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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 401 pages long: 1 2 3 4 5 ... 80 160 240 320 ... 397 398 399 400 401 · «PREV / NEXT»
magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted November 17, 2019 08:25 PM

I think this happened because of some circumstance on that map or performance issue the combat index wasn't updated.
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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted November 17, 2019 09:32 PM

Here is a save file. Map is double confrontation.

Just go to portal and fight Fortress. When you defeat them stalkers are doubled.
Same goes if you wait a turn so the fight is not held on portal.

Did both tests personally and can confirm
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted November 17, 2019 10:41 PM

download doesn't work
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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted November 17, 2019 11:13 PM

Sorry, try the link now.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted November 19, 2019 09:13 PM

Polish translation RC12b was uploaded.

https://www.moddb.com/mods/might-magic-heroes-55/addons/mmh55-polish-translation-rc12b
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azalen
azalen


Responsible
Adventuring Hero
posted November 20, 2019 06:42 PM

thGryphn said:
Yeah, I also like that it's A+K. It makes the mechanics and decisions more interesting. This also makes sure K points are valuable for even the might classes.

On an unrelated topic, I had a suggestion with the premise of making SP points valuable for particularly the Barbarian (might) class, in that they would get SP/2 amount of dragonblood crystals to boost earth elemental summoning. Maybe something else, idk. It's just that they are the only class that has no use for SP and it doesn't bode well for me.

What do you guys think?



I personally like the idea of spell power multiplying blood rage gained.  So, if you had 10 spell power, maybe you gain 1.5 blood rage for every base blood rage point gained or something like that..

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KJeraD
KJeraD

Tavern Dweller
posted November 21, 2019 09:39 AM

azalen said:
thGryphn said:
Yeah, I also like that it's A+K. It makes the mechanics and decisions more interesting. This also makes sure K points are valuable for even the might classes.

On an unrelated topic, I had a suggestion with the premise of making SP points valuable for particularly the Barbarian (might) class, in that they would get SP/2 amount of dragonblood crystals to boost earth elemental summoning. Maybe something else, idk. It's just that they are the only class that has no use for SP and it doesn't bode well for me.

What do you guys think?



I personally like the idea of spell power multiplying blood rage gained.  So, if you had 10 spell power, maybe you gain 1.5 blood rage for every base blood rage point gained or something like that..

The problem with that is that Bloodfire is a thing, and it's quite a strong skill by itself. Making Spellpower scale blood rage points gain would essentially make it either even more powerful, or utterly useless, since you could just stack SP for increased BP gain and effectively halve the time your units get to level 3.

I feel like MMH5.5 Might Over Magic nerf from 1.0 to 0.5 SP scaling was justified, since Might heroes were favoured over Magic in late game, but I think that shouts could really benefit from even a small SP scaling, like Word of the Chief reducing the damage taken the affected creature suffers, or Horde's Anger having slightly (0.8 + 0.05 per SP)  higher damage multiplier. I'm not sure whether that's even possible, but having dead SP rolls on Chieftan should have some uses in the future for sure.
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azalen
azalen


Responsible
Adventuring Hero
posted November 21, 2019 05:17 PM
Edited by azalen at 17:21, 21 Nov 2019.

KJeraD said:

The problem with that is that Bloodfire is a thing, and it's quite a strong skill by itself. Making Spellpower scale blood rage points gain would essentially make it either even more powerful, or utterly useless, since you could just stack SP for increased BP gain and effectively halve the time your units get to level 3.

I feel like MMH5.5 Might Over Magic nerf from 1.0 to 0.5 SP scaling was justified, since Might heroes were favoured over Magic in late game, but I think that shouts could really benefit from even a small SP scaling, like Word of the Chief reducing the damage taken the affected creature suffers, or Horde's Anger having slightly (0.8 + 0.05 per SP)  higher damage multiplier. I'm not sure whether that's even possible, but having dead SP rolls on Chieftan should have some uses in the future for sure.


I disagree with you somewhat on the “simply stacking spell power” point, as there is an opportunity cost of stacking Spell Power at the expense of the Attack stat, at least with Artifacts.

As far as Blood Fire goes, I would expect Spell Power to stack with the skill in some way - tweaked for balance obviously.   Something like 25 spell power would have a roughly equal effect to the Blood Fire perk, and having both Spell Power and Blood Fire would be a powerful synergy worth aspiring to in the game..

I agree that game balance of such a change would very difficult as Barbarians become extremely powerful once they reach Blood Fury level 2, but I like that it gives Barbarians some progression on Blood Fury beyond the boring static perks that currently exist, and creates more interesting choices in Barbarian itemization beyond just stacking Attack power.



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Bulya
Bulya


Adventuring Hero
posted November 22, 2019 12:22 PM

Doing some tests and playing a game, I noticed there is a cap on the units I can get using dragonblood crystlas.

Is the cap is the units coming from the a single hero (if it is which one is it, the higher ranked hero, or the one that brings the most)?
Or is it a cap of the ammount of units that can be summoned in general?

I say that because I had a certain number of creatures on week 4, and even though I mentored another hero to level 16 and he had 20 more dragonbloods, it didn't add anything on week 5, even though up to the formula the ammount should have been significant (considering I had a level 5 guild in more then 1 town).

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted November 22, 2019 01:00 PM
Edited by magnomagus at 13:02, 22 Nov 2019.

there is a hard cap to prevent it going out of control, dk added it to the manual I think

EDIT barbarians making limited use of SP is an intended design feature, it is not a problem, so it doesn't need fixing.
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Bulya
Bulya


Adventuring Hero
posted November 22, 2019 04:15 PM

Thanks.

And a little issue I'd like to point out. The manual and the in game description say that Divine Guardians resurrect 240 + 30 * hero level HP, while it seems like its 60 * hero level (don't have enough test to ensure the exact formula, but this is how it seems for now).
I don't think one formula is better then the other, and I'm fine with the way it works now. I just think the descriptions should be adjusted so that they match the ability.

A real issue with Divine Guardians is that not necessary the most powerful creature is resurrected, in case one stands on his corpse some other creature will be resurrected. I manage to play around it, but I'd like it to be like gating, where even if one stand on the place a creature is supposed to appear, it just appears in a near by location anyway. In other words, I'd like the most powerful creature to be resurrected even if one stand on his corpse, just put him in a near by location. (I don't know if it can be implemented, but in case it can be then it will be kind of a fix, sometimes the most powerful creature is a heavy hitter, and the next one in line is simply a single tier 1 creature that was intended to steal retaliations, etc.

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azalen
azalen


Responsible
Adventuring Hero
posted November 23, 2019 05:05 AM

New Heroes 5.5 Academy Guide:

Heroes 5.5 Academy Guide

Prior Guides:

Heroes 5.5 Necropolis Guide

Heroes 5.5 Impossible Strategies


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mvassilev
mvassilev


Responsible
Undefeatable Hero
posted November 24, 2019 08:42 AM

Skeggy said:
magnomagus, do you also experience editor crashes when you try to create new duel presets?
I know I'm digging up an ancient issue, but this still seems the be the case in the latest version.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted November 24, 2019 10:52 PM

yes this is unfixable, but it easy to create duel presets editing .xdb files, download skeggies duel submods for examples.
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Adilmaru
Adilmaru


Adventuring Hero
posted December 02, 2019 03:38 AM

Do you have any plans on adding new towns/races to your mod?

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E1ChuRich
E1ChuRich


Hired Hero
posted December 02, 2019 08:28 AM

Adilmaru said:
Do you have any plans on adding new towns/races to your mod?


Is it even possible to do so? If it is, can you guys add Sanctuary town even though it is not actually your mod xD? I just don't see any other town making sense in HoMM 5 universe.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted December 02, 2019 08:44 AM

too much work

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thGryphn
thGryphn


Promising
Famous Hero
posted December 02, 2019 09:00 AM

I would love to see Sanctuary in MMH5.5 as well, I think most of us would... What would it take? Graphics must be ported for sure but how would the game engine recognize a new faction? I mean is it even possible??

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Bulya
Bulya


Adventuring Hero
posted December 02, 2019 09:59 AM

I think adding a faction is possible.

The real problem is balancing the new faction. Graphics is perhaps the easy part, finding 18 heroes for that class, fitting 3 more hero classes, and making sure its balanced will be the hard part with all the stats of the creatures, and the skills of the heroes.

Those creatures might also appear as neutrals, so making sure they are well balanced is very important.

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thGryphn
thGryphn


Promising
Famous Hero
posted December 02, 2019 10:57 AM

I think we have substantial knowhow on balancing, so I don't see that as a problem. I'm rather concerned about game engine's capabilities. If a new faction requires changes to the exe, that might be the real problem.

Also, regarding graphics, porting creatures is one thing, townscreen and adventure buildings is yet another... Considering all the 3D and 2D textures, it would be a lot of work.

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