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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 ... 82 83 84 85 86 ... 100 150 200 250 300 350 400 435 · «PREV / NEXT»
dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted November 03, 2015 02:07 PM

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

Firstly it is not possible, secondly not the size but the number of native castles is better or number of played weeks or something in between.

devilfire said:

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


Not sure. there are some artifacts and specializations with similar abilities but I dont know if this can be made for creatures. Magno should have the word.

Regarding Harpoon strike I would like to mention that in the  late game runes make Fortress quite quite strong so I am not sure if we have to boost their skills more, plus the Harpooner has significantly better skills AND damage then the Skirmisher. So you choose either damage or slow.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted November 03, 2015 02:25 PM

@Nordos: Map based modding for spells is not possible

Quote:
@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 ?


On the contrary I boosted it to 75%. (specs only, not artifacts)

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Belisarius
Belisarius


Promising
Known Hero
posted November 03, 2015 02:52 PM
Edited by Belisarius at 15:41, 03 Nov 2015.

@devilfire
I mentioned "Have in mind instant teleport action" cause it really works great for hydras, combined with no retaliation and six headed attack. (send them into Sylvan's powerful archers for expml) Before that I was discussing both magic and might heroes, so it wasn't meant as Overlords ability, but in general. I also mentioned other great stuff that perfectly combines for hydras.

Regen ability is already useful for hydras as is, combined with other things it is very powerful.
In early game exactly this ability gives the option of taking only hydras (deep), split them into few stack and clear an area, with no losses. (after wait command, when hydras come to act, they regen again. so it is not a "regen per turn", but it's regen "per action" ability) This ability is most efficient for low number stacks of hydras. That is when you get best results. It regens same hp points for 1 or x hydras. So most efficient is for stack of 1 hydra.
If one is able to build a viable game tactics around some ability of a creature and use it effectively, then i guess that is a strong ability. So please at least try this tactics, and if it does not work, then we'll discuss it's usefulness.
As Dungeon player (in general) needs to preserve it's low number - high value creatures, being able to play such tactics further improves the value of this regen hydra ability. Making hydras probably the most efficient choice in early game. One can save lvl 1 to 4 precious creatures for later use, while cleaning the area early game, because of this hydra ability.

As for other creatures Maybe their regen ability should be changed. I am not willing to say yes/no cause I think that in order to say something I first need to test it, to Play a number of games trying to make this ability useful to the best of my knowledge. Other than that I'm afraid we are just making wild guesses and intelligent assumptions.

I agree that maybe there are some under-powered abilities. Look's like Harpoon Strike is one of them. It still needs testing/playing... So maybe someone who plays a lot with (or against) dwarfs  can say something about it.
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devilfire
devilfire


Adventuring Hero
posted November 03, 2015 06:10 PM

@Belasius -> everything that you said is true, no doubt about that.

The problem is that if one thing is so situational (like this regeneration -> it works only when in low numbers and thats only at the start of the game), then this is not a good design. Now that we have even more ways to recruit creatures, minor effects like this one have no place in the game in their current iteration.

@Dred -> I understand, I got your logic behind that but we have a limited number of abilities and we can`t just waste them like that in favor of regular stats. I think this one have potencial in it and I will be glad if Magno decide to do something with it.

Too bad we can`t have more creatures introduced, else we could have this Harpoon Strike on some other creater that could act as a hooker.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted November 03, 2015 06:15 PM

Quote:
Now that we have even more ways to recruit creatures,


This has gone down since RC3. The knowledge based artifacts make farming with low level secondary heroes close to pointless and also
the resurrection artifacts can not be cheated anymore, now they must be equipped before combat otherwise they don't work.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted November 03, 2015 06:39 PM

devilfire said:

Too bad we can`t have more creatures introduced, else we could have this Harpoon Strike on some other creatures that could act as a hooker.


Nothing is impossible, just sometimes you need other "skills" to accomplish them.

Btw, anyone who is playing PvP right now please try some iterations where one of you is Necropolis. I have the feeling they are close to undefeatable... Early grinding speed with Might hero is outstanding which makes them own the late game. You just dont let the opponent to develop his hero that fast. Especially with those bonuses from leadership combined with Enlightenment, stats just go up steady and fast.

I will let you know how our game ends (Haven VS Necro) + some replays as always .
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devilfire
devilfire


Adventuring Hero
posted November 03, 2015 08:12 PM
Edited by devilfire at 20:16, 03 Nov 2015.

@Dredknight -> What do you mean by "other skills" .. is there any chance that someone can introduce new creatures into 5.5 ???

@Magno -> What do you think about the ability Regeneration and Harpoon Strike ? Do you think they are OK or they need something more to make them worth it.

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blackboysdj
blackboysdj

Tavern Dweller
posted November 04, 2015 02:50 AM

magnomagus said:
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.


So I can find tears in the chest now?
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Belisarius
Belisarius


Promising
Known Hero
posted November 04, 2015 11:51 AM
Edited by Belisarius at 12:59, 04 Nov 2015.

No, you can not find Tear of Asha in a chest. But on the map you can find  artifacts for adding creatures from lvl 1 to lvl7 and one for adding gold. They are called  Items of the Legion. All of them work from backpack. Collect them all, visit an Altar of Sacrifice, and exchange them for Tear of Asha.

(Similar to Legion artifacts in H3).

From MMH5.5 RC3, this Legion artifacts work depending from hero's knowledge, instead of having fixed number for adding creatures every week.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted November 04, 2015 12:49 PM

@blackboy: regardless of whether you will find the tear of asha through the obelisk or artifact quest, it is always a side quest. On XXL maps you may even find two tears but it will never finish the game. The objective is always Kill'em all
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michelthemaste
michelthemaste

Tavern Dweller
posted November 04, 2015 12:54 PM

Hey Magno,

i have one more request (if it`s even possible):

A option to setup teams (random map), like in Heroes 3 (maybe not that complicated. This would be really nice, cause i miss the option, to play with a cpu in a team :-)

Thank you very much

Micha
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Belisarius
Belisarius


Promising
Known Hero
posted November 04, 2015 12:59 PM
Edited by Belisarius at 14:56, 04 Nov 2015.

Yet another great improvement that RC3 brings is Town Conversion. Its excellent thing that also uses a switch so it can be turned on/off.

@magno
Town Conversion seems to use same formula for number of allowed towns and number of allowed creature dwellings per faction. I think it is =(number of towns on map divided by number of starting players on map) + one. Since usually there can be much more dwellings than towns, maybe for number of allowed dwellings per faction it is better to use a formula that takes this into account, and make it dependent from that multiplier?
Example: on ulti ARMG impossible map if there are 4 starting players then both allowed towns and allowed dwellings is 7. But there are 7 starting dwellings per each of the 8 factions by default already created by ARMG. So one cannot convert any number of additional dwellings.

@dredknight
Can we try to localize the issue:
- is it only happening with might or all classes from necropolis?
- does it affect every class from the opposite side? (no class can counter this)
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Nordos
Nordos


Known Hero
posted November 04, 2015 12:59 PM

dredknight said:
Btw, anyone who is playing PvP right now please try some iterations where one of you is Necropolis. I have the feeling they are close to undefeatable... Early grinding speed with Might hero is outstanding which makes them own the late game. You just dont let the opponent to develop his hero that fast. Especially with those bonuses from leadership combined with Enlightenment, stats just go up steady and fast.

I will let you know how our game ends (Haven VS Necro) + some replays as always .

you have to mind some factors as well:
How large is the map?
How strong are them monsters?
How much recources? (difficulty + recource settings).

The harsher the settings, the stronger the necros in relative.
For example, a medium map with no recources, impossible monsters on impossible - if yu can play Necro, I guess it will win nearly all the times.
On the other hand, a small map with a lot of recources and weak monsters - if you pick a Destro Hero, it can cast the Necro into oblivion.



Well, thats only my personal opinion. I myself love playing necro and I prefer playing on harsher settings (though I do like being able to collect recources with secondary heroes )...

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted November 04, 2015 03:23 PM

First game we met about end of month 2.
My hero was way behind in levels and stats.

The problem with Might is that default might is supposed to lose army while Necro might not only doesnt losses but gains (even worse if you have tent). Fast gaining combined with Expert enlightment and expert leadership = very high stats.Add a dark magic for a colour and you get the point.

Actually leadership giving nothing as a bonus somehow compensated for that (you army is always OK, but your hero development is some how troubled).

On the other hand you have Haven Might - army goes down but it has good synergy with hero and itself (tier 3 shielding, tier 2 high damage + light, Peasants and gold = getting more army on day 1).

Necropolis Magic heroes are ok as they army goes down fast, they cant get leadership and spell power and knowledge benefit the hero not the army.

I will let you know how the second Haven vs necro game go.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted November 04, 2015 04:51 PM

@Michelthemaste:

You will have to generate your map in the editor and then set the teams from there.

@Belisarius: are you talking about Ultima template without using the 'random towns only' option?

Quote:
First game we met about end of month 2.
My hero was way behind in levels and stats.


Didn't haven win that battle anyway?
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Belisarius
Belisarius


Promising
Known Hero
posted November 04, 2015 05:57 PM

Yes. It is ultima without using "random towns only". Is the formula for allowed towns and dwelling conversion different when using or not using this option? I don't use this option because it will give as result towns of my own type on random places, eventually preventing me to convert a town because my own town type cap is already reached.

Only, on previous matter, I have to add that after further testing, it seem like formula is not the same for town number and dwelling number, after all (?). It remains however the notion that number of allowed dwelling (overall) conversions is small compared to number of allowed town conversions.

It seems like either I have not read something somewhere, or: number of allowed creature dwellings conversions is also dependent on its level (type). Either that, or AI is randomly converting dwellings.

PS:
I have used No Fog, and as for town conversions AI is doing excellent. Although I must observe that number of allowed town conversions is obviously greater than I thought. For dwellings AI is not doing anything weird, and does not possess any dwelling of my type of town. So that leaves me with one question:

Why cant I convert every dwelling that I own in my town areas? (when all towns that I own are of my race, and I do not own any other type of towns, and there are no other dwellings on the map from my type in possession of other players)

PS2:
We definitely need a detailed Manual for MMH5.5.
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Dredknight
Dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted November 04, 2015 06:01 PM

Didn't haven win that battle anyway?

Yes but this is not the point.

Statistically I have won about All PvP games and 95% of all battle iterations. My opponent is not bad, sometimes he is even ahead of me but when it comes to the battleground sometimes he does not do very wise things. Now we play second game same config. Then we will try the opposite I will be Necropolis and he will be Haven. Just to make sure I am not one sidedly thinking.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted November 04, 2015 06:03 PM

@Dredknight:

If there is a balance issue with necro it is more likely a generic issue with necromancy/dark energy or maybe the vampires, but not leadership/enlightenment. All those skillslots are properly weighted.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted November 04, 2015 06:39 PM

magnomagus said:
@Dredknight:

If there is a balance issue with necro it is more likely a generic issue with necromancy/dark energy or maybe the vampires, but not leadership/enlightenment. All those skill slots are properly weighted.

In theory you are correct. I need to test it from the other side before making further comments. I think I am missing something viable for the snowball effect.
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blackboysdj
blackboysdj

Tavern Dweller
posted November 05, 2015 03:51 AM

get it thank you very much!
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