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dredknight

    
     
Honorable
Legendary Hero
disrupting the moding industry
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posted December 07, 2015 10:24 PM |
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sorry my bad. I have not read it correctly.
it is not the blacksmith but the war machine factory building on the adventure map. Now it is alright.
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magnomagus

     
     
Admirable
Legendary Hero
modding wizard
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posted December 07, 2015 10:26 PM |
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Quote: PS: My reasoning is that AI should always be able to buy all of its army in towns, at time when I am able to buy it. If I can do it, AI should be able to do it too. Especially if "heavy cheating" is on it's side.
I think this issue is fixable, and will probably have positive effect on the other issue as well.
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Belisarius

  
  
Promising
Known Hero
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posted December 07, 2015 11:07 PM |
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Quote: I think this issue is fixable, and will probably have positive effect on the other issue as well.
Yes. I believe it will.
What I am disappointed by, is that you/anyone are unable to open the save I posted, cause it really showed how AI outplayed/outmaneuvered me And then again maybe there is/was a solution to that "puzzle". It's a tricky situation at a moment when my hero doesn't have enough army to counter AI hero in the open, and AI hero is positioned exactly at the middle between two of my towns. Which are two days apart. By the way, I was "forced" to this situation in several previous turns. Brilliant tactics play.
So I will try to define look-ahead depth of "seven days" in-front thinking/reasoning of AI as Tactics. But long term overall game-plan as Strategy.
On maps that are small enough for AI to be able to plan ahead with "seven days" look-ahead, it's playing remarkably well. But on bigger maps that require more long-term Strategy, AI is somewhat under-performing compared to human.
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MMH5.5 videos
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magnomagus

     
     
Admirable
Legendary Hero
modding wizard
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posted December 08, 2015 01:13 PM |
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ldongder

 
 
Adventuring Hero
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posted December 08, 2015 01:14 PM |
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@ Magno,
Artifacts that give gold has no effect in RC3, has this been fixed in RC4?
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magnomagus

     
     
Admirable
Legendary Hero
modding wizard
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posted December 08, 2015 01:21 PM |
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dredknight

    
     
Honorable
Legendary Hero
disrupting the moding industry
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posted December 08, 2015 08:34 PM |
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poppin by to say that we have a lot of fun with Matod xD.
We unintentionally verified that MR is working against heroes with occultism. magics are not resisted but damage is reduced according to Occultism rules.
Rock on \m/!
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matod

 
 
Adventuring Hero
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posted December 09, 2015 07:41 AM |
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Yes thats true 
bug : when i try to surrender for money when attacking enemy castle i would like to surrender for money , option was there i did it but when i go to tavern to buy hero , he has no army and opponnent didint recive money. LAN game
Bug 2 : enemy hat all types of resistance boots +10 and all skills i cast empowered fireball on zombies aroud 446 dmg next round i cast normal fireball and it damages for 700. is that possible , i got warlords luck but i didnt show that i got luck roll on cast maybe it was hidden? LAN game
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Dunadd

 

Hired Hero
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posted December 09, 2015 08:11 AM |
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Edited by Dunadd at 10:05, 09 Dec 2015.
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Not very keen on the way wizard classes have been changed. Summoning is good early in the game, but it becomes worthless and irrelevant later on in a mission when you have armies with units of hundreds of even thousands of troops in them.
Not sure why it has to be the main skill for all wizard classes either - takes away the choice from the player on what type of character and what skills they want a bit.
EDIT: Also seems i would now have to take necromancy to get Arcane Omniscience even using cheats to get it for Zehir. Don't want any necromancy on my wizard characters
P.S Is there any way i could remove Zehir's Summoning Magic and "Master of the Elements" skills using in-game console and cheats? ( i know how to add skills but not how to remove them - and i don't know what code number or name to use for Master of the Elements)
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Dunadd

 

Hired Hero
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posted December 09, 2015 09:32 AM |
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Edited by Dunadd at 11:22, 09 Dec 2015.
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The in-game manual is pretty nice, but it would help if it included under skill descriptions which skills are required to get some of them ( i know it's usually the middle one in the tables, but that's only part of the information needed for skills that require you to have two or three other skills before you can get them)
EDIT: Also would it be possible to reduce the ridiculously specific requirements in the original game required to get the best class skills?
It always annoys me that i have to pick half a dozen skills i don't want in order to get the class special skill (Nature's Luck for rangers, Arcane Omniscience for wizards etc)
Would it be possible to mod it so say having any Avenger and one sub-skill from it lets you get nature's luck; Having Artificer and one sub-skill from it lets you get Arcane Omniscience etc
EDIT Could put a minimum level on it - say minimum level 20 or 30 to get the top skill for the class
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matod

 
 
Adventuring Hero
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posted December 09, 2015 10:33 AM |
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Is it possible to reduce enlighment skill ? primary atributes its offers are too much its OP
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zmudziak22

 
    
Supreme Hero
Heroes 3 Fan
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posted December 09, 2015 11:33 AM |
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Enlightment is nerfed in MMh5.5, Still I like original values of skill in ToTE. It helps Zehir alot in his 1st campaign. I had near 20 attack and defence at last mission vs Kha-Beleth. Can Infernal chain and Infernal wave be added as Destructive Spells?
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magnomagus

     
     
Admirable
Legendary Hero
modding wizard
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posted December 09, 2015 11:57 AM |
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Enlightment is already nerfed.
Quote: bug : when i try to surrender for money when attacking enemy castle i would like to surrender for money , option was there i did it but when i go to tavern to buy hero , he has no army and opponnent didint recive money. LAN game
I never made any changes to this mechanic and probably is impossible
Quote: Bug 2 : enemy hat all types of resistance boots +10 and all skills i cast empowered fireball on zombies aroud 446 dmg next round i cast normal fireball and it damages for 700. is that possible , i got warlords luck but i didnt show that i got luck roll on cast maybe it was hidden? LAN game
There are soo many modifiers, maybe mark of fire?
Quote: Not very keen on the way wizard classes have been changed. Summoning is good early in the game, but it becomes worthless and irrelevant later on in a mission when you have armies with units of hundreds of even thousands of troops in them.
The wizard class is hardly changed at all, you are talking about the additional elementalist class. Summoning Magic is very useful in late game, but takes a little longer to master.
Quote: EDIT: Also seems i would now have to take necromancy to get Arcane Omniscience even using cheats to get it for Zehir. Don't want any necromancy on my wizard characters
??? You don't need necromancy for Arcane Omniscience
Quote: It always annoys me that i have to pick half a dozen skills i don't want in order to get the class special skill (Nature's Luck for rangers, Arcane Omniscience for wizards etc)
Of course you have to, because these skills are heavily overpowered, otherwise people would take these skills everytime and the flexibility of the skill system would be ruined. Don't get focused on these skills too much in H5.5 you are supposed not to be worse off if you don't take them.
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Dunadd

 

Hired Hero
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posted December 09, 2015 12:41 PM |
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Edited by Dunadd at 14:59, 09 Dec 2015.
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You are right about summoning - i looked and Zehir is the same as in the original campaign.
But i think you're wrong on necromancy and Arcane Omniscience in your mod.
Well when i try to add Arcane Omniscience without all the other skills needed for it, nothing happens.
I'm pretty sure that this is because Cold Steel (one of the requirements for it) is in necromancy in your mod, when in the original game if you google wizard skills, it's in Attack for wizards (though i always found all the specific skills you have to take in the original game to get the ultimate so annoying i didn't usually bother with it as i didn't want the other skills you needed to get it. I always thought each class should just get its ultimate skill automatically when it reached a certain level - say 20, 25 or 30).
EDIT : for "pretty sure" read "guessing but not sure" ;-)
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magnomagus

     
     
Admirable
Legendary Hero
modding wizard
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posted December 09, 2015 01:07 PM |
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I checked the game files, cold steel is not a requirement for arcane omniscience.
Elementalists cannot learn omniscience because they cannot learn artificer, because that skill makes that class OP.
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Belisarius

  
  
Promising
Known Hero
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posted December 09, 2015 02:36 PM |
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Anybody and everybody can take Enlightenment. Except two classes from Barbarians I guess. It is universal skill. Also lets say Logistics. Or lets consider strength of Dark and Light magic skills.
So, in order to be a viable skill choice, Enlightenment needs to be as strong as any other skill. I fail to see how is this skill OP, stronger then other skills, or breaking the game by any means?
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matod

 
 
Adventuring Hero
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posted December 09, 2015 02:45 PM |
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i was warlock with primary stast 9 2 26 16 enemy 9 6 10 6 same level simillar artifacts. When i start cast armagedon you can imagine.. stats from this skills are insane but need to test in more maps in medium size maps this is 2x better than any skill
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magnomagus

     
     
Admirable
Legendary Hero
modding wizard
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posted December 09, 2015 02:56 PM |
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Dunadd

 

Hired Hero
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posted December 09, 2015 03:01 PM |
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Ah ok sorry for the mistake then and thanks for the info - for "pretty sure" you can read "guessing but should not be sure" in future when i type it ;-)
What are the requirements for Arcane Omniscience in this mod then?
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Dredknight

    
     
Honorable
Legendary Hero
disrupting the moding industry
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posted December 09, 2015 03:05 PM |
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