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Skeggy
Promising
Famous Hero
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posted January 27, 2017 08:36 PM |
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Maybe it would be nice that all barbarians that achieve all four shutters somehow be rewarded since only barbarians can achieve all four shatters. It is some kind of class/faction differentiating point.
Perhaps slave market can have better prices, for all four basic shutters 10% better prices, for advanced 20% and expert 30%.
Alternatively, if hero has all four shutters every creature after achieving rage stage 3 receive magical immunity on advanced level for two turns, or one time cleansing spell, or hero receives only fire elementals and their number is 40% greater than normal.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted January 27, 2017 08:52 PM |
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thGryphn
Promising
Famous Hero
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posted January 27, 2017 09:27 PM |
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magnomagus said: But, who would ever take 4 shatters?
Actually, that question alone makes something along Skeggy's idea more interesting. Why not make it so that taking 4 Shatters is a viable winning strategy? It would be yet another viable strategy to win the game, enriching the options.
The reward though needs to be well balanced so as not to make it an OP ultimate.
By the way, magno, I think I found another spot where the SkillWheel button would be well-placed and valuable, but idk if it would work there: the initial "Create Custom Game" window where you're selecting a main hero... For example, you know a hero is a Seer with some specialty, but it would be very valuable IMO to see the hero's skill wheel to be able to map out a development strategy...
Also, check out Hot-Seat Standard Mode game create screen: there is a visual bug where the three "disabled" buttons are misplaced. According to my calculations, they need to be pushed to the right by 11 pixels and down by 4.
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Skeggy
Promising
Famous Hero
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posted January 27, 2017 09:50 PM |
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magnomagus said: But, who would ever take 4 shatters?, that is just adding text for the player to read for a theoretical possibility.
If possibility of specific skill grouping exist and is, as such, unique to only specific class, then that possibility enables specific gameplay style for that specific class. Shutters are such specific skill group, they do not offer so many variations as four magics, so, if all four chosen, they should be accompanied with some special abilities that are not too overpowering, but enough for skillful player to compensate for choosing four shatters.
It is interesting to play the game with that kind of class-based specific skill-grouping.
Value of that gameplay style depends on what benefits can be activated by achieving all four shutters. It is some sort of class-based meta-antimagic gameplay style.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted January 27, 2017 11:05 PM |
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Quote: Actually, that question alone makes something along Skeggy's idea more interesting. Why not make it so that taking 4 Shatters is a viable winning strategy? It would be yet another viable strategy to win the game, enriching the options.
The truth is earlier in process of making H5.5 i have considered the idea of making a bit of an advanced class system by having each combo of 4 magic schools and-or shatter skills give a unique bonus, but i discarded it because the amount of interesting bonuses that can be scripted is too limited and also it would make the game overly complex .
Quote: By the way, magno, I think I found another spot where the SkillWheel button would be well-placed and valuable, but idk if it would work there: the initial "Create Custom Game" window where you're selecting a main hero... For example, you know a hero is a Seer with some specialty, but it would be very valuable IMO to see the hero's skill wheel to be able to map out a development strategy...
no, not needed, dredknight is working behind the scenes on interactive reference manual for tactical planning 'offline'.
Quote: Also, check out Hot-Seat Standard Mode game create screen: there is a visual bug where the three "disabled" buttons are misplaced. According to my calculations, they need to be pushed to the right by 11 pixels and down by 4.
yes but then the activation is no longer visible, this seems to be an hardcoded issue, but if you think you can really fix it you are welcome to try.
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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Mario
Known Hero
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posted January 28, 2017 12:13 AM |
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Edited by Mario at 00:18, 28 Jan 2017.
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ThGryphn's MMH5.5 (5.59a) ATB Revision for Polish Players:
https://www.dropbox.com/s/kqfsv61w2h23bbr/MMH55-ATBFIX_thGryphn%20verPL.pak?dl=0
(I updated few files in Rage Info because so far some texts in Polish Translation RC9a had a different font size and required the edition).
@ThGryphn: thank you very much for your work
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Arkazon
Tavern Dweller
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posted January 28, 2017 02:23 PM |
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Edited by Arkazon at 14:33, 28 Jan 2017.
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I think the hero specializations should be worked on, most of them are very similar to one another and also very boring.
Also screenshots on Moddb are very low res, cant see anything on them.
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cichy
Hired Hero
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posted January 28, 2017 02:34 PM |
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Hello again!
I like generated maps, but often just gen one and then replay it more times.
But creatures and artifact are same so not so funny.
So created for myself script to change these.
It's not perfect, but playable if you play against computer.
If someone here would like to try it and have python3 installed, then [url=https://drive.google.com/open?id=0B1m1_yeIRQIoelBEd3FBNnBvME0]here[/url]
Help from script:
Execution: python script.py [OPTIONS] mapFile.h5m
This script can change creatures/artifacts on homm5/mmh55 maps.
Script expects it is in Maps folder of Tribes of the East.
Artifacts:
- one to another (in same price group)
- one to random (by ones type)
- random to one (in type)
Creatures:
- specific <-> random (by power)
- single <-> group (by power)
- random, really dynamic tier range and regardless context
- not for fair games (against computer shouldn't be problem)
- should be roughly same power, but sometimes, there is big difference
Options:
--artChange=true To change artifacts(art).
--creaChange=true To change creature(crea).
--artRandom=false To randomize art.
--creaRandom=false To randomize crea.
--creaPowerRatio=1.0 Will modify crea power.
--creaGroupRatio=0.55 Will modify chance to crea be group (1.0 == highest, but not 100%).
--creaMoodRatio=0,3,2,1 Will modify crea mood (probably does not affect groups).
- mood order: FRIENDLY,AGGRESSIVE,HOSTILE,WILD
- value "1,1,0,0" would give us 50% FRIENDLY and 50% AGGRESSIVE
--creaNeutralReduction=2 To reduce chance of neutrals to be placed on map.
- chanceToPlaceOnMap = 1 / townsCount / (creaNeutralReduction + 1)
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted January 28, 2017 02:53 PM |
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Quote: I think the hero specializations should be worked on, most of them are very similar to one another and also very boring.
fair enough, but unfortunately the methods of making new ones is very limited and overall H5 still beats the other games in the series on this.
Quote: Also screenshots on Moddb are very low res, cant see anything on them.
True but that can only be blamed on moddb, to see a screenshot properly you have to click on it 2 or 3 times and then right click -> view image to see them properly.
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted January 28, 2017 02:59 PM |
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@cichy: I like this very much, in fact I basically want a better tool to replace the outdated RTMG from Simonak that causes all kinds of conflicts, but a .py script is not very user friendly, do you have the ability to make an exe file with a settings tab?
Also: when you make artifacts random do you replace them with the regular random blocks from the editor so that every time you restart the map another random artifact is placed?
also can you make the function misisng from RTMG to randomly replace some flotsams on water maps with the missing water objects.
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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 January 28, 2017 03:21 PM |
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Mario
Known Hero
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posted January 29, 2017 01:14 AM |
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Edited by Mario at 01:14, 29 Jan 2017.
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Possible bug
Hot Seat, Clover map
Hero Zydar (Inferno) at Level 7 gets a weekly two Hell Hounds. He doesn't have such a specialty, or any artifacts.
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cichy
Hired Hero
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posted January 29, 2017 06:44 AM |
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dredknight said: Is it going to be possible this tool to rotate NCF creatures as well?
Didn't tried NCF, so would need to check where and how it place its files.
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cichy
Hired Hero
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posted January 29, 2017 07:23 AM |
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magnomagus said: @cichy: I like this very much, in fact I basically want a better tool to replace the outdated RTMG from Simonak that causes all kinds of conflicts
Don't really know Simonaks STMG, So probably first reason, i did the script.
And it isn't great enough to replace something other. Don't even have ambitions to do so. And it would probably require huge amount of time and thats another thing i don't have, or don't want to invest. Probably will do same changes/improvements, but not something bigger. At least not now.
magnomagus said:
.py script is not very user friendly, do you have the ability to make an exe file with a settings tab?
Think there are same wrappers for python, but didn't tried them (Probably would take everything needed, so would create big exe file).
GUI is another thing I didn't planned, but would be possible.
magnomagus said: Also: when you make artifacts random do you replace them with the regular random blocks from the editor so that every time you restart the map another random artifact is placed?
Yeah, thats what it does. Random creature does same thing.
magnomagus said: also can you make the function misisng from RTMG to randomly replace some flotsams on water maps with the missing water objects.
Replace objects on map would require to check available space, accessible entry, move guarding units and so. And thats one thing I don't want.
And it probably don't mind me that much, because i don't play water map that often. Same as underground map, where when it has dwarf decor, then it's little confusing(looks like maze and have to change camera angle every second).
One thing I did thinking about was add options to change dwellings(4-7)(because it has same size).
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Mario
Known Hero
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posted January 29, 2017 11:32 AM |
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Arrows On ATB bar (new ThGryphn's ATB revision) looks like disabled all the time and not working
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cichy
Hired Hero
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posted January 29, 2017 01:47 PM |
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dredknight said: Is it going to be possible this tool to rotate NCF creatures as well?
Probably should work now. If you can, then try: [url=https://drive.google.com/open?id=0B1m1_yeIRQIoOUF5Qk03ekJ1SjA]here[/url]
new option:
--creaNCF=false To load and work with NCF creatures.
- will look for files in data folder, which names starts with "NCF"
- if NFC is used, then --creaNeutralReduction=0 should be set (probably)
Don't know if there is always prefix "NCF". If no, then would need change.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted January 29, 2017 01:53 PM |
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@Mario: i think you might have missed the new description of the infernal loom building.
i believe the arrow pointers were always this way and only needed in some siege battles.
@cichy: i understand,
but for the sake of whoever is interested in continuing this effort, i didn't mean to fully copy RTMG functionality, most of what that tool did is no longer needed, as high priority i would consider:
-activate scripts for multiplayer
-random artifact block, random creature blocks I don't find as interesting since they don't support mixed neutrals
-water objects
-replace obelisks with real obelisks and activate puzzle map
-also possible: add pointlights to all buildings (so that light will shine from witch hut windows etc) and create night ambientlight. possibly day night cycles, dynamic weather fx.
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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thGryphn
Promising
Famous Hero
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posted January 29, 2017 05:22 PM |
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Mario said: Arrows On ATB bar (new ThGryphn's ATB revision) looks like disabled all the time and not working
The only time the scroll arrows would be active is when the ATB bar cannot display all the creatures/heroes on the battlefield, which would happen very rarely (especially given that the ATB bar can display 18 creatures/heroes) with a lot of acting items (ballistae, castle towers, healing tents, etc) and/or a disproportionate combination of initiative values (such that a particular creature acts multiple times before another).
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted January 29, 2017 06:30 PM |
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Mario
Known Hero
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posted January 29, 2017 07:10 PM |
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Edited by Mario at 19:17, 29 Jan 2017.
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magnomagus said: @Mario: i think you might have missed the new description of the infernal loom building.
Polish translation is OK, I simply forgot about infernal loom bonus.
Sorry for the dumb question.
thGryphn said:
The only time the scroll arrows would be active is when the ATB bar cannot display all the creatures/heroes on the battlefield, which would happen very rarely (especially given that the ATB bar can display 18 creatures/heroes) with a lot of acting items (ballistae, castle towers, healing tents, etc) and/or a disproportionate combination of initiative values (such that a particular creature acts multiple times before another).
Ok, now I understand. ALL is OK
PS What is the formula for damage moat?
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