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stachnie
Known Hero
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posted June 28, 2015 01:23 PM |
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I am playing a very rich map (my own one) with very strong monsters and no opportunity to rush and I have some questions and remarks.
1. Does the strength of monsters guarding battle sites depend on difficulty level? I play at Impossible (with Equal AI Resources) and the guards are very strong, like 22 Archiliches, hundreds of Skeletons etc. in Week 3 (I had to reload the autosave). Now I am at the beginning of Month 5 and Dragon Utopias are guarded by stacks of about 40 dragons/Phoenixes, sometimes with e.g. 160+ Level 5 creatures. Or 26k Skeleton Warriors, divided into 6 stacks.
2. Battle sites regenerate, but one needs to check it manually (at least for me) because locations once visited are always displayed as `visited'. Most of them make mouse cursor red, while the ones with Treants do not change the colour of the mouse cursor, no matter if they have been visited or not.
3. It seems even the upgraded AI cannot handle very strong monsters effectively. In this map every player (8 players, ech race) has one initial town and one extra town to capture, in a neighbour zone (guarded by huge stacks of lvl 5 or 6 creatures) and an access to a zone common with one other player, guarded by lvl 6 or 7 creatures (usually approximately 3x stronger). These common areas have passages which lead to the central area, guarded by even stronger lvl 7 stacks (next 3x). I lead the Academy and I have managed to capture the second town in the first half of Month 2, then I was able to go to appriopriate common area and to the central area (with the Tear and Cartographer). In the meantime only 2 other players (Elves and Dark Elves) managed to capture their second town! And no AI flagged all available mines. The game starts to be boring now, maybe after I crush the strongest AI's I will restart it at a lower difficulty level to check if the AI will perform better.
S.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted June 28, 2015 01:34 PM |
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First of all, do NOT play XL maps with equal resources!!!, I renamed it casual game because the AI will be very easy! You will see when you switch it off the game will be totally different.
I'm currently working on a revision of the battle site growth. I want them to be a little easier early but still epic late game, also I want to have different growth rates depending on the amount of towns the player can have.
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lotihoti
Famous Hero
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posted June 28, 2015 01:42 PM |
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BTW:
Yesterday i tested 64 bit pest, ncf, lvl 99, enlightmend, mmh55 game.exe in lan mode:
All worked perfectly...
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted June 28, 2015 02:18 PM |
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lotihoti
Famous Hero
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posted June 28, 2015 02:34 PM |
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Just reat something:
Summon balor works now on foes.
Hmmm it doesnt. Dont know why but it doesnt. Did you hex edited that?
Version: Beta 02
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted June 28, 2015 02:49 PM |
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You are right the .xdb file got lost somehow, will fix it.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted June 29, 2015 09:58 AM |
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Guys I have a question reguarding Avenger skill. Basically I am not sure how it works. Can you give me an example?
Here is what I think.
Allows Ranger to choose 1-3 favored enemy from the Avenger's Guild in any Sylvan town. All Ranger's troops will receive a 40% chance to inflict a critical hit upon that creature, giving double damage to it.
Does this work like LUCK? so lets say may hero has avenger skill but does not have luck. Does it mean that when my troops hit the chosen troops they will have 40% chance to inflict Luck type of damage (1.8 the normal damage).
What happens if I have both Avenger and Luck? Do they stack? so basically if your creature does X damage against chosen unit and your creature gets both - Luck and avenger skill chance - does the final damage formula reflect this:
Inflicted damage = X * 1.8 (luck damage) * 1.8 (Avenger Damage) = X * 3*24
Does avenger chance works when hero attacks those monsters as well?
I would also want to report the Sylvan hero named Wyngaal - Avenger.
His speciality is absurd. It gives 0.5% initiative per level to the Sylvan creatures.
The speciality itself is not that strong but it combined with sylvan super initiative creatures + they have light magic as well = disaster.
First thing that pops in my mind is to change the specialization to the one where creatures start with more initiative in the begining of the combat so they act first. I think there was such. It is also Lorewise correct as he is ranger and makes ambushes from the shadows
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klosarmicko
Hired Hero
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posted June 29, 2015 11:17 AM |
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dredknight said:
I would also want to report the Sylvan hero named Wyngaal - Avenger.
His speciality is absurd. It gives 0.5% initiative per level to the Sylvan creatures.
The speciality itself is not that strong but it combined with sylvan super initiative creatures + they have light magic as well = disaster.
First thing that pops in my mind is to change the specialization to the one where creatures start with more initiative in the begining of the combat so they act first. I think there was such. It is also Lorewise correct as he is ranger and makes ambushes from the shadows
Yea he should have this:
Creature's in hero's army have a +0.5% per hero level bonus to their initiative at the start of combat.
Also i would like to ask is this correct:
Moral is limited to 5-50%?
luck to 10-100%?
i know you can have above 5 and 10 but it is limited to 50 and 100%?
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted June 29, 2015 12:17 PM |
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Luck and Moral caps both are 50%.
P.S.
Guys.. Just check this replay... CHECK IT!
https://www.dropbox.com/s/2jnz4eabi7qflks/FortresVSstronghold1.sav?dl=0
We play epic map.
Fortress against Sylvan both heroes lvl 34.
Fortress has 2 towns throughout the whole game, Sylvan has 3.
Fortress has grinded 2 Town areas + 1 treasure area.
Sylvan has grinded 3 town areas + 1 treasure area (may be something more even).
Sylvan was always ahead, I had big big problems with fortress on that map.
note: we have to reduce vengance, I killed 32 dragons with 1 cast.
I will post hero skill/artifact screens tomorrow. This is beta2 footage.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted June 29, 2015 06:46 PM |
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Quote: Sylvan was always ahead, I had big big problems with fortress on that map.
How? You had more thanes and almost as much priests as he had druids. it was pretty clear who was going to win when the battle started. you also had favourable obstacles.
Also, did you have absolute protection? I think I have to add a penalty to that skill or remove it.
Luck+avenger double up like damage x2.8.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted June 29, 2015 07:35 PM |
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magnomagus said:
Also, did you have absolute protection?
Yes I do have it. I got it 1 week before the battle (lvl 33) so it does not participate in the hero development before the battle.
Also it was quite hard to get. It slowed my even more because I had to pick my skills very precisely and in certain order. Leave it as it is for now.
He had about 200 trees and 15-20 more dragons to buy but he had no economy to do so. Also I got +13 thanes from a rampart site.
Here is how my hero built is.
specialization - 1% per level range damage reduction.
level 34 + evasion = 34 + 20 =55% archer resistance.
Than I cast missile protection at some point (70+%).
Skills:
Expert offense -> battle frenzy
-> tactics -> dwarven formation offensive.
Expert defense -> evasion -> dwarven formation defensive
expert luck -> resistance -> second resistance -> curse of the dead man
Shatter dark -> all the way till the ultimate perk
Runelore -> all the way till the absolute luck.
Expert light -> mass endurance/missile
-> mass smth.. -> assault teleport
Expert logistics -> Scouting -> battlefield logistics
-> estates
Sylvan didnt have enough economy to buy all dragons and he has twice+ more trees to buy.
Despite my power I had very hard time with fortress, i was quite behind the other guy at some point he had 20+/20+/6/4 where my stats were 5/7/9/6.
BTW he has artifacts for -4 luck equipped!! You can see that my creatures luck is -1 and I have expert luck.
tomorrow I will get some screens.
We will re-play the battle a few times more on different ground and with Vengance forbidden.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted June 29, 2015 08:10 PM |
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Quote: We will re-play the battle a few times more on different ground and with Vengance forbidden.
Is it possible to play it without the absolute protection using a mentor? That factor needs to be gone to measure the power of runes.
Also did you use that new index?, it should help the ranger
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Forsberg
Adventuring Hero
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posted June 29, 2015 09:18 PM |
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Does in game built skill wheel reflect game changes or I can replace it by skill wheel mod for basic ToE?
Current skill wheel is a bit crappy compared to the mod in terms of clarity.
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klosarmicko
Hired Hero
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posted June 29, 2015 10:04 PM |
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Forsberg said: Current skill wheel is a bit crappy compared to the mod in terms of clarity.
I agree. And I already gave some suggestions about how to make it nicer ^^
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Deflaktor
Responsible
Known Hero
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posted June 29, 2015 10:39 PM |
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dredknight said:
Inflicted damage = X * 1.8 (luck damage) * 1.8 (Avenger Damage) = X * 3,24
Yes this is how it works. If you pick the hero with the avenger speciality and pick elven luck the coefficients get even crazier:
Inflicted damage = X * (1.8 + 0.2) (luck damage + elven luck) * 1.8 (Avenger Damage) * 1.6 (avenger speciality on level 30) = X * 5,76
But to get such a super combo you need to be very lucky. Had it happen only one time where it was useful. I killed a whole stack in one shot at the final battle against my friend. The amount of damage is just awesome.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted June 29, 2015 10:41 PM |
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The ingame skillwheel from TOE is completely different and not usable, I think it was made with help of Nival because the complexity of reproducing it with a different system with 24 classes is practically impossible.
Also the amount of work to update the current manual should not be underestimated, I cannot do it just for a few petty spelling errors, I first need to gather a comprhensive list of changes from beta testing before going through the whole process again.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted June 30, 2015 08:45 AM |
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magnomagus said:
Quote: We will re-play the battle a few times more on different ground and with Vengance forbidden.
Is it possible to play it without the absolute protection using a mentor? That factor needs to be gone to measure the power of runes.
Also did you use that new index?, it should help the ranger
No I did not use the new Index.
We will use it today and play the battle again on normal ground + auto combat.
Then we will do the same with no autocombat.
Then we will replay the Stronghold VS sylvan battle with -6 skills(to simulate new Enlightment).
It is going to be long day today.
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lotihoti
Famous Hero
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posted June 30, 2015 09:54 AM |
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I would like to do that too :/ but im currently working xD
Btw Sanctuary as ncf is finished. May someone can give me a hint, where i can upload it (in the evening)?
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted June 30, 2015 01:00 PM |
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The new index really balance the things out.
First we tried autocombat which was complete disaster.
Fortress hero was using only Vengance and because of it won like a boss.
Check this replay -
Forrtess VS Sylvan - autocombat
This is human VS human battle - vengance is forbidden. Things look a bit more balanced now but fortress still won like a boss.
Sylvan played a bit stupid - he didnt attack my archers with the dragon... I also forgot to add that I have 2 stacks of academy set so creature Spell points are doubled.
Fortress vs Sylvan2
Some thoughts on Absolute protection.
Requirements are huge and basically your hero is enslaved to pick just the ones for the requirements. Also the runemages have low stats due to the average dispertion of skill points. Also I had quite some losses and the game was slow.
Basically if the enemy rushes me early I am dead meat.
I got light magic at level 12 because i figured out I would not be able to go so far in the game without it.
You asked about runes - still cant say a lot but when armies are big - revive rune seems strong - 40% of dead units are brought back to life.
This is quite strong when you can hold a lot of damage (which is the case with Absolute protection).
We will try another game without Absolute protection later today.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted June 30, 2015 01:22 PM |
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You're right about divine vengeance, there is something wrong with the formula, but the .xdb looks different from the formula in the manual. In any case I think it can be fixed.
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