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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Heroes V Manual and Reference Guides - Made by Fans, Approved by Ubisoft
Thread: Heroes V Manual and Reference Guides - Made by Fans, Approved by Ubisoft This thread is 16 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 · «PREV / NEXT»
Legendary_Hero
Legendary_Hero


Known Hero
Stronghold Warchief
posted November 01, 2007 03:52 PM

You are right too i know you're a good player

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sfidanza
sfidanza


Promising
Supreme Hero
posted November 01, 2007 04:15 PM
Edited by sfidanza at 16:17, 01 Nov 2007.

Quote:
is Incorporeal still most three misses or three hits ?
I test more than 600 hits in toe.
it's no three hits or three misses..only two..


Indeed. The internal counter now skips 0 and goes from 1 to -1 directly (or the opposite), which in effect allows only 2 hits/misses in a row. Good catch.

Quote:
my bad about treachery. Somehow I was under the impression that there would be some kind of chance based on the % of losses.
I wonder about one thing though: Can they betray if the enemy hero has all army slots occupied? I don't ever recall treachery kicking in when fighting an enemy hero.


Good question. I'll have to check.

Quote:
Oh, and while I'm at it, the section explaining how procs work is missing all new abilities introduced in TotE (I assume Torpor works like Blind, giving the similiar effect and same animation) like Assault, Force Arrow and whatnot.


I didn't have the info before release. We are testing all this currently to include it in version 3.1.
To give some insights:
- Torpor indeed tries to trigger after the hit, and after the Vampire has drained life.
- Assault tries to trigger after the first strike and enemy retaliation.
- Force Arrow tries to trigger before the hit (like Warding Arrows).

Quote:
Also, I noticed that resistance effects have a habit of showing up in the tooltip of spells like Raise Death. Does that mean that resistance actually reduces the spells effect, or is that just bad programming? Either way, a note in the resistance section might be of need.


The predictions indeed have a few mishaps like this: in your example the spell is not affected. In the other way around, I noticed two cases so far where an effect is not taken into account in the prediction:
- Ring of Banishment (Summon Elementals/Hive/Phoenix)
- Bloodfire (the 50% bonus to rage point gained is not counted)

Again, we're working on trying to make sense of all of it, and make it clear in 3.1.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted November 01, 2007 05:31 PM

Quote:
Quote:
I wonder about one thing though: Can they betray if the enemy hero has all army slots occupied? I don't ever recall treachery kicking in when fighting an enemy hero.


Good question. I'll have to check.


They do. When you have all slots filled and the Goblins want to join because of their treachery, you get a pop-up where you have to choose how to arrange your army - actually, this is identical to when you encounter a neutral stack that wants to join but you lack space in your army.

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sfidanza
sfidanza


Promising
Supreme Hero
posted November 01, 2007 10:25 PM

Indeed.
And I confirm it can happen when fighting a neutral stack or an enemy hero. Actually, even though it's rather hard to manage, it can be a recruitment strategy...

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Jaeger
Jaeger

Tavern Dweller
posted November 28, 2007 01:47 PM
Edited by Jaeger at 13:50, 28 Nov 2007.

Taking a look at the on-line manual, the hero's listed are not all the heroes available....

Where is the rest?

There are heroes in that list you can't insert into the map editor and only get through taverns.
And there are heroes in the map editor that don't appear in the manual list???

Hmmm, anybody got a answer here?
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sfidanza
sfidanza


Promising
Supreme Hero
posted November 28, 2007 02:29 PM

Quote:
Taking a look at the on-line manual, the hero's listed are not all the heroes available....

Who do you have in mind?

There are 8 standard heroes per faction, that should be available on any map, unless the map says otherwise, plus the campaign heroes that are only playable in the campaigns and some single player scenarios (unless you have the mod to unlock them in multiplayer maps).

The ToE manual also include scenario heroes (Tieru, Agbeth, Ranleth) that are in fact only defined by one specific map for its own use, and are not available in the editor.

A few heroes like Glen and Giar are duplicate of other heroes, can not be used in any official map, and thus only have a footnote at the end of their faction list. Maybe you were referring to them as missing?

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Jaeger
Jaeger

Tavern Dweller
posted November 28, 2007 03:28 PM

There is definetly some heroes that apear in taverns that you can't add in the map editor!!!

Is there a mod for the Hammers of fate expansion?
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sfidanza
sfidanza


Promising
Supreme Hero
posted November 28, 2007 04:42 PM

Quote:
There is definetly some heroes that apear in taverns that you can't add in the map editor!!!

Again, which ones? and on which maps?

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Jaeger
Jaeger

Tavern Dweller
posted November 30, 2007 09:57 AM
Edited by Jaeger at 10:05, 30 Nov 2007.

Just to note, all my points are in this mail, some of which should be on another sticky thred, but I'm cutting and pasting because I don't believe I'm going to get any answers and there fore not be bothered to write this out again in a different format.

Right then, an example.....

Inferno:

Heroes available to insert into random maps in the map editor:

Oddrema, Jazaz, Veyer, Efion, Nymus, Sovereign, Erasial, Gamor, Deleb, Agrael, Marder, Grok, Biara, Calid, Guarg.

Heroes listed in manual:

Agrael, Alistor, Biara, Deleb, Grawl, Grok, Guarg, Jezebeth, Marbas, Nebiros, Nymus, Sovereign, Veyer.

So, there is no info for:

Oddrema, Jazaz, Efion, Erasial, Gamor, Marder, Calid, guarg.

And the heroes which you can't insert into the game(radom maps in the map editor are:

Alistor, Grawl, Jezebeth, Marbas, Nebiros.

But in game they do appear in the taverns....

It's so much hassle inserting a hero you want compared to heroes 3, and in the hammers of fate expansion editor, there is no option to do a 'select all' in the heroes list, which is a pain in the a*** as you have to select them idividually.  The original heroes five did have the select all funtion like for the spells etc.... Why was this removed????


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sfidanza
sfidanza


Promising
Supreme Hero
posted November 30, 2007 10:55 AM
Edited by sfidanza at 10:57, 30 Nov 2007.

I don't know why you think you won't get answers, but anyway, here you are:
Heroes all have an internal name and a public name. The internal name is the one used in the map file and the scripts, while the public name is only used for display in the game. You can see the list of internal names here:
http://www.heroesofmightandmagic.com/heroes5/heroes5_cheats_names.shtml

For example, Oddrema is the internal name for Jezebeth, so these two actually are one and the same hero. For the most part, the rest of your list goes the same way:
Jazaz is Nebiros, Efion is Alastor, Marder is Marbas, and Calid is Grawl.

Guarg is also in your list of heroes in the manual.
Gamor is a duplicate of other heroes (he has the face of Alastor, and the special and skills of Grok), and is unplayable in the original game. This is indicated in the footnote at the end of the Inferno heroes section.
Finally, Erasial is indeed not in the manual, because his definition file (MapObjects\Inferno\Erasial.(AdvMapHeroShared).xdb) is faulty and he is never playable in the game either.

The manual targets the release version of the game for the players (explaining why a few unplayable heroes are treated a little differently, and why the internal names are never used). It is not targeted specifically at mapmakers: the good reason for this is that when you insert a hero on a map, you can access his skills, spells... (spacebar when the hero is selected), and edit them as you like.

For mapmakers, available resources include the map editor manuals supplied with the game, the "cheating" guide I linked above (with the scripts commands), the Modders Workshop and the modding wiki, among others.

For your last question about the editor, I don't really understand it and I can't test the editor right now. But I'll get back to you on that later on the map editor questions thread.

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Jaeger
Jaeger

Tavern Dweller
posted November 30, 2007 11:09 AM

Thanks for the response.... It's been diffecult in the past to get straight answers. A lot of strange people out there!

I posted the same mail on the editor thred too.
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lance1988
lance1988

Tavern Dweller
posted December 15, 2007 02:41 AM

Hmm, I was browsing through of the Heroes of Might and Magic V gallery page at Age of Heroes and I noticed that there were images of the hardcover version of the manual. I was wondering did someone print them. Are they for sale?

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The_Gootch
The_Gootch


Honorable
Supreme Hero
Kneel Before Me Sons of HC!!
posted December 15, 2007 04:24 AM

When Jarulf displayed his original Diablo guide for the world, Blizzard acknowledged his work by immortalizing him in Diablo 2 by giving players the chance to hire a mercenary by the name of Jarulf in Act 3.

Are there any plans by Ubisoft or Nival to immortalize the lords of this manual in upcoming entries of the Might and Magic universe?


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sfidanza
sfidanza


Promising
Supreme Hero
posted December 15, 2007 04:58 AM
Edited by sfidanza at 05:00, 15 Dec 2007.

No, they are not for sale. But there's more to the story...

We did a group printing within the french community in january/february 2007 with the 2.1 HoF manual (just after patch 2.1). The idea was that indeed some players (actually about 50, so that makes it a Horde ) were interested in having a printed manual, and of course, it's cheaper to print many copies at once. The cost was about 31.50€ (27€ for production costs and 4.50€ for shipping inside France). I made no benefit in the operation.

I assume this leads to another question: what about another printing project of this sort, now that ToE is out?

The short answer is that we will likely do it again within the french community (after patch 3.1), and if/when we do, I'll inform you here (leave me your email by HCM if you want a personal notification). Some more comments are in order though:

First, patch 3.1 has been delayed, which in turn delayed the 3.1 update of the manual, obviously. As I said, if such a project were to be carried out, it would not be before the 3.1 version (I wouldn't like to see a bunch of stat changes only a few months after printing!).

Second, it would be a little more expensive with the ToE version, as the manual has more pages. Right now, there are 80 more pages, increasing the production cost by about 7€. Maybe some pages could be cut in a specific print version to lower those costs (I reckon the town specs, maybe even buildings, are not that essential in a printed manual), but on the other hand, the next update will also have some more details added.

All in all, the total cost estimate including a shipping inside France would be 35-40€ (without payment fees). Shipping outside of France costs an extra 4€. As I said the first time (on page 5 of this thread), you might find a cheaper cost at a local shipping service, in which case feel free to contact me, I'll try to support you on the technical production side (making a specific pdf with crop marks...).

@The_Gootch:
Not that I know of. But the story is interesting to know.
I should add that the manual definitely helps tightening the international community, and we have Ubisoft's support to work on it (for example when preparing the ToE version that is included on the game's DVD).

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pitsu
pitsu


Adventuring Hero
posted December 16, 2007 01:34 PM

Quote:


I should add that the manual definitely helps tightening the international community,



And formation of First Galactic Empire helped to restore order and peace in the galaxy.
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silpion
silpion


Hired Hero
posted December 21, 2007 10:04 AM

My post in the Q&A thread was overlooked but I guess it fits in here way better.

Anyway, I read the whole manual last weekend. It's probably the best game manual I ever read, I really appreciate the detailed information on game mechanics, including exact formulas.

I still have two questions:

1. Morale (page 313):
There is a reference to the general initiative section (page 309), unfortunately I can't find the spot where it actually says in numbers how much initiative is gained/lost when positive/negative morale triggers?

2. Difficulty levels (page 325)
I read somewhere in forums that the AI gets additional resources or creatures on higher difficulty levels but this is not mentioned in the manual. Is this just a meaningless rumor or does the AI get indeed additional bonuses which are missing in the manual?

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sfidanza
sfidanza


Promising
Supreme Hero
posted December 22, 2007 03:37 PM

Maybe I should follow the Q&A thread as well. Anyway, I'm glad you made your way here. Now let's give you some answers.

First, I'm assuming you read the english 3.0 (ToE) version. If my page numbers are off, it might be the reason.

1. Morale (page 313):
Indeed, the reference should be better targeted. It is actually on p.311, in the "In-Combat Modifiers" subsection:
"Good morale resets the creature's ATB value to 0.5 instead of 0 after the creature's action. Bad morale resets the ATB value to 0.5 before the creature's action, preventing it to act."

2. Difficulty levels (page 325)
Since I didn't check myself in the latest game versions, I can't tell if it actually happens, how much, when, ...
For the manual, it wasn't listed by Nival when they told me what changed with the difficulty, so I considered it was at best a cheat by the AI. As such, it can easily change from one version to the other (especially since we all hope they work on it sometimes), and is the kind of things requiring much intensive testing. That's why I didn't include it at the time.

However, I agree that a more detailed description of the AI behavior by difficulty would be useful. I'll keep it in mind for when I have the time, or if anyone has detailed information to share.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted December 22, 2007 04:03 PM

Is the trapper/witch doctor special affected by soldier's luck?
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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sfidanza
sfidanza


Promising
Supreme Hero
posted December 23, 2007 03:29 AM

No they're not. They follow their own rules, as explained at the end of the Advanced Game Mechanics section.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted December 23, 2007 02:46 PM

Yeah I read that but did not know if soldier's luck had an extra effect there Btw I took a look at the triggering creature abilities and did not see some of the new abilities as assault, flamestrike or bear roar. What is the chance for them, similar to bash and blinding strike? Oh and is it determined before or after the attack?
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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