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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 50 100 150 200 ... 208 209 210 211 212 ... 250 300 350 400 435 · «PREV / NEXT»
dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted August 06, 2016 09:14 PM
Edited by dredknight at 21:18, 06 Aug 2016.

magnomagus said:
@Dredknight: I think the reason mini-artifacts can still be a balance problem is because you can switch hero-artifacts between battle and making the artifacts. So you don't need to take the handicap of too much knowledge into battle.


True. In the current setup I did change just 1 artifact - the head.
It gave 5 knowledge and -1 defence. I swapped him for the one that gives +1 spellpower because this is the only head I head beside that.

3 things I can add towards the battles:
First - Wizard was build purely defensive Expert defense + vitality + stand your ground. I also got one ring for another +2 hp. Combine this with mini artifacts and it becomes quite a formidable force. Take a look at how much health gargoyles have. I even hit defense on them a few times so they can benefit from the stand your ground bonus.


Second - Sylvan player did not get mass deflect misile. This forced him to forward and be exposed against 3 stack of archers.

Third - Have in mind that the army is roughly equal  (if you take growth in comparison).
T1 academy 40     vs 20 + 4 sylvan
T2 academy 14     vs 9 sylvan
T3 academy 9      vs 7 sylvan
T4 academy 5      vs 4 sylvan
T5 academy 3 + 2  vs 3 sylvan
T6 academy 4      vs 4 + 1 sylvan
T6 academy 2      vs 2 sylvan

This means that

Academy has
~ 27% more T1 (+4 population included in the formula)
~ 20% more T2
~ Same T3
~ 20% less T4
~ same T5 (+2 population included in the formula)
~ 25% less T6 (+1 population included in the formula)
~ 25% less T7

Without the exta population things get like that
~ 11% more T1
~ 70% more T5
~ 50% less T6

Not sure which calculation is considered correct. I have not gone in depth into the power stats formula.

I think the bonus Health per knowledge can get some reduction. with 36  Knowledge one get the whooping 8 per unit. Which is quite a something with those big populations for Gremlins and Gargoyles.
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StevenAus
StevenAus


Adventuring Hero
posted August 06, 2016 11:48 PM
Edited by StevenAus at 23:49, 06 Aug 2016.

I'm finding that I can't convert external dwellings.  Even when I have enough resources, the hero is from the starting faction, I own the dwelling and click yes, it doesn't subtract the resources and doesn't change the dwelling to my faction.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 07, 2016 12:33 AM

@Dredknight: you said 36K but it dropped to 27K in your videos? that's more than 5.

@Stevenaus: on ultima maps it is very easy to hit the max, likely already when game starts
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LarkinVB
LarkinVB


Known Hero
posted August 07, 2016 12:50 AM

magnomagus said:

@Stevenaus: Shamans & Witches gain +6 Defense from the guild, means +20% durability which should on avg make up for the 0-35% durability from rage. For them magic is primarily a replacement of warcries + the bonuses creature gain rom rage levels. From this perspective there is currently no reason to believe they are underpowered.



My shaman felt very weak but thats perhaps because her highest level spell word of light was killing her own troops.

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Bulya
Bulya


Adventuring Hero
posted August 07, 2016 12:50 AM

magnomagus said:
@Bulya: There is a town conversion limit, which can be increased in the settings file, but this will likely make game too easy. Dungeons AI performance is likely a result of many random factors on  the map you are playing. From perspective of human players the faction is well-balanced.

I thought that the new H55 maps are well balanced. Am I wrong about it?

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StevenAus
StevenAus


Adventuring Hero
posted August 07, 2016 01:34 AM

Maybe Shamans at least could get immunity to Word of Light for their troops, and maybe (but less likely) Witches too?

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Athis
Athis


Adventuring Hero
posted August 07, 2016 03:55 AM
Edited by Athis at 03:56, 07 Aug 2016.

Hello
I am back to play H5.5 - the original campaigns
I am installed and ready to go and wondering about difficulty levels
I am not an experienced player of either the vanilla game or H5.5
So I dont know the hero types and specialisations and skills etc in any detail; or any advanced strategy etc
I  have a general idea or overview of the game and some limited play experience;
I have played the first maps of the campaign in the past a couple of times - The Queen campaign

So I would like some advice about difficulty levels
Or a link to a relevant post or info about difficulty

Thanks

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted August 07, 2016 09:17 AM
Edited by dredknight at 09:28, 07 Aug 2016.

Hello @Athis!

For campaigns use utility.exe so you wont have issues with campaign scripts. (and thus not being able to pass some maps). This is all you need to know .

I am not sure how difficulty relates to campaigns so I hope someone else will help you with this.

Regarding the way heroes gain skills there is internal skillwheel that you can follow (there is a button inside the hero menu) or you can download and external one here.
Check what it says in description as you need shoes compiler.

magnomagus said:
@Dredknight: you said 36K but it dropped to 27K in your videos? that's more than 5.

@Stevenaus: on ultima maps it is very easy to hit the max, likely already when game starts


in the first 3 videos it must be 31-32. I believe this is issue with the replay viewer it messes up hero stats and casualties.

The forth battle I was playing sylvan so I dont know if the enemy swapped anything. Whatever the case was he must have lost other bonuses too because all my knowledge bonus came from Dragon set (6 pieces) - Weapon (+4A +4D),
Armor +2A +2D,
Necklace +4S,
Shield +4D,
Ring +1ADSK
Cloak +2, +2K

None of those were swapped because i did not have better (besides armor that gave +2 all and 20% mr but I didnt put it because of the 5% init bonus).
Furthermore they gave another +2 to All bonus.
Artifacts were last updated at 36 Kn and anything less than 30 should be issue with the viewer.

Anyway I support your idea that one can make even higher gap fo knowledge to A & D swap so I support the idea to nerf some artifact stats a little bit (unless there is a way to make mini artifacts auto update every time one swaps hero artifacts).
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 07, 2016 11:42 AM
Edited by magnomagus at 11:44, 07 Aug 2016.

@Athis: do not overlook the casual game setting and read its tooltip before starting a custom game in H55.

@Bulya: the ARMG maps are well balanced, but the game is insanely complex from perspective of AI development, so the AI is not able to use every game element or random chain of events equally well.

@dredknight: it is not possible to change the HP, A & D artifacts, not even by hex-editing, Deflaktor explained.
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StevenAus
StevenAus


Adventuring Hero
posted August 07, 2016 12:10 PM

So I take it that you can't update the artifacts knowledge every time you move them (so you couldn't choose all the highest knowledge artifacts and then choose your preferred set)?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted August 07, 2016 01:02 PM

magnomagus said:

@dredknight: it is not possible to change the HP, A & D artifacts, not even by hex-editing, Deflaktor explained.

I read the last 4-5 pages of Deflactor thread but all I see is the issue with speed divisor.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 07, 2016 01:16 PM

the info is in his files.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted August 07, 2016 01:53 PM

gggghhhhhhhh....  

saw it.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted August 08, 2016 12:07 PM
Edited by dredknight at 12:10, 08 Aug 2016.

Alright, some feedback.

Tent specialization for Haven is extremely potent.
For example:

Jedite + Squire upgrade is pure rampage.
More specifically "shield all" protection seems really strong.
It gives 50% archery reduction and really helps to get the snowball effect quite fast because he is not afraid to engage archers.

It is quite good for fortress as well but unlike Haven fortress has
low damage output so numbers does not matter that much.

We just had a game we didnt finished because Haven (jedite) got so ahead in development there was no point in doing so.

Another reason that makes me think it is strong combo is that the guy that plays haven is our least experienced player .


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StevenAus
StevenAus


Adventuring Hero
posted August 08, 2016 12:27 PM
Edited by StevenAus at 12:28, 08 Aug 2016.

I'm getting an error when trying to open the external skillwheel file for RC8b with Shoes.

Error in <unknown> line 0 | 2016-08-08 18:26:36 +0800
uninitialized constant "MZx90"
Open_Skillwheel_v0.70.exe:1:in `<main>'
G:/Win 7 64 bit Program Files/Shoes/lib/shoes.rb:500:in `eval'
G:/Win 7 64 bit Program Files/Shoes/lib/shoes.rb:500:in `visit'
G:/Win 7 64 bit Program Files/Shoes/lib/shoes.rb:171:in `show_selector'
G:/Win 7 64 bit Program Files/Shoes/lib/shoes.rb:199:in `block (4 levels) in splash'
-e:1:in `call'

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 08, 2016 12:29 PM

you mean deflect missile?
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted August 08, 2016 12:42 PM

magnomagus said:
you mean deflect missile?


No Squares "Shield ally" ability. All adjuscent units suffer 50% less damage damage from all non-magical shooting attacks.

Also the Archangel resurrection is really strong when it comes to PvE. Just combine the Square shield all ability + 2 archangel stacks that resurrect and you can beat almost anything.

Now when I am thinking it over... it is not even tent issue.
I remember the last game I was haven I managed to beat both PvP opponents in a row with the same army and mana. I have not done this before.

I was significantly stronger than them due to resurrection with angels + tent (just war machines no spec).

Now when I play Stronghold (Sylvan, Inferno and Academy) I see how they get behind due to issues with protecting units even if they have tent.

I believe the issue is purely with Haven only due to units have a lot of defense and synergy between defensive/regenerative abilities as a whole.

P.S.
I cant say how necropolis and fortress are doing due to having not played them for a long time.


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StevenAus
StevenAus


Adventuring Hero
posted August 08, 2016 01:45 PM

Dredknight, did you see the error message I got in Shoes about the external skillwheel file?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted August 08, 2016 02:45 PM

StevenAus said:
Dredknight, did you see the error message I got in Shoes about the external skillwheel file?


Yes. sorry. Did it work before or you just installed it? What version of the compiler did you installed? I run it on windows 7 myself without any issues.

Also please take this out to the Open skillwheel thread. This is other matter.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 08, 2016 02:47 PM

I have played with haven a lot but I never felt they were especially faster developing than other factions.

Maybe its because i always set resources to 'little', but in most cases I really need a lot of time before I even have squires and archangels.

The tent spec is not especially strong above what you already have by default and helps very little in the deciding battle.

I think it most likely a combination of having the wm skill+ tent perk right from the start + luck on the adventure map causing a snowball effect.
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