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matod
Adventuring Hero
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posted December 16, 2015 03:24 PM |
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Hmm i see but the best way for me to play h5.5 is to play medium or large maps and here is not possible i suppose
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted December 16, 2015 03:30 PM |
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@Devilfire: Regarding necromancy, possible but necromancy increasing morale doens't make much sense from a lore/realism perspective
There are no script functions in 31j that allow adding DE to anything, otherwise i would have used them already.
Regarding swarming gate, I have no room left in ingame manual to add another faction-unique exception to the skilltree which makes it very hard to do.
@matod: The RMG always connects the dwellings to the towns, so yeah there isn't anything I can do about that at the moment.
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matod
Adventuring Hero
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posted December 16, 2015 03:36 PM |
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I dont understand how can you manage by yourself constant updating this mod and do so much good work and answer all the questions seems you have timestop spell from D&D or smth.. from now on you are suspicious
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MagiCollector
Hired Hero
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posted December 16, 2015 06:53 PM |
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I don't know if this is ToE's problem or the mod's problem, but if i play in windowed mode, the cursor kinda misses where it's supposed to click, clicking a bit lower instead.
I'd play full-screen and the problem would be solved, but i'd like to alt-tab while waiting for turns with many AIs and big maps.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted December 16, 2015 07:01 PM |
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MagiCollector said: I don't know if this is ToE's problem or the mod's problem, but if i play in windowed mode, the cursor kinda misses where it's supposed to click, clicking a bit lower instead.
I'd play full-screen and the problem would be solved, but i'd like to alt-tab while waiting for turns with many AIs and big maps.
Go to options -> video
There tick use hardware cursor. Sometimes it fixes the issue sometimes not really but makes it a bit more bearable.
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MagiCollector
Hired Hero
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posted December 16, 2015 07:12 PM |
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dredknight said:
MagiCollector said: I don't know if this is ToE's problem or the mod's problem, but if i play in windowed mode, the cursor kinda misses where it's supposed to click, clicking a bit lower instead.
I'd play full-screen and the problem would be solved, but i'd like to alt-tab while waiting for turns with many AIs and big maps.
Go to options -> video
There tick use hardware cursor. Sometimes it fixes the issue sometimes not really but makes it a bit more bearable.
Yeah, it definetly makes it more tolerable no doubt, i'll keep it this way for now, thanks again!
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devilfire
Adventuring Hero
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posted December 16, 2015 07:31 PM |
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What exactly do you mean by Ingame Manual ? Is that the list of skills that is visually presented in the game ? If that is you can write it exactly under Elemental Balance. I think it would really bring some uniqueness between the classes and its worth the effort, but you are the one that is making the call.
As for the Dark Energy, so you can`t add any points, then what can be done to compensate the other classes outside of the Necropolis to make it worth using without a castle ?
Can you make Necromancy Dark energy point have a level progression ? For example level 1 - 150/level 10 - 200/ level 20 - 250 etc.
That way the other classes would benefit a lot, while the Necropolis will have a smaller benefit because they are able to get a lot more Dark energy points from other sources.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted December 16, 2015 07:39 PM |
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Not having the town building does not make the skill too weak, you can easily get 400 DE with the skill alone which is 500 DE with amulet. The reason necro gets +100 from the town building is not because the skill is too weak without it, but because other factions also get special bonuses from their towns.
EDIT: necromancy already has level progression, see fan manual
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devilfire
Adventuring Hero
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posted December 16, 2015 07:49 PM |
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The skill itself is not weak, no doubt about that, but its purpose is to add a few more troops to an already existing army. Necropolis are completely fine with it because they already have an army of the same type, while the other races have naturally army of their own race.
Now that the skil have a lower percentage converted it would be even less worth it because now it promotes to raise different kind of troops to utilize that Dark energy points, which is just not possible stack wise. Before you could focus on one type of undead creature that could grow enough to take a slot in the hero`s army, while now you have a lot of small stacks of different creatures that just don`t have a place in the other armies simply because it have only 7 slots and its not worth to have a stack that is lower than the natural grow of the race that is the hero.
EDIT: My bad, I don`t know what my brain is doing.. I am talking about percentage. In early game the stack slots are not filled, so you can raise everything with every race, but after some time the meat shields become a lot less effective and they will have to focus on one creature or eventually two.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted December 16, 2015 08:07 PM |
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% is not possible, but also not really a problem, heroes from other faction would probably not pick the skill before week 9 when the weakness of the % has already worn off.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted December 16, 2015 08:46 PM |
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BUG: Necromancer Reaver class (Naadir) that has Expert luck -> Magic resistance and Soldiers luck gets on level up Eratic mana perk. This is on RC4a but I assume it is on RC5 as well.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted December 16, 2015 10:42 PM |
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ldongder
Adventuring Hero
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posted December 17, 2015 06:40 AM |
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Let me present great thanks and respect to this new release of RC5, excited that some hard-coded bugs are gradually been fixed.
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matod
Adventuring Hero
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posted December 17, 2015 07:56 AM |
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Hello magnomagus , there is a issue with basic hero attack i really dont like and its unbalanced.I know its not yours fault and is just the way how h5 works , but why on earth they but so much damage on lvl 7 monsters ? Yesterday i fight with necromancer he start to cast spells but then he realize ist not worth it all 5 level he invest in dark magic are not so good as the basic hero attack (without any combat skill). So yes every turn one dragon down just with hero attack , is there possiblity to lower those attacks per level creature especialy? i mean why you want monster 7 when you know enemy hero can just do few attack in early game even without combat and they are gone? its just not fair.. And why on earth on h5 creators but higher dmg on creatures with higher level its just not fair .. especialy in random maps where you can have all lvl 1,2,3 dwelings.Game force you use mostly those unit so in Medium and small maps there is just no good reason to use lvl 7 units.. What are yours opinion on this?
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted December 17, 2015 08:42 AM |
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted December 17, 2015 12:04 PM |
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Quote: Hello magnomagus , there is a issue with basic hero attack i really dont like and its unbalanced.I know its not yours fault and is just the way how h5 works , but why on earth they but so much damage on lvl 7 monsters ? Yesterday i fight with necromancer he start to cast spells but then he realize ist not worth it all 5 level he invest in dark magic are not so good as the basic hero attack (without any combat skill). So yes every turn one dragon down just with hero attack , is there possiblity to lower those attacks per level creature especialy? i mean why you want monster 7 when you know enemy hero can just do few attack in early game even without combat and they are gone? its just not fair.. And why on earth on h5 creators but higher dmg on creatures with higher level its just not fair .. especialy in random maps where you can have all lvl 1,2,3 dwelings.Game force you use mostly those unit so in Medium and small maps there is just no good reason to use lvl 7 units.. What are yours opinion on this?
Could you tell me the level of your hero and how much spellpower he had,
also you say killing 1 lvl 7 monster is more powerful than puppet master / vampirism? Also curse of the netherworld doesn't require much SP to kill 1 lvl 7 + a whole lot more?.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted December 17, 2015 12:47 PM |
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted December 17, 2015 12:51 PM |
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted December 17, 2015 12:55 PM |
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted December 17, 2015 01:01 PM |
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Ok thanks, I see no reason for panic here, in a small game with limited spellbooks, the final combat will mostly follow this pattern and have the hero spam his most powerful dmg spell for the rest of the combat, with low SP this can be hero combat. I need to keep combat strong enough for full might heroes on all map sizes. Unfortunately I cannot make the dmg scale with the combat skill.
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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