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Posts from MMH5.5 - Heroes of Might and Magic 5.5

4.6 (10 ratings)
#200
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I understand that this might be more of a personal preference... but:
I suggest bringing back the "necromancy" from "Heroes" into the game.
That is:
so that a necromancer could only raise "skeletons" (the fact that the first level of troops has always been a feature of this faction)
Maybe when a hero reaches level ~20 and has 7th-level monsters, they could raise "bone dragons".
But levels 1-6 monsters - only "skeletons".
In reply to kiko
#201
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kiko
I understand that this might be more of a personal preference... but:
I suggest bringing back the "necromancy" from "Heroes" into the game.
That is:
so that a necromancer could only raise "skeletons" (the fact that the first level of troops was always a feature of this faction)
Maybe when a hero reaches level ~20 and has 7th-level monsters, they could raise "bone dragons".
But levels 1-6 monsters - only "skeletons".
A similar mod can be created by hand in just 10 minutes. You just need to modify the Defaultstats file.
In reply to serovoy
#202
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serovoy
A mod like this can be created by hand in just 10 minutes. You just need to tweak the Defaultstats file.
If you hint at what needs to be changed, I'll give you a like :)

I know where the file is. (data\GameMechanics\RPGStats)
But I prefer to ask knowledgeable people what exactly needs to be done, rather than experimenting myself.

P.S.
I see, I guess this is the work of a castle transformer:
(I don't see a "spoiler")



CREATURE_PEASANT
CREATURE_SKELETON


CREATURE_MILITIAMAN
CREATURE_SKELETON
....

But I need the undead to be raised using dark energy.
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#203
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This is a table showing the undead raising capabilities of Necromancy. The Temple of the Underworld works more universally: it only takes into account the level of the creature and the absence of undead creature properties (undead, elemental, construct), as well as the presence of the required building.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

Существа NCF
Орден Порядка: 1
Нейтралы: 1 2 3 4
In reply to kiko
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#204
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kiko
I understand that this might be more of a personal preference... but:
I suggest bringing back the "necromancy" from "Heroes" into the game.
That is:
so that a necromancer could only raise "skeletons" (the fact that the first level of troops was always a feature of this faction)
Maybe when a hero reaches level ~20 and has 7th level monsters, they could raise "bone dragons".
But levels 1-6 monsters - only "skeletons".
Are you advocating for a change in a specific mod, or do you want a separate one?
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
In reply to Dyrman
#205
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Dyrman
Are you suggesting changes to a specific mod, or do you want a separate one?
Specifically, this one.
As someone who has played Heroes 2 (and even tried the first one), Heroes 3, and Heroes 4, I have a certain impression of the "Necromancer" faction.
Yes, raising undead should have been limited in some way... but Necropolis is about skeletons.
And from a balance perspective: building those liches... and simply raising them - there's a difference.
Also, for this mod, I think it's necessary to allow raising "bone dragons" (from level 7 monsters) after level 20 of the character... But only level 7 troops. Levels 1-6 - skeletons.

And why did you ask? Did I write correctly where and what needs to be changed?
#206
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Here’s another thought: if there were a way to limit the undead based on the level of buildings constructed in the city, that would be ideal (otherwise, roaming around with liches or, even worse, bone dragons in the first week of the game feels a bit off). But I assume something like that is technically impossible?
#207
VERSION RC9 released!

Major changes include a lot of requested features such as:
- Imbue balista completely revamped - now it does not spend hero ATB when it shoots and hero also learns destruction magic when picked up.
- In-game Creaturepedia (check attached images)
- 64 bit utility.exe so you can play XXXXXL LAN maps with your friends against the old AI.
- 64 bit version exe of the editor.exe (not thoroughly tested)
- Balanced Academy mini artifacts - All mini artefacts formulas are now changed to be equally strong compared to other skills.

- a lot of other new stuff like more user options, increased Tower damage and reduced archmage "energy channel" ability from 25% to 10%!

You can find the full change list here -> http://www.moddb.com/mods/might-magic-heroes-55/news/mmh55-in-game-creature-manual-rc9

Download the new version here -> http://www.moddb.com/mods/might-magic-heroes-55/downloads/might-magic-heroes-55-rc9

Complete MMH55 change list can be found here (compared to ToTe) http://heroescommunity.com/viewthread.php3?TID=43668.

All changes are done following the following ideas:

Spell System Philosophy: All spells scale properly into late game so that they remain useful and might heroes don't start to overpower magic heroes. All schools are equal, but not equally easy to use. Dark is not overpowered. Light and Dark are much more dependant on spellpower and might heroes will fail with them if they don't have enough spellpower. Might heroes do not even need to necessarily play with magic but can use combat, war machines and shatters, which all scale better. For balanced combat dynamics, spell durations are much shorter (dependant on spellpower) and mass spells have much less ATB boost (10%) while single spells with sorcery have more ATB boost (36%).

Creature Upgrade Philosophy: Each upgrade must be useful but not for the same tactic, each upgrade will synergize with different hero builds and allow different strategies. There are no 'best' upgrades and there are no upgrades that are tactically so identical that it doesn't matter which you will choose. A good player first plans a strategy with his hero buildup and then chooses which creature upgrades fits that strategy best. Creature costs are adjusted to their strength (In TOE low tiers were always underpriced, higher tiers sometimes overpriced but also sometimes severely underpriced, chaotic). Economy plays bigger role in H55 and there are more various ways to make money. Neutrals have less extreme erratic stats to balance adventure map and usability by players.

Note: the list do not include ability changes so some of the creature stat changes may seem weird at first glance.

The mod can be utilized for competitive play.
Attachments 2
2 files attached • Total size: 1.3 MB
#208
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Does the old translation work with the new version?
#209
Yes. The new version does not include a lot of text or ability changes.
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#210
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I think the new specializations are a bit underwhelming.
In reply to Акула97
#211
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Shark97
I think the new specializations are a bit weak.

Which one? Could you give explanations?

I am not sure if "google translate" translates this clearly enough. Do you mean the new specializations are too strong or too weak?
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#212
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Two new types of specializations are weaker than the old ones (some old specializations were also weak, but some were strong). For example: the hero Archilikus at level 30 gives three dark mages (Lich) per week; by that time he will have 70 liches. The hero Tkodor gets +4 to witchcraft at level 30, which is not enough for me. Sorry if it is not clear, translated by google-translator.

Added after 47 seconds
Two new types of specializations are weaker than the old ones (some old specializations were also weak, but some were strong). For example: the hero Archilikus at level 30 gives three dark mages (Lich) per week; by that time he will have 70 liches. The hero Tkodor gets +4 to witchcraft at level 30, which is not enough for me.