranger campaign last mission The Vampire Lord I had issue where map wasn't dark in Eternal Night but was brighter and the battlegrounds were super bright and washed out.  I searched internet and that issue been around since 2006 but no fixes I could find.  Any idea how to fix this?  


have you tried blurry textures fix I posted on moddb?

For ARMG, quality doesn't differ between utility & editor, but utility is better for generating multiple maps in one session, while editor is better if you want to edit them by hand immediately.
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StrikerX
StrikerX


Known Hero
The Bringer of Rain
posted October 06, 2017 04:53 AM

Quote:
During Ai turn or while playing yourself?


After I finished and pressed end turn it would crash after the turn bar would go to the very end and then sit there like 5 to 10 seconds. Then crash.


Quote:
have you tried blurry textures fix I posted on moddb?


Yeah, I was already using that dll to fix wierd rectangles graphic's floating above where there would normally be smoke.  Would have to change graphic settings back and forth to fix every time.  

I tested even removing the dll to see if that would help but still have the problem either way.  It's the only mission I think that uses darkness so it's not really an issue but it's been around since release going back to some posts on internet.  Must be another issue with older  Nvidia cards.  I'm using Nvidia 8800.

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Fidanas
Fidanas


Adventuring Hero
posted October 06, 2017 10:30 AM
Edited by Fidanas at 10:32, 06 Oct 2017.

May i sujest some fixes for the future update?
When a hero visits a witch hat, the new experience giving sphinx etc, then the location marked as "VISITED" for all other heroes, even if they didn't visit them yet. They will have the bonuses, but the logical would be to be "NOT VISITED".
When a hero fights to conquer any occupied map building, the empty building still makes the horse-cursor looks read, when normaly should be white when no threat is present.
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Just another turn and i'm done...

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 06, 2017 12:56 PM

@StrikerX: If your CPU is also very old, I think the crash is a performance issue since I remember the dungeon campaign much more demanding than others

@Fidanas:  those things are currently impossible to fix.
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