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VodevilX
Hired Hero
Skeleton Jack
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posted August 25, 2016 08:52 AM |
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Elvin said: Any more and it would be totally op in earlygame. Resurrecting 300hp worth of units in week 1 is insanely good
That said it would be fantastic if it could be scaled with hero level so that you get extra tent uses in lategame. But if not the skill cannot be improved without throwing the balance out of the window. WM are an early-midgame skill anyways.
Well, my problem was definitely late game, if I don't go with the right kind of hero, you probably won't or can't get it in time early on.
Whatever, when I can I rather go with regeneration, that can be godlike from time to time, but my luck often fails on getting that
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StevenAus
Adventuring Hero
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posted August 25, 2016 05:11 PM |
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There is a guaranteed way to get Regeneration - Summoning Magic's Master of Life and Basic Life Magic. But of course your hero type might not be designed to work with these, or they may be unavailable.
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Auron1st
Hired Hero
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posted August 25, 2016 09:32 PM |
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VodevilX said:
Elvin said: Any more and it would be totally op in earlygame. Resurrecting 300hp worth of units in week 1 is insanely good
That said it would be fantastic if it could be scaled with hero level so that you get extra tent uses in lategame. But if not the skill cannot be improved without throwing the balance out of the window. WM are an early-midgame skill anyways.
Well, my problem was definitely late game, if I don't go with the right kind of hero, you probably won't or can't get it in time early on.
Whatever, when I can I rather go with regeneration, that can be godlike from time to time, but my luck often fails on getting that
If you have access to Serapsh (T7 Red Haven) or other regen caster and have arcane intuition (or what is it called that eagle head from enlightment) - get into fight, make the creature cast it and the hero will learn it (if you have sufficient light magic level ... i don't know does it require any though)
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StevenAus
Adventuring Hero
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posted August 28, 2016 11:09 AM |
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The eagle head perk is as it sounds: "Eagle Eye". Also Regeneration requires Basic Light Magic.
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edhelmegil
Hired Hero
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posted August 29, 2016 12:41 AM |
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Hi, guys. I have 2 questions.
1. How do I appoint a governor in a town?
2. Why some of my sylvan heroes that should be rangers according to the skillwheel appear as paladins in my tavern with a skill set that is quite different from they should have again according to the skillwheel? For example when I buy Findan from my Tavern he is a paladin with basic attack, tactics and basic avenger (and not a ranger with advanced avenger and Deadeye shot).
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted August 29, 2016 08:34 AM |
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edhelmegil said: Hi, guys. I have 2 questions.
1. How do I appoint a governor in a town?
2. Why some of my sylvan heroes that should be rangers according to the skillwheel appear as paladins in my tavern with a skill set that is quite different from they should have again according to the skillwheel? For example when I buy Findan from my Tavern he is a paladin with basic attack, tactics and basic avenger (and not a ranger with advanced avenger and Deadeye shot).
Clean up your MAPS folder. Most likely you have a scripted map that interfere with the mod.
@magno, is NCF compatible with utility.exe?
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edhelmegil
Hired Hero
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posted August 29, 2016 11:35 AM |
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Thank you. And what about the governance. How exactly do I get the bonus?
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StevenAus
Adventuring Hero
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posted August 29, 2016 11:41 AM |
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Go to the adventure map (this doesn't work inside a town or castle). Open the hero's spell book and choose Town Management for the hero in the visiting slot, and if the hero matches the alignment of the town you will get an option to make them the Governor. Resigning is also done by putting the Governor of that town on the visiting slot, but note if they have been the Governor for less than a month you will need to pay a penalty (you can see the penalty when attempting to resign the governor, if it is 0 then they have been Governor for at least a month).
Note you can choose Town Management for any hero on the adventure map and you will be able to see specific ability including extra gold and creatures, type of hero (Conquest or Governor) and mana regeneration. However you can't install a Governor or resign a Governor unless that hero is on the visiting slot of appropriate town.
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edhelmegil
Hired Hero
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posted August 29, 2016 11:57 AM |
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Thank you so much. Just one last clarification - if I understand you correctly once I appoint a governor of a town he remains as such even if he is not in the town all the time. And if I build additional structures that give some bonuses to my governor he gets them no matter where he is at that time. Am I correct?
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StevenAus
Adventuring Hero
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posted August 29, 2016 12:43 PM |
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Lower than level 5, the Governor gets a movement penalty even when he is close to the town. Level 5 and up, the Governor doesn't have a movement penalty when within a certain distance of the town, but no matter the level, while a hero is the Governor of a specific town they must remain within a certain distance of the town or suffer increasing movement penalties and I think primary stat penalties and lower experience per turn too (so don't go through a Monolith with a Governor hero, unless he can go back near the town before the end of the turn).
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edhelmegil
Hired Hero
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posted August 29, 2016 05:57 PM |
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Is there something like the the old fan manual pdf for this mod? I mean - detailed description of all the new things - skills, creature stats and so on. My questions keep coming and such a file will be really useful.
Anyways, here is what I don't fully understand right now: What is a "standard hero attack"? More particularly I wanna know if there is any interaction between skills like deadeye shot, heroism and stunning attack on one side and rain of arrows, avening strike and chain attack on the other. For example if I have stunning stike will the atb penalty apply to all my targets from rain of arrows. My question addresses all possible combinations from the two groups of skills I have listed - does the deadeye shot bonus apply when I hit an enemy because of avenging strike and so on.
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Ereinion156
Adventuring Hero
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posted August 29, 2016 06:11 PM |
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As far as I know every time the hero is attacking (not casting)counts as "standard hero attack" so all of this skills should be combinable. Actually an interesting idea, stunning enemies with rain of arrows. You could just try it.
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edhelmegil
Hired Hero
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posted August 29, 2016 06:26 PM |
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Yeah, you are right. I am just a junkie about rules and theory in advance but I will definitely try it.
Any idea if the plus 3 level bonus for deadeye shot, rain of arrows, chain attack and avenging strike is stackable? I mean If I have deadeye shot and use rain of arrows on my favoured enemies do I get a plus 6 level bonus and critical for all my targets?
Edit: I am obviously really excited about the heavy warrior build that heroes 5.5 offers with counterstrike available for rangers.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted August 29, 2016 07:02 PM |
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edhelmegil said: Yeah, you are right. I am just a junkie about rules and theory in advance but I will definitely try it.
Any idea if the plus 3 level bonus for deadeye shot, rain of arrows, chain attack and avenging strike is stackable? I mean If I have deadeye shot and use rain of arrows on my favoured enemies do I get a plus 6 level bonus and critical for all my targets?
Edit: I am obviously really excited about the heavy warrior build that heroes 5.5 offers with counterstrike available for rangers.
Never tried this but I am really interested if it works!
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted August 29, 2016 09:37 PM |
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@dredknight: no, utility can be hacked for it, this will break the ARMG, and also a heavily modified version of frame.pak is needed.
@edhelmegil: it sounds to me you have not found the ingame skillwheel yet?
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edhelmegil
Hired Hero
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posted August 29, 2016 10:09 PM |
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I have downloaded a separate file with the skillwheel 'cause it seemed more detailed. Does the ingame skillwheel say anything more about the skills interaction than the one I am using? I mean if you know whether the skills I am talking about interact in some way pls feel free to enlighten me.
And my question remains about some kind of detailed manual, because I see some changes on the creatures compared to Heroes 5 and I would love to have a reference sheet about all of them.
Edit: I am just the kind of guy that likes a lot of preliminary information and preparation about the activities he is about to engage in. Learning directly through practice is not my way. I am still considering whether to fully switch from 5 to 5.5.
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Ereinion156
Adventuring Hero
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posted August 29, 2016 10:30 PM |
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You will find some infos about that in the release notes of older versions of the mod (I think in RC6 there were a lot of changes), but I wouldn´t know a place were all of the changes are listed,
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted August 29, 2016 11:11 PM |
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edhelmegil
Hired Hero
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posted August 30, 2016 12:21 AM |
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Thank you! I am aware of the skill descriptions provided in the skillwheel. I was asking about interactions between certain skills but nevermind. I will obv have to try them out myself.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted August 30, 2016 12:51 PM |
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Currently the skillwheel, the FAQ and this forum thread is all there is in written form.
I am working on more comprehensive manual that will be embedded in external app but I am currently quite early in development of those modules so I cant promise anything at this point.
Anyways I will be glad if anyone who test such things puts the results somewhere on the forum so I can gather them later.
Cheers
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