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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 344 pages long: 1 40 80 120 160 200 240 280 320 ... 329 330 331 332 333 ... 344 · «PREV / NEXT»
Rimgrabber
Rimgrabber


Adventuring Hero
It's a fixer-upper
posted February 11, 2018 04:56 AM

E1ChuRich said:
Would be cool if u guys eventualy add Santuary (without replacing anything) as new town, myb even with its own campaign ;P



I'd love that as well but my understanding is that we haven't learned how to add factions without replacing them yet. Maybe someone is working on it but not as far as I know.
____________
http://heroescommunity.com/viewthread.php3?TID=44170
^ my dead proposal thread. Maybe I'll update it again someday
http://heroescommunity.com/viewthread.php3?TID=44815
^ My novelization of HoMM 5

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Magog
Magog


Hired Hero
posted February 11, 2018 10:57 AM

Argh! How to fight against titans and serafs on impossible level? They are overpowered due to their abilities. May be anybody has any suggestion about this? Or mag be there is any strategic to do this? I am playing orcs.

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thGryphn
thGryphn


Promising
Famous Hero
posted February 11, 2018 11:30 AM

Magog said:
Argh! How to fight against titans and serafs on impossible level? They are overpowered due to their abilities. May be anybody has any suggestion about this? Or mag be there is any strategic to do this? I am playing orcs.


With sufficient numbers, high attack stat, good perks (archery, battle frenzy to begin with) and good artifacts (initiative boost/nerf, bloody claw, more attack) pound them with Centaurs

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Magog
Magog


Hired Hero
posted February 11, 2018 11:37 AM

thGryphn said:
With sufficient numbers, high attack stat, good perks (archery, battle frenzy to begin with) and good artifacts (initiative boost/nerf, bloody claw, more attack) pound them with Centaurs


All as I thought. I should find initiative and speed-nerf arts. Thx

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strigvir
strigvir


Adventuring Hero
posted February 11, 2018 12:01 PM

I don't have experience playing orcish might heroes, but Stunning Strike + Chain Attack + Empathy with high morale will allow to almost lock out a stack. Centaurs and Titans have the same ini stat, but you can have stacks of Sun and Earth daughters to cast Chain Attack on the latter.

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Magog
Magog


Hired Hero
posted February 11, 2018 12:50 PM

strigvir said:
I don't have experience playing orcish might heroes, but Stunning Strike + Chain Attack + Empathy with high morale will allow to almost lock out a stack. Centaurs and Titans have the same ini stat, but you can have stacks of Sun and Earth daughters to cast Chain Attack on the latter.


Stunning strike conflicts with worc of chief. In play via centaurus - it's not good choice

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thGryphn
thGryphn


Promising
Famous Hero
posted February 11, 2018 01:32 PM
Edited by thGryphn at 14:35, 11 Feb 2018.

Magog said:
strigvir said:
I don't have experience playing orcish might heroes, but Stunning Strike + Chain Attack + Empathy with high morale will allow to almost lock out a stack. Centaurs and Titans have the same ini stat, but you can have stacks of Sun and Earth daughters to cast Chain Attack on the latter.


Stunning strike conflicts with worc of chief. In play via centaurus - it's not good choice



@magno, about this again, in the Vanilla ToE, AFAIK, stunning blow did not conflict with word of the chief warcry and stun own units.

Did anything change with this in MMH5.5? I looked through the DefaultStats file and couldn't see a setting. If there is a conflict, as reported here, what could've caused it?

I just started a map with Orcs so I might test to confirm if there is a bug... @Magog, you are certain of this report?


EDIT: OK, I have another theory (assuming nothing Q's AI impacted this):

In ToE, Stunning Blow has -0.1 ATB effect, and WotC has +0.1+0.02xHeroLevel. So, it's possible that there was already an interaction and WotC+SB had a net 0.02xHeroLevel effect (with the 0.1 terms canceling out).

In MMH5.5, SB does -0.4 while WotC does +0.2+0.015xHeroLevel. Combined, the effect is -0.2+0.015xHeroLevel, which is negative before level 14.

This needs to be tested but a solution therefore could be to decrease the HeroLevel factor and make WotC = +0.2 + 0.0075xHeroLevel, BUT increase the WotC <Base> ratings in the "MMH55-Index.pak/GameMechanics/Spell/Hero_Abilities/Barbarian/WordOfTheChief.xdb" file to 1, 1.5, 2 and 2.5, such that the net effect of WotC+SB on own creatures is always positive at Advanced and Expert Shouting. At Expert Shouting, the combined effect is +0.1 + 0.0075xHeroLevel, which is equal to +0.4 at HeroLevel 40.

With the change proposed, WotC without SB at HeroLevel 40 and Expert Shouting matches the current ATB effect, which is +0.8. I further like the change because it gives a good incentive to build Shouting levels (as opposed to going for its perks first).

what do you think @magno?


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twidel
twidel


Hired Hero
posted February 11, 2018 02:15 PM
Edited by twidel at 14:17, 11 Feb 2018.

did anyone found a way to get rid of the flickering problem??
i really want to play the game but this bug fuking breaks me
every single time i start a game i have a blast and then feeling like my will to live got sucked out of me when the flickering become so intense that i cant click anything
please send help
btw tf u censor the F word with snow

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted February 11, 2018 02:29 PM
Edited by magnomagus at 14:33, 11 Feb 2018.

@ThGryphn: it cannot be modded, so it must be i nthe exe, it is possible it is only in 31j not utility.

@Twidel: I'm sorry, but I have no idea why you have it so bad.
____________
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thGryphn
thGryphn


Promising
Famous Hero
posted February 11, 2018 02:34 PM

magnomagus said:
@ThGryphn: it cannot be modded, so it must be i nthe exe, it is possible it is only in 31j not utility.

@Twidel: I'm sorry, but I have no idea why you have it so bad.


Just edited my post above, the new theory can explain what's going on and the proposed solution would work nicely...

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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted February 11, 2018 02:50 PM
Edited by dredknight at 14:51, 11 Feb 2018.

Magog said:
Argh! How to fight against titans and serafs on impossible level? They are overpowered due to their abilities. May be anybody has any suggestion about this? Or mag be there is any strategic to do this? I am playing orcs.


Magog,

How many titans are fighting ?
What level/class/specialization is your hero ?
What army  do you have?

Do you play on impossible difficulty (no resources) or monster strength is impossible?

I agree that Stronghold can get heavy casualties in such battles. I do played a lot of PvP a year ago and can confirm your worries.

Some of the strategies I utilize with Stronghold in this situations, starting from the most obvious one.
- Use "Fear my Roar" to mitigate damage from at least one of the stacks.
- Sometimes it is more efficient to suffer casualties from "Word of the Chief" and hit a second time in a row instead of getting damage from the creature.
- Get the perk that allows the hero to act first. Start the battle with 3-4 stacks of 1 Executioners. Cast "Battlecry" so they can have +1 speed. Move the executioners in a way that jams the titans from shooting. Now you have 3-4 rounds time to kill them.
- Use Foul Wyverns to tank any damage and then "Wait" with them to regenerate by the end of the battle.

You can follow any of the initial first moves explained above with Mauler stack hit.
Find use 1-unit stacks to soak retaliation and smash with the maulers.

Stronghold is a faction that requires more skill to master along the way than other races (in MMH5.5( due its T1-T5 units being a glass cannon. When I play with them (impossible game difficulty; Very strong monsters) I pick my battles very carefully. Sometimes I skip a good artifact to evade casualties.

Actually the original ToTe idea was the same but huge imbalances in attack/defense skills and OP Bloodrage made them unstoppable very very fast.

Note: Due to Titans various range abilities they are tough creature battle for most races. However Fortress, Necropolis and all Light/ressurection based hero classes are favoured.

They are still strong but need to pick their battles more carefully than other races.


P.S.
For higher game difficulty levels it is advised Might heroes to get First Aid Tent perk in order to mitigate unit bleeding after every battle.
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Magog
Magog


Hired Hero
posted February 11, 2018 07:28 PM

> How many titans are fighting ?
~450(4 stackes)

> What level/class/specialization is your hero ?

39/Chieftrain/Centaurus(Goshak)

> What army  do you have?
180(3 stack)  warlords
856 centaur marauder
222 - earth daughter
546 - mauler
1628 trappers

> Do you play on impossible difficulty (no resources) or monster strength is impossible?
All is max: AI, monsters, level.


> - Use "Fear my Roar" to mitigate damage from at least one of the stacks.
Yes, I use it if possible

> Sometimes it is more efficient to suffer casualties from "Word of the Chief" and hit a second time in a row instead of getting damage from the creature.
Kill 2 titans can't be better then word of chief(I haven't stunning strike)

- Get the perk that allows the hero to act first. Start the battle with 3-4 stacks of 1 Executioners. Cast "Battlecry" so they can have +1 speed. Move the executioners in a way that jams the titans from shooting. Now you have 3-4 rounds time to kill them.
"Call Lightning" is not range attack - it's activated ability and can't be locked by my creatures

- Use Foul Wyverns to tank any damage and then "Wait" with them to regenerate by the end of the battle.
> One stack of titans kill ~120 centarus(Attack - 57, defence - 46) - wyverns can't restore such huge damage

You can follow any of the initial first moves explained above with Mauler stack hit.
Find use 1-unit stacks to soak retaliation and smash with the maulers.

> Sometimes I skip a good artifact to evade casualties.
It's my story

> For higher game difficulty levels it is advised Might heroes to get First Aid Tent perk in order to mitigate unit bleeding after every battle.
It's obviously

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twidel
twidel


Hired Hero
posted February 11, 2018 08:34 PM
Edited by twidel at 20:36, 11 Feb 2018.

Magog said:
> How many titans are fighting ?
~450(4 stackes)

> What level/class/specialization is your hero ?

39/Chieftrain/Centaurus(Goshak)

> What army  do you have?
180(3 stack)  warlords
856 centaur marauder
222 - earth daughter
546 - mauler
1628 trappers

> Do you play on impossible difficulty (no resources) or monster strength is impossible?
All is max: AI, monsters, level.


> - Use "Fear my Roar" to mitigate damage from at least one of the stacks.
Yes, I use it if possible

> Sometimes it is more efficient to suffer casualties from "Word of the Chief" and hit a second time in a row instead of getting damage from the creature.
Kill 2 titans can't be better then word of chief(I haven't stunning strike)

- Get the perk that allows the hero to act first. Start the battle with 3-4 stacks of 1 Executioners. Cast "Battlecry" so they can have +1 speed. Move the executioners in a way that jams the titans from shooting. Now you have 3-4 rounds time to kill them.
"Call Lightning" is not range attack - it's activated ability and can't be locked by my creatures

- Use Foul Wyverns to tank any damage and then "Wait" with them to regenerate by the end of the battle.
> One stack of titans kill ~120 centarus(Attack - 57, defence - 46) - wyverns can't restore such huge damage

You can follow any of the initial first moves explained above with Mauler stack hit.
Find use 1-unit stacks to soak retaliation and smash with the maulers.

> Sometimes I skip a good artifact to evade casualties.
It's my story

> For higher game difficulty levels it is advised Might heroes to get First Aid Tent perk in order to mitigate unit bleeding after every battle.
It's obviously


fill your slots with blockers and throw them at the titans like this you can stop 3~ attacks
use cheap attacks to stack rage points
if you can get a few bloodeye cyclops you can easily lower their luck by some
slow them with earth daughters
btw the amount of stacks the titans will split into depends on the strength of your army so you can try using that for your advantage (stronger army - less stacks)

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Magog
Magog


Hired Hero
posted February 11, 2018 09:32 PM

twidel said:

fill your slots with blockers and throw them at the titans like this you can stop 3~ attacks
use cheap attacks to stack rage points
if you can get a few bloodeye cyclops you can easily lower their luck by some
slow them with earth daughters
btw the amount of stacks the titans will split into depends on the strength of your army so you can try using that for your advantage (stronger army - less stacks)


Titans don't attack blockers. They cast on my centaurus always.

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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted February 11, 2018 09:38 PM

That is a lot of Titans. I do not think I have ever played that far. PvP on huge maps last until levels 30-34 at most.

Another strategy I totally forgot is stunning strike + Chain attack (or avenging strike). Basically every time it is hero turn he hits a stack. the same stack is also shot by Centauri with Chain attack so ATB stun is applied twice in a row. Very good for early-mid game or whenever the enemy army consists of 1-2 stacks.

Anyway now to the point.

Considering the size of your army 450 Titans are just too much. I doubt even Necropolis with Vampires could beat those at similar army strength.

Also there is really no good advice for map made with monster strength "Impossible". There is a high chance if the player does not develop fast enough the map creatures to outgrow (because of the weekly growth and initially very strong creature stacks) the player army so he can never ever finish the map.

The last time I checked such map Wooden/Ore mines were guarded by a pack of tier 4 units on week 1. :/

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Magog
Magog


Hired Hero
posted February 11, 2018 09:48 PM

> Another strategy I totally forgot is stunning strike + Chain attack (or avenging strike). Basically every time it is hero turn he hits a stack. the same stack is also shot by Centauri with Chain attack so ATB stun is applied twice in a row. Very good for early-mid game or whenever the enemy army consists of 1-2 stacks.

Conflicts with "Word of chief"

> Considering the size of your army 450 Titans are just too much. I doubt even Necropolis with Vampires could beat those at similar army strength.

I win the battle but with huge loses

> The last time I checked such map Wooden/Ore mines were guarded by a pack of tier 4 units on week 1. :/
Yes, there is

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Forsberg
Forsberg


Adventuring Hero
posted February 13, 2018 09:46 AM

E1ChuRich said:
Would be cool if u guys eventualy add Santuary (without replacing anything) as new town, myb even with its own campaign ;P

I would love that too, I remember Conflux town in H3 and I think that is very good city to be added in.
We have neutrals, so they need only a place to gather - castle.

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incognito
incognito

Tavern Dweller
posted February 13, 2018 09:21 PM
Edited by incognito at 21:47, 13 Feb 2018.

At which level can mighty hero compete with magic hero?

I have been playing PvP on 1v1 maps with normal size, and magic hero always won around level 20.

Magic heroes excel at early game, taking literally zero loses and therefore develop much faster. They also make better use of artefacts: a lot of artifacts depend on knowledge (gold per day, units per week), they also make better use of attack & defense, than mighty hero makes out of spellpower & knowledge.

They perform WAY better on low resources: E.G. As academy, all you need early is gremlins and few gargoyles for blocking, later you go for magnetic golems and firewall. You don't even need to buy magic guild, since you get summon elementals and firewall from skill tree, which is all you need until lategame.

Oh and they are also better at sieging (since they rely on magic, town walls do not make difference) and proxying (take 7 units, attack enemy hero, cast powerful spell like frenzy or firewall, flee, buy hero again in town, repeat).


From my experience as mighty hero, I fear to attack any good mage until I am at least 30 (which does not happen at normal and small maps), since if I take too big loses, he will flee and I will definitely lose the next fight, since magic + small army > might + medium army.

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tihi85
tihi85

Tavern Dweller
posted February 14, 2018 05:48 AM

What are user settings? How to disable artifact merchants in towns?
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted February 14, 2018 02:54 PM

@ThGryphn: sounds about right, have you tested it?

@incognito: try using war machines, also martial arts does on average same damage as eldritch arrow.

@tihi: read article on moddb named customizing town management
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