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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 356 pages long: 1 40 80 120 160 200 240 280 320 ... 330 331 332 333 334 ... 356 · «PREV / NEXT»
Magog
Magog


Hired Hero
posted February 14, 2018 03:34 PM

@magnomagus, are you going to continue mode developing or it's it last release(RC10 beta4)?

I am playing now on max level of difficulty with all sliders(except neutral heroes) on the right end. I am playing orcs and I think, that bloodrade was overnerfed. Very hard to get 3rd level of rage in game, where you fight with >2k ciclopus.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted February 14, 2018 03:40 PM

-There is no difference in rate at which rage is gained or lost

-if you set RMG monsters to impossible everything will come off as 'nerfed hard'
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Magog
Magog


Hired Hero
posted February 14, 2018 04:08 PM

magnomagus said:
-There is no difference in rate at which rage is gained or lost

-if you set RMG monsters to impossible everything will come off as 'nerfed hard'


- But early I had ultimate ability with decrease minimum limit to rage level

- I don't think so. I am not finish map yet, but I think that on this level pc cann't compete with user and only one block - is neutrals on way to pc. Beginning of the game was interesting. First part of middle was interesting too, but second part of middle became boring - each battla has the same scenario and ended without loses(not with all neutrals, of course)
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thGryphn
thGryphn


Promising
Famous Hero
posted February 14, 2018 04:09 PM
Edited by thGryphn at 17:16, 14 Feb 2018.

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



I might test it tonight, before and after the change I proposed.

Also, a little text bug: Description of "Hall of Might" still refers to itself as "Hall of Trials"

EDIT: Another text bug, this time in Creaturepedia ( ), Sky Daughter mana is listed as 12, but it's 14 in game.

On a side note, I find the Earth Daughters drastically more effective than Sky siblings. Their nerfing spells, no-retal attack on slowed units (that further hex them) make them way more useful than Sky Daughters who tend to sit on their hands for most of the battle. Sure, Chain Lightning is there but its usefulness is very circumstantial (definitely not there when you're fighting against fewer than three stacks). How about giving them Lightning Bolt at level None? It wouldn't OP them in any way but help to balance vs the Earth siblings...


Magog said:
@magnomagus, are you going to continue mode developing or it's it last release(RC10 beta4)?

I am playing now on max level of difficulty with all sliders(except neutral heroes) on the right end. I am playing orcs and I think, that bloodrade was overnerfed. Very hard to get 3rd level of rage in game, where you fight with >2k ciclopus.


Are you saying you can't reach the 3rd level because the opponent is too powerful?

I'm currently playing the Orcs in the Lucid Dreams map (modified with the mapmixer to enable MMH5.5 goodies), and I have no trouble maxing my troops in a long battle (against a competitive foe), except maybe the Goblins. When the foes are overpowering, meaning if you're losing, it's natural that rage points will be depleted way faster than you can stack them up. But when you're fighting toe to toe (or you have the upper hand), they should give you new rage levels. I just defeated 21K Goblin Trappers (arranged in three stacks of 7K) with only ~500 Centaur Nomads, 50 Sky Daughters, ~150 Earth Daughters, ~1K Goblin Trappers and 23 Cyclopes. By the end of the battle, Centaurs had about 3000 rage points, Earth Daughters about 2000, Sky Daughters and Cyclopes about 1000 and Goblins about 500. I think the battle lasted about 45 earth minutes, lol.



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Magog
Magog


Hired Hero
posted February 14, 2018 06:12 PM

thGryphn said:

I'm currently playing the Orcs in the Lucid Dreams map (modified with the mapmixer to enable MMH5.5 goodies), and I have no trouble maxing my troops in a long battle (against a competitive foe), except maybe the Goblins. When the foes are overpowering, meaning if you're losing, it's natural that rage points will be depleted way faster than you can stack them up. But when you're fighting toe to toe (or you have the upper hand), they should give you new rage levels. I just defeated 21K Goblin Trappers (arranged in three stacks of 7K) with only ~500 Centaur Nomads, 50 Sky Daughters, ~150 Earth Daughters, ~1K Goblin Trappers and 23 Cyclopes. By the end of the battle, Centaurs had about 3000 rage points, Earth Daughters about 2000, Sky Daughters and Cyclopes about 1000 and Goblins about 500. I think the battle lasted about 45 earth minutes, lol.



I am playing on rmg map and game waits about 6 month. When you fight with 2800 ciclopus(~800 in each stack) every retelation attack will be very painfull for feature game.
I play in ~1.5 centaurus, 4 stack with 60 commanders, about 500 earth daughters and about 2r trappers. I finish battle without loses but 3rd range can get only centaurus. I understand that this is backside of my tactic
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incognito
incognito

Tavern Dweller
posted February 14, 2018 06:50 PM

@magnomagus Well, I tried. I go morale + prayer -> war machines + tent -> ballista -> attack + +1 damage/ luck / offense + chain attack + stun.

But this still doesn't work, since I will be taking loses and he won't. Especially if I am unlucky and get tent too late.

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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted February 14, 2018 08:05 PM

What faction and what class/skills is your opponent playing?
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted February 14, 2018 10:06 PM

Because the growth of neutrals standing on the map is exponential it will go out of control at some point and the game cannot be balanced for that. if you find 'very hard' neutrals too weak it is recommended to use the user settings to boost the more interesting mixed neutrals inside battle sites, instead of using the impossible RMG setting to create gigantic 'boring' single stacks.
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incognito
incognito

Tavern Dweller
posted February 15, 2018 06:37 AM

Academy: Zehir.
Lvl 20 (always same): Expert Enlightment(ASAP), Expert Sorcery, Expert Occultism + CultMaster + Empowered spells, Summoning magic + Elemental Balance, Advanced Destruction.
Lvl 20+ (he usually wins around 23): He can choose between boosting his army: battle frenzy + archery / boosting destructive magic: caster's luck + mark of the sorcerer + swift mind / if ahead, take logistics, to take map control and catch me off guard.

Unit composition:
<LvL10: Gremlins + gargoyles (as blockers they have 110 HP with Zehir)
He takes losses only on ranged stacks

<LvL25: Magnetic golems + Firewall
Firewall functions like rise dead (except it gives more HP and you cast it only once) so he takes zero loses even against ranged.

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thGryphn
thGryphn


Promising
Famous Hero
posted February 15, 2018 10:58 AM
Edited by thGryphn at 11:03, 15 Feb 2018.

incognito said:
Academy: Zehir.
Lvl 20 (always same): Expert Enlightment(ASAP), Expert Sorcery, Expert Occultism + CultMaster + Empowered spells, Summoning magic + Elemental Balance, Advanced Destruction.
Lvl 20+ (he usually wins around 23): He can choose between boosting his army: battle frenzy + archery / boosting destructive magic: caster's luck + mark of the sorcerer + swift mind / if ahead, take logistics, to take map control and catch me off guard.

Unit composition:
<LvL10: Gremlins + gargoyles (as blockers they have 110 HP with Zehir)
He takes losses only on ranged stacks

<LvL25: Magnetic golems + Firewall
Firewall functions like rise dead (except it gives more HP and you cast it only once) so he takes zero loses even against ranged.


Never played the Orcs against Academy with strong Summoning magic but having played the other side, I can imagine it's the most uphill battle the Orc faction can have.



On another note, I also agree with the observation that Magic classes make very good use of all skills and primary stats, while for Might classes and I more specifically mean the Chieftains, Spell Power and Knowledge has much less use. Knowledge is now much more useful than it was before, sure, but Spell Power? It's quite literally useless for a Chieftain and it doesn't feel right that that's the case.

How about -- and these are only for Chieftain class -- counting Spell Power points towards Dragon Crystals and increasing Tent healing power with Spell Power? 1SP would count as 1DC and it would increase healing by 10xSP hitpoints...

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incognito
incognito

Tavern Dweller
posted February 15, 2018 12:37 PM
Edited by incognito at 12:44, 15 Feb 2018.

Actually I was playing with dungeon mighty hero.

BTW

When do you get max town walls to get double production? Maybe I should focus on getting it sooner, to have more blood furies.

Do you sacrifice your own creatures on altar to boost unit production? When and how much?

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incognito
incognito

Tavern Dweller
posted February 15, 2018 01:15 PM

Kinda off topic

Do you know Path of Exile skill tree? It is something I absolutely love.

The idea is, there are special & hard to get skills, which completely change how you play your character. They are very powerful, but come with big trade off at the same time.

For example:
* You cannot ever critical strike, but your hits cannot be evaded. => Thus a lot of items is suddenly useless for you.
* You can summon two totems instead of one (totem is stationary object, that gives some bonuses or uses your spells / attacks), but your characters lose the ability to deal damage with attacks or spells.


The most similar skill currently in game is IMO preparation. It completely changes the flow of battle.

----

Now I guess you consider this an almost finished project, but in case you ever would like to create new skill wheel (i.e. in different game) or update an existing one, definitely try to implement some skills that change the game flow, are powerful and come with costly trade off.



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Skeggy
Skeggy


Promising
Famous Hero
posted February 15, 2018 03:55 PM
Edited by Skeggy at 15:56, 15 Feb 2018.

This experimental mod pack addresses certain aspects of the Might & Magic Heroes 5.5 game in a different view.
Mods are independent of each other, you can use one without the other.

To download unofficial mod for Might & Magic Heroes 5.5, click this link:
http://heroescommunity.com/viewthread.php3?TID=44965

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thGryphn
thGryphn


Promising
Famous Hero
posted February 15, 2018 10:25 PM

Alright, reporting on the interaction between WotC and Stunning Blow on own units: there is none. I can firmly confirm that Stunning Blow just does not apply to own units (just as it was in vanilla ToE), albeit the combat log that says otherwise.

Contrary reports are false and there is no action necessary.

Further on WotC, the settings in the spell file are ineffective, so there is no way to tie its efficacy to Shouting skill level, which is not necessary anyway.

Case closed

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Magog
Magog


Hired Hero
posted February 16, 2018 11:07 AM

I think, for impossible monsters level, pc's AI is useless. PC can't leave it's location and can't develop with user.

What you can say about VeryStrong mosters? Does game become more interesting and complicated?

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted February 16, 2018 07:17 PM

yes, when i said very hard i meant very strong
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thGryphn
thGryphn


Promising
Famous Hero
posted February 18, 2018 11:55 AM

@magno, am I missing something, or is GuardianAngel perk not checking level>=20 requirement to spawn level 7s in towns?

Also, I dugged through the scripts but couldn't find it: where do you set the healing power of the tent? You know, scaling with hero level...

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Zmudziak22
Zmudziak22


Famous Hero
posted February 19, 2018 12:52 AM

These were done by using h5 exe patcher.

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thGryphn
thGryphn


Promising
Famous Hero
posted February 19, 2018 07:02 AM

Zmudziak22 said:
These were done by using h5 exe patcher.


Yeah, I found out later... Thanks!

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Magog
Magog


Hired Hero
posted February 23, 2018 07:29 AM

I'am not sure, but I think uninstaller works wrong. After removing HoMM5.5 I can't play in vanilla via network. I check files via steam and it uploaded something but it didn't help. Version in left corner of start screen still 5.5*. Moreover - after removing level up window became transparent and it's position became more left sided.

I have fixed it with full reinstall.

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