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Originally Posted by Fatt_Shade
Suprise is that supressing elven crown was hardest battle, pretty tough towers and i only have magic dmg units in army so far, there was stack 30 ents with roots bonus very hard to kill with ghosts, and 1700 fairies made me problems with my ghosts reviving huge numbers after attacking them, also dryads and ents summoned thorns that started spreading like weed  all over arena.
On other hand kraken and spider bosses were breeze to kill with invisible inquisitors and phantomed ghosts.
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Tower battles are a lot tougher as you noticed! That sounds like it would have been a fun battle to watch!
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Originally Posted by Fatt_Shade
I get that you waned to transfer all Homm3 heroes in kid bonuses, but some just didnt seem right, so i pointed out couple. +2 moral/speed for all units seems to much. Unlimited retaliations for griffin/demon i just said no need to give it 2 times so maybe some other stat would do for those units.
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Okay - just wanted to make sure you knew that. I've actually been noting all your comments. They've been very helpful so far!
I'm going to review the bonuses - I think I might consider switching tactics to match what I did with the enemy heroes as that and a few other skills don't have analogs.
By the way, here's the list of skills and their bonuses of what I did with them:
Code:
Skill Basic Advanced Equivalent
====================================================================================================================================================================================================================================
Archery Ranged Attack: +10% Ranged Attack: +25% Ranged Damage: 2 * Skill Level * Child Level = % / +Skill Level
Offense Melee Attack: +10% Melee Attack: +20% Melee Damage: 2 * Skill Level * Child Level = % / +Skill Level
Armorer Damage: -5% Damage: -10% Defense: 2 * Skill Level * Chld Level = %
Resistance Spell Failure: 5% Spell Failure: 10% Resist All: Skill Level * Child Level = %
Leadership Morale: +1 Morale: +2 Same
Luck: Luck: +1 Luck: +2 Critical Hit: 10 * Skill Level * Child Level = %
Tactics 1 Placement / 3 Hexes 2 Placements / 5 Hexes Attack / Defense: 2 * Skill Level * Child Level = +%
Artillery Ballista: 50% Double Damage Ballista: 75% Double Damage Ranged Unit Attack: 4 * Skill Level * Child Level = +%
Ballistics Catapult: To Hit - 60% / Max Damage - 50% Two Shots Ranged Unit Defense: 4 * Skill Level * Child Level = +%
First Aid Heal: +50 Heal: +75 Ally Health: 2 * Skill Level * Child Level = %
Necromancy Resurrect: 10% of Enemy Resurrect: 20% of Enemy Undead LR: Skill Level * Child Level = -%
Diplomacy Fleeing Creatures: 25% Join Fleeing Creatures: 50% Join Leadership: 2 * Skill Level * Child Level = %
Estates Gold: +125/day Gold: +250/day Gold: 10 * Skill Level * Child Level = %
Learning Combat Experience: 5% Combat Experience: 10% Combat Experience (includes spirits): 2 * Skill Level * Child Level = %
Logistics Movement: +10% Movement: +20% Speed: +Skill Level to all troops
Pathfinding No Penalty: Rough, 25% Sand/Snow, 50% Swamp No Penalty: Rough/Sand/Snow, 25% Swamp Initiative: +Skill Level to all troops
Scouting View: +1 View: +2 Rage: 4 * Skill Level * Child Level = %
Navigation Water Movement: +50% Water Movement: +100% IMS: +Skill Level @Sea, Krit: +Skill Level * Child Level * 8%
Eagle Eye Learn Spells: 40% Level 2 and under Learn Spells: 50% Level 3 and under Intellect: 3 * Skill Level * Child Level = %
Intelligence Mana: +25% Mana: +50% Mana: 4 * Skill Level * Child Level = %
Mysticism Combat Mana Regeneration: +2 Combat Mana Regeneration: +3 Combat Mana Regeneration: +Skill Level
Scholar Teach and Learn Spells Level 2 and under Teach and Learn Spells Level 3 and under Intelligence Power Factor: ( 2 * Skill Level * Child Level ) / ( 7 - ( Skill Level * 0.5 ) )
Sorcery Spell Power: +5% Spell Power: +10% Spell Power: 2 * Skill Level * Child Level = %
Wisdom Learn Spells Level 3 and under Learn Spells Level 4 and under Intelligence Power = 4 * Skill Level * Child Level = +%
Air Magic School Spells Cast at Basic Level School Spells Cast at Advanced Level Magic Resistance: 4 * Skill Level * Child Level
Earth Magic School Spells Cast at Basic Level School Spells Cast at Advanced Level Physical Resistance: 4 * Skill Level * Child Level
Fire Magic School Spells Cast at Basic Level School Spells Cast at Advanced Level Fire Resistance: 4 * Skill Level * Child Level
Water Magic School Spells Cast at Basic Level School Spells Cast at Advanced Level Poison Resistance: 4 * Skill Level * Child Level
Blood Lust Attack: +3 Attack: +6 Enhanced Berserk
Cure Removes All Negative Effects, Heals: Power * 5+10 Removes All Negative Effects, Heals: Power * 5+20 Enhanced Magic Spring
Magic Arrow Damage: Power * 10 + 10 Damage: Power * 10 + 20 Enhanced Magic Pole Axe
Meteor Shower Damage: 7 Hex - Power * 25 + 25 Damage: 7 Hex - Power * 25 + 50 Enhanced Book of Evil
Stone Skin Defense: +3 Defense: +6 Enhanced Stone Skin
Haste Speed: +3 Speed: +5 Enhanced Haste and Battle Cry
Bless Damage: Maximum Damage: Maximum + 1 Enhnaced Bless
Weakness Enemy Attack: -3 Enemy Attack: -6 Enhanced Weakness
Frost Ring Damage: 6 Hex - Power * 10 + 15 Damage: 6 Hex - Power * 10 + 30 Enhanced Geyser
Prayer Attack, Defense, Speed: +2 Attack, Defense, Speed: +4 Enhanced Divine Armor
Ice Bolt Damage: Power * 20 + 10 Damage: Power * 20 + 20 Enhanced Ice Snake
Slayer Attack: +8 vs Behemoths, Dragons, and Hydras Attack: +8 vs Behemoths, Dragons, Hydras, Angels, and Demons Enhanced Demon and Dragon Slayer
Fireball Damage: 7 Hex - Power * 10 + 15 Damage: 7 Hex - Power * 10 + 30 Enhanced Fireball
Death Ripple Damage: All Non Undead Power * 5 + 10 Damage: All Non Undead Power * 5 + 20 Enhanced Plague and Poison Skull
Hypnotize Controls Troop less Than Power * 25 + 10 Controls Troop less Than Power * 25 + 20 Enhanced Hypnotize
Firewall Damage: 2 Hex - Power * 10 + 10 Damage: 3 Hex - Power * 10 + 20 Enhanced Phoenix
Sulfur Sulfur: +1/day Enhanced Demon Portal
Mercury Mercury: +1/day Enhanced Phantom
Crystal Crystal: +1/day Enhanced Lina Orb
Inferno Damage: 19 Hex - Power * 10 + 20 Damage: 19 Hex - Power * 10 + 40 Enhanced Flame Arrow and Fire Rain
Resurrection Resurrect: Power * 50 + 40 Health of Creatures Resurrect: Power * 50 + 80 Health of Creatures Enhanced Resurrection
Gold Gold: +350/day Chest Gold: 10 * Child Level = +%
Fortune Increases Luck of Allied Target by 1 Increases Luck of Allied Target by 2 Add to Luck Skill
Chain Lightning Damage: Power * 40 + 25, then half up to 4 Damage: Power * 40 + 50, then half up to 5 Enhanced Lightning
Disrupting Ray Reduces Target Defense by 3 Reduces Target Defense by 4 Enhanced Helplessness
So that's the list I used from my spreadsheet to help design all the bonuses! You can see which ones directly transferred and which ones I changed. The ones I changed I'll revisit and look for other areas to give penalties to the enemy - if it makes sense I'll change it.
Right now I think Tactics is a good candidate.
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Originally Posted by Fatt_Shade
Necromancy bonus to undead should be keeping them alive, so HP/def/res, remove magic dmg/crit. Also undead have great bonus from dark commander skill, this is just it`s counterpart in magic skill tree. Undead have enough bonuses demons on other side not nearly enough, but they are also last race on player disposal so it`s tough build for them anyway.
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Okay - I think we're in agreement here. I guess the Magic Resistance bonus is not that powerful the way it is so I think I'll follow your suggestions there. What about the Leadership Reduction - do you think we should keep it?
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Originally Posted by Fatt_Shade
Penalty for towers : i saw 2 kids giving bonus in fight at sea and those are 15-20 at most, and when you get mirabella to marry you, i`m guessing all those fights are already over so you only can get kid to feed, not even possible to give him to adoption  So i thought about getting some kids that lower enemy stats : -2initiative or speed first round, -physical res( tactics- you prepared for battle in advance, so you slowed enemy unit reaction and movement, just expl). I didnt said this things just because heroes from homm3 transfer, but because you made some interesting things here so i gave some of my ideas. Giving bonuses to your units will help killing enemy( which is great for huge stacks warrior/paladin hero class), but lowering enemy stats will keep enemy away and your army alive (for smaller stacks and mage hero who do most work with spell).
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Yep - that's all good stuff! You know, I just had a thought - maybe the kids with the Navigation bonus can also have a bonus against towers! Hmmm... I'm actually not sure how to implement that, but it would be interesting.
I think about all you could do is reduce Tower Health, Defense, and Initiative. I'm not sure how to do anything else at the moment.
By the way, I'm not sure if you noticed, but all 3 of Zerock's damaging abilities do double damage to Towers! So there is a bonus there.
Yah - those are good comments for mage. I'll look into what to do for other negative effects. I think tactics I'll do like I did with the enemy heroes and have it reduce enemy unit's speed -1 for Tactics and then initiative -1 (with speed) for Advanced Tactics. Lacus is the only baby with Advanced Tactics. If a wife has more than 1 baby with Tactics then 1 will be -speed and the other -initiative.
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Originally Posted by Fatt_Shade
As for morale penalty for long battles you can make it last for 10-20-... how many rounds you want. You said no 4th page, 7th post `pbonus, dbonus, rbonus = stat_name, absolute, percent_current, percent_base, duration, delete_on_damage, priority` So how to set duration should be changing -100 to some other value i think.
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I won't be able to do it that way since those are static and you can't delay its onset just set its duration. I'd have to have it when a round occurs go through and drop everyone's morale. The funny thing about morale is it does not interactively change it during combat. Any units summoned or added by abilities get neutral morale. So I'm not even sure if it would obey a change - I'll have to experiment with it...
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Originally Posted by Fatt_Shade
For elves i hope to have something more then just ghosts, i`m not planing to go killing dragons with them also. And soul drain i thought to work rise % of their dmg, but not more then number of killed units. You say you killed 33 troop, and got 32 ghosts, what about killing 400 devilfish, or i did 1 crit killing 650 peasants ?
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Oh - well I misunderstood your thinking because it will raise 650 killed peasants as Undead in your example! That would make them really hard to manage, I guess. I thought that's the way you wanted it!
So have it be the lower between killed units and percent damage - got it!
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Originally Posted by Fatt_Shade
Aaaaaaaaaaaaaaaaaaa ffs how do i get orcelyn ? I beat orc embassy, then killed dragon in basement , and i see flag above orc in front of it, but cant take quest. I dont remember what i need to do for that quest  Help ppl.
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Yah, I think you have to talk to him first otherwise you miss out, but I'm not sure if there's a way to get him in the castle later.
I know that he won't offer the Embassy "quest" unitl after you've talked to King Mark about sailing to Elinia.
I'm not sure what happens, though, if you get into the Embassy first.
Well, thanks again for the comments!
/C\/C\