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Old 11-26-2011, 10:39 PM
MattCaspermeyer MattCaspermeyer is offline
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Join Date: Aug 2010
Posts: 553
Smile Excellent comments as always!

Quote:
Originally Posted by Fatt_Shade View Post
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.
Tower battles are a lot tougher as you noticed! That sounds like it would have been a fun battle to watch!

Quote:
Originally Posted by Fatt_Shade View Post
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.
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.

Quote:
Originally Posted by Fatt_Shade View Post
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.
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?

Quote:
Originally Posted by Fatt_Shade View Post
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).
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.

Quote:
Originally Posted by Fatt_Shade View Post
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.
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...

Quote:
Originally Posted by Fatt_Shade View Post
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 ?
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!

Quote:
Originally Posted by Fatt_Shade View Post
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.
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\
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