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Here's the spirit experience detailed info
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As far as the spirit experience gain, it is all done internally. The only thing that can be done is to scale the base spirit experience, which you see in their ATOM's or increase the sp_addexp_spirit counter via items / skills. If you look at SPIRITS_COMMON.LUA you'll see the function spirit_after_hit where it computes the base spirit experience from the spirit's ATOM (this is exp_add) and then modifies it with sp_addexp_spirit (this is exp_bonus) and then it uses the Attack library function add_exp to take the exp_add * exp_bonus and determine internally what the actual experience rise is. The internal spirit experience gain formula is listed in the King's Bounty user manual, which can be downloaded somewhere here on the forum. I implemented this formula (and this is the exact same formula you see in CW for the spirit experience during battle), but found that it doesn't quite give you the same experience from this formula so there's something going on internally that is slightly different than what is described. That is why you see that I list an experience range during combat because I don't know exactly what the add_exp Attack library function is doing in the C++ code. Some of this variability is also related to whether you are using a "static" versus "dynamic" spirit ability. Static abilities are ones that don't do any damage while dynamic abilities are ones where you do. Since the experience gain formula factors in unit deaths when using it I can't know beforehand (except maybe for mass damage abilities) how much damage you're going to do. So for static abilities I should know how much experience you should get, but found that it could be off by 1, hence the range (i.e. 4-5 experience) for even static abilities. Well, anyway, that's probably too much information, but that's what's going on there. Matt /C\/C\ |
Hello. Thanks for the great mod. I just want to share some impressions.
The good part: -the babies are a really good idea. Now it's actually good to have babies.Before I always used the slots for artifacts. -the wife companions give really good bonuses and you can try the game with a different approach. Before the good wifes were just 2 or 3. -many changes add a different experience the bad part: -The spirits are way too powerful. I don't know if thats normal ,but my evil shoal did 900-1100 dmg at lvl 4. -Generally I found the game very very easy and got bored at some point,no real challenge. I even played harder then you intended. I have changed the impossible difficulty to 300% and the bosses to 500% and also the money income from 0.6 to 0.4 . But nevertheless it was very easy. Killing the Turtle with 10 000 hit points was very easy. The idea for difficulty changes I've got,because previously I played a russian mod called : "grandmaster" - it is really a big challenge . Also the spells in your mod are with really high prices ,but there are so many that can be found and sold that it just makes aquiring money faster. Some bugs I encountered : -The werewolf hero in Darion crashed always my game, I had to edit him and remove his spells in order to finish this quest. He had 3 spells,I don't know which is responsible for the crashing. -When my hero is in a castle and I have 5 armies and click an army in the garrison ,it just vanishes, then I discovered it was added in my reserve slot,but I haven't access to it yet. I stopped playing after clearing the Pirate Islands. Maybe later the game will be more difficult , if it is please share :) Thanks one more time for the mod. |
Hi jorko80 :-)
First of glad you joined this group in HoMM3 experience. As for your notations : - Spirits - you had luck with random upgrading Sleem, with 4 skills, and many more lvls for each (max spirit lvl is 48 now) it hard to get lvlup choices you want/need. best worst thing in this game is randomness and you had good pick this time, and next time you could have horrible lvlup choice item/unit distribution and so on. Only thing i can say is that it changes throughout game. - I agree in this mod, start is rather easy, even on impossible for those with a bit more experience in KB series. Money never was much of a problem in this game, so higher price of spells is OK. Changing enemy army and bosses early might be fun, but later you`ll have very hard time, because with further location all enemy units get % bonuses for their stats : more hp, more att/def/speed ... And resistances so higher dmg for rage spirits will be welcome in late Hadar, elven/undead lands and demon realm. For me hardest challenges in this mod are enemy heroes, because Mat made them so they give their units bonuses same as you with skills/items. Expl : enemy hero with highest attribute intellect will have higher magic and cast 2 spells per turn, for 2/4/6 turns in battle depending on hero lvl. Those who have intellect above 30 will cast 3 spells/turn. Enemy with highest attack will lower your unit initiative/speed in first 2 turns and give crit% to their units(i`m not sure about this), and high defense hero will give more resistance to his units, or lower you own units. You have time to get to Sonya in elven islands , but she have high intellect, and defense so she lowers you units magic resistance -40% , and cast 3rd lvl lightning spell 2 time/turn with devastating effects to your troops (Mat added bonuses to spells shock effect with working +turns with every 15 intellect , i say working because this didnt apply in original game settings). So trust me, later in game normal enemy stacks will be just something to try new tactics, but real fights wil be with enemy heroes. All up to dwarf lands are rather easy , but elven/undead/demon land heroes are horrible on impossible difficulty lvl :-) For bugs, i hope Mat will check what problem is, i didnt encounter that with werewolf hero. Just go through dwarf areas, and you`ll have much more fun after that :-) |
Great Comments!
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By the way, which version are you playing? V2013-03-18? Quote:
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I also did my best to make each spirit ability useful. I think you'll find that they are all pretty useful now. The toughest one to make useful was Poison Cloud, but I think I got it such that you can do some serious damage with it if you decide to level it up. Can you do me a favor and post a screenie of your hero screen at a certain point (or points) in the game so that I can get a feel for what your army lineup was, etc.? Maybe you can also tell me which spells you were using a lot, general strategies, etc. Quote:
For example, do you skip battles and save fights for later so that you can get easy victories for tallying victory counters for items. Or do you clear an area as you get to it. Do you go into each battle with full rage, etc. Quote:
By the way, I did not do anything to change the boss battles, they were left alone. So I don't think you'll see much difference from the Kraken and Spider, either. Have you tried any item suppression fights, yet? You should note that they are more challenging. Quote:
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If I reload from the autosave when you enter the castle it is okay. I'll see if I can recreate the army garrison problem you're having and try my best to fix it. The item hint problem I've only seen twice in my entire play-through and so I haven't been able to track it down. Once again, your version of the mod here will be helpful... Some of this may be related to the changes I made to some of the *.LOC files so I'll try to track these down, but they're tough to repeat so it makes it really hard for me to fix them. Quote:
Plus, you'll have to share with me some of your strategies for why it is so easy early. Which class are you playing? Any opinion on the skill tree changes? It sounds like you're playing on impossible. Did you try to fight any heroes too early in the game and lose to them? There are plenty of heroes that should be really challenging early in the game, so I'm guessing you bypassed them until you were higher level. For example, the Ghost in Verlon Forest is usually too hard until you are about her level. I find that most heroes are hard to dispatch when you are a lower level than they are. For me, personally, I find the game challenging during the hero battles throughout on impossible, but when I play I fight as few battles as possible until I get Rina and then I fight 40 battles to get her children and then switch to Feanora and do the same, switching every 40 battles to a new wife so that I can ensure that the children work properly as I debug-play my mod. So I get a bit of a reset on the bonuses every 40 battles (although I'll put items in those slots if I got them) and I tend to not sell spells until I get my Trade up to level 3 so that I can maximize my cash earnings since I end up spending the money on Crystals and Runes later. I do mow through "normal" battles pretty easily, but since you can always bypass battles that are too hard until later, there is really not much I can do about that. The hero battles, though, I find tough and Xeona is especially difficult if you try to get her as soon as possible as you probably can't beat her without losses on impossible until you are at least her level or possibly higher. Anyway, it'd be great to hear some of your strategies in more detail to give me a feel for how you're playing the game and I also have a game change idea that I'm probably going to implement with my AP / CW mod that will make the "normal" battles harder, but since you can bypass them for the most part anyway, I'm not sure how much good it will do. By the way, do you use the units that you get bonuses from with each wife / their children or do you just use your favorite units available? Questions, questions, but the more information you can provide the more useful it will be for me if I make changes in the future or I can use this information to help me with my AP / CW version of the mod. Thanks again for you great comments and please keep them coming as that's really the only way I can improve this mod! :) Matt /C\/C\ |
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It's funny, though, I end up whittling my gold down so that when I divorce my wife she gets nothin'! ;) Quote:
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If you want to see the exact enemy hero "skill" bonuses I posted exactly what they were here. This shows the exact system that I used for generating the enemy hero "fight" section bonuses based on skills that were from your skill tree, but modified per the restrictions of what could be implemented. Quote:
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Even early game heroes such as Egirra (the level 7 Ghost with Evil Book) will kick your tail if you're not ready for them (she is in Verlon Forest sometimes, close to the entrance). Not that I've tried really hard, but I haven't beaten her when I've been lower level than her, yet as her Evil Book's (even though they're only level 1) will tear you up! Of course Fatt_Shade mentioned Sonya, but even Book of Evil @level 23 will give you a very hard time if you're not level 23 yet because it has enhanced Evil Books @level 3 and not to mention level 27 Ambrosius, level 23 Xeona, level 25 Raab Sotten, and level 27 Baal. So get ready for those hero battles! Also we haven't even mentioned the item suppression fights, which can be very challenging as well since the Tower's spells are based off of the units you use (so for example if you attack with Dragons, then Friendly Towers will cast Dragon Slayer or if you have plants, then Evil Towers will cast fire spells). Quote:
Thanks for your comments! Matt /C\/C\ |
I'm trying out the latest version and have run into two bugs so far.
1. When using Griffin eggs, if I use multiple eggs, I only receive 1 griffin per two eggs, rounded down. If I use one egg at a time, I get 1 griffin per egg. 2. I have a fatal crash to desktop (no error message) when fighting Butory (the bandit leader in Marshan Swamp). It occurs as soon as he can act in the battle, which suggests it may be a spell issue. I tried to attach my save file, but the website keeps giving me an error when I do so. (Note: I modded hero.txt to add a lot of creature containers - eggs - for testing, but otherwise made no changes to the game files.) |
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Whoops - I see my error on the eggs!
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I'll try to get an update out to at least fix the egg problem this weekend and we'll see what I can find out about the crash to desktop problem... Thanks for reporting these issues! :) Matt /C\/C\ P.S. By the way, the forum has been messed up since about the middle of March with respect to posting files on the forum. I did message @Nike-IT on the problem and a ticket was issued to fix the problem, but it still persists. I'm not sure what to do at this stage, but you can email me your save game file and I'll see if I can find the problem (my email is in the readme file for my mod) straightaway. |
Hello ppl :-)
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In the end, about crash with Dirty Butory and Martin Vodash, berserk is my bet. Probably enemy hero cast it, and get in loop trying to control that unit, but cant because it refuses to act. Weird thing is, when i cast berserk on some of my units. it make no problems :-( EDIT : As for rage spirit exp gain, i checked spirit_common.lua file in the Legend (600B), and compared it to similar file in Ap/Cw exp_pet_hint.lua (6kB) around 10 times larger file. In the Legend only is listed base exp from each spirit , with addexp_spirit in case of master of spirits skill, or some item/kid that gives bonus exp for rage skills. But in Ap/Cw there is code line added for current enemy/ally leadership ratio, and that is great bonus in case of small army fighting larger enemy. i mentioned couple posts before i try lvling spirits with 3x1 inquisitors (rage generators) and 2x1 dryads(sleep - control enemy stacks). This works great for first couple areas because dryads control all 3rd lvl enemy, and i use rage skills every turn. What i didnt expect is that spirit exp gain have absolutely no connection with your army total lds in the legend :-( In Ap/Cw i had battles where in first turn use some pet dragon rage skill and get 700 exp for it. But here with spirits up to 48th lvl , it will be pain getting them up there :-( New lvls and added effects are great (stun/bleeding for Zerock, freeze for Lina) and i like them. Only problem is later in game when you pass 20 lvl for hero, getting spirits from 35 to 36 lvl takes at least 10 long battles with using mostly rage instead your troops. And as Mat mentioned, changing base exp gain in spirit .atom files might be only solution for now. At least until we get full mod for Ap/Cw and start bug proofing it :-) |
These are great comments!
It is good to finally see some discussion! So please keep it coming! :)
With respect to increases, the way it works is it is always a percentage. So if you have units with a speed of 2, you need a 50% increase to get them up to 3. I like the rounding approach (i.e. 2.5 will get you up to 3 so you can just have a 25% increase in stats). I'm a big fan of stronger units and leaving the impossible 170% leadership increase alone because I think it gets a bit boring when you give the computer insane numbers, but that's me. Why not set this value to 1000 if you really want a challenge? That just seems tedious to me, though, and so I left alead at 170 and decided to make the game harder in other ways. So to that end I created the new bonus modifiers in the difficulty_k section in LOGIC.TXT to implement this design philosophy: eunit - this is the statistic scaler (or gain) per difficulty level. You'll note here that for impossible it is set to 1.25. So you can scale alead like you've done (to 300%) or you can leave alead alone and change this value. It is your choice. maplocden - this scales units based on their map location. Smaller values (divisors) give a larger increase to enemy unit statistics that is additive with eunit based on far into the game you are. So for impossible the divisor is 4 so that will give you an additional +25% (100 is the maximum map difficulty value and I think either 0 or 1 is the minimum, so 100/4=25) to enemy unit statistics when you are in the last area (or hardest areas as I think both Murock and the turtle's back give you +25%). When starting in Greenwort, this is only +1% so it scales nicely throughout the game. So with this, the enemy unit statistic bonus scales from 1.25 to 1.5. releadmax - this is the maximum leadership (in units) that you'll get when you lose a battle and restart outside the castle with the regenerated army. minstatinc - this specifies the minimum increase in a unit's statistic from the eunit and maplocden bonuses. For impossible this is set to one, and so is why you see units with +1 speed and initiative always. I put this one in as mentioned above, but it is really needed to give units with 1 in their statistic category a bonus as they wouldn't get it until the last area (if at all) with the 1.5 total bonus from eunit and maplocden. But you can set this to 0 and rely on eunit and maplocden by themselves to increase the enemy unit's stats if you'd like. ehlvldbc - level at which enemy heroes double cast, mentioned previously. ehmanadbc - mana at which enemy heroes double cast, mentioned previously. For the 2 above you may be wondering why I don't use the enemy hero's intellect. Well guess what, I can't get their intellect where the double cast bonus must be applied, so I use mana as a pseudo intellect instead. roundmrgk1, 2, and 3 - these set the rounds where your mana and rage gain change to only 50%, then 25%, and finally 0%. roundehero, tower, and boss - these set additive rounds to roundmrgk1, 2, and 3 when fighting enemy heroes, towers, and bosses. So you can see that I've added quite a few knobs you can twist if you find the game too easy / difficult. So I encourage you to play around with these knobs if you're finding my mod to not be satisfying as I think you can see here that you can literally make it impossible if you give too much bonus to enemy unit statistics or shorten the number of rounds where you have nominal mana and rage regeneration. @Fatt_Shade pretty much brought up all the points about the spirit abilities and really there is not much I can do because of the game's nonlinearity with respect to skipping things that are too difficult and returning to them later. Case in point: Sleem's level requirements for getting level4 fishes (where you are doing 900-1100 damage) is level 7 (Sleem's level, not your hero's). I could increase this level higher if you'd rather struggle with 475-625 for a bit longer, but you'll find due to the nonlinear gameplay that languishing at this amount of damage can make Evil Shoal pretty useless. And this is pretty much the only skill you can use to level up Sleem rapidly due to the Spirit Experience game mechanics. Also, since Evil Shoal can damage your own units you are mostly limited to using Evil Shoal on round 1 after that it becomes harder to use it without damaging your own troops so the damage needs to be high otherwise you're not going to use it. Since you're playing Warrior, I think you can appreciate that you can actually now do damage with your Spirits whereas before you pretty much were stuck with Black Hole and using spells. So maybe this will grow on you as you play the game further... Okay, I'll look into the crashes - Berserk is my guess, too, although I know it has worked in the past. So I'll see if I can track down this problem... I've already fixed the Griffin / Dragon Egg problem and will post a new update shortly... Thanks again for the feedback and keep the comments coming! Matt /C\/C\ |
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