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Originally Posted by Fatt_Shade
Hello ppl 
Matt i checked your last update, and i like upgraded orcs but it`s still not changed type of playing them like in cw. Thx for effort man, i`m not complaining just saying units need more then higher resistances to be interesting to play. Modified dancing axes great job, it reports error every time i use it but `ignore` and it works resurrecting orc troops 
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Well, maybe it's just a start! Think of some ideas! I keep going back to the totems, but that is focusing too much on Shamans.
Here's an idea, by the way (I don't know how to implement this, but its a thought):
When an Orc troop gets a critical hit, all Orc troops get some kind of bonus - kind of like "inspiring hit" or something like that.
I'll look into the Dancing Axes problem - I did play test it and that error occurs if EN(G)_BATTLE.LNG is not updated. Maybe I forgot to include it in the update? I'll look into it...
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Originally Posted by Fatt_Shade
I just now noticed something on matter i played this game for almost 1 whole year. With warrior anger skill you get more rage from inquisitor holy rage ability, basic is 5-10 but with 3rd lvl anger it goes up to 10-20  Why didnt they copy this to AP/CW hero skill? There anger is available to all hero classes.
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I decided to implement it that way!
Also, note that they are also affected by combat duration so you can't exploit it...
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Originally Posted by Fatt_Shade
As for mod it self, i played 2 whole games mage (rina, feanora,diana,neoka) and warrior tried (rina, feanora, mirabella, orcalyn, gerda, neoka, xeona . . . yea i know, divorces alone costed me leg and a half  And it works great, late game hero fights are really tough and interesting. I still think enemy hero -resistance% are to high, but no1 is forcing me to play impossible no loss in first place 
Great job man, keep it up.
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Exactly - Impossible is meant to be Impossible... or at least really hard!
Wow! You play fast! Of course I'd go faster if I wasn't constantly evaluating and trying to implement things to make it better!
Have you seen the Bone Dragons use their new ability, yet? I actually noticed a situation where it will look for a label that doesn't exist (I've only seen it once so far) when they Sheep a unit. I've got a fix for that one I'll send out soon...
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Originally Posted by Fatt_Shade
On side note, are you planing to make something similar for AP/CW or will you w8 for WotN and just make mod when new game come out ?
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I sure will - the Tomes of HOMM3 mod. Basically all the babies will become items that are books or tomes that are either artifacts or regalia or something like that.
I'll also implement all the other changes if they are merited, but I'll need to review all the changes between the games as well and then transfer the content over.
I'm hoping most of it will transfer fairly readily since, from what I can tell, is that almost all the new AP/CW content are in addon_*.LUA files, etc.
I'll probably focus on CW, but I'm hoping that the CW changes will also work in AP.
I'll also have to review all the skills since they are markedly different and determine if any changes are needed there. I thought that the AP and CW skill trees were better than the TL ones.
The enemy hero evaluation and update with a new system will take a while to implement because there are so many of them. It took me a month to slog through all the enemy heroes and update them with my new enemy hero system. I'll create a new system based on the skill trees in AP/CW so that they mirror your skill tree once again. What's nice about that, though, is I'll make it a separate mini mod like I've done here so that you can play with just updated heroes if you so desire.
In the meantime, I need to stay focused on this mod until it is ready for the beta phase - I'm almost there - just need to get my first Xe baby (although you already have so it's probably okay) and then I think we can transition this mod to the beta phase where people can download it and start playing it!
Thanks for all the awesome comments - when you play in a vacuum you get a little used to the way things are and it is great to get outside people to play and get you to think about things differently!
By the way, which level were you when you fought Xe and with what troop lineup?
I just made it to level 20 and unfortunately, I use Neoka with Elves, which Xe burns with alacrity! Fortunately I was able to find some Ancient Ents to stave off being defeated. My first lineup had Girlie Power (Sprites, Lake Faries, and Dryads), Ents, and Hunters and I got dusted. I experimented with replacing Hunters with Elves or Uni's, but she kept kicking my tail! So I figured I'd look around Demonis and see if I could find some Ancient Ents and got lucky! I was also just level 19, but found an experience shrine to get the next level and get a good 1000 point boost to Leadership and the capability to hire more units. Girlie Power, Elves, and Ancient Ents I survived, but everyone got killed except my Ancient Ents - whew! She is tough if you're low-level and fighting her with flammable troops!
What I really like is that you can pretty much gauge how well you're going to do just by comparing your level to the enemy hero. If your quite a few levels below them then you best get ready for a knock-down, drag-out fight and be prepared to get handed!
I'll look into the error message with the missing label (I probably just forgot to include the new EN(G)_BATTLE.LNG) and also think some more about Orcs.
I'm glad the Shaman Dancing Axes isn't too powerful - did you use it much when you played Orcelyn to heal your Orc troops? About the only way I can see it being exploited is if you keep a troop generator alive (pretty much just Royal Thorns, Dryads, Druids, and Ents / Ancient Ents) and keep killing the generated troops to resurrect all your Orcs. I don't have a solution to that right now...
Allright let me get back to fixing those errors and keep providing comments - that's the only way to make this mod better!