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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 317 pages long: 1 2 3 4 5 ... 60 120 180 240 300 ... 313 314 315 316 317 · «PREV / NEXT»
magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted November 11, 2017 11:28 PM

? The whole point behind the 2.5% was to make the difference in strength between the high tiers and low tiers less excessive and now you want to make it more excessive again. Then I could just as well go back to 5% or 3.33%.
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thGryphn
thGryphn


Promising
Famous Hero
posted November 12, 2017 08:20 AM

magnomagus said:
? The whole point behind the 2.5% was to make the difference in strength between the high tiers and low tiers less excessive and now you want to make it more excessive again. Then I could just as well go back to 5% or 3.33%.



No, it's different. The purpose here is to make T7 much less accessible and abundant so they almost never have the numbers to overpower the battle. I was thinking about limiting their growth to 1/week even with the Castle, so maybe that needs to be done as well.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted November 12, 2017 12:31 PM

If you lower the numbers and make the individual units stronger the strength of the stack remains the same, so from perspective of gameplay it is no difference. This is just to immerse yourself in the idea that tier 7 units must be even more rare, from a balancing perspective this keeps me running in circles, creating and fixing the same issue over and over again.
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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted November 12, 2017 12:58 PM

magnomagus said:
@dredknight: I don't see the issue lowered by 20% is lowered less then lowered by 40%?


I am not sure I understand you but let me try another approach.
The text now says "lowers than 20%" which implies that if the target unit initiative is 10 it will become 8.

This is not correct.

The value of 20% will make unit with 10 initiative become 2.

A better way to make the description is "Target initiative become <value>% of its current value."
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted November 12, 2017 01:14 PM

ok got it
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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted November 12, 2017 07:53 PM

@Magno, a question from a fan.

Quote:
Hello it's me again about arcane eagle &#128512; so here there's something strange like that things work for the AI cause with the dark elf it comes many times with Manticora and i guess it's their "new" creature but it doesn't work for me o.O any idea?  It's a my own map i used the ARMG and i also used the reanimation patcher


I am not sure what to say because I have not yet played the new version.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted November 12, 2017 10:12 PM
Edited by magnomagus at 22:13, 12 Nov 2017.

That is incomprehensible, tell to read the FAQ anyway.
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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted November 12, 2017 10:48 PM

I do not see anything regarding the new summons there. I think I can sum up his issue into 2 things.
- How do I know when I will be able to get summons ? - this depends on the number of crystals in the Governor window.
- When exactly summons appear ? - This is what I am not sure if changed. do they now appear in the city gates on day one as before?
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azalen
azalen


Adventuring Hero
posted November 12, 2017 11:33 PM

A few bugs I noticed:

1) Cold Death gave Chain Lightning instead of Circle of Winder.  
2) Hill Forts cost 2 resources instead of 1 to upgrade a level 7.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted November 13, 2017 12:19 AM

@dredknight: you are right in both cases

@Azalen: 1 will be fixed, 2, I think was intentional by Nival
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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted November 13, 2017 10:55 AM

azalen said:
A few bugs I noticed:
2) Hill Forts cost 2 resources instead of 1 to upgrade a level 7.


I was looking into this a long time ago. The official manual says that the higher the tier the larger the sum for upgrade.

Where For lower tiers it is cheaper than upgrading in town (tier 1 is free) and for higher tiers it becomes more expensive. I believe the idea behind this is to be situational instead of one-building-to-make-all-tier-buildings-upgrades-skipped tool.
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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted November 13, 2017 04:08 PM

@Magno,

Another issue with the beta that regards campaign.

It is Dungeon mission called The Expansion. During the initial dialogue the game crashes with any exe file.

The user reported that after trial and error he found out that removing MMH55-Frame.pak made the issue disappear.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted November 13, 2017 05:29 PM

I don't have that issue, perhaps an installation issue or incompatible custom map installed. removing frame will disable a large part of the mod.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted November 13, 2017 10:26 PM

Today I ran into the 'permanent cursor flickering' issue myself for the first time, I wonder why that took so long

It was on a pretty small map Medium+underground

In any case I found out that if you save the game before the turn of the AI that somwhow starts it, you can load that save in utility.exe, pass the Ai turn -> save -> close, start the regular exe again and then continue playing normally. while the 7+8 skill seem lost in utility they are back in normal exe without bugs.

Everything seems to indicate the issue is triggered by the AI, script don't give errors and the issue also occurs with scripts completely off.
Since the issue was not reported in first year of release I think one of the exe file hacks from Deflaktor might have caused this.
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Skeggy
Skeggy


Known Hero
posted November 15, 2017 01:46 AM
Edited by Skeggy at 01:49, 15 Nov 2017.

I didn’t want to write a post in “[MMH5.5] RC10 Detailed info for Manual & Translations” thread because I think that threads like that are excellent if there is only one post that from time to time gets updated. There should be more threads like that.
So, I’ll write my remarks in this thread instead.

Firstly, you wrote that “haven militia +1Speed -1ini -1A -1D (EDIT8) ini boost is not good enough”. But haven militiaman already has 1A and 2D, so I believe you meant Landlord unit that has 3A and 2D and 9 ini.

Secondly, you wrote “cavalier 115 exp (EDIT10)”, but cavaliers already have <Exp>115</Exp>.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted November 15, 2017 03:08 AM

yes I meant the landlord and cavalier 120 exp
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted November 15, 2017 09:46 PM
Edited by magnomagus at 21:48, 15 Nov 2017.

A hotfix has been released updating RC9b to RC9c. This can only be installed on RC9b (on RC10 the game will not load). Gameplay will remain the same as RC9b, this is only to fix some critical issues.

Hotfix RC9c

-Fixed critical issue, mod becoming dysfunctional on custom maps where one or more AI players start without heroes. (Hotsprings map issue)
-Added console command: @H55_FixAICTD(); (using it will likely reveal you have an installation issue after all)
-Added option to user settings to disable all artifacts merchants in towns.
-Fixed AI sync issues caused by scripted movement modifiers.
-Possibly fixes 'Permanent cursor flickering' issue when AI lookahead depth is set to higher than normal.  (I could not trigger this bug on Huge+underground map with 8 players and lookahead depth at impossible with this fix)

HOW TO INSTALL?

Replace MMH55-Index.pak and MMH55-Settings.pak with the files in zip the archive. Location is "Whatever your TOE folder is" -> data.
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Skeggy
Skeggy


Known Hero
posted November 16, 2017 02:45 AM
Edited by Skeggy at 08:08, 16 Nov 2017.

Upgrade of creature facility is essential upgrade and even though resource-scares maps provide interesting approach to possible slower and more immersing approach to gameplay, there should be more diversification, if possible, to that essential step of creature facility upgrade.
If possible, there should be option in MMH55-Settings file that redefines upgrade cost of all upgrade facilities by 2x, 3x, 4x, and 5x. Scarcity maps just do not have enough immersing potentiality for a really interesting slower gameplay. I suppose build cost for basic creature facilities should also have similar diversification.

EDIT 1:

I propose following methodology in calculating overall price iterations:
1 wood and 1 ore cost 2500 gold each, every other resource 5000 each.

Gremlin basic facility (workshop) has price of 2 wood, 2 ore and 500 gold. When all that is transferred in gold, we get following price for workshop:
2 wood = 5000 gold, 2 ore = 5000 gold, + 500 gold = 10500 as price of basic creature facility.

Current overall price of upgraded facility (manufactory):
3 wood = 7500 gold, 3 ore =7500 gold, + 1500 gold = 16500 as price of upgraded creature facility.

Approximate difference = x1.6

I didn’t calculate all approximate differences, but with using this method, it turns out that probably all of them falls into general difference of x1.5.
Therefore, instead of x2, x3, x4 and x5, overall extended price for upgraded creature facility should be x3 and x6 of the price of basic creature facility (to get the cleaner cut between the levels of hard gameplay).

Additional computing for upgraded gremlin facility:
Price of basic creature dwelling: 2 wood, 2 ore and 500 gold = 10 500 gold
x3 = 10 500 x3 = 31 500 = (5 wood and 5 ore is 25 000) + (1 mercury is 5000) + 1500 gold
x6 = 10 500 x6 = 63 000 = (8 wood and 8 ore is 40 000) + (4 of each other is 20 000) + 3000 gold

Additional computing for upgraded colossus facility:
Price of basic creature dwelling: 10 wood, 10 ore, 10 gems and 10000 gold = 110 000
X3 = 110 000 x3 = 330 000 = (25 wood and 25 ore is 125 000) + (10 of each other is 200 000) + 5 000 gold
X6 = 110 000 x6 = 660 000 = (50 wood and 50 ore is 250 000) + (20 of each other is 400 000) + 10 000 gold

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted November 16, 2017 05:52 PM

I'm currently reworking some of the templates because resource balance is also a map issue.

you shouldn't translate different resources into one another, because they regulate different things

gold = has enough time passed
rare resources = has player explored enough
wood & ore = also time passed but explorers have little bonus.

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Skeggy
Skeggy


Known Hero
posted November 16, 2017 07:38 PM

In basic1x-upgraded3x version basic creature buildings will remain the same as in RC10 Beta. For upgraded creature buildings wood and ore will be capped at 10, except for T7 upgraded building. Gold will be slightly increased and the main bulk of the increased price will be defined through rare resources. Creatures prices, abilities and stats (both for unupgraded and upgraded) remains the same as in RC10 Beta. Configuration like this emphasize exploration and conquest because beside collecting rare resources, when player captures new towns exchange rates lowers, new gold amounts is available and resource silo is available.

For this configuration best thing to do is generate a map with strong monster presence and then lower the numbers with mapmixer’s power ratio and start a game on hard difficulty, so that creature banks in battle sites can be a challenge, neutral stock size standing on the adventure map little less of a challenge (because player is going to play relatively long time with basic creatures), and all that without changing the numbers of H55_BanksDifficulty and H55_NeutralStackSize in H55 MMH55-Settings.pak file. Leveling and experience gain could be a problem, even with a new level 99 cap and defined H55_IgnoreExpAdjustment = 1 option in MMH55-Settings.pak file. But that remains to be seen.

Also, towns with double marketplace specialization could provide too big advantage.

I’ll be done with basic1x-upgraded3x version shortly, so I’ll post the link in this thread.

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