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

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#213
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In this mod, as in the original game, does only the player who has accumulated the most creatures win?
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#214
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What an interesting question! In the original game, the one who arrives first, breaks through the defenses first, and kills the opponent first, wins. The one who hoards more resources always loses.
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In reply to Акула97
#215
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Acula97
Two new types of specializations are weaker than the old ones (some old specializations are also weak, but some were strong). For example: the Archilicus hero at level thirty gives three Dark Mages (Liches) per week, by which time he will have 70 Liches. The Tkodor hero gets +4 to witchcraft at level thirty, which is not enough for me. Sorry if it's not clear; I used Google Translate.

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Two new types of specializations are weaker than the old ones (some old specializations are also weak, but some were strong). For example: the Archilicus hero at level thirty gives three Dark Mages (Liches) per week, by which time he will have 70 Liches. The Tkodor hero gets +4 to witchcraft at level thirty, which is not enough for me.

Thank you; now I understand.

The Archilicus specialization at level 30 indeed gives 3 Liches per week. Keep in mind that this is also per castle. So, if you have 2 castles, that's 6 more Liches per week.

The basic Lich growth is 3. Castle building makes it 6. So, at level 30, you have 9 Liches per week per castle.

A player can easily reach level 10 by week 2. This means that in the first population week, the player can get Liches; they will get 1 more for certain. This makes 3 + +1 (citadel) + 1 (specialization) = 5.

This is 25% more Liches now.

At level 20 + castle building, a player will get 8 instead of 6 (33% more).

At level 30 + castle building, a player will get 50% more Liches.

Considering that the Necro army doesn't die, this means you will have significantly more Liches than expected at the time of the battle.

Tkodor's witchcraft bonus is not so big because it relates to all schools/all spells. Narrow magic specializations are more potent but are easy to counter because the enemy knows your strategy from the very beginning.

The same philosophy applies to other broad specializations as well.
"Blood drinker" - The hero gets +1 attack on each killed enemy troop. He gets another +1 for every 9 levels. This means that at level 30, he will get +3 attack per killed troop. The attack bonus is also nerfed to 3.33% instead of 5%.

So, at level 30, you get almost no bonuses before some of your and/or enemy troops start falling.

Imagine that you have Player A vs. Player B.

Player A gets a hero with the Wasp Queen specialization - "Wasp swarm deals 7.5% more damage per hero level."

Player B picks a Might or balanced hero with Shatter Summoning or develops another hero with the Spellwringer specialization: "Hero has a chance to permanently block enemy spell from the spellbook for the rest of the battle."
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#216
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Yes, Arhilikus is strong; I even wanted to play as him.
In reply to Nargott
#217
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Nargott
What an interesting question. In the original game, the one who arrives earlier, breaks through the defenses earlier, and kills the opponent earlier wins. The one who hoards more always loses.
Correct, in the original game, if you manage to get to the hoarding opponent early, his specialization is not viable for the battle.

Hero specialization strength depends on the map specifications.

Large maps, good specializations:
- Hoarding specializations
- Creature attack/defense spec

Small maps, good specializations:
- Narrow magic specializations are very good on small maps where the final fight occurs in month 1-2. They give a good edge after a few levels that other heroes just do not have.
- Different war machine specializations

Poor maps, good specializations:

- Economic specializations (gold/resources) are good on maps with low or no resources (Belt templates have only wooden and ore mines on the map).
- Knowledge-based heroes are also good if combined with resource artifacts, which are common.

Keep in mind that although some specializations seem stronger, they will not be that good in practice because when a hero can use something strong (spells/abilities) or have something in surplus (creatures?), this means he will need more of other things to spend, like mana or resources. In Heroes 5.5, gold and mana are not endless. For example, Dungeons are the strongest Destruction casters due to their high chance of spellpower gain, but this is compensated by a mediocre mana pool.

The same goes for Archilius. Yes, you can hire 25%/33%/50% more liches, but you have to find the money for them.

The same goes for economic heroes - they give some resources/gold, which does not seem that important, but in the end, you have a larger army (the castle is developed faster, able to purchase additional troops from dwellings) than the enemy because he cannot purchase it all.
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#218
To dredknight:

About files:
-initiativeMiniartifact.yml
-miniArtifacts.yml

Can you generate them for these values (for another mod):
Initiative = 0+2% per wisdom
Speed/Shatter = 1+1/10 per wisdom
Morale/Luck = 1+1/3 per wisdom
MagicProof = exactly 50% (if wisdom = 10)

Thanks.
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#220
Please, give me these two yml-files with new settings, because exe-file by them I can generate myself (and will generate with other addition yml-settings).
Magic proof ok, if there is no posibilities to get equal to 50.
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#222
New format is very good. Thank you.
I see that now I can also set fixed bonuses with no dependences to wisdom (set to maximum and greatest per wisdom), except magic proof, which has only maximum, not per wisdom.
If magic proof could be set to fixed, it will be ideally and very clear.

I mean alternative settings like this:
+20% ini
+4 luck/morale
+3 attack/defence
+3 hitpoints
+2 speed/shatter
50% magic proof (the only exception which I can't set now)
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#223
Unfortunately magic proof formula is logarithmic. You set the maximum value and the game make it in such way that the maximum is reached at 60 wisdom.

Check out the official ToTe table. http://www.heroesofmightandmagic.com/heroes5/ability_artificer.shtml

There is a magic proof column where you can see the pattern.
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#224
Is logarithmic? Approximately it's near to formula MagicProof = 1-1/(1+0.1*W), except the first several wisdom values.
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#225
Ok
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#226
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Is it possible to add a "no retaliation" effect to the "Deflecting Arrow" spell?
Is it possible to add damage to all non-flying units (like Armageddon) to the "Earthquake" spell?

Is it possible to add additional "no retaliations" effect to "deflecting arrow" spell?
Is it possible to add additional damage to "earthquake" spell to all non-flying units (like armageddon)?
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In reply to Nargott
#227
You refer to adding additional effects for certain spells.
This I believe is not possible, at least we have not found a way.

All additional spell effects in MMH55 do not affect the combat directly (bonus primary skills, creature growth, resources).

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