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Ereinion156
Adventuring Hero
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posted August 08, 2016 05:09 PM |
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I just had a look at the new orcish magic heroes in the skillwheel and noticed that the witches can get both the "corrupted soil" and the "cursed ground" perk which are actually the same. Is that meant to be? And if yes: Do you get the doubled effect or what will happen then?
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted August 08, 2016 05:17 PM |
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Emin3m
Tavern Dweller
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posted August 08, 2016 09:44 PM |
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Hi, I was wondering if it is possible to change the gold incomes from towns by editing a file in the .pak packages (those of the 5.5 patch ofc). Thanks !
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted August 09, 2016 12:21 AM |
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted August 09, 2016 02:56 PM |
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Azy
Tavern Dweller
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posted August 09, 2016 05:27 PM |
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Hello guys,
Today I decided to change something in Heroes V and I have found this mod. After downloading and installing it with Heroes V Tribes of the East I had to download some .dll files(such as zlib1.dll UbiStats.dll msvcp71.dll mscvr71.dll libcurl.cll granny2.dll fmod.dll). After downloading I moved them into bin folder of this mod. Unfortunately it didn't solve my problem. I still can't launch my game and following error occurs "The procedure entry poing_GrannyEvaluateCurveAtT@20 could not be located in the dynamic link library E:Heroes VHeroes V Tribes of the EastUserModsbinMMH55_64.exe". If anyone knows how to solve this problem I will be grateful.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted August 09, 2016 06:13 PM |
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Heya Azy,
Welcome to the forum!
The issue you are facing occurs due to wrong installation folder. You did not point the correct directory to Tribes of the east folder.
Please take a look at this guide and install the mod as it is described in there.
____________
Join our official discord channel | NCF Utility Beta
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Azy
Tavern Dweller
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posted August 09, 2016 07:24 PM |
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Oh, it was that simple. Thank you so much for help!
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted August 10, 2016 04:56 PM |
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Here is a replay month 3 week 4.
Stronhold Chieftain vs Haven Heretic (jedite).
Chieftain has expert shatter dark + 2 perks for twice mana and +enemy_hero ATB. He also has the artifact for -20% enemy initiative.
Here are a few things:
1. All of the folks here have come to a conclusion that shatter dark is less useful than the other shatters. And this is been tested 4-5 games against dark hero with full shatter dark.
The dark caster is more or less unbothered by the penalties he faces.
2. Tent specialization - dang did you see how much it heals? 1000+ damage!!!
It is not too much or too less it just a big issue in the game that the heal increase by the level of the hero which goes up logarithmically (fast early game, slow late game).
On the other hand the size of the army grows exponentially (slow early game, fast late game) so until month 3 all tent specialization heroes suffer 0 losses. This gives even bigger edge to haven once they get archers up.
3. Defense + stand your ground + Heal
I have noticed that due to the slower pace of the game now defensive factions (Haven, fortress and necropolis for their high durability) are favoured by staying at defense stance and just healing with tent tactics is the stay-at-home one.
- Get expert defense and stand your ground
- defend melee units and protect your archers.
Basically fortress suffer zero losses due to high defense/. Same goes for haven (a bit less durability but Archangel resurrection greatly compensates).
Those factions benefit greatly from tent because high defense make their HP worth high (with 20 defense points difference 1 HP equals 1.66 damage the ratio can go up to 1 hp to 3 damage for higher tier unit defends against lower tier). Thus if those factions sustain a hit they suffer less losses which are covered by the tent.
On the other side factions like inferno, sylvan and stronghold even with expert war machines tent can have grave casualties if just mistaken once.
Whats the deal here?
Well not much actually this does not breaks the balance significantly for fortress and necropolis.
- Fortress have low damage so getting a few units more or not would not drastically change their performance.
- Necropolis - slowest average initiative of all factions, units have low stats so eventually their damage is mediocre.
But haven is another deal they are tough, fast and have high damage output. a few examples:
- Champion charge is plain OP (in a matter that he has above average initiative and usually he can just charge on round 1 and hit 2 units, the losses suffered are then covered by the archangel heal).
- griffins stats and skills synergy put them as one of the best T4s.
-> Imperial griffin can fly first (15 init) do increased damage with full stack and then take the hits (same as champions).
-> Battle griffins are very tough, high damage and always retaliate with even higher damage.
- Inquizitors are just damn tough..
- Archers damage output is also quite strong and on top of that you cant even do some good damage to them due to the squares that are always protecting them
Combine that with Light or dark school and it makes then even stronger.
- Vindicators & squares - and even if squares are not protecting them they also hit hard - either the potent square bash or the double hit of vindicator...
I dont know may be it is just me but whenever there is a Haven in game lately they win. And they do it by some significant head.
For reference the games we play are on the following template conditions:
- monsters: very strong
- resources: normal
- experience: 3
Game difficulty: heroic (players start with 20k gold, 20 common and 10 rare resources).
____________
Join our official discord channel | NCF Utility Beta
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted August 10, 2016 09:24 PM |
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You make the issue far bigger than it is, there is no evidence there is anything wrong with the haven creatures (if you compare them to creatures of other factions with the same growth)
1000+ healing requires a ring of war machine affinity, so there you have it: luck on the adventure map causes snowball effect.
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted August 10, 2016 10:16 PM |
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Emin3m
Tavern Dweller
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posted August 11, 2016 03:15 PM |
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I have a suggestion for the next release.
In your installer you should ask if we want to put specific things in the game.
For example I really dislike the new Treant models and I'd like to choose when I install the patch whether or not I want them. It could also be about the new Artifact sets...
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sphericalhorse
Tavern Dweller
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posted August 11, 2016 10:41 PM |
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Hi.I have a problems with the new version of this mod (5.58b)
For example,it is a lot of errors with AI on random maps (H5_AIProcess_31j.exe not responding).
P.s I delete old version before installation and tried to install mod on "clear" version of H5, but is does not solve the problem.
soory for this eng, google translation forever!
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted August 11, 2016 11:34 PM |
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fierro
Hired Hero
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posted August 12, 2016 09:42 AM |
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I want to replace Treants with old ones too. How can I do it?
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Ereinion156
Adventuring Hero
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posted August 12, 2016 12:04 PM |
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I just played the Beleriand map by olorin and playing Fingolfin, bought the human Orlando in the very beginning in order to have him as governor of Himring. But for some reason he has no Townmanagement spell in his spellbook. What´s wrong?
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted August 12, 2016 12:59 PM |
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I tried starting a game with same faction, but didn't have the problem also no signs of scripts crashing early in the game. So I don't know.
Quote: I want to replace Treants with old ones too. How can I do it?
Too much work for me to figure out.
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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StevenAus
Adventuring Hero
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posted August 12, 2016 03:17 PM |
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Is there any chance of making the Thunder Thane "hit adjacent units with lightning" not hit adjacent units that are immune to air? Or make the Flame Lord's Flame Wave not affect units that are immune to fire? I think they both count as physical. I had a unit that was not affected in battle by the Flame Wave (Obsidian Gargoyle) but when he decimated it when he was closer, I realized the Flame Wave counts as a physical attack. I could understand if it was flaming boulders, but it seems a little unfair that a fireball could fry an Obsidian Gargoyle stack that is immune to fire.
Anyway, I understand if it's hard coded (as it probably is), but if there is any way to change it so the adjacent attack for Thunder Thane counts as Lightning attack (air) and the Flame Wave counts as a fire attack, I would be grateful. If not, you might want to change the Flame Wave's name to "Flaming Boulders" and the Thunder Lord's adjacent attack to "Lightning Boulders".
I understand why the basic attack is always physical (for both shooters and melee). But any bonus attacks on other units should always match the element that they come from, or at least rename the attacks if possible.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted August 12, 2016 03:41 PM |
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StevenAus
Adventuring Hero
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posted August 12, 2016 04:03 PM |
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Not possible to rename either? Or put a note in the docs? I would never have expected a lightning strike or flame wave to hit air or fire immune units.
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