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lotihoti
Famous Hero
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posted September 24, 2015 01:38 PM |
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Personally i find shooters overall to strong...
Just for me i found a nice solution:
Half the dmg of shooters. Decrease max Speed of all creatures to 3 (slow creatures - like Zombies) - 5 (fast creatures like witches) - so you cant get access to the other battlesite within just one turn.
So shooters will have the possibility to shoot, they dont wipe 1 stack of creatures with 1 shot, turtle strategies have less power, but still are a valiable part of your army.
btw dredknight:
did you test my map and found some bugs?
If someone is willing to translate it to english (im currently very busy), send me a pm (from german to english).
Is a handmade 2 MB of size map with some scripts. Later i add a coop story part to do a Mission.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted September 24, 2015 10:47 PM |
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Hello everyone!
Lotihoti - this is on pause as I am overloaded with some other stuff with and beyond heroes. I will let you know when I have done this.
Regarding balance I see that now Magic heroes way overdo Might heroes early game to such point that (some) Might heroes cannot compensate.
Here is what I came across. What is the difference and dependence between Might and Magic during the game?
Might hero strength depends on troops. The less troops the less stronger they are.
Magic hero strength lies in Spellpower and mana points to utilize that spellpower. Magic heroes do not need troops to utilize their damage/effect output on the enemy.
If Might hero suffers heavy loss this marks him for the rest of the game. If magic hero do so his offensive potential stays the same.
Magic heroes are vulnerable when out of mana which after quite many hours of playing with different factions happens quite often even when playing with dungeon Warlock. Here is one disbalance that i found.
When Magic hero is low on mana he just goes to mana well and BAM he is on to full efficiency. So my first fix is to remove the mana wells from the ARMG generator (if it is possible). This will force the hero to wait a few turns or go back to castle to do this (or equip mana artifacts or force you to take mana regen perks). I propose this because in the late game just as in the early game mana well makes real difference in performance.
Plus you have the benefit of using it as object for some other effect
Also I would suggest adjusting the starting gold from 500-1000 to 1000-2500?
Currently it is better to select an artifact and sell it as you will get around 3000 gold for it.
Regarding fortress Might hero slow grinding - there is only one way to do it - day 2 buy balista + tent and level up the tent perk and balista asap! Go for expert war machines ASAP! This is the only way to keep the numbers fine and do enough damage. It is good idea to buy tier 2-3 asap you get them it may slow your development down but at least you will be able to grind OK.
I also believe that Tent is very nice and strong perk as it helps you build your army stronger over time. I dont think it needs more buff.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted September 25, 2015 01:13 PM |
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@dredknight: ???
for most of the time this project existed you have been complaining about magic class damage and how initiative is everything (only might heroes have access to leadership) and now suddenly after all issues have been addressed might heroes are the problem.
Also I never had issues with might fortress grinding, upgrade shieldguards early and let them come, doesn't matter.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted September 25, 2015 01:18 PM |
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hahaha you are correct.
I think I become too lazy playing Magic only so now I have problems playing Might xD.
https://www.dropbox.com/s/3fnaterylv5jxkw/fortress_tent.zip?dl=0
Here are some replays how I grind with Tent. I even manage get over rampart tower building on week 3.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted September 25, 2015 01:42 PM |
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I should also mention the way you play the game with your friends (agree for final battle) cripples fortress because their siege benefits walls+rune moat+extra shieldguards don't pay out. The philosophy behind fortress is actually to not have the initiative on the adventure map and let the enemy come and outlive them.
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted September 25, 2015 03:30 PM |
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ldongder
Adventuring Hero
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posted September 26, 2015 05:16 AM |
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I have a question here:
Arch Devil now can also summon pit lord from enemy corps, but I tried in the game, it does not work, is there any other requirements?
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ldongder
Adventuring Hero
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posted September 26, 2015 06:07 AM |
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Sorry that I found arch devil can also summon pit lord from enemy corps, but I think the only requirement is the hit points of the dead enemy stack? Should the total hit points of the dead stack be at least greater than the hit point of one pit lord ?
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ldongder
Adventuring Hero
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posted September 26, 2015 12:21 PM |
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I tried , i am right with summonning pit lord
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted September 26, 2015 03:32 PM |
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devilfire
Adventuring Hero
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posted September 26, 2015 05:36 PM |
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Its working only on friendly stacks (just tried). By the way this is a really good idea, what happened to it ? Is it not possible because of hardcoding or you decided it would be too strong or something ? (because if its the latter then it can be nerfed, but still working)
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ldongder
Adventuring Hero
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posted September 27, 2015 02:17 AM |
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Edited by ldongder at 02:20, 27 Sep 2015.
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I confirm it at least work on the the demon corps of enemy , have not tried the other type of corps, I think Arch devil deserve this enhancement , it was bit weak in previous version considering its price. Text still saying can summon from friend corps, without mentioning corps of foes. But Dreadknight is saying it can summon from enemy corps on Facebook so we are so excited try it out!
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted September 27, 2015 12:38 PM |
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted September 27, 2015 12:55 PM |
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Ravel
Hired Hero
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posted September 29, 2015 01:19 AM |
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Edited by Ravel at 01:29, 29 Sep 2015.
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Does anyone else have issues with the mouse cursor being slightly off? I go to click things, and it will click to the up and left of where my cursor is.
Apologies if this has already been covered before - tried searching the forums, but didn't get any results.
edit: I'm running the game windowed at 1920x1080. It doesn't do it when I launch vanilla TOTE, but does when i run the 64-bit version of the mod.
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ldongder
Adventuring Hero
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posted September 29, 2015 05:34 AM |
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i also want to report this problem in windows mode
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted September 29, 2015 08:40 AM |
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Ravel said: Does anyone else have issues with the mouse cursor being slightly off? I go to click things, and it will click to the up and left of where my cursor is.
Apologies if this has already been covered before - tried searching the forums, but didn't get any results.
edit: I'm running the game windowed at 1920x1080. It doesn't do it when I launch vanilla TOTE, but does when i run the 64-bit version of the mod.
I can confirm this, it depends on resolution.
I play with this issue for so long I forgot about it. Not sure if it can be fixed.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted September 29, 2015 03:41 PM |
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted September 29, 2015 04:11 PM |
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted September 29, 2015 04:34 PM |
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