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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 ... 241 242 243 244 245 ... 250 300 350 400 435 · «PREV / NEXT»
cichy
cichy


Hired Hero
posted February 04, 2017 08:12 PM
Edited by cichy at 20:22, 04 Feb 2017.

Skeggy said:
It does turn creatures into groups but not if random option under creatures section is activated.


Well that's true, and such combination is not allowed(probably not even possible - didn't tried).

Skeggy said:

In addition, creature turn to group does tend to be more powerful, so power ratio set to 0.7 or 0.8 will make more balanced group.


I don't think it's such different. Map power is +-1% same. Power of armies can be up to +-30%, but most of the time it's about same(+-10% or below).
Main difference should be only in creature tier(range).
In fact it appears to me, that groups are somehow easier to handle(probably because, they split too much and sometimes there is only 1 unit in stack).
But that's my opinion.


Edit: You can run it from cli and type --nogui as argument and then add --logCreaChange=true to see power differences

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edhelmegil
edhelmegil


Hired Hero
posted February 06, 2017 10:38 AM
Edited by edhelmegil at 11:28, 06 Feb 2017.

1. Can I find somewhere a detailed description of the governance system - all possible bonuses and movement penalties?

2. And one more question - what stands behind the expression "A better artefact of the same type" about the backpack artefacts? If I have one for wood and one for ore, they look to me the same type - artefacts for resources, but I definitely argue that one cannot say which one is better. Wonder how the game decides which one to use.

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thGryphn
thGryphn


Promising
Famous Hero
posted February 06, 2017 12:57 PM

edhelmegil said:
2. And one more question - what stands behind the expression "A better artefact of the same type" about the backpack artefacts? If I have one for wood and one for ore, they look to me the same type - artefacts for resources, but I definitely argue that one cannot say which one is better. Wonder how the game decides which one to use.


I believe you're talking about the Legion artifacts, because those are the only artifacts you have that expression, and it should be self-evident what "better" means

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 06, 2017 01:56 PM

yes, that phrase is not in the description of the resource artifacts,

governance thread:

http://heroescommunity.com/viewthread.php3?TID=41977
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edhelmegil
edhelmegil


Hired Hero
posted February 06, 2017 02:56 PM

Yes, my bad. Thank you!

Don't you think the Legion artefacts are much better for some factions than for others? For example Sylvan and Dungeon have very strong creatures and that is balanced by the low amount of population they get each week. Let's take for example the artefact that provides you with a weekly number of tier 1 creatures equal to your knowledge. There is a very big difference in its value between factions like Necropolis on the one side and Dungeon on the other. A level 10 Warlock without any additional bonuses has 5 knowledge compared to let's say 6 knowledge (5% higher chance) for the same level Necromancer. I don't think 6 skeletons (imps, peasants) are even close to 5 scouts. And ARMG seems to place a lot of those artefacts around the map.  

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 06, 2017 03:30 PM

yes, but the ring of vitality and battle frenzy skill is much better for skeletons and dungeon t1,t2 takes much more damage from hero attacks. These differences are intentional to increase variation between factions and have the player play with the numbers.
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edhelmegil
edhelmegil


Hired Hero
posted February 06, 2017 04:41 PM

Are there any custom made maps for heroes 5.5. I found a post here with a link to a database that was no longer existing.

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Mario
Mario


Known Hero
posted February 06, 2017 05:07 PM
Edited by Mario at 17:45, 06 Feb 2017.

edhelmegil said:
Are there any custom made maps for heroes 5.5. I found a post here with a link to a database that was no longer existing.

Maps from thread: "[Heroes 5.5] Compatibile maps database"
https://www.dropbox.com/sh/mgel8yjd4gu9hgb/AAAzOYJUocuykszxpTf9IHiWa?dl=0

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edhelmegil
edhelmegil


Hired Hero
posted February 06, 2017 06:19 PM

Thank you so much!

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Mario
Mario


Known Hero
posted February 06, 2017 09:24 PM

edhelmegil said:
Thank you so much!

Your welcome

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edhelmegil
edhelmegil


Hired Hero
posted February 07, 2017 01:35 AM
Edited by edhelmegil at 01:39, 07 Feb 2017.

I seem to have found a bug with town gate. I used the ability to teleport my hero in my main castle and my army there was obliterated. I mean it just disappeared. Hero teleported with its own army (same type of creatures as the ones in the garrison) but the army in the garrison vanished - it didn't add to his. When I loaded the save and moved the army from the garrison to another hero at the gate, everything was fine.

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thGryphn
thGryphn


Promising
Famous Hero
posted February 07, 2017 02:52 AM
Edited by thGryphn at 02:57, 07 Feb 2017.

edhelmegil said:
I seem to have found a bug with town gate. I used the ability to teleport my hero in my main castle and my army there was obliterated. I mean it just disappeared. Hero teleported with its own army (same type of creatures as the ones in the garrison) but the army in the garrison vanished - it didn't add to his. When I loaded the save and moved the army from the garrison to another hero at the gate, everything was fine.


It's actually not vanished, the garrison army is there literally behind the town-gated hero's army. All you have to do when this happens is move the town-gated hero from the garrison to the visiting spot. If the visiting spot is occupied, first move that hero out of the castle. Voilą!

Edit: Note that if the garrison of the town you're trying to gate to is occupied by another hero, town-gate will fail while using up your hero's 25 mana and all movement points for the day...

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edhelmegil
edhelmegil


Hired Hero
posted February 07, 2017 09:26 AM

Thank you! I will know for next time.

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Skeggy
Skeggy


Promising
Famous Hero
posted February 07, 2017 11:20 PM

AI constantly makes mistakes with frenzy spell. It takes the edge off the major combats with dark magic wielders. It seems that AI considers frenzy as some sort of damage enhancement without considering surrounding context. Perhaps it would be best if the spell is banned for AI use, or if AI could use the spell in old way, against opponent.

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Skeggy
Skeggy


Promising
Famous Hero
posted February 08, 2017 04:54 AM

Alternatively, frenzy can return to old behavior, that is level 4 spell with hostile targets.
It can be defined that target that are frenzied by heroes with no dark magic have near 100% damage reduction so hostile target does practically no significant damage to its surroundings, just suffers retaliations and is occupied for 2 turns.
Something like this
<damage>
<Item>
<Base>-1.5</Base>
<PerPower>0.01</PerPower>
</Item>
<Item>
<Base>-1.4</Base>
<PerPower>0.01</PerPower>
</Item>
<Item>
<Base>-1.3</Base>
<PerPower>0.01</PerPower>
</Item>
<Item>
<Base>-1.2</Base>
<PerPower>0.01</PerPower>
</Item>
</damage>

Since expert frenzy takes 2 actions with no regards of turns, and cannot be dispelled with Cleansing perhaps it is better to be level 5 spell.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 08, 2017 01:03 PM

no damage makes no sense if the spell is called frenzy.

the big issue is the total amount of creatures that can be 'controlled' puppet master+blind+frenzy.

maybe if the hardcoded 2 turns can be reduced to 1, it can be balanced with enormous mana cost.

otherwise only complete removal from the game fixes it, but I'm not sure the issue is common enough for that to be worth it.



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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 08, 2017 01:18 PM

Puppet master+blind+frenzy is hardly a common occurrence and if that happens, you are probably doing something wrong. Dredknight was also vehement about its removal too but in practice, it has never proven that overpowering. Maybe if you are very unlucky with atb and also missing defense.

But of course, armies can grow a lot in real games and my map has a specific army strength which changes things a bit. The only hardcore situation I can think of is rain of imbued frenzy from the beginning.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 08, 2017 01:37 PM

Quote:
it has never proven that overpowering.


that is very much untrue, since 2008 i have seen post after post after post of people saying dark magic is the best magic school and it has everything to do with the easiness the enemy is manipulated with frenzy (2 turn length) and puppet master together. especially if the enemy is an AI which I need to take into account since this is not a duel map mod.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 08, 2017 02:25 PM

Sure but most heroes fans are casual players and lack multiplayer experience. It is vs human players I am more concerned about, AI will always be abused one way or the other.
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Map also hosted on Moddb

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thGryphn
thGryphn


Promising
Famous Hero
posted February 08, 2017 02:45 PM

I just finished a game vs AI, it's the H55-5P-Ultima. I had never played an ARMG game before, so I wanted to give it a try.

The map is Huge, with very strong monsters, with underground, no water. Impossible setting, Impossible lookahead, no AI rush discount, no taxes, Normal neutrals, and 8 secondary skills.

I picked Academy because it had been a long time since I last played it. I went for Maahir, especially because I wanted to use the Artificer skill, and the dude looks cool, lol.

So, the game was very slow at first, as you might imagine, and with so many adventure venues to visit, it was I think month 5 when I first encountered the enemy. Two of them to be exact, the Necros (Orson) and the Sylvan (Gem), which both had larger armies (idk how, but probably they were using the legion artifacts better). Funny thing was that nobody was attacking me, nor each other. Soon after, I spotted the Inferno (Deleb). Again nobody attacking each other but just trying to control the mines in the lobby (which is what I started to call the large underground section). I saved the game to give a shot with Orson but he handed me my own ***, lol. I reloaded...

It seems I was wrong about nobody attacking each other as soon after the Fortress, which I hadn't encountered, died at the hands of Orson (was my guess at the time, and it was correct).

So I went back to regroup and started to use the legion artifacts more effectivel. By month 7, I was huge with about 150 Storm Titans, 275 Rakshasa K's, 500 Djinn V's, 980 Archmagi, 1400 Elemental Gargoyles, and 3400 Gremlin S's. More importantly, I found the Unicorn Bow, most of the Dragon set, and the 10% initiative ring. Plus, Maahir was able to forge some nifty mini artifacts (+9 Attack, Defense, Health, +2 Speed, +26% Initiative). Titans and Magi had 16, Djinns 17, Gremlins had 18 initiative!

I had decided to go after Deleb, and assuming she'd cast some nasty spells, I built Maahir with Magic Mirror, both magic resistance perks from Defense, and ultimately the Counterspell perk. So I fought Deleb and she did have almost the same army strength: 150 ArchDevils, 220 Pit Spawns, 530 Stallions, 940 Mistresses, 1300 Cerberi, 3200 Familiars (maybe tiny bit stronger since Cerberi is a level higher than Gargoyles).

If it wasn't obvious where I'm going, I completely decimated Deleb in her castle, losing only 45 Rakshasa's, 12 Djinns and a hundred Gremlins. Come month eight, I fought Gem with similarly sized armies with ~260 level 7 creatures on both sides, and again I wiped the floor with that army. Dealing with Orson and co. was harder because of logistics (because by then he was ruling over 6 castles with many heroes) but his armies were now a mishmash (it seems Fortress game him a run for his money) and the fights were ridiculous.

So, in this experience, Artificer, Unicorn Bow and Counterspell ruled so immensely, it wasn't much fun at the end. All I had to do was cast Counterspell and let my shooters do the deed. I think I once relied on Teleporting Rakshasas into the castle against Deleb.

How's everyone's experience playing Academy?

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