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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 50 100 150 ... 181 182 183 184 185 ... 200 250 300 350 400 435 · «PREV / NEXT»
hakuryou
hakuryou

Tavern Dweller
posted June 02, 2016 10:11 PM

<CanSelectDead>false</CanSelectDead> just change it to true in data.pak

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 02, 2016 10:24 PM

I think that makes it applicable to dead bodies.
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azalen
azalen


Responsible
Known Hero
posted June 02, 2016 10:40 PM

dredknight said:
I have another thought about fortress today.
Keep the runes as they are or change the tiers as per your proposal.

This will reduce the efficiency of other runes to some extent as well because you cant position your units easily as you can do now.

Basically when I grind with Fortress in PvE rune of speed is the best rune as I tend to use it on bears or thanes to block archers.
Than thanes are easily ressurected with tent or light.



Yes, I agree, Rune of Charge is the main problem.  It needs to be more resource expensive and/or moved to a higher tier.  

As for Stronghold v Fortress...
Stronghold is the weakest creeping faction on impossible from my point of view (rage isn't enough to prevent bad losses from tier 7 neutral stacks), but I haven't mastered the trapper/centaur combo that Elvin always talks about, so maybe it us more "Lrn 2 Play" on my part.  Not my favorite faction, but I'd like to learn.

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hakuryou
hakuryou

Tavern Dweller
posted June 02, 2016 10:43 PM

magnomagus said:
I think that makes it applicable to dead bodies.

Oh, you're right. Sorry for the mislead.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 02, 2016 11:10 PM

azalen said:
As for Stronghold v Fortress...
Stronghold is the weakest creeping faction on impossible from my point of view (rage isn't enough to prevent bad losses from tier 7 neutral stacks), but I haven't mastered the trapper/centaur combo that Elvin always talks about, so maybe it us more "Lrn 2 Play" on my part.  Not my favorite faction, but I'd like to learn.

Dwarves have slower creeping actually. Stronghold's creeping strength is less on their units and more on tent/ballista and powerful blow. You will always lose some centaurs but tent will greatly reduce your casualties until you get cyclopes
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Nordos
Nordos


Known Hero
posted June 02, 2016 11:58 PM

hakuryou said:
magnomagus said:
I think that makes it applicable to dead bodies.

Oh, you're right. Sorry for the mislead.

Thats the problem, I checked several files, but didn't see any entry regulating it.
I hoped I had overlooked it, but I fear it is hardcoded :/

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Mario
Mario


Known Hero
posted June 03, 2016 12:05 AM

Bug report

My hero is a governor and he stay in town garrison (inside town) last day of the week and he has regalia of the legion.  When new week start addititional creatures don't appear to buy in town.
Bonus from  regalia  of the legion don't work when hero as gubernator is in town garrison.

Crown of  leadership add  +5 knowledge bonus to regalia of the legion for hero who don't has recruitment ability.
Crow of  leadership give all hero +5 knowledge bonus to regalia of the  legion

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Gidoza
Gidoza


Famous Hero
posted June 03, 2016 02:32 AM

isti1222 said:
Gidoza said:
It sure is!  Now where do I put it?     Thank you!!!

This would be a useful thing to have in the next version of H5.5, too!

Heroes 5 directory, UserMODs folder if u need, i can make a fix for renegades, (idk if its fixed yet, cuz i'm playing on old version -5.53 sadly only have mobile network )


Yes, renegades are crazy slow, too!

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Gidoza
Gidoza


Famous Hero
posted June 03, 2016 03:22 AM

magnomagus said:
My current idea about frenzy was x1.3 x1.4 x1.5 x1.6 + x0.01 per SP

I will also add the speed boost.

@gidoza: unlikely since all durations so far have been SP dependant in H5.5 and I want the spell to become pointless in the hands of weak casters.




Fair that it should be SP dependent on weak casters, however all the SP dependency makes any duration spell at all early in the game pretty awful, even for casters themselves.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted June 03, 2016 08:00 AM

magnomagus said:
disabling runes? how about not pick the skill.


I meant just disable/remove rune of speed and keep the rest.
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Nordos
Nordos


Known Hero
posted June 03, 2016 08:15 AM

If Berserk becomes T3, how about Confuse gets a slight boost and becomes T4? This way, we would have the same spell distribution as before, instead of getting the same 4 tier spells all the time, while having the 3rd tier becoming rarer.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 03, 2016 09:35 AM

@Mario: thanks i have noticed some issues.

@Gidoza: that doesn't matter for puppet master, but i will re-evaluate the low level ones

@Nordos: No, blind is the same purpose but better.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 03, 2016 09:46 AM

Ok I can't believe I'm actually considering this but so far I think the following skills all need to go to balance fortress:

greater rune
absolute protection
dwarven resistance -up to 70% total = too much

there will be a new 'runic knowledge' skill that has the same effect as tribal teachings (because it is still in the game files). There may also be some more new ones but runic magic can also be reaaranged like a shatter skill.

However this leaves me with so few ultimates I rather get rid off the concept completely, there is an alternative left in the game files for arcane omniscience, supress light can be renamed 'deflect light' so it matches thematically with magic mirror. This is interesting for Academy since they cannot have shatter light.

exorcism+elemental vision will become one skill that has a different desc for warlocks and warlocks also get distract only. This simplifies to one branching design.

-march of golems will give some extra golems
-elemental balance will also have some extra effect.


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Nordos
Nordos


Known Hero
posted June 03, 2016 10:27 AM

Hm, IMO blind has a different concept. While you cast confuse mainly to neutralize shooters and retaliation, you use blind on powerful enemies to disable them.

Rather, if Confuse would be reverted back as mass spell (speaking, affecting everyone), then it would be able to stand up on par with Blind, IMO.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 03, 2016 10:59 AM

No 3 spells at T3 lowers chance for necro to get useless spell, the chance to hit frenzy 2x will be only 0.33x0.33=10%
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Nordos
Nordos


Known Hero
posted June 03, 2016 11:41 AM

Right, if Undead wouldn't automatically mean immune to mindcontrol, it would have been interesting to enable Berserk for a few creatures (mainly Zombies and Vampires). Too bad you can't make them vulnerable to mindcontrol (I doubt you could port the effect of Sandros Cloak to an ability? The only chance would be that there would exist an ability which would be automatically applied on all creatures when you wear Sandros Cloak, but I guess it is hardcoded :/ ).

So, as long as that is the case, you are right. Rather have several T3 so that the chances diminish to get Berserk as Necro ...

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 03, 2016 12:01 PM

being undead also has to come with negatives so I'm against that, but I'm considering lowering sandro's cloak to major status after the frenzy nerf
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 03, 2016 06:08 PM

Seems unfair to make frenzy unusable to one of the most dark-oriented factions.
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strigvir
strigvir


Adventuring Hero
posted June 03, 2016 06:23 PM

Dark Magic also has debuffs other than Frenzy.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted June 03, 2016 06:40 PM
Edited by dredknight at 18:45, 03 Jun 2016.

Another note from one of my playing mates.
Heretics early game is quite crippled, unlike Knights and Paladins they have to manage it without Tent (4% chance for war machines). They do not have anything to offer as damaging spells as well.
Let me know if you have any ideas on playing strategy.May be we are looking it through a bad angle.
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