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magnomagus
Admirable
Legendary Hero
modding wizard
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posted February 08, 2017 03:55 PM |
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@ThGryphn: you must have had insane amount of knowledge or was this before the artifact nerf?
also it looks like you need to step up your game by making all AI players allied in settings file. this also reduces turn AI turn time as extra bonus.
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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 February 08, 2017 05:08 PM |
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magnomagus said: @ThGryphn: you must have had insane amount of knowledge or was this before the artifact nerf?
also it looks like you need to step up your game by making all AI players allied in settings file. this also reduces turn AI turn time as extra bonus.
I do not know how to do that with the settings file
Yeah, Maahir had 58 knowledge by the end of the game
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Skeggy
Promising
Famous Hero
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posted February 08, 2017 05:28 PM |
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Edited by Skeggy at 17:39, 08 Feb 2017.
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magnomagus said:
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.
Old frenzy was always some kind of parallel puppet master, if not better then puppet master, since it cannot be dispelled with cleansing. If the problem is name, I suppose you could rename it to Feebleminded taunt, if the problem is the cost of spell, you could make the spell level 5 and raise the cost to be the same as puppet or higher, but if the problem is the number of enemy creatures it can control combined with puppet and blind, then I suppose it is best to remove it, since in current condition AI doesn’t do well with it.
If frenzy is removed perhaps deflect missile can become level 2 spell (since it’s very similar to endurance) and teleportation can become level 3 spell to be more present in mage guilds and in shrines.
Or teleportation can become level2, so everyone can use it.
+26% Initiative is big initiative boost, perhaps it should be capped to 10% or calculation for initiative mini artifacts be adjusted accordingly.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted February 08, 2017 05:52 PM |
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@ThGryphn:
H55_AllAgainstOne = 0; --If this is set to 1, all AI players will always be teamed up against a single human player automatically.
@Skeggy: it is not necessary to balance everything perfectly for the unusual scenarios that can happen on an ultima template. I can gather from Thgrypns report the tension in the game was mostly good except for the very end which would have been better if the AIs were allies.
Frenzy will indeed become a puppet master copy if it is balanced, therefore the current solution is much better from a game design perspective. I want to switch it off for AI but this can only be done on map level afaik.
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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Skeggy
Promising
Famous Hero
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posted February 08, 2017 06:45 PM |
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Well, if it's so game breaking to remove frenzy perhaps then you should make puppet master level 4 and make it last maximum 1 turn, and make frenzy level 5 instead of puppet.
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thGryphn
Promising
Famous Hero
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posted February 08, 2017 10:18 PM |
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magnomagus said: @ThGryphn:
H55_AllAgainstOne = 0; --If this is set to 1, all AI players will always be teamed up against a single human player automatically.
@Skeggy: it is not necessary to balance everything perfectly for the unusual scenarios that can happen on an ultima template. I can gather from Thgrypns report the tension in the game was mostly good except for the very end which would have been better if the AIs were allies.
Oh yeah, at one point the was so thick you could cut it with a knife. 4 big armies running around, even walking past each other without engaging. Cold war, it was.
It was a game where there was everything available: memory mentors, arcane libraries, legion and resource artifacts, heck all kinds of artifacts, and 3 castles each for a prolonged amount of time... I believe it was a scenario that played most in favor of Academy.
The fact that it was vs AI (and each for themselves) made the whole difference of course. If it was a multiplayer vs humans, I don't think anyone would have an easy time that long into the game (although very large monsters also contributed to that).
Still, I don't know what could beat me at the end of the game with such stat boost (particularly initiative) and Unicorn Bow (in combination, ensuring that I get to wipe out more than half of an equivalent enemy army before they get to act), and Counterspell (if the enemy hero was lucky to act before mine, they could sneak in a single spell).
I guess the enemy hero would need to have Quick Mind or something to act before and cast Puppet Master to one of my shooters, or Mass Confusion. Couple that with enormous amounts of stats, and an army 2x as large as mine, maybe...
Thank you for that tip, I'll definitely won't play without the AI teaming-up against me again (unless it's a custom scenario).
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted February 09, 2017 12:01 AM |
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Skeggy said: +26% Initiative is big initiative boost, perhaps it should be capped to 10% or calculation for initiative mini artifacts be adjusted accordingly.
Not sure if 26% is unbalanced, basically Maahir is mostly knowledge hero who will be lacking stats in Attack and Defense department.
May be this should be compared to a skill that skales in a similar manner
- Death Knight with Expert necromancy.As dark points increase exponentially with each level he will be able to get more and more creatures which will stack very good with his excellent combat stats.
- Gatekeeper with Gating skill + 3 castle gating bonus and the enormous army can become really terrifying by the 7th month.
A few more things come to my mind but it is easily said that done.
____________
Join our official discord channel | NCF Utility Beta
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fierro
Hired Hero
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posted February 09, 2017 12:17 PM |
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Do I get it right that on multiplayer maps Town Management is always disabled? I've just made one with Utility.exe and started new game as Barbarian. Have built building that gives talisman (and bought one), still no Town Management available from spellbook, even if I stand at the gates of my city.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted February 09, 2017 01:15 PM |
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fierro
Hired Hero
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posted February 09, 2017 09:57 PM |
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magnomagus said: If by multiplayer you mean hotseat-LAN then I think you forgot to activate scripts.
Oh, I got it, thanks. I just should open created map in editor and activate map scripts in properties.
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bigjocker
Responsible
Supreme Hero
Forgotten but not Forsaken
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posted February 10, 2017 12:38 PM |
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Hey. Nice MOD here.
Wanted to confirm that everything works on linux through "play on linux" if anyone would like to play. Maybe someone already said that, I just didn't read all the pages.
I just have a problem that I can't zoom in/out in the game. Maybe someone can help me (if the problem is not related to Linux).
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted February 10, 2017 02:05 PM |
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bigjocker
Responsible
Supreme Hero
Forgotten but not Forsaken
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posted February 10, 2017 05:17 PM |
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magnomagus said: Have you tried zooming with PgUp PgDn instead of the scrollwheel?
PgUp/PgDn method works well, thank you
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thGryphn
Promising
Famous Hero
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posted February 10, 2017 06:06 PM |
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bigjocker said:
magnomagus said: Have you tried zooming with PgUp PgDn instead of the scrollwheel?
PgUp/PgDn method works well, thank you
It must be a mouse-button-mapping issue in play-on-Linux.
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MasterMind420
Tavern Dweller
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posted February 10, 2017 07:37 PM |
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Hey just curious, thought i read somewhere in this thread that PEST had been implemented into this. Am I wrong or is that true. A little more info on that would be great, thanks.
Magnomagus, "Hi deflaktor as you may have noticed I have moved pest1.6, energy channel, mini artifacts and tower dmg into h55"
So by this statement should I assume its integrated now?
No need to patch the 64 bit exe?
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted February 10, 2017 09:11 PM |
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no need to patch the exe files, also this stuff is now also mentioned in the manual.
http://www.moddb.com/mods/might-magic-heroes-55/downloads/mmh55-reference-manual
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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MasterMind420
Tavern Dweller
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posted February 10, 2017 10:33 PM |
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magnomagus said: no need to patch the exe files, also this stuff is now also mentioned in the manual.
http://www.moddb.com/mods/might-magic-heroes-55/downloads/mmh55-reference-manual
Awesome, i'll look over the manual and also thank you for all your work on this amazing mod
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fierro
Hired Hero
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posted February 11, 2017 01:13 PM |
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I don't know is it patch problem but my game randomly crashes on 4+ month during AI turn. It didn't happen before update. Could it happen if I play on multiplayer map with AI only but disabled scripts?
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted February 11, 2017 01:30 PM |
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fierro
Hired Hero
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posted February 11, 2017 09:28 PM |
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magnomagus said: never play hotseat-LAN with disabled scripts and never play save games that had scripts disabled.
I will remember it for a lifetime
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