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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 357 pages long: 1 40 80 120 160 200 240 280 320 ... 331 332 333 334 335 ... 357 · «PREV / NEXT»
Durion
Durion

Tavern Dweller
posted February 23, 2018 03:40 PM

Is it normal, that it isnt possible to create a Duel Preset Hero with the Map Editor? It will crash during the attempt to create one.
Best wishes
Durion

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Skeggy
Skeggy


Promising
Famous Hero
posted February 23, 2018 04:15 PM

Durion said:
Is it normal, that it isnt possible to create a Duel Preset Hero with the Map Editor? It will crash during the attempt to create one.
Best wishes
Durion


Yes, it crashes for me too, some kind of conflict I suppose.

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uiuin
uiuin

Tavern Dweller
posted February 23, 2018 11:31 PM

nice

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Gidoza
Gidoza


Known Hero
posted February 26, 2018 05:35 PM

Quote:
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...



I would much rather have more shots on the Tent.  At least - and perhaps I'm missing something - I don't get the point of using the Plague Tent when I could instead be using Ballista with two shots that apparently does more damage and has no limit to how many times it can shoot.

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thGryphn
thGryphn


Promising
Famous Hero
posted February 26, 2018 07:01 PM

Gidoza said:
Quote:
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...



I would much rather have more shots on the Tent.  At least - and perhaps I'm missing something - I don't get the point of using the Plague Tent when I could instead be using Ballista with two shots that apparently does more damage and has no limit to how many times it can shoot.


I hear ya about the Plague Tent perk. Currently, I don't think it's preferable over other perks in the same skill... but this is independent from the issue I had raised (about the SP for Chieftains).

To follow up on that, I later found out that healing power of the Tent is hardcoded, so I'd like to revise the proposal: for Chieftains only, make the SP rating also count as Dragon Crystals, AND increase the cap on the number of Earth Elementals Stronghold can summon.

About the Plague Tent, to make it more preferable and balanced, I'd like it to add 2 more shots to the Tent. I feel like it should be doable with scripts but I'm not sure...


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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted February 26, 2018 07:44 PM
Edited by dredknight at 19:44, 26 Feb 2018.

thGryphn said:

About the Plague Tent, to make it more preferable and balanced, I'd like it to add 2 more shots to the Tent. I feel like it should be doable with scripts but I'm not sure...



Actually this is pretty neat solution, I like it. If you want the tent more potent go ahead and go down the tree. You get more tent charges for the sake of other skills. Hopefully it is doable.
____________
Join our official discord channel | NCF Utility Beta

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Gidoza
Gidoza


Known Hero
posted February 26, 2018 08:55 PM

Quote:
About the Plague Tent, to make it more preferable and balanced, I'd like it to add 2 more shots to the Tent. I feel like it should be doable with scripts but I'm not sure...


Think it would be worthwhile to have a separate thread where we discuss balance changes like this one?  Make no mistake - it's obvious to me that H5.5's skill tree and unit branching is infinitely superior to Vanilla's, and I whole-heartedly appreciate this; at the same time, we could tinker with this and enhance it even more, as it seems clear to me that certain things (like Plague Tent) are lacking or at other times the choices aren't distinctive enough and are quite boring.

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Psykhe
Psykhe

Tavern Dweller
posted February 27, 2018 06:49 PM

is it updated ?

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Skeggy
Skeggy


Promising
Famous Hero
posted February 27, 2018 08:55 PM
Edited by Skeggy at 20:57, 27 Feb 2018.

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

http://heroescommunity.com/viewthread.php3?TID=44965

among other things, there are two mods for war machines, war-machines1.pak and war-machines2.pak

war-machines.pak1
Raise basic hit points for ballista, first aid tent and ammo cart to 1000. This is done from two reasons, one is to make war machines skill more popular and second one is to make ammo cart more resilient to damage, because if player installs either melee-penalty-shooters1.pak or melee-penalty-shooters2.pak, ammo cart plays much bigger role than before, because ranged retaliations depletes available shots quicker. Also, first aid tent now has 5 shots.

war-machines.pak2
Same as war-machines1.pak, except now first aid tent has 10 shots.


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StrikerX
StrikerX


Known Hero
The Bringer of Rain
posted March 02, 2018 04:09 AM
Edited by StrikerX at 07:48, 02 Mar 2018.

Skeggy said:
Experimental mod pack that addresses certain aspects of the Might & Magic Heroes 5.5 game in a different view.
Mods are independent, you can use one without the other.

http://heroescommunity.com/viewthread.php3?TID=44965


Very nice.  Enjoying the lower conversion rates with my new map setup  Unlimited conversions, no town portals with 8 factions and 64 heroes!
________________________________

I've got a problem though since switching to the new 5.5 version I've never noticed before.  My last 3 maps since I updated I've run into an issue where all of a sudden my cursor will start to blink on and off and it won't stop from then on and get's saved that way.  

The only way I can fix it is I have to load the previous save before it started with MMH5.5 Utility.exe then end the turn and save then return to the 32/64 bit exe.  Luckily it doesn't happen often.  

Happened twice in my last huge map game and once so far with impoosible map size.  Seems like it must have something to do with the new AI scripting since using utility.exe will "fix" it for awhile but not sure why I've never noticed it before now with the new version of 5.5.

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fidanas
fidanas


Adventuring Hero
posted March 03, 2018 11:35 AM

The lack of new maps on the internet, made me think to go back in time, and try the HoTA mod for HOMM-3.
But i will not. The tactical improvements on the battle screen of HOMM-5 was a great improvement over the years i play all heroes games, and i don't want to miss it.
____________
Just another turn and i'm done...

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StrikerX
StrikerX


Known Hero
The Bringer of Rain
posted March 03, 2018 01:51 PM

fidanas said:
The lack of new maps on the internet, made me think to go back in time, and try the HoTA mod for HOMM-3.
But i will not. The tactical improvements on the battle screen of HOMM-5 was a great improvement over the years i play all heroes games, and i don't want to miss it.


I've been playing HoTa today as well.  The new faction is great.  One of my favorites now.

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fidanas
fidanas


Adventuring Hero
posted March 04, 2018 10:57 AM

I was really tempted to start HOMM-3 HoTA. Some things hold me back. Most of them on tactical combat situations. For example the coast to coast attack of most flyers, the abscence of arranging the units, the straight forward line (instead of 2 or 3 lines of troops if tactics), the weak castle defending situations and so on.
HOMM-3 was an excellent game, focused on map gameplay.
HOMM-5 still is superior IMHO, in most fields.
____________
Just another turn and i'm done...

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted March 04, 2018 01:34 PM

fidanas said:
HOMM-5 still is superior IMHO, in most fields.


Gameplay-wise only.
____________
He JVC taught us how to use skeletons. -Ghost

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thGryphn
thGryphn


Promising
Famous Hero
posted March 05, 2018 12:10 AM
Edited by thGryphn at 00:30, 05 Mar 2018.

@magno, what's up bro? Where are you?


A few things I've observed:
1) Some Mass spells no longer cost double the mana of base spell. Intended? I just realized this is done in the EXE

2) Some Empowered spells no longer cost double the mana. Intended?

3) Weakness and Divine Strength formulas use a factor for SP (for levels less than Expert, to be specific). Did you check whether their effect go beyond 100%?

4) I know that the game gives "Caster" ability precedence in defining a creature than "Shooter". So now Succubus upgrade 1 "should" no longer get Shooter bonuses from artifacts and perks but only Caster bonuses. I haven't tested all but I'm sure about initiative bonuses. The thing is some Shooter bonuses are really beneficial like no range penalty and attack bonuses, and if the creature has lost those bonuses, that would amount to a significant nerf... Have you tested those?

5) Elf (base and upgrade 1) #shots being 5 feels wrong, considering they have double-shot ability.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted March 05, 2018 11:26 AM
Edited by magnomagus at 11:30, 05 Mar 2018.

Previously i had some ambitions plan to improve RMG but it got tanked because of real life, but this is completely separated from core mod and gameplay.

I have not found any more solutions to the cursor flickering issue, other then that there are only some minor text issues among anything that is fixable.

On hindsight maybe I should not have called beta 4 a beta, since there don't seem any fixable issues left.

everything you note above, I guess are just assumptions, no technical issues afaik.

PS; The plague tent is just a toy, the reason to take the skill is +10K for might heroes on artifacts. overpowering the much more important healing tent is not an option.
____________
MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ

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Gidoza
Gidoza


Known Hero
posted March 05, 2018 03:23 PM

magnomagus said:
PS; The plague tent is just a toy, the reason to take the skill is +10K for might heroes on artifacts. overpowering the much more important healing tent is not an option.


+10K what?  I'm not sure what you're trying to refer to here.

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thGryphn
thGryphn


Promising
Famous Hero
posted March 05, 2018 07:04 PM

^ Typo. He meant the +10% on resurrection artifacts...

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fidanas
fidanas


Adventuring Hero
posted March 06, 2018 07:44 PM

Never liked the plague tent anyway, but i guess everything got a reason to exist in the first place. I don't remember myself playing small maps all these years, so it seems logical to go for triple balista for my gameplay.
But...If i was in a situation with small armies, small maps, feeble hero development etc, then i guess plague tent would have some use.
____________
Just another turn and i'm done...

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Gidoza
Gidoza


Known Hero
posted March 06, 2018 11:29 PM

I need to make a comment regarding the last Beta's changes - I have more than one, but this is the most glaring problem that hits me at the moment.

But first - a compliment!

I like the "secondary" resource idea for Level 6 units.  It's a lower layer of "spice" for the game that is well appreciated - thank you!

However - what I think is definitely worth mentioning is that changing the primary resource of Level 7 units is a big problem - this devastates the balance of a number of player-made maps that make specific units of resource placement, mine placement, and so on in order to balance the map.  Yes, I see that there's "theming" going on in the changes, but this doesn't strike me as a good reason to change it - change the gold value as much as you like and increase or decrease the primary resource of the Level 7 as much as you like, but changing the resource completely is a big no-no; don't mess with pre-made structures that depend on the balance of resources that have been there for years.



Also - it is possible to get a forum for H5.5?  A single thread for everything is rather cluttered and difficult to navigate.

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