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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 432 pages long: 1 ... 49 50 51 52 53 ... 100 150 200 250 300 350 400 432 · «PREV / NEXT»
dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted August 23, 2015 02:43 PM

zmudziak22 said:
Why Wulfstan start without Ballista?

He had a Ballista Specialty and starting with out this make no sense.


No one start with balista. Even if they have the specialization.
This was introduced in RC1 version.

Wulfstan start with balista only in campaign.
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Nordos
Nordos


Known Hero
posted August 23, 2015 03:49 PM

I would rather say Cerberi and Hellhounds.

Cerberi has -3 HP, but more Ini, more Speed and more AoE. IMO they are far superior.
Nightmares and their alternative upgrades are IMO a little bit unbalanced as well, I prefer the Nightmares by a far margin (but that could be because I use Vampirism and a hit and run tactic)

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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted August 23, 2015 03:52 PM

I played his campaign and don't have a ballista in his hands. I reach mission 4 and has ammo cart with out ballista.

My Wulfstan Ballista/Might Build:
Exp. War Machines(Ballista, Engineering, Triple Flame Ballista)
Exp. Offense (Archery, Flaming Arrows, Battle Frenzy)
Exp. Logistics(Pathfinding, Navigation, Snatch)
Exp. Light Magic( Master of Blessings, Master of Wrath)
Basic Enlightment

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted August 23, 2015 03:56 PM
Edited by dredknight at 15:57, 23 Aug 2015.

Nordos said:
I would rather say Cerberi and Hellhounds.

Cerberi has -3 HP, but more Ini, more Speed and more AoE. IMO they are far superior.
Nightmares and their alternative upgrades are IMO a little bit unbalanced as well, I prefer the Nightmares by a far margin (but that could be because I use Vampirism and a hit and run tactic)


Currently after the MOD change cerberi and hellhounds have the same attack and defense value.

Firehounds has breath attack, 8 speed.
Cerberi has +3 HP and 7 speed, they are more bulky.
Not quite a difference but still smth.

Nightmares and Hell stalions is not a good example. They arequite different and fit different strategies.

Nightmare is more offensive 18A, 16D, Searing aura.


Hell Stallion is defensive 16A 18D, fear, +10 HP, 1 less initiative


just apply those changes to the base TOte creatures here and you will see the difference
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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted August 23, 2015 05:11 PM

In HOF Campaign he didn't have a ballista at beginning.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 23, 2015 06:02 PM
Edited by magnomagus at 18:08, 23 Aug 2015.

Quote:
Hi Magno,

Have plan to givea specific name for this project? like H3 Wake of God.


There is currently nothing campaign/storyline related going on for the mod, therefore it is very hard to come up with anything meaningful.

Quote:
1. Rune patriarch VS Rune keeper.
Rune Patriarch is obviously the better choice - magically (firewall > fireball) and offensively (cross attack is way better).
Keepers +5 HP and +1 attack does not compensate for the abilities above.


I think you overlooked the keeper has significantly higher damage and the damage multiplier from fireball is also better, the difference in initiative however may not be justified.


Quote:
2. Archmage VS Battlemage
Archmage has more spells, HP, MANA, spells.
Battlemage has +2 Attack (-1 defense) and the protection against other mages which I dont consider an ability as it is used in a very narrow scenarios.


I hate to question peoples knowledge, but I have had this discussion many times and everytime the usefulness of dampen magic wasn't properly understood.

Quote:
3. Djin sultan VS Djin Vezir

Why one has Air protection while the other does not (or have some other in exchange). Actually if we count the original Titan alternative upgrade mediocracity  (that @Magno already changed), half the Academy line up is pretty much the same.


Currently the djinn sultans have +1A +1D and immune to weakness, I'm not sure this was mentioned anywhere.


Quote:
Cerberi has -3 HP, but more Ini, more Speed and more AoE. IMO they are far superior.


I think you overlooked the cerberi also have +1 max and +1 min damage.
The sorcerer class prefers longer battles, so the strength of defensive variants should not be underestimated.

Quote:
- Channeling - High druids increase the spell power of the hero but it cannot exceed their knowledge.
Now all of Sylvan classes have either higher power or equal (Ranger 10 % P and 10 % K, Warden 25 % P and 25 % K, Druid 40 % P and 30 % K), so this skill have absolutely no use for Sylvan heroes which makes this upgrade useless.


I thought the added amount could not be more than hero's knowledge value, that would make it a different story, I may be wrong however.
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xuxo
xuxo


Responsible
Known Hero
posted August 23, 2015 06:33 PM
Edited by xuxo at 18:33, 23 Aug 2015.

you plan on include unique mod hero? I plan in the future to take the work to remodel and texturing in 3dmax. If you think about include your new heroes too.

http://heroescommunity.com/viewthread.php3?TID=24472&pagenumber=1

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted August 23, 2015 06:43 PM
Edited by dredknight at 18:44, 23 Aug 2015.

magnomagus said:
dredknight said:
1. Rune patriarch VS Rune keeper.
Rune Patriarch is obviously the better choice - magically (firewall > fireball) and offensively (cross attack is way better).
Keepers +5 HP and +1 attack does not compensate for the abilities above.

I think you overlooked the keeper has significantly higher damage and the damage multiplier from fireball is also better, the difference in initiative however may not be justified.


Agreed Didnt notice the damage.

magnomagus said:
Quote:
2. Archmage VS Battlemage
Archmage has more spells, HP, MANA, spells.
Battlemage has +2 Attack (-1 defense) and the protection against other mages which I dont consider an ability as it is used in a very narrow scenarios.

I hate to question peoples knowledge, but I have had this discussion many times and everytime the usefulness of dampen magic wasn't properly understood.

Correct. I didnt thought that dampen magic works for THE battlemage as well. Point taken.

magnomagus said:
Quote:
3. Djin sultan VS Djin Vezir
Why one has Air protection while the other does not (or have some other in exchange). Actually if we count the original Titan alternative upgrade mediocracity  (that @Magno already changed), half the Academy line up is pretty much the same.


Currently the djinn sultans have +1A +1D and immune to weakness, I'm not sure this was mentioned anywhere.

I assume those are modifications that you made on RPE mod. May be they are in the RPE balance manual.
magnomagus said:

Quote:
Cerberi has -3 HP, but more Ini, more Speed and more AoE. IMO they are far superior.


I think you overlooked the cerberi also have +1 max and +1 min damage.
The sorcerer class prefers longer battles, so the strength of defensive variants should not be underestimated.

That is how I see it as well, despite not seeing the damage.
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devilfire
devilfire


Adventuring Hero
posted August 23, 2015 06:50 PM

Magno, its exactly like you understand it. The power that is given by the High Druid cannot exceed the Knowledge stats of the hero. My concern is that the vanilla Sylvan heroes had a lot higher Knowledge than Power, so the High Druid could make the stats equal (for example without High Druid the hero would have 10 K and 3 P, while with them he would have 10 K and 10 P, which means they give him 7 P), while now the Sylvan classes have equal Knowledge and Power chances or even higher power, which means that the High Druids will give no bonuses or really minimal ones.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 23, 2015 07:18 PM
Edited by magnomagus at 19:46, 23 Aug 2015.

Quote:
Magno, its exactly like you understand it.


No I meant like this: hero S = 30, K = 20, high druid S = 30, after channeling hero S = 30 + 20 = 50.

Quote:
you plan on include unique mod hero? I plan in the future to take the work to remodel and texturing in 3dmax. If you think about include your new heroes too.


I'm not against the idea, but in my opinion the quality of all these models is very low.

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devilfire
devilfire


Adventuring Hero
posted August 23, 2015 08:39 PM

This creature can increase the hero's Spell Power by its own Spell Power value, but not greater than the hero's Knowledge. The effect lasts until the end of the combat or until the creature dies, and is not cumulative (activated ability).

Thats the description in the Age of Heroes. I think it makes them equal as long as there are enough High Druid to transfer their Spell Power, while the Cap is the Hero`s Knowledge.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 23, 2015 09:07 PM
Edited by magnomagus at 21:14, 23 Aug 2015.

I just tested it, channeling works as my calculation above, it is very powerful, edging on being overpowered.

Quote:
In HOF Campaign he didn't have a ballista at beginning.


i set ballistas to true in the xdb files, but so it seems the game doens't respond to that.
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Nordos
Nordos


Known Hero
posted August 23, 2015 09:14 PM

Ok. I missed the damage.

Though I still think that the Mares are superior. Since they have +2 Ini, their Aura deals a huge amount of damage (and the Fright Aura is sueless against undead, for example).
Then again, that is my personal play style. Maybe if you want to tank rather then using the terrain as much as possible to avoid getting hit ...


I have a question regarding the RMG:
Is it possible to adjust it to only place random artifacts? I don't like them preplaced, personally (even though it may not make a great difference).

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 23, 2015 09:23 PM

Quote:
I have a question regarding the RMG:
Is it possible to adjust it to only place random artifacts? I don't like them preplaced, personally (even though it may not make a great difference).


Yes, i would have liked that myself, but it cannot be done, unless by an external postprocessing tool. The rmg doesn't care about minor/major/relic, it only considers the prices.
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Nordos
Nordos


Known Hero
posted August 23, 2015 09:46 PM
Edited by Nordos at 21:51, 23 Aug 2015.

BTW, what happened to the skill 'Swarming Gate'? Was it deemed too powerful?

I personally dislike that Urgash Call needs Power of Speed. While it may make logically sense, that you need 'haste' to get your forces in an instant, I don't really think that it fits skill wise.
It obstructs the Ballista build and makes you unable to aquire Preparation. Well, just my desire to combinate special skills, I guess.


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 23, 2015 10:18 PM

Quote:
BTW, what happened to the skill 'Swarming Gate'? Was it deemed too powerful?


I think the skill alone would be ok if it wouldn't stack up with all those other modifiers having inferno completely duplicate its armies.

Quote:
I personally dislike that Urgash Call needs Power of Speed. While it may make logically sense, that you need 'haste' to get your forces in an instant, I don't really think that it fits skill wise.
It obstructs the Ballista build and makes you unable to aquire Preparation. Well, just my desire to combinate special skills, I guess.


What you are basically telling me is: Nice job on balancing the skill system and prevent one build become more powerful than the others.
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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted August 23, 2015 10:53 PM

This why Mag create new skill system and 3 classes for each race. You can play with many builds etc. It balance game. Always might hero was better than caster one. Now even in late game magic hero have power to deal with enemies.

My Freyda and Wulfstan with their ballistas and light magic for Reseurection are Machines to AI. Might hero with offense and war machines(ballista perks) is very good.


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devilfire
devilfire


Adventuring Hero
posted August 24, 2015 01:39 AM

Is it going to be too powerful if we have Hellfire -> Hellwrath -> Searing Fires ? It makes sense with the current theme.

The way I see it you can have the Hellfire route that enhance dmg, Gating route that enhance Gating and Pillager/Imp scavengers that enhance the adventure map movements and gathering. It would be helpful for heroes that want to specialize into Hellfire.

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ldongder
ldongder


Adventuring Hero
posted August 24, 2015 06:42 AM

Quote:
'BTW, what happened to the skill 'Swarming Gate'? Was it deemed too powerful?

Magno said
I think the skill alone would be ok if it wouldn't stack up with all those other modifiers having inferno completely duplicate its armies.'


I think can set special requirement for this swarming gate in order to offset its overpower.

I like this skill very much.


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LarkinVB
LarkinVB


Known Hero
posted August 24, 2015 07:24 AM
Edited by LarkinVB at 07:27, 24 Aug 2015.

1. I remember there were two water options with the old RMG, one having only a small strip of water surounding the land. Now it is only 'islands' with lots of water and small land masses. Is it possible to bring the old one back ?

2. I really love the game but what I dislike it the concentration on initiative as the most valuable resource. Everything is revolving around getting the best skills/perks/items to boost initiative and get first strike in every battle. It allows faster creeping without casualties and a provides a very big advantage in the final battle  (we are always playing 4p hotseat with 2 human, 2 AI). Not sure if anything can be done to balance this.


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