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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 ... 56 57 58 59 60 ... 100 150 200 250 300 350 400 435 · «PREV / NEXT»
StevenAus
StevenAus


Adventuring Hero
posted September 06, 2015 06:17 PM

Emilia the Elementalist starts with Summon Elementals and gives extra spellpower to Summon Elementals and Conjure Phoenix spells, as well as regenerating Level/4 mana per turn in combat (rounded up).  If you can keep at least one non-summoned unit alive you can continue in the battle.  In my impossible size 1 layer no water map (8 skills) I have all the four magic skills, Defense, Luck, Sorcery and Enlightenment.  I was able to take on a big dwarf stack (rated High difficulty) and after a number of tries got it just right and finished the battle with almost no mana but zero casualties.

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dabuthegreat
dabuthegreat


Adventuring Hero
posted September 06, 2015 06:29 PM
Edited by dabuthegreat at 18:33, 06 Sep 2015.

Oooh, thanks. That's pretty neat. 50% for Spellpower means there will be a lot of elementals and a one big-ass Phoenix. And if you happen to learn Necromancy... Ok, I get it now. It still may be pretty hard to keep those units alive but I understand that focusing on conjuration is a way to go. I need to try that.

It would be useful if there was a list of starting skills for heroes (or maybe displaying that info when right clicking on the hero during town selection).

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StevenAus
StevenAus


Adventuring Hero
posted September 06, 2015 07:03 PM
Edited by StevenAus at 19:22, 06 Sep 2015.

Apparently Elementalists are designed for the Summoning + Destructive Magic combo, with the aid of the extra spells from the Academy Library.

I accidentally forgot to get Logistics for my Elementalist hero (Academy) and Warlock hero (Dungeon).  Makes them slower on the adventure map, but you get heaps of power in battle.  One good combo I've found is Luck - Magic Resistance, and Defense - Armorer and Forge Master.  This gives you 45% magic resistance.  Defense - Evasion reduces range attacks by 20%, and if you get Defense - Vitality then you can get Stand Your Ground which gives you an extra 30% defense when defending.  Here is my latest save (you can see the AgainstDwarfSkill replay on the previous page on this thread, for an example of beating a superior force with Titans, single Archmage stacks and Conjure Phoenix).

Note this is a two-player hotseat game.

https://www.dropbox.com/s/l7d7a6b9ztuirft/AfterEpicDwarfBattle.7z?dl=0

PS: If you are lucky, you can hire a Wizard and sometimes their first two level-ups will have Advanced and Expert Artificer, so you can craft artifacts for your heroes and then transfer those troops to your Elementalist.  If you get far enough along the Enlightenment tree, you can get Mentoring which gives enough experience to get a lower experience hero to 20% of the experience of the Mentoring hero, which in practice means they are only a few levels behind (and you can meet them again when your main hero has got more experience).  I know this doesn't help for the early game, but it's really fun to do all the hard work with your Elementalist and use Enlightenment's Mentoring perk to make all your backup heroes super-experienced.

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dabuthegreat
dabuthegreat


Adventuring Hero
posted September 06, 2015 07:23 PM
Edited by dabuthegreat at 19:24, 06 Sep 2015.

That's a good tip. How does upgrading your artifacts work though? IIRC, when w Wizard visited a town, he upgraded all his artifacts so they matched his knowledge. Does it work with Elementalist, or is it mendatory to have Artificer skill? If the skill is required, freshly recruited hero won't do much - his arties will be very weak with 0-3 knowledge.

Arties weren't meant to be early game, so that's not a problem (at the beginning it is far more useful to have a strong spellcasting hero), but later it's pretty hard without them as Acadamy. Mentoring is a good way though. I'm definately going to try that.

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StevenAus
StevenAus


Adventuring Hero
posted September 06, 2015 07:45 PM
Edited by StevenAus at 19:49, 06 Sep 2015.

I've only really used unit artifacts after the Wizard has been Mentored.  But you can transfer the unit artifact by clicking on one stack and dragging to another troop stack on the Artificer screen when your Wizard is in town.  Troop stacks keep their artifact even when transferred to another hero, but the power is based on what they were when they were last in a Wizard's army in an Academy town with Artificer building, I think.

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dabuthegreat
dabuthegreat


Adventuring Hero
posted September 06, 2015 09:31 PM
Edited by dabuthegreat at 21:32, 06 Sep 2015.

Oh man, you were so right. Elementalists are dope! I took Emilia as you suggested, quickly got Piromancy and started creeping with fire elementals. On the second level up I took Necromancy (pretty lucky for me as I wanted to check this out) and now I'm pimping around with Gremlins, Archmages, Shooting Titans, Wampires and Skeletons. Right now I'm an Expert in Summoning (no other schools) and I'm aiming at Mentor (although Swift Mind would be great). My enemy is a Necromancer, so I'll probably pick some Light Magic sometimes, but right now it's pretty fun conjuring stuff and gathering undead.

I also need to check out Seers. Ballista in their hands should be pretty powerful (they have 30% for attack and knowledge). Also it'll be something new to play Academy without Sorcery.

tl;dr Elementalists are super fun!

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 06, 2015 09:35 PM
Edited by magnomagus at 22:00, 06 Sep 2015.

Quote:
Sure, but there's a lot of great designed maps out there.


Unfortunately I cannot go back in time and release this mod in 2007, so that people could have created their maps for H55. But if there are people with beginners knowledge of the mapeditor interested in doing some work, it is possible to work backwards. Existing user maps can be edited to be compatible with H55 and a thread can be started to collect those maps for downloading. This is not something I'm going to do myself, I have enough on my plate.

Compatibility involves following steps:

1. Determine conflicting mod content (simplest way is checking if the maps root folder contains more than a 'maps' folder, if the root contains additional folders it will be harder to determine, otherwise it will be a compatible map).
2. Activate all artifacts, TOE spells and heroes for the map (this is safest done by editing the .xdb file in the .h5m archive with a text editor or directly from 7z. EDIT Example as RMG map:

<spellIDs/>
<artifactIDs/>
<isUntransferable/>
<AvailableHeroes/>

For singleplayer maps, it may be desirable to keep a custom hero setting.

3. Adjusting the name by adding: (H55) so that it is clear the map is the adjusted version.
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dabuthegreat
dabuthegreat


Adventuring Hero
posted September 06, 2015 09:42 PM

Sure do! I have a nice stack of maps collected mostly from maps4heroes.com and other various websites. Would it be ok if I made them compatibile and post a new topic with them? I don't have the authors' permission, so I'm wondering if I can.

If it's ok, I'll try to post some maps sometimes. I need to test some of them out, though. It may take a while.

To clarify, I didn't mean to be disrespectful about your modification no ARMG. I was just curious if there is a place with compatibile maps as I'm new in this community and haven't had time to check everything out. Random maps are great too, but sometimes it's fun to play something different.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 06, 2015 10:05 PM
Edited by magnomagus at 22:07, 06 Sep 2015.

Quote:
Sure do! I have a nice stack of maps collected mostly from maps4heroes.com and other various websites. Would it be ok if I made them compatibile and post a new topic with them? I don't have the authors' permission, so I'm wondering if I can.


most authors will be gone, so that's unfeasible, better work the other way around, post map, if no complaint = ok. In 99% of cases there will be no complaints.

Let's see if more people are interested in joining, the person who first creates the topic should be willing to update the main post with new links from time to time.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 08, 2015 02:03 PM
Edited by dredknight at 14:11, 08 Sep 2015.

Damage report: There are no desyncs when Witch huts are not picked up.
Currently we are at week 7 and going (heroes are around lvl 20-22).

This is the same map we previously had the issues on (ARMG generated).

P.S. I had an auxiliary hero with artifact that give 6 tier 2 every week. the hero has 5 archers and 1 gargoyle. It gave me 6 archers but my faction is Academy. Does the artifact decide on heroes native faction ?
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StevenAus
StevenAus


Adventuring Hero
posted September 08, 2015 04:01 PM
Edited by StevenAus at 16:04, 08 Sep 2015.

AFAIK Legion Artifacts only give creatures native to your hero, and only if at least one of your troop stacks contain the correct level of native creature (upgraded or not upgraded doesn't matter, only the level does and that it's native to your hero - it then matches the one most to the left).  I think the Legion artifacts work like the ones that resurrect 50% of living creatures at different tiers - they only work with creatures native to the hero.  However you can have multiple of the resurrection artifacts, but only the highest tier works if you have more than one Legion artifact on the same hero (and only if you have at least 1 creature already of that tier - I don't think it tries a lesser Legion artifact if you don't have the tier of the highest level Legion artifact in that hero's inventory).

PS: Depending on whether the witch hut scripting problems can be fixed for true MP, if possible it might be good to have an ARMG option that excludes witch huts.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 08, 2015 04:20 PM

Quote:
Damage report: There are no desyncs when Witch huts are not picked up. Currently we are at week 7 and going (heroes are around lvl 20-22).


Interesting, but a single game that lasts only for 7 weeks is not proof.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 08, 2015 05:03 PM

magnomagus said:
Quote:
Damage report: There are no desyncs when Witch huts are not picked up. Currently we are at week 7 and going (heroes are around lvl 20-22).


Interesting, but a single game that lasts only for 7 weeks is not proof.


We will do that for every next game. Same will do HVknight and his friend.
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StevenAus
StevenAus


Adventuring Hero
posted September 08, 2015 05:58 PM

Is it possible to have an option to not add Witch Huts to ARMG maps so you don't have wasted space, or is that too much work when players can just make an agreement not to use them?

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Valvt
Valvt

Tavern Dweller
posted September 08, 2015 07:20 PM

How do I uninstall the mod? Thanks!
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dabuthegreat
dabuthegreat


Adventuring Hero
posted September 08, 2015 07:36 PM

If we're already talking about bugs, I need to report something. When I create a new map, the water looks like this:

http://i.imgur.com/SHmSgsE.jpg

I don't know if this is a known issue. I noticed that on some other maps too. Did anybody encountered this? How do I resolve it?


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LarkinVB
LarkinVB


Known Hero
posted September 08, 2015 10:01 PM

Valvt said:
How do I uninstall the mod? Thanks!


Like you uninstall other programs on windows.

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StevenAus
StevenAus


Adventuring Hero
posted September 09, 2015 01:33 AM
Edited by StevenAus at 01:34, 09 Sep 2015.

AFAIK, there is a "Uninstal.exe" - size 86,073 bytes in the install directory for H5:ToE.  This is different from the one that uninstalls the game itself.  And note that the "Uninstal.exe" filename only has one "l" in it.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 09, 2015 01:03 PM

Alright. We got desync today. It is not Witch huts.

Actually the issue really should exists in the previous versions and it is due to the 31J exe.

The fix -> I cannot stress enough on this... -> BOTH players need to activate 8th skills.

Nevertheless it is new game, load game or any other game as soon as you join LAN. Every single time... ACTIVATE 8th skills!!!

Now it seems understandable why the skills mess up when transferring save game. I will notify HVknight and post a thread on Facebook so everyone is aware.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 09, 2015 01:19 PM

Quote:
Nevertheless it is new game, load game or any other game as soon as you join LAN. Every single time... ACTIVATE 8th skills!!!


Nice Job, question:

1.Is this only required after the game is restarted?

2. is it still possible to play with 6 skills without the issue?
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