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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 ... 81 82 83 84 85 ... 100 150 200 250 300 350 400 435 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted November 01, 2015 06:22 PM

As a general rule:

Only crashes that make it impossible to continue the game are worth investigating and require a save game closely before the crash.
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adriancat
adriancat


Famous Hero
Protector Of The Peace
posted November 02, 2015 10:28 AM

Hi all! Mag, is Faiz supposed to start with 2-0-1-2 (he's a Wizard,not a Seer) ?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted November 02, 2015 12:03 PM

You're right, good find!
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Belisarius
Belisarius


Promising
Known Hero
posted November 02, 2015 01:26 PM
Edited by Belisarius at 13:45, 02 Nov 2015.

So how do you guys evaluate Power of Stone, ulti for Defense (mass stone skin)? Is it strong, weak, do you find it useful?

My favorite build with a might hero (8 skills) would be:

Logistics (with Pathfinding)
Defense (Vitality + Stand your ground)
Combat (all the way to Preparation - which a value the most)
Offense (Tactics as a must for Preparation)
- as for the other two perks what do you guys think is better to go for Retribution from Leadership combo, or to go Flaming arrows with triple balista from War Machines?
(I do not value too high Power of speed = mass haste, so I never go for it. especially because it prevents you from getting Preparation. in other combinations it can still be very valuable)

usually I prefer to have both those skills:
War machines(plague tent + balista at early, but switch to triple balista late game)
Leadership (Aura of swiftness)

Dark magic (magic school that is available for specific type of hero)

- and what is the best 8th skill choice in this might hero build? Luck?


Can you come up with best build for might hero with only 6 skills?

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devilfire
devilfire


Adventuring Hero
posted November 03, 2015 12:23 AM
Edited by devilfire at 00:25, 03 Nov 2015.

Yeah I guess I really have a knack for hardcoded things. But there is a good side to this -> if someone manage to somehow get his hands on the hardcode I will be giving new ideas every day.

Now that the game is more focused on big maps every ability should scale in some way. One of the abilities that are worthless in late game is Regeneration - "This creature restores its health by 30-50 hit points each turn." In late game 30 or 50 hp points are absolutely nothing considering that a creater can hit for more than 1000 damage. Can this be changed in some way ?



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Nordos
Nordos


Known Hero
posted November 03, 2015 12:42 AM

first of all, its percent and not absolute. That makes a huge difference when applying on T7 creatures Though it is useless after a certain time, I think that it has its place for month <2.

Maybe the increase on expert could be higher, though. Maybe inverting the current stats?

<Item>
<Base>50</Base>
<PerPower>5</PerPower>
</Item>
<Item>
<Base>50</Base>
<PerPower>10</PerPower>
</Item>
<Item>
<Base>50</Base>
<PerPower>20</PerPower>
</Item>
<Item>
<Base>50</Base>
<PerPower>30</PerPower>
</Item>

With 20 SP, you could get 650%. To get 1000%, you need around 32 SP which would be lategame.
It would actually allow for it being cast into mid-game.
(SP to get to the same point as before: infinite, 4, 3, 2), which is still manageable for any melee. On the other hand, once you reach expert, it is a strong rise which allows you to effectively play with only T6 or higher creatures

As it currently stands, it is not even worth it to level it up to expert, IMO.

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blackboysdj
blackboysdj

Tavern Dweller
posted November 03, 2015 06:41 AM

Hi, I like this mod, Thank you!
Can I have a ARMG with Tear of asha ,but without the aim is find Tear of asha?
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted November 03, 2015 08:51 AM
Edited by dredknight at 08:52, 03 Nov 2015.

devilfire said:
Yeah I guess I really have a knack for hardcoded things. But there is a good side to this -> if someone manage to somehow get his hands on the hardcode I will be giving new ideas every day.

Now that the game is more focused on big maps every ability should scale in some way. One of the abilities that are worthless in late game is Regeneration - "This creature restores its health by 30-50 hit points each turn." In late game 30 or 50 hp points are absolutely nothing considering that a creater can hit for more than 1000 damage. Can this be changed in some way ?



Dont touch regeneration, it is as good as it should.
It is like a minor version of resurrection and it makes up to you every combat. It is like the Tent reviving some units every battle till the number makes it count around end of month 2. Use it on thanes, champions, angels, inquisitors, bears it is awesome!

May be a small bonus for tier 1 and 2 would be nice but hardcoded it is!

It is a good idea to invert the % but one should take care not to become stronger than resurrection. Cheers!

blackboysdj said:
Hi, I like this mod, Thank you!
Can I have a ARMG with Tear of asha ,but without the aim is find Tear of asha?


This idea sounds nice. To elaborate a bit more. Why not having a few tears all over the map so you can hunt them down ?

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devilfire
devilfire


Adventuring Hero
posted November 03, 2015 09:00 AM

Ohhh I`m talking about the ability Regeneration (only Deep Hydra, Wyvern, Foul Wyvern got it), not the spell. It regenerate a flat amount no matter which month or how many creatures a stack has. 30-50 hit points per turn is really really low. For example Hydra have 125 health points, the best case scenario would take atleast 3 turns to fully regenerate one.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted November 03, 2015 10:11 AM

ah I already asked this 30-40 pages ago .
Hardcoded is it as well. Currently acid hydras are much better choice late game.

May be one thing will be to make the creature autocast Expert regeneration on itself which lasts for infinite turns. This would do the job.
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Nordos
Nordos


Known Hero
posted November 03, 2015 10:13 AM

dredknight said:

Dont touch regeneration, it is as good as it should.
It is like a minor version of resurrection and it makes up to you every combat. It is like the Tent reviving some units every battle till the number makes it count around end of month 2. Use it on thanes, champions, angels, inquisitors, bears it is awesome!

May be a small bonus for tier 1 and 2 would be nice but hardcoded it is!

It is a good idea to invert the % but one should take care not to become stronger than resurrection. Cheers!


True, it is hard to balance. Though Resurrection is usable on T1-T5, while regeneration rather targets T6-T7.

How much HP does a T7 creature have on average? 300?
you need 3 SP to get 300 HP with Resurrect (expert). So, you should reach about 100% on expert with 3 SP as well, to make it still viable (Resurrect is instant, can be used on any Tier while Regeneration has longer duration but only on higher tiers.)

Currently, if you have 20 SP, you resurrect 980 (so, more then 3 T7), while regeneraation is around 195% (so less then 2 T7).
IMO it is a bit unbalanced. My proposal was far too high, though. It would make it to 650%, which would be more then 6... Still, it should at least reach 300% to be still viable in lategame, IMO.

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StevenAus
StevenAus


Adventuring Hero
posted November 03, 2015 10:41 AM
Edited by StevenAus at 10:43, 03 Nov 2015.

If it was casting Expert Regeneration on itself, it could be dispelled right?  So it wouldn't necessarily last infinite turns (unless it could be excluded from Dispels etc.).  Although I guess you could give it a super high power so it would be almost impossible to dispel.

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Nordos
Nordos


Known Hero
posted November 03, 2015 11:09 AM

Ah, uh, I was referring to the spell, rather then the ability^^
The ability is hardcoded to be a fixed value - you can give them regeneration as a spell, yes, but:
Creature needs mana, needs a turn and IIRC, the spellpower of creatures is logarithm. Also, it would have to become linear ... ^^
Also, the duration would be limited.

After all, you can't add new spells...

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lotihoti
lotihoti


Famous Hero
posted November 03, 2015 11:09 AM

Regeneration of Hydras isnt hardcoded... somewhere in defaultstat.xdb

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Belisarius
Belisarius


Promising
Known Hero
posted November 03, 2015 11:14 AM
Edited by Belisarius at 12:05, 03 Nov 2015.

Discussing strategies is essential to achieving a point where we well be able to fully grasp usefulness of any ability, skill, perk, specialization, balance and all other in-game specifics. Other than that I'm afraid we are just making wild guesses and intelligent assumptions.

As for regen ability of hydras, it is quite useful. I tend to play hydra-based tactics in early-to-mid game every time i play Dungeon. Only hydras in hero army, no losses while fighting neutral creatures. Devide them in few-several stacks and they have their regen ability effectively multiplied. Combine with either regeneration spell for magic, or with tent for might hero. Might heroes from Dungeon - Overlords have the tent with them by default. Regen Spell is percent of creature's health. So for hydras it works excellent cause they have large hp, which is as of other lvl6 creatures.
For late game swap to acid hydras is preferred. Have in mind instant teleport action. With 6 headed attack, which as an ability of the same creature must be taken in perspective when discussing hydras, also no retaliation, and Vampirism at late game hydras are again very powerful.
There are resurrect-after-battle artifacts to combine on top of this. They only go up to lvl5 creatures. Which includes hydras...

Perhaps the only weakness of hydras is that they are not fast. Overlords come with Leadership, so even in early game, Encourage and Aura of Swiftness are compensating for this.

Hydras are good enough as they are. They really don't need a buff.

As for other creatures with regen ability, maybe there is space for improvement.
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Nordos
Nordos


Known Hero
posted November 03, 2015 12:10 PM

lotihoti said:
Regeneration of Hydras isnt hardcoded... somewhere in defaultstat.xdb

I was reffering to that stat being hardcoded to be a fixed value, not that the value itself is hardcoded

So, yeah, you can change the 50 into a 150, but it would still be absolute and not dependant on the amount of Hydras...

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted November 03, 2015 12:25 PM
Edited by magnomagus at 12:31, 03 Nov 2015.

Nordos is right, there isn't much that can be done about regeneration ability, so these creatures have to compete with the other upgrades based on their bonuses to damage and primary skill

As for the spell, it could be a little more spellpower dependant but not 30x, more like 10x.

Quote:
Can I have a ARMG with Tear of asha ,but without the aim is find Tear of asha?


??? This is exactly how it is right now, I made the old option pointless: it reads: don't use. The tear does however randomly swap with other ultimate items, so you won't know which one you will find.
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Nordos
Nordos


Known Hero
posted November 03, 2015 01:04 PM

It is possible to adjust Spells in maps themselves, right?
Just had a strange idea of a HP reduction spell based on Animate Dead or Resurrect (target changes to hostile, Power would be always 0, duration would be 1/1/1/2 or something^^)
Mwah. I really would have liked the ability to duplicate spells

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devilfire
devilfire


Adventuring Hero
posted November 03, 2015 01:42 PM
Edited by devilfire at 13:49, 03 Nov 2015.

@Belisarius - its not about the Hydras. Wyverns and Foul Wyverns got it too. Its about that some abilities are there just for the sake of being there without any meaningful use of them. By the way Overlords cannot learn Light magic, so they don`t have access to Teleport Assault. It could be worth it to cast Teleport over Mass slow or Mass Confusion if they could have it with the initiative boost, but as it is now I find it better to cast the mass debuffs over it.

Another skill that need to be looked at :
Harpoon Strike - Harpooner got this. It drags the enemy 1 tile, as it is now there is almost no use for it. The only use would be if the  enemy is blocking an archer, but the only other archer that Fortress have are the Patriarchs which are also casters.

Suggestion : increase the drag to more tiles, but not too much because then it will invade the Teleport Other ability (Arch Demons). This way it could drag just enough to let the other slow Fotress creatures reach them or to reposition the enemy for spells or cross attacks.

@Dredknight - great idea, autocast regeneration spell will fix this, but is it possible to be made that way ?

@Magno you said that the "on the road" reinforcements are getting + 50% increase if you have more than one town, do you gave up on this idea ?


By the way are bonuses that are "per tile" doubled with big creates because they move 2 tiles per movement point ? I saw that in the previous pages, but never actually thought it is working that way.

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matod
matod


Adventuring Hero
posted November 03, 2015 01:43 PM

what if

What if power of spells will be according to map size? to maintain ballance?

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