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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 268 pages long: 1 30 60 ... 88 89 90 91 92 ... 120 150 180 210 240 268 · «PREV / NEXT»
Dunadd
Dunadd


Hired Hero
posted December 05, 2015 02:34 AM
Edited by Dunadd at 07:29, 05 Dec 2015.

You don't seem to be able to actually get a hero 8 skills with this mod in the campaign - still only 6 as usual when playing the campaign

Played the main campaign through to Warlock so far with this mod and never managed to get more than 6 skills on any hero. Sometimes a witch hut will say the witch has taught the hero another skill after 6, but then when i look at the hero, he/she hasn't got the witch hut skill if they already had 6 skills.

Is there some way to turn 8 skills per hero on using console commands or editing a line in a file or something?

Also P.S Why on the third Warlock mission why can't you bild lvl 5 mage guilds in most cities? (i've taken all but the enemy capital and max mage guild lvl 4 in every one) This is a mission with a lvl 26 hero level cap and seriously i'm not allowed expert spells for my heroes? Why? Did Tribes of the East change this or the mod and if the mod, why? Why on earth would warlocks - the ultimate spell casters along with mages - be prevented from getting lvl 5 spells on lvl 26 characters? Makes no sense. (p.s tried letting the enemy take one city temporarily so i could check if even their capital had a level 5 mage guild - it didn't)

Also why is it impossible to build magic item sellers in any of the warlock cities in this mission? I noticed mage cities in the necro campaign had no magic item sellers available to build either. Again, why? Won't make it harder, as if the computer has them it will build them and buy items itself.

It seems weird to remove some of the existing content from the game.
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Belisarius
Belisarius


Known Hero
posted December 05, 2015 08:49 AM

As for some heroes not receiving Town Management spell (set of spells) or not present in their spell book;
Do this: Make sure every hero you own is visible on the map (not inside garrison) and press end turn.
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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted December 05, 2015 09:28 AM

@Dunadd:

8 Skills, does not work in campaigns, this feature was not implemented by the author of that modification and i cannot change it.

I did not restrict mage guilds in the campaign, this is a feature from the original game.
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Dunadd
Dunadd


Hired Hero
posted December 05, 2015 10:10 AM

magnomagus said:
@Dunadd:

8 Skills, does not work in campaigns, this feature was not implemented by the author of that modification and i cannot change it.

I did not restrict mage guilds in the campaign, this is a feature from the original game.


Ok thanks very much for the explanation and sorry for complaining.

Which missions will 8 skills work in then? Are there maps i can download that 8 skills works on?

I'm sure you could get lvl 5 mage guilds and item shops in warlock cities in the original Heroes V, they must have patched it later after Tribes of the East to remove them, though why, i can't understand.
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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted December 05, 2015 10:16 AM

8 Skills will work for EVERYTHING except the campaigns , provided that you activate the option, if you want to use it in LAN, both players must activate it in hotseat before loading the map.
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Nordos
Nordos


Known Hero
posted December 05, 2015 01:35 PM

artifact merchants were restricted by this mod to only be buildable once.
It was simply overpowered in the late game (regarding MP, but that should affect campaign as well).


It could also be, that the original campaign didn't feature those, as to prevent getting Sets completed by waiting a few Months while buying the set artifacts.

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dredknight
dredknight


Supreme Hero
disrupting the moding industry
posted December 05, 2015 04:44 PM

@Magno

People reported 2 more bugs with the Governing thing.
One is that the second town could not be assigned governor. (first was OK). I supose there may be some rules for being a governor?
For example - Sylvan hero for Sylvan town etc. or there is no such?

Bug 2, Governor gets a lot of knowledge.


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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted December 05, 2015 05:49 PM

Regarding issue 1: The governor must be of same faction as the town.

Regarding issue 2: I'm not able to reproduce it currently, do you have a save game of this?
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matod
matod


Adventuring Hero
posted December 05, 2015 06:09 PM

Anyone willing to play with me?

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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted December 05, 2015 06:21 PM

I have a suspicion converting a town after it received a governor can cause issues if the governor is not resigned before the conversion is done, but I have no indication this was the problem in this particular case.
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dredknight
dredknight


Supreme Hero
disrupting the moding industry
posted December 05, 2015 06:47 PM
Edited by dredknight at 20:37, 05 Dec 2015.

matod said:
Anyone willing to play with me?


I am I sent you my skype name on private.

@Magno, I put it on my testing to do list along with the necro vs other-than-haven faction

magnomagus said:
I made some calculations on necromancy, it seems the power of 3 mastery levels is similar to having 3 creature growth specializations, which means it is probably not much overpowered, especially since none of the necromancy perks are particularly powerful.

I guess you are correct but have also in mind that besides that necropolis faction suffer small to none casualties due to "raise dead", Lich resurection, Vampire blood sucking, ghosts incorporeal, the necropolis raise casualties perk (dont forget tent. Everyone has it so I dont metion it). Also do not forget that they may not raise a lot but week 1 they get much more army (100+ skeletons after first battle) than the opponent so they grind fast. Might heroes that start with basic necromancy are quite favored because they get 100+ skellies (with their own) after battle 1 and after that it is quite easy to clean your mines.

Here is a thought regarding necromancy, no need to be balanced or correct but it came to my mind.
A lot of people complain that the % necromancy raise is pointless because dark points finish in just one-two battles.

This particular functionality also bring a niche for abusing the skill which I didnt think beforehand (but I always use). Here it is how the abusing works.
In the begining of the game you focus on 1 units (skelies, vampires, liches or gohsts). Every week you spend all your Dark points on one battle that gives you the unit you have decided to stack. This happens  due to the very high Raise percentage. 35% of 100 Sky daughters is 35 vampires. We both know that most of the fights in 5.5 include much bigger stacks than the example I have given.

What I propose is to reduce the % to something like 5/10/15% (originally they are 20,30,40).
This is just random thrown numbers at the moment i admit but here it is  what i mean behind them.

1. Due to the % nature of the skill balance can never be achieved because the amount of risen depends on the amount of killed.
2. This change will slow down necros a bit in the begining.
3. It will make "Lord of the Undead" perk much more desirable choice.
4. It will force the players not only to raise one type of creature, but to raise whatever they can get their hands on.
4.5. it will force the player to get more high level creatures too because he wont be able to spend the weekly pool just on skelies.
5. It will open up a new place for strategy. You either grind for resources and enconomic development or straight go for the fun - vast expansion, cover more ground, get more troops, get more castles quickly.

P.S.

I will try to get you a save.
No save, the guy overwrote it with another game. If it happens again he will make one for us though .
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zmudziak22
zmudziak22


Famous Hero
posted December 05, 2015 10:11 PM
Edited by zmudziak22 at 22:19, 05 Dec 2015.

Necromancy is unbalanced skill in HOMM Series. It made legions of skelletons in H3 and Vanilla H5(pre 1.3), also SOD make this skill more powerful raising Liches, I'm glad, that there is Dark Energy Pool.

Edit: Dunadd the are plenty ways to teach Raelag and Shadya 5 level spells, In Missions 1 and 2 you can build MG up to level 5 tested with TotE with All Campaigns Mod, Second on map 2 and 3, there are Dragon Utopias, after each battle you can learn spell of levels 4 and 5, also mission 2 offer Wizard Vault whic also teach high level spells. The Last Chance for Raelag in his campaign to get Dark and Destructive Spells are Inferno Towns on map 5, even you can't get inside town, Raelag still will learn missing spells.

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Dunadd
Dunadd


Hired Hero
posted December 06, 2015 12:15 AM

Thanks Zumdiak - but not any more there aren't. In this mod going to the Dragon Utopia gets you items, not spells - and building a level 5 mage guild in mission 1 is pointless as you don't have the expert magic skills to learn expert spells at that point. I forget whether you can build level 5 mage guilds in mission 2 now - whether because you couldnt, or because neither had expert magic skills yet, i wasn't able to learn them in mission 2.  
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Dunadd
Dunadd


Hired Hero
posted December 06, 2015 12:16 AM

Will Combat strike and retaliatory strike skills work along with and stack with ranger Avenger skills like deadeye shot and other avenger guild ones?
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dredknight
dredknight


Supreme Hero
disrupting the moding industry
posted December 06, 2015 08:28 AM

Dunadd said:
Will Combat strike and retaliatory strike skills work along with and stack with ranger Avenger skills like deadeye shot and other avenger guild ones?


Sounds interesting! Try it and tell us
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xuxo
xuxo


Known Hero
posted December 06, 2015 10:21 AM
Edited by xuxo at 10:30, 06 Dec 2015.

Quote:
posted October 30, 2015 02:35 AM
You could remove the reference PRT 0.3 please? People may think that this is my version. and of course it is not. I'm thinking of creating my own version of their mod, eliminating everything that I do not like ..... . Do not use my (altered) work in future versions, thanks.


I did not ask you deleted downloading the previous version, I decided to warn you, but as it seems to do what you want, I ask you now.
YOU NOT HAVE PERMISSION TO USE MY TEXTURES . Re-upload your version without my work, or I'll get in touch with the moderators of the forum.

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matod
matod


Adventuring Hero
posted December 06, 2015 11:52 AM

dredknight add me matisko.dobrak, we can solve details there looking forward to play with you

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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted December 06, 2015 12:24 PM

@Xuxo:

Where is this suddenly coming from? You asked me to remove any references to PRT0.3 and I did.

First you were enthusiastic about my work and send me materials I could use and start translating stuff, how am I supposed to gather from that you didn't want me to use them?

Please don't be mad, if you like to stay friends I can help you promote your work.

I deliberately made my mod compatible with PRT0.3 so that more people would download your work.

Legal:

Take in mind you don't have property rights over materials from other games and my rights to those materials are not more limited than yours. All materials from Heroes 6 belong only to Ubisoft and our conduct of using those materials is tolerated silently because they are only used by a very small group of people and we help them promoting their re-branding of the series to MM:H and keeping players attached to the series.
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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted December 06, 2015 12:32 PM

Quote:
What I propose is to reduce the % to something like 5/10/15% (originally they are 20,30,40).
This is just random thrown numbers at the moment I admit but here it is what i mean behind them.

1. Due to the % nature of the skill balance can never be achieved because the amount of risen depends on the amount of killed.
2. This change will slow down necros a bit in the begining.
3. It will make "Lord of the Undead" perk much more desirable choice.
4. It will force the players not only to raise one type of creature, but to raise whatever they can get their hands on.
4.5. it will force the player to get more high level creatures too because he wont be able to spend the weekly pool just on skelies.
5. It will open up a new place for strategy. You either grind for resources and enconomic development or straight go for the fun - vast expansion, cover more ground, get more troops, get more castles quickly.


I think 5/10/15 is maybe overdoing it, 10.20,30 might help to strengthen the perk, but in any case the total amount of extra creatures later in game remains decided by dark energy pool alone. In first weeks I often find myself unable to use the entire pool even with current %.

If necropolis is truly as overpowered as your replay suggests (not really proven definitively) then I believe necromancy skill is only small part of the cause.
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dredknight
dredknight


Supreme Hero
disrupting the moding industry
posted December 06, 2015 01:23 PM
Edited by dredknight at 13:23, 06 Dec 2015.

Let me try a few games with them. I will have more definite points then.
Currently my next victim is mathod . We will see how it goes.
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