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enemy heroes
I would really like to see a patch for enemy heroes
first one I would really like to see is WHAT certain bonusses some heroes GET at their troops! (not atk/def/int) but giving +1 speed for undead for example IIRC TL had this with some heroes(the peasant boss on the first island gave +1 speed and ini to peasants but in WOTN u only get a history of the hero and u have to mannualy click on his troop stacks and right click to see what bonusses they have which is quite annoying and the second one I would like to see is to reduce ridicoulously high heroes mana or at least be more in front of his level just a minor example the necromancer who's name cannot be spoken of has 100 mana at LVL 10! are you joking me? even as soothsayer I would dream of having 100 mana at level 10! This fight is a real pain in the ass since he can cast ALOT of ghost blades and poison skulls making this is a real tedious fight for a no loss and as side note for this necromancer currently playing a game as skald where i have 9 atk 11 def and 5 int his stats are 1 atk 4 def and 10 int in a normal fight if i get a crit on decaying zombies i can kill around 10 with the necromancer fight i kill 7 on a crit (what gives? my atk is way higher than his same goes for the damage i get from that ***** my viking get hit by 20 zombies and i only receive like 20 damage where as i get hit in the undead fight i lose 1 viking and the decaying zombie does 88 damag lol? How the hell is that possible? does the necromancer get some extra buffs or what? any thoughts? (just think about AP where u had a nice shaman with like 120 mana IIRC and could cast GEYSER for a long long time the only way to beat him was either OVERPOWER him or get some high level units to resist those geysers! |
Much agreed.
Frankly, as for the mana, you can do that yourself by messing around in the Sessions. And I will probably do it, too. It's ridiculous for a non-mage enemy with 1-2 Intellect to have 100 Mana. Sadly, this was a common trend in AP too - it was the developer's method of making even measly pirate captains a challenging fight. All it did for me though, was making no-loss harder as even one Poison cloud every turn is quite a big danger. As for your question about the Necromancer's odd extra "buffs" - yes, he gets bonuses - the terrain where you fight him is considered a cemetery, ergo his Undead troops get +1 Morale. Add to that that Plague also increases undead Morale (I think...) and this could be explained. |
yeah well u know how hard it is to get so much mana anyway:)
it's ridicoulous how some heroes get more than 100 mana those fights are a real pain in the ass the peasant stack in AP with the demoness in it 250 mana:O and can cast armageddon IIRC IMBA:P |
yeah, I HATE that bloody Peasant. Anyway, what's his problem? ;) If I had the 100 Succubuses (Demonesses) he has at his disposal... I would not be running around picking fights, I'd have 'other' things on my mind. :D
On a more serious note... I'd frankly remove Armageddon from the enemy's spell list. Unlike you, the enemy has no compulsion to keep his troops alive, which puts an unfair advantage on his part - and he has enough mana to spam it non-stop. The enemy AI should at least consider using this spell - like how it works in Heroes III, where they only use it if they have fire-immune creatures or are losing the battle and retreating. |
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