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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 ... 182 183 184 185 186 ... 200 250 300 350 400 435 · «PREV / NEXT»
hakuryou
hakuryou

Tavern Dweller
posted June 03, 2016 07:02 PM

Not sure if you'd call that a strategy but I would suggest picking Alaric or Jeddite as your starting hero (if you want to start as a Heretic that is). Jeddite gives you war mashines + tent perk at start so that solves the problem. With alaric you are getting the fireball spell so it also (kind of) solves the problem with low dmg output early.

Aside from that I do not have any suggestions as of now.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted June 03, 2016 08:04 PM

I went more thoroughly through the Heretics and their skills and you are right to some extent.

1. Jedite is ok cause he starts with tent.
2. Alaric is ok as well due to the fireball.
3. Valeria - She starts with mass vulnerability which does a little damage.
I think that the damage is too little. Currently on levels:
- 10 - the damage is 20 + 60 = 80
- 20 - the damage is 20 + 120 = 140
- 30 - the damage is 20 + 200 = 220

I think the scaling of the damage is pretty funny. Even if we take into account she can cast it as a Mass spell and catch 4-5 units it is still quite weak and meaningless for specialization.

What if calc modifier is set to per 2 levels than we have:
- 10 - the damage is 20 + 100 = 120
- 20 - the damage is 20 + 200 = 220
- 30 - the damage is 20 + 300 = 320
- 40 - the damage is 20 + 400 = 420

The spell will get a thane or two and single tier 7 unit which seems legit to me. But yeah.. this still looks funny compared to other specializations. May be even more damage (mofier per each level?)

4. Gabrielle - Specialization is economics which is alright but she is a though pick to play too.

5. Orlando - has the same issue as Gabrielle. Good spec but noway to cope early in the game.

6. Markal - Due to the nature of his specialization i think he is alright to be very tough to play early on. I think he requires a bit more different mindset to play.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 03, 2016 08:05 PM

Would be nice if warmachines were equally applicable except might heroes focused on ballista and magic ones on tent. First aid tent makes a lot of sense for a cleric, dark or otherwise.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted June 03, 2016 08:15 PM

Elvin said:
Would be nice if warmachines were equally applicable except might heroes focused on ballista and magic ones on tent. First aid tent makes a lot of sense for a cleric, dark or otherwise.


Now when you said. it makes complete sense lorewise for a "heretic" to start with Dark, Warmchines + Tent. Especially with the idea one can get Plague tent afterwards .
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azalen
azalen


Responsible
Known Hero
posted June 03, 2016 08:38 PM

dredknight said:
Elvin said:
Would be nice if warmachines were equally applicable except might heroes focused on ballista and magic ones on tent. First aid tent makes a lot of sense for a cleric, dark or otherwise.


Now when you said. it makes complete sense lorewise for a "heretic" to start with Dark, Warmchines + Tent. Especially with the idea one can get Plague tent afterwards .


Ok, but can I get Triple Fireball Imbued First Aid Tent as a magic user?

JK

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 04, 2016 01:17 AM

@dredknight: Disruptor & mindreaver both need a small boost, but it is not necessary that every hero is equally useful for early creeping vs very strong neutrals in PvP, there are many other ways to play the game and some heroes are better at something else.

War machines is essentially a might skill, it is designed as alternative to learning a magic school. if it is too desirable for magic heroes than I may need to nerf it.
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Skeggy
Skeggy


Promising
Famous Hero
posted June 04, 2016 04:30 AM

magnomagus said:
@dredknight: Disruptor & mindreaver both need a small boost, but it is not necessary that every hero is equally useful for early creeping vs very strong neutrals in PvP, there are many other ways to play the game and some heroes are better at something else.

War machines is essentially a might skill, it is designed as alternative to learning a magic school. if it is too desirable for magic heroes than I may need to nerf it.


Dredknight’s Seer shows very clearly that Seer without Light magic has no chance against any strong caster. Victory was just the matter of destroying the ballista.
imlposiondestruction.sav shows that really nice.
Download link for replays is
http://s000.tinyupload.com/?file_id=48563715633944441700
justdark.sav shows combination of runelore and dark magic.
withlightmagic.sav shows not only that victory for the Seer is possible, but also that there are certain “key” spells that are too crucial that they depend on showing up in mage guild or not.
For Light magic that is certainly magical immunity.
For dark magic that is certainly blindness (now that frenzy will be friendly).
Dark magic had 3 t4 spells, and of that 3, 2 level 4 spells were all about incapacitated enemies for specific amount of turns. Now it will be 50:50. Same thing for light magic.
I think that magical immunity and blindness have too strong dependencies with certain classes. Therefore, I propose that there should be only one t4 spell in the case of Light and Dark magic. The others can be raised to level 5, or drop to level 3.
And, it would be nice that magical immunity can protect war machines as well.

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Skeggy
Skeggy


Promising
Famous Hero
posted June 04, 2016 05:36 AM

Magical immunity and blindness could also be acquired automatically, after Here achieves Expert Light or Dark, and reaches level 10.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted June 04, 2016 08:19 AM
Edited by dredknight at 08:19, 04 Jun 2016.

Skeggy have in mind I played quite casually this game.
Some of my upgrade are completely not on place (Mage, Gremlins).
I have spent 5 skill points on Logistics.
I have more unbought army in the castles.
I never went for third castle development despite I have very strong economics.

The Fortress hero has all-battle oriented skills and he was lacking a lot of funds to buy his army and finish his magic and rune guilds which came by me (about 150k gold total + a lot of resources) plus I waited for him about 10 days which is even more gold that he gets from stashing and grinding.

I have come to mind that logistics + economy perks are good game skills for academy main hero. why? they dont help directly but due to a significant speed and gold boost you will swarm your enemy with much bigger forces than his.

Basically the way I lend him my money is like he landing me Runelore or some other battle-oriented skill (which is impossible of course but just for the example).

And I just wanted to see how a balista rampage will go . Fully pumped Balista (I took about +7 attack and +4 knowledge from buildings, I also put up an axe for +5 attack) does a good damage but the health is a big problem mid game and late game it will be just useless in PvP.

I am not sure if it needs a boost or not due to its usefulness in PvE.
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Wakke
Wakke


Hired Hero
posted June 04, 2016 09:15 AM
Edited by Wakke at 09:16, 04 Jun 2016.

Is it possible to only allow heroes with a ranged attack to attack over castle walls? Might be a cool differentiator. But I guess you would have to re-enable it if a wall is broken, which might be hard...

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ldongder
ldongder


Adventuring Hero
posted June 04, 2016 09:42 AM

magnomagus said:
@dredknight: Disruptor & mindreaver both need a small boost, but it is not necessary that every hero is equally useful for early creeping vs very strong neutrals in PvP, there are many other ways to play the game and some heroes are better at something else.

War machines is essentially a might skill, it is designed as alternative to learning a magic school. if it is too desirable for magic heroes than I may need to nerf it.


In early game , I can only have one main hero who is for battle and other heroes will be assisting him to pick up things and transport  some troops to him, but most cases it's not under player's control to learn logistic skills and other non-battle skills ( bigger chance to learn battle-related skills when leveling up- but useless for such assisting heroes)

Can we make some change on this, we want make most of each hero's skill- have more control over the skills to be learned to adapt to our strategy.

By the way, I personally think currently there are insufficient assisting skills (most of them are battle-related).

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 04, 2016 01:03 PM

magnomagus said:
War machines is essentially a might skill, it is designed as alternative to learning a magic school. if it is too desirable for magic heroes than I may need to nerf it.

And yet original H5 wizards always had a good ballista, at the cost of rare flaming arrows. And unless playing Havez, that was not a popular skill so I don't see an issue giving it to the clerics. H3 clerics had first aid skill as well. One way to make warmachines stand out for them would be to not give access to triple ballista so that their focus is on the tent.

Problem is, that wouldn't scale so well in endgame. It is a pity that there isn't as much specialization on the tent, as there is on the ballista.
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Skeggy
Skeggy


Promising
Famous Hero
posted June 04, 2016 09:15 PM

Something like this:

Light magic:
T1:
Divine Strength, Haste, Cleansing
T2
Endurance, Righteous Might, Regeneration
T3
Deflect Missile, Teleportation, Word of Light
T4
Magical Immunity
T5
Divine Vengeance, Resurrection

Dark magic
T1
Weakness, Slow, Sorrow
T2
Vulnerability, Suffering, Decay
T3
Confusion, Frenzy, Curse of the Netherworld
T4
Blindness
T5
Puppet Master, Vampirism

IMO above-mentioned pairings gives nice perceptive comparison of similar effects, prevents overpowered combinations like Endurance + Righteous Might, or Vulnerability + Suffering, (at least for one town), and gives nice possible damage expectations, like Decay is semi-mass spell, and Curse of the Netherworld is full-mass spell, so, it should be stronger then Decay.
HoMM5.5 Decay at different Dark mastery levels:
- None = 32 + 8*SP
- Basic = 32 + 10*SP
- Advanced = 32 + 12*SP
- Expert = 32 + 14*SP
Duration time at None/Basic/Advanced/Expert= 2 + 0.1*SP turns
30 spell power and expert dark magic: damage = 32 + 14*30 = 452 damage per turn for 5 turns

HoMM5.5 Unholy spell based on Dark Mastery level:
- None - damage = 80 + 8*SP
- Basic - damage = 100 + 10*SP
- Advanced - damage = 120 + 12*SP
- Expert - damage = 140 + 14*SP
30 spell power and expert dark: damage = 140 + 14*30 = 560 damage
So, perhaps just little decrease in power and cost. Or just in cost.


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ldongder
ldongder


Adventuring Hero
posted June 05, 2016 03:51 AM
Edited by ldongder at 03:55, 05 Jun 2016.

can we dismiss the governor when he is not at the town gate and re-inaugurate a new governor at any time, I think this is useful.

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ldongder
ldongder


Adventuring Hero
posted June 05, 2016 04:22 AM
Edited by ldongder at 04:45, 05 Jun 2016.

Would like to report a problem, I was using Inferno with Capitol built , my town was captured by ab enemy academy hero, after I regained my town I found the capital was no longer there, is this a bug or new game feature?

The academy hero built a new building  and recruited some creatures  during his control, no other difference

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etore
etore


Adventuring Hero
posted June 05, 2016 07:02 AM
Edited by etore at 07:04, 05 Jun 2016.

ldongder said:
Would like to report a problem, I was using Inferno with Capitol built , my town was captured by ab enemy academy hero, after I regained my town I found the capital was no longer there, is this a bug or new game feature?

If the enemy hero already had a capitol in another town this is the expected behavior. Works the same way in original H5.

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thGryphn
thGryphn


Promising
Famous Hero
posted June 05, 2016 07:36 AM

magnomagus said:


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.




I'm curious, how will you combine two perks into one and have it behave differently for Warlocks?

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Hayven
Hayven


Famous Hero
posted June 05, 2016 09:01 AM

I guess that the Elemental Vision will be scripted to add Exorcism to the hero's spellbook when obtained.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 05, 2016 10:15 AM
Edited by magnomagus at 10:16, 05 Jun 2016.

@Wakke: Creates balance issue

@Idongder: There will be a few more support skills in next version

@Skeggy: I will never add only one spell to one level.

@ThGrypn: Not combined technically, but to the player it will look that way because both skills can have the same icon and desc.
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echo
echo

Tavern Dweller
posted June 05, 2016 10:48 AM

Hi magnomagnus,

I've tried to tweak a few values in the MMH55-Data.pak file, but the updated version doesn't seem to be recognized by the game (no options appear beside the difficulty when creating a game). I'm just unzipping it, changing something in the xdb file, and then re-zipping it in the same place.

Is the pak file signed or anything like that? Or is there a trick to it that I don't get?
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