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Old 11-26-2011, 05:46 PM
MattCaspermeyer MattCaspermeyer is offline
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Join Date: Aug 2010
Posts: 553
Smile Sounds like a great game so far...

Quote:
Originally Posted by Fatt_Shade View Post
My build so far for undead wife/kids :
16 lvl , 11att/13def/20int , 50rage , 140 mana, and only 5k lds
100/130 ghosts , 70/85 cursed ghosts , 2x30 ingusitors , 35 archmages. Ghosts for killing, inquisitors for rage and controlling ghosts archmages for support (ghost with magic shield against any melee unit takes literally 0 dmg), when i find necromancers they will fly out of army lineup.
So far i bought only 50 both ghost type, and now i have in reserve 1200 ghost, and 500 cursed, so i think unlimited retaliation from charna is a bit overpowered.Better her give them bonus ress or dmg or something.
Cleared all up to lower Hadar mines with no loss and no resurrection spell.
I found much easier to cast illusion on ghosts instead using them in combat, my main units are just to control enemy.
Sounds like you got a pretty good combination - sometimes Phantom's hard to get. Which battle has been the toughest so far would you say?

Quote:
Originally Posted by Fatt_Shade View Post
1)When i scouted gerdas kids thinking to switch to see how it is found this :
kid_ajit why unlimited retaliations for beholders ? they arent melee units. Better ress/dmg bonus
kid_lorelei same as for ajit, alchem/cannoner are even slower then beholders they will never fight in melee, so why unlimited retaliations. Give them speed
kid_synca giants get 2 morale, but no initiative or speed, so no mater how high they stats when they get to enemy in 4-5turn
kid_orwald 2x+(1) initiative to all units, is this mistake or planed ?
2)Same as for gerda, when i killed kraken i thought about divorce rina for mirabella :
kid_ingham priest inquisitor again unlimited retaliations, no need, better some other bonus
kid_edric gives griffins unlimited retaliations . . . now i just think you copy/paste this to all kids So does this mean they retaliate 2 times for every attack
kid_christian and now for melee units sprite/dragonfly no hitback,1,0,0,
kid_mullich +2 moral/speed to all units i think it`s to much better +1 moral/init/speed or not even all that.
The children bonuses work this way:

Level 1 & 2: +Attack, Krit, Defense, Health, Hitback, Initiative, Morale, Speed
Level 3: Health, Hitback, Initiative, Morale, Speed
Level 4: Health, Hitback, Initiative (Ranged), Morale, Speed (Melee)
Level 5: Health, Hitback, Morale
*Level 6: Health, Hitback
*Level 7: Health

Hitback - means unlimited retaliation

Morale doesn't apply to undead so they get extra Attack, Krit, and Defense for their level. I tried to carry unlimited retaliation as far as I could, sooner or later you'll run up against enemies that will get to your Ranged units and so it is nice to have then. I thought for Griffins and Demons that I used an alternate for them since they already have unlimited retaliation. For levels 6 and 7, these only apply to a few children where they had a duplicate bonus for a set of units. Rather than have the same unit bonus twice, theirs would apply to a group of units, but the level would be +1 or +2 depending on how large the group was. So Mutare, for example is dragons, but I add +1 to their level so they only get Health and Hitback instead of those and Morale. The system works pretty well, I think.

Also, if a bonus was for a group of units then I removed hitback since I only wanted it to apply to 1 or 2 units with a bonus, so those are the rules that I used.

I think you overlooked Gerda's dwarf bonuses - same as other wives but to dwarves.
So for Ajit, unlimiited retaliation is per rule for Level 3 and Level 4.
Same for Lorelei.
For Synca, she's got Level 5 so that rule applies (the other +1 Morale she gets due to HOMM3 Leadership skill). They already get +1 speed and +1 initiative from Gerda and before I implemented the level system (all individual unit bonuses were like level 1) Giants would just march into the mix and you'd just have to heal them and they'd wipe the floor with everyone and imagine using Phantom on top of that! So that's when the system above was born!
For Ordwald, his skills in HOMM3 are actually unknown since he only appears as an enemy hero. So his HOMM3 Skills are Logistics (+1 Speed to all), Pathfinding (+1 Initiative to all) and then he gets an all Dwarf unit bonus, but add +1 to their level since they are a group (for example Miners are considered level 2 for bonuses, Dwarves level 3, etc.). I just noticed that I had sp_lead_unitcannoner instead of sp_lead_unit_cannoner - I'll fix that! It's hard to get these bonuses spelled right! Darn it!
For Ingham, per rule of level 2 Priests and level 3 Inquisitors.
For Edric, Griffins already have unlimited retaliation so they should get I think krit instead - I'll double check them.
Christian - bonus is to a group (girls) so no unlimited retaliation per rule - sorry Christian!
Mullich's HOMM3 Skills: Advanced Logistics (+2 Speed) and Advanced Leadership (+2 Morale).

So once again all bonuses are per rule and staying true to the original HOMM3 hero skills.

I'll double check Edric to make sure the Griffin bonus is right!

Quote:
Originally Posted by Fatt_Shade View Post
3) in necromancy skill should limit +3magic dmg to magic units, not all undead. I have 500 skeleton archers 1 lvl unit, with 5-6 dmg. Sick
I actually was seriously considering removing both the Magic Damage and Magic Resistance bonuses because I thought they might be too powerful, but left them in there since I actually forgot about them!

I was thinking the bonus should just be: Defense, then Health, then Critical Hit.

I'm probably going to remove both of those now that you've reminded me of them.

You know, as I consider the Necromancy Skill changes, I made them to encourage people to play the Undead more, but maybe Rina is encouragement enough? All the Undead bonuses are fairly recent (as new as my last playthrough) including: -LR, and statistic improvements. I kind of wanted to make it like Archmage or Ranged Specialist, but to Undead. Before it just did 4 things:

1) Allows use of Resurrection to raise Undead
2) After combat, raise part of a fallen troop (the unmodded skill)
3) Amplify spells that deal pain and suffering
4) Improve the Evil Book

I recently added:

5) Decrease LR of Undead and Improve their abilities

But now I'm thinking that maybe I didn't need 5 or needed to be very limited with it. I do like giving them -LR because you'll be encouraged to play them, but maybe that's all 5 should do? Or maybe just add to Defense, then Health, and then Critical Hit.

Hmmm... things to think about...

Quote:
Originally Posted by Fatt_Shade View Post
And i cant find anywhere exp table for hero. Is it still max lvl 30? Because i`m already 17, and not yet 40% of game cleared.
I think it's in HERO.TXT, you should be about 2 levels ahead of where you would normally be about where you're at - you'll actually reach level 30 about 5,000 exp more than before so it'll slow down a bit. The original experience table actually had inconsistencies in it and so I simply made it consistent, but you level up a little bit faster early and then you cross about level 29 where (like I mentioned above) you'll need about 5,000 more experience than before to get to level 30. This is per a formula I used to make the gain table consistent.

Quote:
Originally Posted by Fatt_Shade View Post
I just now read all wife kids, and have some thoughts. You changed tower script in supresing item battles. Why doesnt any kid have lowering tower ress/hp penalty. Or any other penalties ? You have all kind of bonuses for ally units, but almost no lowering for enemy(except 1-2 feanora kids for -magic/poison ress).
You know, I never really thought of affecting towers like that. I guess you could put a bonus in there although since they are "pawns" special rules apply to them.

A lot of the HOMM3 skills translated nicely over to KB, but there were a few that I had to create a new bonus for, i.e. Tactics and a few others. As it turns out, there are no HOMM3 skills that reduce any enemy statistics. During the translation process for those HOMM3 skills that had no equivalent, I tried to be as true as possible to the original HOMM3 skill. I did, however, consider enemy skill reduction bonuses, but as it turned out, the bonuses ended up winning out over the reductions.

In HOMM3 the hero Tactics skill worked the same as the KB Tactics skill so what to do with babies with that HOMM3 skill? Since I didn't have any skills that directly affected the Hero's attack / defense I decided to appy it there; however, the enemy hero skills use the KB hero class skill trees and I decided to actually have enemy heroes with the KB Tactics skill (mostly Warriors) decrease your Initiative and then Speed by 1.

During the development phase, though, I had already decided on the baby HOMM3 Tactics bonuses and then the enemy heroes were done much later. I did consider maybe changing the HOMM3 Tactics to be like the enemy heroes one, but I ended up leaving it as is as I never really went back and considered it heavily again.

So that's why there aren't very many reduction skills for the babies (actually I think it's only the wives with a few reduction skills).

By the way, I'm not sure if enemy reduction morale skills work at all because it doesn't show you their morale! I think enemy morale is always neutral!

I actually considered dropping your morale as the combat goes long, but I actually don't know how to do it. I think in HOMM3 that happened if the battle went really long.

Quote:
Originally Posted by Fatt_Shade View Post
And where are rage spirits exp tables ? Are they also limited to 30 as original game ?
The developers were sure good at hiding things! It took me a while to find the spirit experience tables: ARENA.TXT. Who would have thought they were in there?!

Spirits now go up to level 46, although for a mage I'm not sure how high you can get them, but probably only about to level 33 - 35 as a guess. I think my Paladin last game finished with them at about level 35 - 37, and I'm guessing that a Warrior might be able to get them to level 37 - 39? I'm not sure, though because the original tables were a little bit inconsistent and so I (like the hero experience table) made the level up consistent. I think at Spirit Level 29 or 30 the tables cross and then it'll take a bit more than my last playthrough so you might not quite make it to the levels I mentioned above.

The spirit experience gain is very tricky and inconsistent as a whole. I'm not sure how much attention you've paid it, but essentially skills that damage multiple units amplify the Spirit's experience.

These skills are: Underground Blades, Evil Shoal, and Black Hole. Rockfall and Rage Draining might amplify based on the number of units they hit, but I'm a bit uncertain about those although I think they do. I'm pretty sure that if a Spirit ability does not cause immediate damage, then you just get the normal experience for it. These are: Poison Rain, Ice Ball, and Gizmo. Those abilities give much lower experience. All other abilities since they don't do any damage at all give normal experience.

I actually played with this area quite a bit trying to figure out how it worked because I found that once I got Underground Blades and Black Hole that Zerock and Reaper would start leveling much quicker while Sleem and Lina were much harder to level up because Evil Shoal is hard to use unless you have the Rage and no units near enemies and none of Lina's abilities amplify experience.

So anyway, that's the story there!

Well thanks again for the comments.

I encourage you to continue playing!

Let me know how the battle to free Tibold goes and which enemy heroes start to give you trouble! I think that you've started to notice that the battles are now starting to get more and more difficult. It'll be interesting to hear how well your Ghosts do in Ellinia fighting the Elves. That will be an interesting story to hear!

I'm currently with Orcelyn and we had our first baby - Merist! I'm playing the Paladin during this playthrough (my second Paladin game), I have to marry all the wives and have all the children so that I can make sure they work! So I don't have the luxury of being able to stick with one wife until I get Xeona since there are no wives after her.

I've already suffered a few losses, although almost all of the non-hero battles have been no loss. Since I have to max out the number of wives and children, some battles I can't wait until I'm a bit stronger to attack (the 2 Undead stacks in the Earl's Dungeon with the Frogs is hard with just Bears and Barbarians since I have to fight with human Rina (since I need those battles to count towards her having a baby)). Tibold's army also gave my Gerda Dwarves trouble because of the Cyclops and Archdemons. You have to complete that quest before you can get Orcelyn. The Orc Embassy was also tough with Dwarves - Ancient Ents and Royal Thorns were a lot of fun! That battle got my last Gerda baby just in time to switch to Orcelyn!

By the way, I implemented the change to Ghosts, where their numbers increase based on the number of units they actually kill! It seems to work okay - it was a little tricky to figure out how to compute the same number killed as what the damage actually did. As I was playtesting last night I'd sometimes get Ghosts killed 33 units: Their ranks are filled with 32 - doh! But now it works - hurray!

I'm going to think more about the Necromancy Skill Undead bonuses, but I'm going to leaving it alone for now and let you play as is. It'll be interesting to see how well your Ghosts do against Elves since they do Magic Damage and have good Magic Resistance. I'll try to provide another update soon with the changes to Ghost's Soul Drain and any more errors we find.

/C\/C/
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