Posts from MMH5.5 - Heroes of Might and Magic 5.5
bonus attack - at level 30 a hero will get a bonus of 4 attack which is about 13.32% damage increase for the whole army.
bonus to creature stats - at level 30 a hero will grant 15 attack and 15 defense to a specific stack which is 49.95% damage and 49.95% defense boost
The general point is that all bonuses are calculated for BASIC damage, not current.
For example (in 3.33% mechanics), +3 attack give +10% of current damage, but only if the difference is 0 (for example, 12-15 attack vs 12 defence). If the difference is more or less than 0, bonus will be other. For example, 42-45 attack vs 12 defence give 210% damage vs 200% damage, or only 5% (210/200 = 1,05) bonus damage.
In short, real bonuses are less than basic. Having 150% number of creatures is much stronger than having "49.95% damage and 49.95% defense boost", even without destructive spells.
This is not correct calculations for 3.33% bonuses at MMH5.5 mechanics. It's closer to original 5% bonuses.
The general point is that all bonuses are calculated for BASIC damage, not current.
For example (in 3.33% mechanics), +3 attack give +10% of current damage, but only if the difference is 0 (for example, 12-15 attack vs 12 defence)....
Both attack/defense bonus and offense/defense secondary skill are applied on creatures base values and do not multiply each other. So creatures are always better because when a player gets them he also gets any attached bonuses for them while bonus is just for the base.
In short, real bonuses are less than basic. Having 150% number of creatures is much stronger than having "49.95% damage and 49.95% defense boost", even without destructive spells.
Both attack/defense bonus and offense/defense secondary skill are applied on creatures base values and do not multiply each other.
I think you meant 50% more creatures.
Do you have your own website?:confused:
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Offence/defence skills are applied on current damage, not basic. That's why +10% damage by offence is much stronger than +3*3.33% by attack stat.
@Nargott thank you for correcting my post and also reminding me something very important.
About a year ago we did a lot of games where the main focus was on the late game look, feel and balance. We found out that at later stages (month 6 to 10) offense and defense secondary skills are extremely useful due to the fact you mentioned. Because of the multiplication the formula [(creature_stat*(1+hero_stat))*Expert_secondary ] bonuses the game avalanches at some point. @Magnomagus was made aware of this by a few other people as well so he was going to introduce a change but he skipped the last (RC9) release because he didn't had the time to calculate and test well enough.
In few words at the current state of the mod Defense stat gives a little edge at the late stages of the game.
@Nargott if you have any propositions regarding this I will be glad to pass them to the others. The more feedback the better :).
Cheers!
No, it's impossible. It's been said many times. This is the sad conclusion of all modders.
You are right there are 3 classes per faction and more can be added.
Check inside MMH55-Index.pak/scripts/H55-Core.lua
Гусъ, we cannot add a new faction but we really want to. If this is possible it will open the door for a lot of new content.
You are right there are 3 classes per faction and more can be added.
Check inside MMH55-Index.pak/scripts/H55-Core.lua
Scripting works just as modding. If you embed it in map it will work only if the map is inside the MAPs folder. If you put it in data it will work like a MOD for the whole game.
Is it difficult? - Overall LUA is simple language but it depends on your programming knowledge. @Magnomagus wrote the code and he learned it by using internet tutorials - here is something you can start with.
How to use it for Heroes V modding? - Lets say you do read some LUA lessons or a week and want to use it for modding. The easiest way to start is by inspecting already done things, look at the code and see how they work in the game.
For example - Heroes campaigns are made with LUA. Start by inspecting them.
Here is an example on where to search for them - DATA.PAK/maps/Scenario/A2C3M4/script.lua
Also it is advisable to enable console so you can check it now and then for things that the script may print.
Some scripting information is available in <game folder>/Editor documentation:
- HOMM5_A2_IDs_for_Scripts.pdf
- HOMM5_A2_Script_Functions.pdf
- HOMM5_Script_Functions.pdf
This discussion about LUA in ubi forums can be of help too.
Later on when you feel confident enough you can inspect the MMH55 scripts.
Cheers!
Heroes V is using LUA language.
Scripting works just as modding. If you embed it in map it will work only if the map is inside the MAPs folder. If you put it in data it will work like a MOD for the whole game.
Is it difficult? - Overall LUA is simple language but it depends on your programming knowledge. @Magnomagus wrote the code and he learned it by using internet tutorials - here is something you can start with.
How to use it for Heroes V modding? - Lets say you do read some LUA lessons or a week and want to use it for modding. The easiest way to start is by inspecting already done things, look at the code and see how they work in the game.
For example - Heroes campaigns are made with LUA. Start by inspecting them.
Here is an example on where to search for them - DATA.PAK/maps/Scenario/A2C3M4/script.lua
Also it is advisable to enable console so you can check it now and then for things that the script may print.
Some scripting information is available in <game folder>/Editor documentation:
- HOMM5_A2_IDs_for_Scripts.pdf
- HOMM5_A2_Script_Functions.pdf
- HOMM5_Script_Functions.pdf
This discussion about LUA in ubi forums can be of help too.
Later on when you feel confident enough you can inspect the MMH55 scripts.
Cheers!