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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 364 pages long: 1 2 3 4 5 ... 70 140 210 280 350 ... 360 361 362 363 364 · «PREV
DeepLord
DeepLord

Tavern Dweller
Skeleton
posted February 06, 2019 08:00 PM

okrane said:
Hey guys. Do you know any cool maps i can play single player which arent in the regular distribution?


The best map is Divided Loyalities. Little and complex.

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azalen
azalen


Adventuring Hero
posted February 08, 2019 07:50 PM

DeepLord said:



Update of some of my ideas:

-All armys without a leader hero (AI creatures, mine defenders, town defenders without hero...) gain +5 attack and defense. It could compensate the heroes' overpower, and make the mines a little bit more defendable. Gate garrisons gain +10 attack and defense, and the enemy hero's SP reduced by 25%. the gates are so rarely, monumental, have good position on all maps but don't worth to defend them.

-You can not take out creatures from gates, but all of your gates has the same defender army. Sometimes you have more gates and don't worth to divide your army, e.g. on Subterranean Treasures. The take out restriction is for prevent army teleport.

-Recruitment ability has an other low bonus: You gain 3 Defenders per hero level into the garrison of the visited mine (can not be doubled). These Defenders can not be taken out from the garrison but can be dismissed. This ability gave bonus only for the governers, this new low bonus could be useful for the conquerors too.



My main issue with all your mine/gate/castle stuff is a defender army with no hero has no chance against a main hero no matter what you do.  I think what you want to do is defend against scout heroes, but defending against scout heroes is how the game discouragea you from developing only 1 hero.  So, at the end of the day,  the solution is to develop multiple heroes if you need to defend against scout incursions.


DeepLord said:

-AI creatures always has 4 troops. Not just on the new random generated maps, but on all of them. Minimum one of them are shooter and one of them are large enemy. Fight against AI creatures is much simplier than against AI players, becuase of the diversification of the armies.



There is an option in heroes 5.5 where you can get random hero/mixed army encounters from any map creature stack if that is what you are after.


DeepLord said:

New ideas:

-There could be a sign on the cursor on the the map when we riding with a hero to show the last place where we can go without lose the usage of the spell Town Gate. I can load the Autosave when I left less then 2000 movement point but it isn't an option in PvPs.

-There could be route planner: we chose the intermediate point(s) and it shows the route to let we see the last point where we can go. Sometimes I just don't know that could I attack X or go into a town if I go first to some other places. I could be used e.g. by press Shift.




Nice ideas, but all this stuff is hard coded, so it wonít happen.


DeepLord said:

-The Critical Hit ability should make your lucky hits deals double damage instead of boost it just to 1.83 times higher. It is just weak and needs Soliders Luck what is also realy weak almost always.



Soldiers Luck is actually really good.  It is mainly for Vampire Torpor, but other factions put it to good use as well.

As for critical hit, Mag put a lot of effort into the  mathematical balance of the skills.  Also, I donít think you would say the same thing  if you have ever experienced  a Wyngaal favored enemy/lucky hit blizkrieg

DeepLord said:

-Plauge Tent: The ability to chose between heal or deal damage is useless, and I don't understand why is it effect with the resurrection artifacts. Its bonus is also realy low. I would like to rework it:
The Tent is able to consumes corpes. It is a whole turn action for the tent. After it the tent will have 100% increased healing and max HP for the rest of the battle. The actual HP is increasing too.



Yes, plague tent is garbage, but I suppose they cant all be winners can they?  Unfortunately, the way it works is probably hard coded, so good luck changing it.  Maybe one of these tent specializing heroes make it useful, but I suspect the payoff isnít much to write home about.

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okrane
okrane


Famous Hero
posted February 12, 2019 05:00 PM

DeepLord said:
okrane said:
Hey guys. Do you know any cool maps i can play single player which arent in the regular distribution?


The best map is Divided Loyalities. Little and complex.


Played that already.

Anything else that I can download?

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etore
etore


Adventuring Hero
posted February 12, 2019 09:47 PM

okrane said:
Anything else that I can download?

Just finished "World at War", downloaded from maps4heroes. All map stuff works in H5.5.
I tried more complex maps but usually there are problems, mostly with skills and abilities changes.

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Kristo88
Kristo88

Tavern Dweller
posted February 13, 2019 10:34 PM

Hi everyone,

i've started to play HOMM 5.5 not long ago (may be a week) and i'm still new in this mod. I'll play a lot more in the coming weeks, and i'm glad that such mod exists, as i was playing the vanilla game for years and it def needed a refresh in the gameplay.

With that said, i have some ideas, which i'm working on (mostly writing them down for now), and will probably share later on. Right now i'm shaping the ideas for new skills - as i think they need a polish or two.
Basically is this:

Written ideas for skills: Traps, Nature Magic, Alchemy
Not-finished, but shaped ideas: Beastmastery, Arcane Magic, Shadow Arts, Economy, Assassination, Conquest and so on.

Anyway, i'll write back soon.
See ya.

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thGryphn
thGryphn


Promising
Famous Hero
posted February 13, 2019 10:48 PM

Kristo88 said:
Hi everyone,

i've started to play HOMM 5.5 not long ago (may be a week) and i'm still new in this mod. I'll play a lot more in the coming weeks, and i'm glad that such mod exists, as i was playing the vanilla game for years and it def needed a refresh in the gameplay.

With that said, i have some ideas, which i'm working on (mostly writing them down for now), and will probably share later on. Right now i'm shaping the ideas for new skills - as i think they need a polish or two.
Basically is this:

Written ideas for skills: Traps, Nature Magic, Alchemy
Not-finished, but shaped ideas: Beastmastery, Arcane Magic, Shadow Arts, Economy, Assassination, Conquest and so on.

Anyway, i'll write back soon.
See ya.




So, no offense but, you just started playing the mod and you already wanna change it??

Also, as you'll find out, it's just not possible to implement new skills at will. A lot of things are hardcoded. Sure, scripts help with certain bonuses but that's about it.

Enjoy!



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DeepLord
DeepLord

Tavern Dweller
Skeleton
posted February 16, 2019 01:10 AM
Edited by DeepLord at 01:11, 16 Feb 2019.

okrane said:

Played that already.

Anything else that I can download?


Played that already??
I played it once per day in the exam period...

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