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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 ... 217 218 219 220 221 ... 250 300 350 400 435 · «PREV / NEXT»
dace
dace


Hired Hero
posted September 28, 2016 09:59 PM

Unfortunatly I don't remember and i lost the save.
Is there a table of reference values for heroes direct damages?

Does the reference values change from H5 3.1 to H5.5?




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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 28, 2016 11:36 PM

@dace: the hero that killed your treants had the perk from the combat skill that gives 50% chance for double damage.
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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted September 29, 2016 06:26 AM

This looks like a rather complete and well thought mod (althopugh I would have changed creatures and line-ups, as I have on my H4 mod released on this forum). But on game mechanics it really seems pretty neat (other than the old source code bug, but I wish there would be ANY source code for H4).

If I ever reinstall h5 I am sure to give it a try.
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dace
dace


Hired Hero
posted September 29, 2016 09:40 AM

magnomagus said:
@dace: the hero that killed your treants had the perk from the combat skill that gives 50% chance for double damage.



Of course but that doesn't explain why 7 treants.
In H5 manual fan the values are:

Hero Level 20 -> 1.340 tires 6
Hero Level 25 -> 1.640 tires 6

And i am sur the hero was not level 25 or higher.

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strigvir
strigvir


Adventuring Hero
posted September 29, 2016 08:14 PM

There are heroes with bonus damage to their attack as their specialty.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 29, 2016 08:28 PM

The damage of heroes is also slightly higher below lvl 7 and there are some +3 bonuses in the skilltree.
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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted September 29, 2016 09:31 PM

Maybe he has combat skill and high level?

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Tiptoe_McGuffy
Tiptoe_McGuffy


Adventuring Hero
posted September 29, 2016 09:37 PM

I also think I remember reading that those values were changed from 3.1 to make the hero attack stronger in general, so that with Combat it would be a viable alternative to magic. So the H5 fan manual values, even without any Combat perks, wouldn't apply since they've been changed.
Unless of course I'm wrong.

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Mario
Mario


Known Hero
posted September 30, 2016 12:17 AM

I have a question about the Mysticism perk.
Description says : Mana regeneration is doubled. The rate is doubled to (Knowledge/10)*2
For example, if knowledge=2 the rate = 0,4

Normal mana regeneration rate is one mana point for one point of Knowledge

So I think, that mana regeneration rate should be equal Knowledge*2.

Can someone please explain this to me?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 30, 2016 12:27 AM

@Mario: yes you are right the desc is wrong
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marinosgr
marinosgr


Hired Hero
posted September 30, 2016 05:20 AM
Edited by marinosgr at 05:40, 30 Sep 2016.

First of all thanks for the great mod!Decided to revisit H5 and I was glad to see this mod up and running.

To my question now:
Are the normal console commands not working on this one?I wanted to buff my hero's exp to check the new skills for the first time I'd play but they don't seem to work. I saw the moddb thread about console commands, are they the only ones that work in the mod?

- EDIT: Disregard my earlier post I forgot I had to enable the cheats!

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Kora
Kora

Tavern Dweller
posted September 30, 2016 01:54 PM

Hi, I'd like to start by saying that I absolutely love your work! New skillwheel and governor system are incredible and beyond everything I could have ever imagined myself!
And I also want to ask a few questions, which have been bothering me for a while. I'm sorry if you have answered any of those, I've tried to find answers on those but didn't have any luck with it. So:
1) I'm mostly playing ARMG maps and a few weeks ago ARMG generated a little bit weird map: on Red Player's territory there was no T6 outside dwelling, while all the other players had those. I want to confirm whether it is ARMG bug or not? If you want I can download this map here. RC6 patch.
2) There's an artifact tradeable for a stack of Manticores. So I did this trade in the temple and got... "Abyss Angels" manticores. Weren't those from some other mod? Or it's because I had custom maps in my maps folder? RC6 patch too.
3) Isn't undead faction with Raise Dead spell a little bit OP compared to the other factions? IMO Raise Dead spell creates a "snowball" effect: in the beginning of the game it saves your army which allows you to take down more enemies without worrying about loses and in the later game the player can raid neutral building even with "High" treat level without losing any army, while any other faction heroes without ressurect spell would definetely lose some creatures to the stacks of dragons/shooters/casters if said place had really big stacks of stuff.
4) Enemy heroes still ignore artifacts on a world map. It's quite common for them to ignore both not really good artifacts and really good set artifacts alike. Is it fixable or you've alredy done everything possible to fix it?
5) Here comes the last one. Easiest (but the most boring and wretched) way to defeat enemy on a high difficulty is to just send main or any other hero near the enemy castle and wait or hang around nearby. Sometimes, enemy hero will stay in the castle and wait until you'll be far from his base or visit nearby places and teleport back. But sometimes, AI won't calculate the possibility of the player
a) capturing the empty castle with the main hero and staying there;
b) capturing the empty castle with guerilla hero and teleport main hero there.
Which leads to the one week of thrashing around and eventual defeat of said AI.
While I can just ignore this cheesy strategy myself (isn't it un-hero like?), sometimes enemy AI is using it against the other fellow AI. Week passes, unlucky enemy loses and after a few weeks of checking Tavern I can have lvl 20+ hero with lots of artifacts and useful talents for myself. Is it posible to fix that behavior?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 30, 2016 04:00 PM

@Kora:

1. Possibly  a single number in a template is wrong, but i need to know the template used?
2. You have a conflicting mod or usermap installed. also RC6?, we are now at RC8b.
3. So far multiplayer testing indicates no serious balance issue with necropolis, they are allowed to have more troops because they are generally slower than other factions. In very late game it is almost impossible to make factions exactly even since each faction has exploits, so its exploit vs exploit and some luck.
4. I have no further possibilities for improvement but it can be very negatively affected by what I said under 2.
5. Not possible for me to fix, but you could use the console command to pit all players against yourself to make this a lot more difficult.


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Kora
Kora

Tavern Dweller
posted September 30, 2016 07:14 PM

Thank you for such a fast reply! Yeah, I've installed RC8b as soon as I've seen that it was released. Also deleted all the custom maps a week ago after I've seen someone having issues with those. Ok, as for the
magnomagus said:
@Kora:

1. Possibly  a single number in a template is wrong, but i need to know the template used?




It was 8P-Std-H/Lu-(All). I've uploaded it, so you could check it if you want: http://www.megafileupload.com/ke0g/RMG1.h5m .
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Mario
Mario


Known Hero
posted September 30, 2016 07:28 PM

I have some (not important) question again.
1. There are two files in text/game/heroes/persons/haven/mardigo
in "name"  - heroes is Laszlo
in "bio"   - heroes is Mardigo
Is it mistake?
2. There is  in text/game/scripts/seer/artifacts/horn_of_plenty file "name". Inside there is a text: "Horns of Plenty".
Is Horns of Plenty = Cornucopia?
3. Occultism skill
Additional text said: "... If a creature has 75% magic proof the spell damage will become 25% + (50% of the remaining 75%) = 62.5%."
This describe is the same in basic, advanced and expert occultism, but I think that calculation (50%) is for expert mastery.
Maybe it's better to write a calculation for each level or add, that it's a calculation for the Expert Level of Mastery.
Best regards

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 30, 2016 08:26 PM
Edited by dredknight at 12:11, 01 Oct 2016.

Mario said:

3. Occultism skill
Additional text said: "... If a creature has 75% magic proof the spell damage will become 25% + (50% of the remaining 75%) = 62.5%."
This describe is the same in basic, advanced and expert occultism, but I think that calculation (50%) is for expert mastery.
Maybe it's better to write a calculation for each level or add, that it's a calculation for the Expert Level of Mastery.
Best regards

I can confirm the third one.
@Magno, the text is fixed in the Open Skillwheel app so you can take it from there.

Also check your inbox.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 01, 2016 04:25 PM

@Kora: I looked at your map it seems 2 military posts are missing, but the template has no bugs, I generated another one and it was OK. It must have been a rare anomaly. Possibly setting experience too high can trigger it, I mostly recommend 3.

@Mario:

1. If mardigo appears in game it should be changed to Laszlo
2. You are right but I don't think the seer hut currently uses this file.
3. This was just to show how it is calculated with existing creature ability not related to mastery levels.


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fierro
fierro


Hired Hero
posted October 01, 2016 04:37 PM
Edited by fierro at 16:38, 01 Oct 2016.

Guys, could you give many any quick guide how to play?
I always set all settings to the easiest (with AI-cheating off) but still cannot beat any enemy hero. When I feel like I'm strong enough to fight, opponent just hides in Town and then I lose because resistance is too high. Open terrain battles are more manageable, but i often struggle anyway. Non-modded game (even with Classic AI) is too easy for me on the other hand.

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Mario
Mario


Known Hero
posted October 01, 2016 05:48 PM

magnomagus said:

@Mario:
3. This was just to show how it is calculated with existing creature ability not related to mastery levels.


Is this 50% in brackets comes from the expert level of mastery?

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Kora
Kora

Tavern Dweller
posted October 01, 2016 07:21 PM bonus applied by Galaad on 22 Aug 2017.
Edited by Kora at 09:11, 02 Oct 2016.

magnomagus said:
@Kora: I looked at your map it seems 2 military posts are missing, but the template has no bugs, I generated another one and it was OK. It must have been a rare anomaly. Possibly setting experience too high can trigger it, I mostly recommend 3.



Got it, thanks again.

fierro said:
Guys, could you give many any quick guide how to play?
I always set all settings to the easiest (with AI-cheating off) but still cannot beat any enemy hero. When I feel like I'm strong enough to fight, opponent just hides in Town and then I lose because resistance is too high. Open terrain battles are more manageable, but i often struggle anyway. Non-modded game (even with Classic AI) is too easy for me on the other hand.


I normally play Heroic and don't have that much trouble there. Other heroes players will probably find some mistakes in my notes, and if they will point me such a mistakes, it would surely help me. Ok, here comes a few tips:
1) Castle: you'll need to build Capitol as fast as you can. Focus on building creature dwellings and cheap buildings (so you could save some gold for Capitol). You may probably need to pick 2000-3000 gold from chests.
2) Most important: Governor system. At the start of your first turn hire a second hero. Leave him 1 T1 creature, give all the other units to the main hero. Hire T1 creatures from the town and give them to the Main hero too. Main hero will go fight enemies, while the second hero will be the city governor (and explorer for the first week). To appoint him on his new possition place him in the visiting slot of the town and use Spell Book. Use Town Management and appoint him as your new City Governor. Now he will gain EXP each turn (depends on a number of building in the town) and he'll increase the amount of creatures you can hire each week in the later game. Send him to explore nearby territories and bring him back to the town when you'll feel that you can't exlore with him anymore. From this point he will be sitting in the town earning exp for the rest of the game.
Talents you need for your Governor:
1. Logistics -> Estates -> Mining gives you 250 gold each turn + more gold for your Knowledge stat (from Estates talent). Mining gives your random resources. Estates is a great talent for all of your heroes.
2. Leadership -> Recruitment. Recruitment gives your additional 3 T1, 2 T2, 1 T3 creatures to hire at the beggining of each week. There's an artifact (Crown of something?) which doubles Estates and Recruitment bonuses which is really good thing for your governor.
3. Enlightment. Additional exp is always welcome for any hero. Your Main hero may want to have a Mentor talent. This way you will be able to hire a 3rd hero in the later part of the game and get him some useful talents like Estates. Third hero may be very useful depending on his perks and bonuses. For example, Haven have got a hero which doubles the amount of gold from his Peasants, so you can give all of those to this hero and use some other creatures in your army (or leave this space without any creatures). Your third hero can make use of Legion artifacts, Estates bonus and any other talents. The more bonus creatures you'll have the better.
4. Faction talent:
If you're playing Necropolis: Necromancy. You'll be able to raise more undead after each battle.
If you're playing Inferno: Gating -> Pillager -> Imp Scavengers (+2 imps each day).
Basicly (almost) each faction have got a talent which gives you additional T1/T2 creatures each day/week or (and) bonus gold. Your governor will be glad to have it. Check out the Skillweel and find out.
5. Occultism -> Consume Corpse -> Cultmaster. Cultmaster will give you free caster creatures at the beginning of each week.
Not every hero have Occultism and Leadership. Witch's hut is your only chance to have those for some heroes, but don't get too unhappy if you won't have those, because those talents aren't mandotory.
6. Light magic -> Master of Blessings -> Eternal Light -> Divine Guardians. Divine Guardians will give you additional T7 creature for hire each week.
7. Shatter [Magic_type] but only if you're playing Inferno, Dungeon or Stronghold. You'll get free elementals each week for each Advanced Shatter skill. Inferno can sacrifice those for exp, Dungeon can sacrifice trose for additional units each week and Stronghold can sell those for gold.
If you see that you don't have any interesting talents on level-up besides Shatter something and you're playing faction without any benefits from sacrificing unwanted creatures, feel free to pick Shatter anyways. Maybe you'll be able to sacrifice those somewhere else.
3) Economics: if you have ever played CIV5 you'll see some resemblance here. Start a new game. Check out Castle bonus in the Town info and check out available heroes in the Tavern. If you don't see 250 gold each turn hero (of your faction*) or 250 gold per turn castle bonus - then feel free to restart.
The best starting situation you could possibly get on Turn 1:
1. Main hero with really good artifact (+2 atk sword, +1luck/+1knowledge tarot deck, endless gold bag, Legion set item and some other).
2. 250 gold per turn from town OR bonus T1/T2/T3/T4 creatures (you're interested in shooters).
3. 250 gold per turn from second hero OR second hero with bonus creatures each week bonus.
Perfect start like this happens too rarely, so make sure you've at least one 250 gold income from something. Other bonuses are great, but it's too annoying to get all of those.
On the bigger difficulty you'll have more troubles with gold. You will also need LOTS of gold to hire all the units each week. Estates talent for both of your heroes + 250 gold per day bonuses are your life savers in this game.
*Not every faction have got heroes with 250 gold per turn. Necropolis don't have it for sure. At the same time Haven have two heroes with this bonus. Check out heroes bonuses before the start of the game.
4) Battles and battle stats: your task is to make sure you're not losing creatures most of the battles. Defeat easy monsters! Hire new creatures at the beggining of each week! Then defeat easy/average monsters! Repeat. If you see that you lost too much, try again or try another bunch of enemies!
Shooter and caster creatures are your biggest helpers here.
To ensure your easy victories, make sure you're picking really useful talents each level-up. Offense and Enlightment are great for each hero, magic heroes need 1(maximum 2) magis schools and sorcery + maybe Occultism (if your magic is offensive). Might heroes may also want and Defence. Logistics is also really really important!
Side-note: Inferno faction is hard to play, try to play some other faction for the time being. IMO again, it will be easier to play Haven or Undead. Haven have got less troubles with gold, many shooters, casters (and griffons) in their ranks and lots of other cool stuff. Undead magic heroes can abuse Raise Dead spell to get rid of any loses after the battle. Thant hero have got Summoing Magic as his first magic, so you can choose him if you want. BTW some other heroes can get Raise Dead easily too.
5) Guerilla tactics: you'll have a free hero from the prison on random maps. Send him to explore the map (and steal artifacts) from your enemies. Capturing gold mines is also important but sometimes risky.
6) Teleportation: if you have a Lvl 5 Magic Guild you'll be able to teleport your hero the town whenever you want. Enemy hero is coming to our base? You want to run from the enemy hero? You need some reinforcements? Ok, you understand it.
7) Artifact management: sell unused artifacts on the marketplace. Gold will be your biggest problem with your governor.

I can't think of anything else right now. Other players may give you some better advices about the battle part, don't miss those too.
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