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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 ... 185 186 187 188 189 ... 200 250 300 350 400 435 · «PREV / NEXT»
thGryphn
thGryphn


Promising
Famous Hero
posted June 11, 2016 09:58 AM

magnomagus said:
Wasn't he saying puppeted units can be scared already?


Yeah, I think he was...

dred's idea is unconventional, which is how I like'm, but it doesn't seem to bring any benefits. If casting on own units did not lower rage, did not cause losing turn and had somewhat of a certainty in outcome (move only forward, or only backward), then it could be something...

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 11, 2016 12:02 PM

@Mircu, thank you for your upload, did you make this or did you update the files from dabuthegreat?

In the next version there will be a skillwheel, which means the game can be translated fully, no untranslated manual.

The downside: me and Thgryphn had to move a lot of 'extended text' to the skill desc so a lot of files need to be updated.

There is a free software 'attribute changer' that can update all files to a later date then my releases to prevent 'overwrite bugs'


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Mario
Mario


Known Hero
posted June 11, 2016 12:12 PM
Edited by Mario at 12:26, 11 Jun 2016.

mircu said:
Didnt know where to put it so ive made reply here

Polish Translation File for Heroes of Might & Magic 5.5 :

LINK

translation made in 99%:

lack of transleted bio
some small bugs

Use it/modify at will.


Thank you very much!!
I waited for such a message!
Some artefacts are not-translated (in some description, in other only a name, in skillwheel some skills are non-trasnslated too)

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thGryphn
thGryphn


Promising
Famous Hero
posted June 11, 2016 04:07 PM

@magno: New PM in your box

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ldongder
ldongder


Adventuring Hero
posted June 12, 2016 04:30 AM
Edited by ldongder at 04:30, 12 Jun 2016.

@Magno,

Does it make sense to boost the town special abilities? I think currently they are too week and make little difference , these abilities may enhance with town levels and/ or with construction of certain buildings.

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mircu
mircu

Tavern Dweller
posted June 12, 2016 09:02 AM

Mario said:


Thank you very much!!
I waited for such a message!
Some artefacts are not-translated (in some description, in other only a name, in skillwheel some skills are non-trasnslated too)


do u use standar skill wheel or [url=http://heroescommunity.com/viewthread.php3?TID=42455]this[/url]

if second there is text folder inside this mod remove it and all will be translated (or download [url=https://drive.google.com/open?id=0B91QW8EWV-i5YVVubzh0ajRtakU]modified version[/url]) for orginal skill wheel idk not using it but will check it if u use it.

Ps.

magnomagus said:
@Mircu, thank you for your upload, did you make this or did you update the files from dabuthegreat?

In the next version there will be a skillwheel, which means the game can be translated fully, no untranslated manual.

The downside: me and Thgryphn had to move a lot of 'extended text' to the skill desc so a lot of files need to be updated.

There is a free software 'attribute changer' that can update all files to a later date then my releases to prevent 'overwrite bugs'




I did translate MMH55-Texts-EN.pak and added all texts for classes.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 12, 2016 12:50 PM

I see,

It is good that some parts of the skillwheel are not yet in translation, because this is the RC7a translation and RC7a does not yet 'officially' include the skillwheel.

Me and THGryhn are still working on the integration and fixing txt and balance issues.

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ldongder
ldongder


Adventuring Hero
posted June 12, 2016 03:39 PM

another feedback: is it worth considering that we gain control over the arrow towers so as to choose target to attack?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 12, 2016 05:43 PM

@Idongder: your proposals are not possible as far as I know.
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azalen
azalen


Responsible
Known Hero
posted June 13, 2016 02:41 AM

Barbarian Heroes 5 analysis

After Demons got fixed by Mags in spectacular fashion, I've been looking at another faction I consider to be somewhat weak, Barbarians.  I've completed a few games on impossible, and these are my opinions:

1) Tent and Tactics are critical to barbarians in early and mid game creeping on Impossible.  So much so, that your entire success hinges on getting these skills.

2) The Shout skill isn't very good and neither are the perks.  Shout != Sorcery.  I always skip shout skills in favor of the critical attack/blood rage/war machine skills you need early game.  Enlightenment is a far superior starting skill.  

3) I'd like to see Untamed Cyclops get that extra speed point.  To me, untamed cyclops is a terrifying unit on the battlefield that must be dealt with by the opponent ASAP (thus their lower initiative), but the 4 speed really prevents them from making the opponent respect their power.  Right now, I always take Bloodeye mainly for the speed and initiative point.  

4) Gorshak (hero special) and Crag Hack (sheer stats) have a clear edge on the rest of the heroes.  Kragh has some potential, but I haven't tried him.  Witch doctors are poor because shatter is a useless skill slot until you hit hero battles.  


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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted June 13, 2016 08:47 AM

Azalean I just had a long game as well. Here are my comments.

azalen said:

1) Tent and Tactics are critical to barbarians in early and mid game creeping on Impossible.  So much so, that your entire success hinges on getting these skills.

This is true. Though I dont see anything wrong with it.
azalen said:

2) The Shout skill isn't very good and neither are the perks.  Shout != Sorcery.  I always skip shout skills in favor of the critical attack/blood rage/war machine skills you need early game.  Enlightenment is a far superior starting skill.

Not true. Shouting is just as good when you get them warcries .
azalen said:

3) I'd like to see Untamed Cyclops get that extra speed point.  To me, untamed cyclops is a terrifying unit on the battlefield that must be dealt with by the opponent ASAP (thus their lower initiative), but the 4 speed really prevents them from making the opponent respect their power.  Right now, I always take Bloodeye mainly for the speed and initiative point.
 
Actually they have 5 and 6 speed not 4.

I believe they are good as they are because stronhghold has so many fast or more initiative creatures that at some point they will override the enemy defences (no retaliation hits, hits on the right places). Cyclops are more of a strategic unit. You put it to cover one side of the battlefield, while all other units cover the other ;D.
azalen said:

4) Gorshak (hero special) and Crag Hack (sheer stats) have a clear edge on the rest of the heroes.  Kragh has some potential, but I haven't tried him.  Witch doctors are poor because shatter is a useless skill slot until you hit hero battles.
 
Stronghold specialities are all very good. This is due to the fact you only take account for the PvP battle. Some of them give edge while preparing like more population for units or free logistics spec that allow you to get higher economy. I just did a game where my economy totally out paced the other 2 players so at the end I even did have a fight with them cause there was no point.

Currently I am not yet sure what stronghold is  (are they weak? are they ok?). I had a game that I wiped both players with them but the mapmaker broke the map and there were a lot of stat buildings to pick so at the end i had something like 52 attack and 30 defense when the other players had less than 60 stats in total. Next game we will try normal map setup and I will test them again.

The problem with them is that the rage thing stack exponentially and they can get very strong if they are well protected by it.
On the other hand if the rage does not absorb enough damage they die very fast and the rage levels do not make a difference due already low numbers in stack. So far I vote for not touching them and just try a few more PvP games against other factions!
Cheers!
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Gidoza
Gidoza


Famous Hero
posted June 13, 2016 01:48 PM

magnomagus said:
Wasn't he saying puppeted units can be scared already?


I didn't think he was saying that?  But if he was, I retract my statement.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 13, 2016 03:10 PM

@azalen

Shout is far more important than sorcery because it directly feeds your racial. But it mostly shines in hero battles - all you need for creeping is tent, ballista, tactics, powerful blow and logistics.

Untamed with 6 speed would be too much. With aura of swiftness and battlecry they'd get 8 speed on first turn.

@Gidoza

Indeed, I'm sorry if I wasn't clear.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted June 13, 2016 04:56 PM

Another game we started - Stronghold vs Haven vs Fortress (RC7a).
This time I try  different class - Chieftain.

I noticed that a great game changer for stronghold is what you are going to get on tier 2 spells. Second game I am hoping for fear my roar.  I found myself never wanting to use Order of the Chief.
Though I can still use it on early stages cause tent compensates for the damage it is not a welcomed spell.

I know the damage cannot be reduced because there is no value to change (using hero damage value) but what if during casting there is some way to attach a debuf that lowers hero level? This will lower the damage as well.
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Gidoza
Gidoza


Famous Hero
posted June 13, 2016 06:21 PM

dredknight said:
Another game we started - Stronghold vs Haven vs Fortress (RC7a).
This time I try  different class - Chieftain.

I noticed that a great game changer for stronghold is what you are going to get on tier 2 spells. Second game I am hoping for fear my roar.  I found myself never wanting to use Order of the Chief.
Though I can still use it on early stages cause tent compensates for the damage it is not a welcomed spell.

I know the damage cannot be reduced because there is no value to change (using hero damage value) but what if during casting there is some way to attach a debuf that lowers hero level? This will lower the damage as well.


Well, what if the ability dis the opposite of what some other skills do - reducing the effective level of the Hero when using the ability?  But make the value like...20.


In unrelated news, I have a concern about the relationship between AI Heroes and Battle Sites.  I VERY regularly enter enemy territories to find their battle sites untouched - even if they're on a main road that I know the AI has frequented, and for which I'm quite sure a month hasnt passed yet, since my ratio for finding untouched Battle Sites is easily above 90%.  I was wondering if the AI wasn't visiting the sites because of insufficient troops, but that doesn't seem to be it, as they have plenty.

I wonder if it relates to the fact that in H5.5, sites regularly say "Visited" even though they haven't been?  Perhaps the AI relates poorly to this.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 13, 2016 06:30 PM

The battle site counters are different in H5.5, for the enemy it is only 7 days, for yourself it is 2 months.

I know the Ai visits them, because i tested it with a tracker.
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azalen
azalen


Responsible
Known Hero
posted June 13, 2016 10:45 PM

The thing that worked particularly well with Stronghold in my experience was specific to Gorshak:

1) Position your Chieftans next to your centaurs.  The bonus Chieftan initiative + Gorshak hero special means they usually go first.  Attack their high initiative missile/flyer unit threat.

2) Immediately order of command your centaurs with high init chieftans.  Attack their other high threat flyer/missile unit.

3) Res centaurs who died to order of command with tent

4) Use fear my roar or call of blood on centaurs (raise their init) as situatuon demands



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thGryphn
thGryphn


Promising
Famous Hero
posted June 14, 2016 02:28 PM

@magno, you got new PM

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted June 14, 2016 04:34 PM

Possible bug -> Chieftains can pick Learning via Huts.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 14, 2016 05:04 PM

Yeah huts are not restricted by your class's skill percentages.
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