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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 406 pages long: 1 2 3 4 5 ... 80 160 240 320 400 ... 402 403 404 405 406 · «PREV / NEXT»
fidanas
fidanas


Adventuring Hero
posted January 11, 2020 09:22 AM
Edited by fidanas at 10:01, 12 Jan 2020.

OK, it worked. I execute it as an admin and it worked as it should. Thank you.
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boozuka
boozuka


Hired Hero
posted January 14, 2020 06:56 PM

I have a few questions:

Perk Distract (Occultism) - whenever enemy champion casts a spell their ATB is reduced by 0.15. Doesn't champion's ATB drops to 0 after casting a spell? If so, does this perk sets ATB to a -0,15 rather than 0, or maybe it works only if enemy champion casts a mass spell with specific perk (and therefore his ATB is greater than 0 after casting a spell).

Perk Imbue Arrow (Avanger) - ranger can imbue his arrow with a spell, so when he attacks his attack carries imbued spell. My question is about this perk's synergy with perks from Combat. There are perks like Chain Attack or Retaliation Strike, which makes champion perform an attack when triggered. If Ranger has an Imbued Arrow and attacks enemy unit with say Chain Attack, then the attack won't carry the Imbued Spell. Was it intentional?

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted January 14, 2020 07:49 PM

synergies between avenger and combat cannot be programmed, so it will always work how Nival made it initially.

As for the first question I don't know really, but it will surely work the same way as it did in the original game.
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boozuka
boozuka


Hired Hero
posted January 14, 2020 07:54 PM

magnomagus said:
synergies between avenger and combat cannot be programmed, so it will always work how Nival made it initially.

As for the first question I don't know really, but it will surely work the same way as it did in the original game.


You mean that Distraction will work when I cast a spell rather than enemy champ (as it was in HoMM 5)?

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thGryphn
thGryphn


Promising
Famous Hero
posted January 14, 2020 11:09 PM

boozuka said:
magnomagus said:
synergies between avenger and combat cannot be programmed, so it will always work how Nival made it initially.

As for the first question I don't know really, but it will surely work the same way as it did in the original game.


You mean that Distraction will work when I cast a spell rather than enemy champ (as it was in HoMM 5)?


It never worked like that. You got it wrong.




boozuka said:

Perk Distract (Occultism) - whenever enemy champion casts a spell their ATB is reduced by 0.15. Doesn't champion's ATB drops to 0 after casting a spell? If so, does this perk sets ATB to a -0,15 rather than 0, or maybe it works only if enemy champion casts a mass spell with specific perk (and therefore his ATB is greater than 0 after casting a spell).



Yes, the enemy hero ATB value can drop to negative 0.15 after they cast a spell.

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fidanas
fidanas


Adventuring Hero
posted January 17, 2020 12:00 PM
Edited by fidanas at 18:15, 17 Jan 2020.

Single Player Settings to the core

What are your settings in order to get maximum pleasure and challenge from AI opponents?
I'm choosing/CASUAL GAME/IMPOSSIBLE.
Latelly i'm intrigued to the idea of using the MAPMIXER utility to make maps even harder, and alter the value of random stacks from the original 1.0 to 2.0 or higher.
What's your ideas and pfefferences.
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azalen
azalen


Responsible
Known Hero
posted January 17, 2020 10:11 PM

frogo said:
Quote:
What are people's opinion on "additional units will be available to recruit each week" type of heroes.
They sound so under-power that I never use them.
Please share your experience about using them. I'm going to try one now.


agreed on that - i never use them either, have never seen anyone use them and i m not planning on using them either.
I m not sure why the lower tier growth heroes get them for free into his armies while the others only get growth to towns. Sure higher tier units are stronger, but the extra units should be dependent on the powervalue anyway, so it shouldnt make much of a diffrence.
I feel like weekly growth is used as a determinant for how many extra units are gained instead of powervalue, in which case the higher tiers would indeed be in an advantage if you were to give them the extra units for free, as a weekly growth of a high tier is more powerful than a weekly growth of a low tier.
I d make it dependent on power value and give free units for all tiers.


My opinion:

These types of heroes make some sense for Retaliation Strike Might hero builds.  Note that Might heroes benefit the most from creature recruitment talents/specials, so keep that in mind.  

The ones I would look at would be Melodia and Kythra.

Ancient Treants have the huge +50% Take Roots special.  Combine this with Stand your Ground and a huge hit point pool, and you have the makings of the ultimate Retaliation creature tank.  As a Warden, Combat is available to Melodia in her skill tree, allowing her to get Retaliation.  Go grab Light Magic->Regeneration, and you have an effective strategy to power your creeping throughout the game.  Melodia's special helps keep that Treant stack large and healthy.  BTW - don't forget Sprite symbiosis as an extra tool for this strategy.  

Deep Hydra are decent Retaliation Strike units up until the beginning of week 3.  They come packaged with weak Regeneration - which combined with a first aid tent can handle everything week 1-2.  They can't take big hits from big level 6/7 stacks, so you will need to shift strategies starting week 3.  The recruitment special continues to help you, however, on an offensive basis as a very large hydra stack powered by Overlord might stats/skills and Teleport is not something an opponent can ignore.



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fidanas
fidanas


Adventuring Hero
posted January 18, 2020 09:28 AM

azalen said:




Ancient Treants have the huge +50% Take Roots special.  Combine this with Stand your Ground and a huge hit point pool, and you have the makings of the ultimate Retaliation creature tank.  As a Warden, Combat is available to Melodia in her skill tree, allowing her to get Retaliation.  Go grab Light Magic->Regeneration, and you have an effective strategy to power your creeping throughout the game.  Melodia's special helps keep that Treant stack large and healthy.  BTW - don't forget Sprite symbiosis as an extra tool for this strategy.  






I tried this, it's OK with random monsters, but it has some major flaws when you face A.I. opponents. The lack of initiative of treants makes them sitting ducks (ok, powerful tank ducks) to A.I. appetites, ranged or destructive. Regeneration seems pointless due to low initiative as well. Best choice would be Celestial Shield, but you would take massive casualties until you cast it, and Ressurection spell power points of a warden seems feeble in challenging A.I. combats.
I found out that Ancient Treants works better with a Druid as their leader. The valuable spell power of the Druids, their sorcery speeding up to spells, makes them better to cast light to defend/regenarate the trees, and summoning for attacking A.I. troops. Still, even with a powerful druid and a good stack of Treants, the best thing to do is to have him as secondary hero, and roam safer parts of the map, without the huge competition of main A.I. heroes.
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azalen
azalen


Responsible
Known Hero
posted January 18, 2020 11:00 PM
Edited by azalen at 23:16, 18 Jan 2020.

fidanas said:
azalen said:




Ancient Treants have the huge +50% Take Roots special.  Combine this with Stand your Ground and a huge hit point pool, and you have the makings of the ultimate Retaliation creature tank.  As a Warden, Combat is available to Melodia in her skill tree, allowing her to get Retaliation.  Go grab Light Magic->Regeneration, and you have an effective strategy to power your creeping throughout the game.  Melodia's special helps keep that Treant stack large and healthy.  BTW - don't forget Sprite symbiosis as an extra tool for this strategy.  






I tried this, it's OK with random monsters, but it has some major flaws when you face A.I. opponents. The lack of initiative of treants makes them sitting ducks (ok, powerful tank ducks) to A.I. appetites, ranged or destructive. Regeneration seems pointless due to low initiative as well. Best choice would be Celestial Shield, but you would take massive casualties until you cast it, and Ressurection spell power points of a warden seems feeble in challenging A.I. combats.
I found out that Ancient Treants works better with a Druid as their leader. The valuable spell power of the Druids, their sorcery speeding up to spells, makes them better to cast light to defend/regenarate the trees, and summoning for attacking A.I. troops. Still, even with a powerful druid and a good stack of Treants, the best thing to do is to have him as secondary hero, and roam safer parts of the map, without the huge competition of main A.I. heroes.


You don't employ Retaliation Strike against enemy hereos.  It is one of the tactics a Might oriented hero can use to creep Impossible difficulty while taking minimal to no losses.  It is a way that a Might hero can creep as fast as a magic hero and beat your opponent to the artifact/stat buildings on the map.  Is it overpowered?  No, I've seen better for particular Migh hereos, but I would certainly classify it as "viable" for Impossible difficulty.  

I don't think you understand how you play Retaliation Strike.  For difficult battles (gatekeeper ones - the ones that matter), you actually employ multiple 1 unit blockers (Blade Dances in this case) to delay the initial attack/prevent surrounding by enemy mobs to give you time to a) get Retaliation strike down on the Treants b) get Endurance up on your treants and c) gives your Treants a chance to employ the defend command (getting the Stand your Ground bonus, Take Roots bonus, Standard defend bonus etc..).  Next spell turn, you apply Regeneration.  This gives you time to get your setup going before you take losses that your Treant Regeneration can't recover from.  

Celestial shield is kinda a silly argument as most level 5 spells make creeping trivial... the challenge is to creep faster than your opponent without having to wait around for your mage guild to be maxed out.  This is why Regeneration is of more interest, becasue you can get it for free from Master of Life.. good for the Warden hero since she starts with summoning.

Because Wardens have lower spell power, the higher defense of Take-Roots Treants becames more important than it is for a Druid.  Because Regeneration is less powerful, Treants taking less damage is more important.  A Druid on the other hand, would actually do better just racing to Dragons, as their higher initiative triggers Regeneration faster, and Druid's higher spell power on Regeneration trumps the extra damage Dragons would take - so Higher Initiative/Good Defense/Good Offensive Unit is better than Low Initiative/Exceptional Defense/Bad Offensive Unit in the Druid case.  For Druids, I mostly like Treants as disposable hit point pots to take losses in particularly difficult gatekeeper week 2-3 battles (Titans come to mind) - in this role, you don't really need to spend the money/build turn to upgrade their dwelling.





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Archer30
Archer30


Hired Hero
posted January 19, 2020 06:12 AM

Hello, I'm new to HoMM5. Does the HoMM5 Complete really exist or is it just Tribes of the East you mean? I don't see a complete edition either from GOG or Steam Store.

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zmudziak22
zmudziak22


Supreme Hero
posted January 19, 2020 06:55 PM

Heroes 5 Complete Edition is just Tribes of the East standalone expansion. MM Heroes 5.5 also have campaigns from base h5 and Hammers of Fate.

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fidanas
fidanas


Adventuring Hero
posted January 20, 2020 11:11 AM

azalen said:

A Druid on the other hand, would actually do better just racing to Dragons, as their higher initiative triggers Regeneration faster, and Druid's higher spell power on Regeneration trumps the extra damage Dragons would take - so Higher Initiative/Good Defense/Good Offensive



I'll second to that.
As for my previews thoughts i forgot to read the "creeping" word. That was crucial.
Nevertheless, i took a new lesson from your strategic guides, the one that you carry some bladedancers to block the Treants first hit. Very good...very good...
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fidanas
fidanas


Adventuring Hero
posted January 21, 2020 11:27 AM

Script cancelation

Some custom maps have scripts. Is there a fast and easy way to disable them?
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted January 22, 2020 08:46 PM

scripts do not necessarily conflict and may be needed for the maps storyline
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drfontaine
drfontaine

Tavern Dweller
posted January 23, 2020 02:24 PM

Sorgal hero special BUG?

I was wondering about Sorgal the Lizard breeder hero special. It seems to be doing less damage than what to expect from readin desciption. Considering regular Lizard bite is 0.5 dmg, and with Sorgal it supposed to start at 1.2, aka 120% regular dmg. But from testing i wonder if it does 0.2 + additional dmg /herolvl from my testing. Which obviously is kinda dissapointing since its then worse than without his special unless you have like hero lvl 30+. All the time my Lizards at hero lvl 10-15 where doing about half their regular attack dmg.

I find this particulary important since the hero options for overlords are very limited. There is pretty much only yrwanna, or perhaps you could make work of the minotaur special.

would greatly appreciate a response.
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Bulya
Bulya


Adventuring Hero
posted January 23, 2020 05:13 PM

I also suspected that Sorgal's special didn't work properly, but didn't make the tests to check it out.
Apart for Yrwanna, Sorgal is like the other Overlord that seemed reasonable for me to play, but as long as his special doesn't really do that much he isn't that interesting.

Yet, I could be wrong, as I didn't do the tests to check it out, but since somebody else noticed it as well, I'd like to mention it as well here.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted January 23, 2020 11:08 PM

I think it works as

0.5 x (1.2 + level etc), so at level 10 it does 0.65 instead of 0.5

all other overlords got buffed in previous release, people are just biased towards yrwanna and not realizing any overlord can do most of the dmg she does with furies as well.
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drfontaine
drfontaine

Tavern Dweller
posted January 24, 2020 08:33 AM

Thanks for fast reply, perhaps it works as magnomagus says. Greateful for insight.

Another dungeon issue is also the assasin hero class. It has intresting stat growth but their Wheel is sprawling. Consider giving it the option of having leadership? Since its crucial to might versions of dungeon. It would also synergize better as a balanced hero. Having the option to go for empathy for caster support or aura of swiftness. Replacing it with sorcery. To balance out the casting potential? Considering also that the overlords has leadership as base, one could argue it also makes sense lorewise.

Right now no1 plays assasin.
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azalen
azalen


Responsible
Known Hero
posted January 24, 2020 04:04 PM

drfontaine said:
Thanks for fast reply, perhaps it works as magnomagus says. Greateful for insight.

Another dungeon issue is also the assasin hero class. It has intresting stat growth but their Wheel is sprawling. Consider giving it the option of having leadership? Since its crucial to might versions of dungeon. It would also synergize better as a balanced hero. Having the option to go for empathy for caster support or aura of swiftness. Replacing it with sorcery. To balance out the casting potential? Considering also that the overlords has leadership as base, one could argue it also makes sense lorewise.

Right now no1 plays assasin.


They are playable as poor manís destruction/invisible stalker creepers.  Late game, they reward you with stronger Vampire red dragons. It really depends on how valuable it is to have logistics early for the particular map that you are playing.

The main bummer with Assassins is as secondary heroes.  You want to stack morale->recruitment with Overlord governors at each of your towns, so it sucks when you see Assassins in your tavern.

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boozuka
boozuka


Hired Hero
posted January 24, 2020 11:08 PM

I am not really sure whether this problem is caused by 5.5 mod or it's naturally in game, but since i have 5.5 i thought i would ask here. I have a map for 4 players, and all the towns are near water (you can also choose a faction for each player). The thing is that for some factions shipyard can't be build in town, because it's too far away from water, while other factions can build the shipyard. It's strange that while town is in literally the same place the Haven can build it, while the Stronghold for instance can't. If anyone can help me to fix this i would be very grateful, since this bug has a negative impact on map balance.

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