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magnomagus
Admirable
Legendary Hero
modding wizard
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posted December 02, 2015 07:05 PM |
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olorin
Adventuring Hero
tophatchild.blogspot.com
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posted December 02, 2015 07:21 PM |
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magnomagus said: Link for RC4 is down because i forgot a critical script error, RC4a will arrive later tonight
Too late! Already installed Silly question: where do I activate the governance option? If it's in the spell book from the global map there's nothing there... And no message box pops up.
I uninstalled RC3, by the way.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted December 02, 2015 07:39 PM |
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olorin
Adventuring Hero
tophatchild.blogspot.com
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posted December 02, 2015 08:10 PM |
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Yeah, my bad! I tried over by activating scripts and it worked for an ARMG map, but not for a couple of scenarios dowloaded from maps4heroes (I thought those ones were already activated...).
I'm keeping up this wonderful mod with real interest. Besides I consider the governance thingy a great addition, since some of my "secondary" heroes were merely abandoned in town in 75 % of the maps; it strikes as an actual "feature" in this Heroes installment, where the towns are relatively few and we're able to equip in full capacity a couple of heroes... top, at least during early and middle game.
Therefore, any step forward in this direction is always welcome. More strategy, more fun.
Good job, thanks!!
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devilfire
Adventuring Hero
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posted December 02, 2015 09:20 PM |
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Thats absolutely amazing. I checked it, but there is only one thing to be wanted -> icon on something to show which hero is the governor, it makes sense but it would be just so much more visualy appealing if there is something, even if its just a small box with a text.
Also the bonuses are great, but can you diversify them a bit, maybe the castle can get some morale when defending, while the sylvan can get luck etc. I know they are generally useful for every class, but still, some diversity will make it look even more polished.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted December 02, 2015 09:33 PM |
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted December 02, 2015 09:39 PM |
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@olorin:
scenarios with scripts don't need script activation for hotseat, but if the mapmakeer also coded a special ability (like zehir moving towns) it is possible town management script is overwritten.
@devilfire:
There were already various buildings in game for morale (all taverns) and luck bonuses for defenders (sylvan already has that). Currently the mage guilds give +1 Sp for every level and the fort gives +1 defense for every level (governors only).
The hero role changes from conquest to governor in the hero info screen, i cannot make it clear otherwise.
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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matod
Adventuring Hero
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posted December 03, 2015 07:55 AM |
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cool new version thank you , but i feel the goverment will be OP i will allways go for this especialy in harder difficulties.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted December 03, 2015 11:23 AM |
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If governance is activated AI and battle site resistance will scale up automatically. recommended monster setting is very strong.
It can be considered to switch off town gate, so you really need to rely on governors more heavily, this will make the game really hard.
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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 December 03, 2015 08:39 PM |
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Enourmous thank you for this mod Magno !!!
No words to explain, just awesome !!
Meanwhile, one thing to think about.
The skeleton transformer can brake the game balance by sacrificing teer 1/2/3 units inside. For the necro it is actually better to have other faction castles because of bigger tier 1 population (stronghold, castle etc..) and conversion is instant and for free.
I will upload some replays from a large map by the end of the week.
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Join our official discord channel | NCF Utility Beta
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Mario
Known Hero
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posted December 04, 2015 09:38 AM |
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Whether the hero (in RC4) as similarly as in RC3 can teleport to the chosen town?
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted December 04, 2015 09:49 AM |
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Magno, some response from FB community.
Besides from being mad happy , there is one thing they reported:
"Some of my Tavern Heroes doesn't learn Town Management. And One time my Govenor becomes no Experiance... Played with Bastion.
Whats wrong?"
Same guy also said "Academy & Dungeon work fine. Few days after start all Heroes learn Town Management."
I didnt try it yet as I still have not installed RC4. I will be able to test it tomorrow.
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Join our official discord channel | NCF Utility Beta
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted December 04, 2015 12:24 PM |
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@Mario: Yes
@Dredknight: i know about transformer, but this cannot be modded.
There seems to be no bug in the Town management script, I think it crashed during a tough AI turn and then later recovered.
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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 December 04, 2015 01:19 PM |
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted December 04, 2015 03:37 PM |
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here is replay - https://www.dropbox.com/s/k3txwvy4gz4reou/repplay111111.sav?dl=0
it is from square template. Haven vs Necro.
Each of us converted one town but barely developed it.
Actually I got all tiers + castle 2 weeks before the fight.
Totally we owned about 4-5 castles at the end. (2 native each).
Haven got second castle one week before Necro and grind most of the big land and this is the result xD
I think Necro could win faster but he did some mistakes.
Most of the risen units are from dark points as he got the skelton transformer idea very late.
I will try to play with necro next game and will keep notes on how much I rise each week.
P.S. the game is somehwere around end of month 4 beginning of month 5.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted December 04, 2015 04:22 PM |
bonus applied by VokialBG on 04 Dec 2015. |
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In next game could you also play necro against other faction than Haven?
I made some calculations on necromancy, it seems the power of 3 mastery levels is similar to having 3 creature growth specializations, which means it is probably not much overpowered, especially since none of the necromancy perks are particularly powerful.
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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Nordos
Known Hero
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posted December 04, 2015 04:24 PM |
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dredknight said:
I think Necro could win faster but he did some mistakes.
Most of the risen units are from dark points as he got the skelton transformer idea very late.
There shouldn't be any difference, no matter if you have the idea 'early' or 'late'. Units don't change their numbers if you buy them sooner (with the exception of the plague week, which was excluded, IIRC).
The only thing that is influenced is losses, and at a specific point (which is mostly surpassed after you aquired more then 2 towns), you simply kill any enemies without a single causality (true for Necros. Dunno about other factions, but Necro is the focus atm anyway).
So, what difference would be there? If you recruit 3 weeks a 10, or in the last week a 30, it shouldn't matter at all.
Additionally, wasn't the growth for Necro the highest anyway? And the Transformer was accessible before the town managment (as to say, the transformer is actually weakened compared to before).
Or am I missing any percentual growth which was introduced with the latest patch?
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted December 04, 2015 04:29 PM |
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VokialBG
Honorable
Legendary Hero
First in line
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posted December 04, 2015 06:34 PM |
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Dear, magnomagus, I give you one more red start for your great work on this modification. I hope you'll keep it up!
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted December 04, 2015 07:46 PM |
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