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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 435 pages long: 1 50 100 150 200 250 300 ... 334 335 336 337 338 ... 350 400 435 · «PREV / NEXT»
xtek
xtek


Hired Hero
posted March 19, 2018 01:40 PM

dace said:


I agree with this! But I'm still thinking that hunters/master hunters and especially arcane hunters are owerpowered!




No, don't touch my Hunters!

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thGryphn
thGryphn


Promising
Famous Hero
posted March 19, 2018 02:59 PM

dace said:


I agree with this! But I'm still thinking that hunters/master hunters and especially arcane hunters are owerpowered!




Nah, Elven archers are fine

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xtek
xtek


Hired Hero
posted March 19, 2018 07:09 PM
Edited by xtek at 19:11, 19 Mar 2018.

I would like to remove a few textures/models that come with this patch.

To be specific I want to remove the Treant model, Gem model and Grass texture (as well as everything associated with those 3 things) from the .pak files.

What do I need to remove?

Thanks.

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thGryphn
thGryphn


Promising
Famous Hero
posted March 19, 2018 07:55 PM
Edited by thGryphn at 19:57, 19 Mar 2018.

xtek said:
I would like to remove a few textures/models that come with this patch.

To be specific I want to remove the Treant model, Gem model and Grass texture (as well as everything associated with those 3 things) from the .pak files.

What do I need to remove?

Thanks.


The bit about Elven archers with Death Cloud and Chain Attack was more interesting

I really don't know the full answer to this question but definitely take a look at MMH55-HDTex.pak for textures. The folders /_(Model)/Resourses/ and /AdventureScreen/Resources/ are suspect for the gem model. /Textures/Terrain/Grass/ is another for grass texture. There may be others.

See MMH55-Data.pak/_(Model)/Creatures/Sylvan/ and MMH55-Data.pak/_(AnimSet)/Creatures/Sylvan/ for Treant models. There may be others, not 100% sure.


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xtek
xtek


Hired Hero
posted March 19, 2018 09:28 PM
Edited by xtek at 21:55, 19 Mar 2018.

thGryphn said:
The bit about Elven archers with Death Cloud and Chain Attack was more interesting


I also gave them Ranged Retaliation and Hydra's Regeneration. It was beautiful. Neutral hero tries to nuke me with Fist of Wrath, next move everything he killed is resurrected.

And when AI's ranged unit (which you notice the AI usually groups with other ranged units and spellcasters tightly) attacks me, my Hunters retaliate and clear out a whole group of units.

TychusFindlay said:
Just about brought a tear to my eye.


thGryphn said:
I really don't know the full answer to this question but definitely take a look at MMH55-HDTex.pak for textures. The folders /_(Model)/Resourses/ and /AdventureScreen/Resources/ are suspect for the gem model. /Textures/Terrain/Grass/ is another for grass texture. There may be others.

See MMH55-Data.pak/_(Model)/Creatures/Sylvan/ and MMH55-Data.pak/_(AnimSet)/Creatures/Sylvan/ for Treant models. There may be others, not 100% sure.


Will try it out, and report back

*EDIT*
Guesss I took out too much. Game crashes
Reinstalling...


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thGryphn
thGryphn


Promising
Famous Hero
posted March 19, 2018 10:26 PM

xtek said:
thGryphn said:
The bit about Elven archers with Death Cloud and Chain Attack was more interesting


I also gave them Ranged Retaliation and Hydra's Regeneration. It was beautiful. Neutral hero tries to nuke me with Fist of Wrath, next move everything he killed is resurrected.

And when AI's ranged unit (which you notice the AI usually groups with other ranged units and spellcasters tightly) attacks me, my Hunters retaliate and clear out a whole group of units.

TychusFindlay said:
Just about brought a tear to my eye.







Oh I'm cracking up here too, thanks for that : D

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 20, 2018 09:57 PM

I seem to be missing a part of the discussion but

I agree about the mages, I don't think I ever adapted them to the new formula, but the math on inquisitors looks solid.
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thGryphn
thGryphn


Promising
Famous Hero
posted March 20, 2018 10:19 PM

magnomagus said:
...but the math on inquisitors looks solid.


Which math?

Have you played with or against them recently? Compared to what they were before the most recent changes, they gained a significant boost in melee. Increased damage meant they didn't lose anything in ranged combat (despite now dealing half damage in range). So, in net, they gained a significant boost. I can't justify that. If you can, please elaborate.



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xtek
xtek


Hired Hero
posted March 21, 2018 03:56 AM

@Magnomagus

I'm looking to make custom artifacts, with custom effects.
For a start I'd like to change an existing one.

Example: "Ring of Vitality" a.k.a. RingOfLife in the artifact sections of the .pak files.
Change: I'd like to increase the hit points it gives from 2 to 4.
Issue: The only thing I can find that is changeable are the "<HeroStatsModif>" fields. I can't change the effect it self.

I tried looking for any sort of reference to any other files that might contain the effects them selves, but I failed finding any.

You probably "no da wae", would you mind sharing?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 21, 2018 01:23 PM

@Thgryphn: You have to compare with t5 untis of similar exp but on second thought they are arguably more balanced with 1 less damage but i'm not lowering their hp because that is supposed to be their specialty.

@xtek: you are right, it is not possible to modify anything else than hero stat modifiers
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thGryphn
thGryphn


Promising
Famous Hero
posted March 21, 2018 07:29 PM

magnomagus said:
@Thgryphn: You have to compare with t5 untis of similar exp but on second thought they are arguably more balanced with 1 less damage but i'm not lowering their hp because that is supposed to be their specialty.


OK, I see where you're getting at, and agreed. So, for all variants including the base, damage should better be 14-18, instead of 15-19, right?

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Athis
Athis


Adventuring Hero
posted March 22, 2018 09:56 PM

I have TotE on Steam and at the moment I am playing the original campaigns through Steam

I would like to create an instal of H5.5 separately outside of Steam and play a map alongside the original campaigns to get a feel for the differences

Can I just copy & paste the TotE folder from the Steam 'Common' folder to another location and use it as a base for H5.5?

Thanks

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thGryphn
thGryphn


Promising
Famous Hero
posted March 22, 2018 10:35 PM

I believe you can just copy the "Heroes of Might and Magic 5 Tribes of the East" folder to another location and install MMH5.5 on that new location. Never tried but there is no reason why it shouldn't work because you'll be using only MMH5.5 executables.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 23, 2018 01:11 PM

@Athis: I have never done this.

@ThGryphn: I thought 15-18 is enough since their shooting damage is already 20% lower.
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mangamancer
mangamancer

Tavern Dweller
posted March 23, 2018 04:55 PM

asking if intentional or bugged

I found out that when I used "Empowered Spell" with "Fist of Wrath" spell
in combo with "Master of Life" skill, it didn't get benefit from  "Master of Life".
There was no text saying it benefited from "Master of Life" and the damage is also wasn't as high as it should be (lower than 150% of normal "Fist of Wrath").

Weather this was a bug or a designed choice is fine with me, just wanna know.

I was using 9C version, my hero was "Nather" class "Elementalist" when playing "Academy" faction (though I suspect this would happen to any hero)

P.S. Thanks for this amazing mod.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted March 23, 2018 06:50 PM

Athis said:
I have TotE on Steam and at the moment I am playing the original campaigns through Steam

I would like to create an instal of H5.5 separately outside of Steam and play a map alongside the original campaigns to get a feel for the differences

Can I just copy & paste the TotE folder from the Steam 'Common' folder to another location and use it as a base for H5.5?

Thanks


You can do it. I kept multiple copies of the mod/game installation because I have the tendency to make the currently WIP installation unplayable from moding the NCF.

@mangamancer, someone mentioned this on Facebook as well. When using empowered spells (for example fireball) hero specializations does not apply for that spell. I have not tested it but I intend to trust this because perks also do not work on empowered spells.

For example I remember when I casted empowered armageddon the defense penetration perks as well as "Ignite" did not work.
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mangamancer
mangamancer

Tavern Dweller
posted March 23, 2018 10:24 PM

dredknight said:

@mangamancer, someone mentioned this on Facebook as well. When using empowered spells (for example fireball) hero specializations does not apply for that spell. I have not tested it but I intend to trust this because perks also do not work on empowered spells.

For example I remember when I casted empowered armageddon the defense penetration perks as well as "Ignite" did not work.


Interesting, so no perk works with "Empower Spell".
Good to know, thanks.

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thGryphn
thGryphn


Promising
Famous Hero
posted March 24, 2018 09:24 AM

magnomagus said:

@ThGryphn: I thought 15-18 is enough since their shooting damage is already 20% lower.


OK, let's reconcile what we think.
So, what melee preference does is it divides the damage in half when used in range. If we are to keep them at the same strength as before getting this "ability", we have to think about what percentage of their attacks will happen in range, and what percentage in melee.

Now, when their side is heavily dominant in a battle, they would probably use most of their attack in range, many times as much as 100%.

When they're the clearly weak side, they will probably use much less in range since they'd be close-quartered fast. The thing is, if they're really weak, they won't last much in melee anyway.

Interesting is when it's a more balanced battle, which should be the focus. In such PvP battles, we know that things turn to pretty much full melee after 2 (maybe 3 turns) turns unless it's a siege. So, these guys end up using melee attack more than range. The thing is, with such a huge damage (with no melee penalty, no less) they will actually prefer using melee attack even if they can use range (especially if they can find an opponent who depleted their retaliation, which shouldn't be hard to find).

In PvE, playing against these guys, they're too formidable for their tier now because if you don't engage them in melee, they kill you; if you do, they still kill you, lol. Especially in large stacks, compared to what they were, they give much much harder time to kill.

All considered, I'm going to make this assumption: these units use 60% of their attack in melee, 15% in close range, 25% in long range.

Before the recent change, I think these percentages were more like 40, 35 and 25, respectively. Their damage was 9-12, giving a total of 21. With the percentages above, their effective damage output was:

21*40% + 21*35% + (21/2)*25% = 18.375

So, after the changes, we must have their damage (total of the damage range), call it D, satisfy:

18.375 = D*60% + (D/2)*15% + (D/4)*25%

(note how melee preference changes the damage output in range) which gives you roughly D=25.


In the current version, their damage is 15-19, giving a total of 34! With the math above, their damage should be more like 11-14.

I mean, use other percentages if you feel like these were off, but that's the math we should be doing if the purpose is to keep them at the same strength.



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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted March 24, 2018 11:09 AM

I do not believe you can provide reliable percentages in this case. Depending on class, matchup and build, you might end up staying ranged for most of the game. Or vice versa.
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thGryphn
thGryphn


Promising
Famous Hero
posted March 24, 2018 12:11 PM

Elvin said:
I do not believe you can provide reliable percentages in this case. Depending on class, matchup and build, you might end up staying ranged for most of the game. Or vice versa.


No, sure, I was trying to estimate percentages statistically, considering all possible scenarios and there is no way to do it with good accuracy but educated estimates can be made.

The important thing is for D=34 to be "optimal" you need some very unrealistic (if you ask me, and I'm only trying to be objective) percentages to apply statistically (globally), like 15% melee, 30% close range, 55% long range. There is no way similar percentages reflect all scenarios as statistical weighed average.



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