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Originally Posted by Fatt_Shade
What got me stuck about burning/poisoning is that i have thorns and sprites that have basic dmg 1-2/1-3 , with poison dagger and whip of ishara + blackthorn crown for thorns it goes to , 4-6/3-5 so approximately 25% dmg for thorns is fire 25% poison for sprites something similar, and after they burn/poison some enemy units it still make small amount of dmg in next turn.
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Hmmm... that sounds weird - they shouldn't be doing any poisoning or burning with either of those items. Adding poison damage or fire damage has nothing to do with causing a poison or burn effect - it justs adds extra damage of that damage type to the unit's damage.
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Originally Posted by Fatt_Shade
That 800 bowman example : it was something around 820 i hit them with thorns and kill 80 ( 2800 dmg so it 700 fire, 700 poison, and 1400 physical and they catch burning) next turn only 1 dies and as you say it should make 350 dmg since they have 0 fire resistance. killing at least 10 units, not only 1. I`ll try to do same think fighting only with my thorns to check it out, but i think your setting got confused because +1 fire/poison items. Did you consider that option : having ancient ents with 100 dmg and using whip of ishara +1 fire dmg ? How would that work considering burning enemy units?
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None of that should matter - like I said adding damage of a certain type does not add the capability to add an effect like poison or burn.
So this sounds weird to me. The troop receiving damage should not be poisoned or catch fire just because of the Poison Dagger or Isshara's Whip.
I guess we'll have to research this more deeply to find out what is going on - I know that I pretty thoroughly checked this part of my mod because I wanted to make sure I got it right, but I'm pretty sure I didn't check it with either of those weapons equipped. I've got both of them (hopefully I didn't sell the dagger, but can go back to a saved game if I did) so I can check what you're seeing.
I know that it is possible to get a unit with high resistance (but less than 80% - if the resistance is 80% or higher then poison or burn effects aren't applied) and then they get very unlucky and get poisoned or burned the damage is reduced significantly and so you'll see very low damage numbers in that case - like when the Phoenix burns an Imp.
I also added the capability, though, if a unit's resistance is greater than 0, then that resistance becomes their chance to resist the effect on successive turns. So if a unit has 50% resistance, for example, and they get a damage effect that matches that resistance, on the next turn they have a 50% chance of resisting that effect altogether and it being removed.
Looks like we need to check this out more and find out exactly what's going on here...
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Originally Posted by Fatt_Shade
Griffins i had mirabella -8%lds / +8%hp, and kid_edric -18% /+18% hp, glory -10% , so basic 80 lds got to 52 , and with kid_rion +16%hp, and healer 3rd lvl it goes from basic 90hp to sweet 137 hp, 3rd lvl griffin 
So with griffin banner it would be ridiculous (28 lds griffin)  To bad it gives only lds for griffin, and no other bonus.
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Wow! You got Edric! Nice! Rion is good, too (Advanced First Aid)! The Cleric / Knight HOMM3 heroes had pretty good skills and Mirabella got most of them!
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Originally Posted by Fatt_Shade
Neoka/gerda problem continuum  every lore we have about elves is that they are race of magic users and that they thrive on magic, and dwarfs are miners and used to get their hands dirty in fighting (pulling their beards, breaking beer mugs on each other heads etc), so that`s why i stuck me that neoka elf princess have bonus for so much battle oriented kids, and gerda for none.
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I hear you! I'm not sure why the Elf HOMM3 Hereos ended up with their skills, but Archery does make sense.
Let's see:
- Ivor - Ranger, Male Elf: Archery, Offense, Elves
- Jenova - Ranger, Female Elf: Advanced Archery, Gold +350/day
- Kyrre - Ranger, Female Elf: Archery, Advanced Logistics
- Gelu - Ranger, Male Human: Archery, Leadership, Sharpshooters
- Monere - Planeswalker, Male Magic Elemental: Offense, Logistics, Psychic / Magic Elementals
- Pasis - Planeswalker, Male Psychic Elemental: Offense, Artillery, Psychic / Magic Elementals
Only 3 of those children have Offense: 1 is an Elf so he goes to Neoka, the other two are Planeswalkers and are Magic and Psychic Elementals. Psychic Elementals were the base unit and then they became Magic Elementals for their upgrade unit in HOMM3.
So it fell out that way for Neoka as all those children made sense since they were either Rangers (Elves) or Magic-using Planeswalkers (the Magic lends itself to Elves).
For Gerda, she just didn't get any babies with HOMM3 Offense. Orcelyn got a lot of the Barbarian Babies because of the Orc tie in - a lot of them have HOMM3 Offense. Orcelyn may have gotten a baby or two from Gerda when I added her. Kilgor might have been Gerda's, but I gave him to Orcelyn because of Behemoths (which was an Orc town unit in HOMM3). Young Yog went to Orcelyn, because in HOMM3 he wanted to be a Barbarian. I guess a case could be made to give him to Gerda, but he wants to be a Barbarian.
Sorry that's about the only kid I can think of moving to Gerda, Young Yog's HOMM3 Skills are: Offense, Ballistics, and Cyclopses. Young Yog is a Male Genie Wizard (who in HOMM3 wanted to become a Barbarian). Normal Yog is a Male Genie and so goes to Diana, but like Young Sandro, Young Gem, and Young Christain, I didn't want to give the younger version of the same hero to the same wife. Young Yog could have been given to any other wife besides Diana, but he seemed a great fit for Orcelyn because of the Barbarian Town / Orc linkage in HOMM3.
So that's why it played out that way...
Sorry, Gerda!
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Originally Posted by Fatt_Shade
@ Now you have a use for Dispel! Hm warrior with 3 sprite units, ancient ent and thorn hunter, yea i`ll dispel them right after i kill almost every enemy with rage spirits then spend 10 turns resurrecting my dead troops who were almost useless during whole battle 
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Yah - sometimes its best to leave the level 1's and 2's at home since they tend to be a bit fragile. Like when I fought Raab Sotten in my previous game, I faced him only with Demons. I think I had Marius in that game so they go her Demon unit bonus.
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Originally Posted by Fatt_Shade
Spell usage, and spells that are worthless . . . great thing about this game is options you have at disposal. 7 races, 70 spells, bunch of items and skills, and no1 actually know of possible army builds so it`s just question of how imaginative you are and how long you can stick with starting plan and restrictions : i decided to play all game with only this units/spell/rage spirit skills . . . then during that playthrough you figure some other interesting things. In AP there is tread crazy challenges where ppl get to really weird ideas to play this game, and just drop really interesting ideas and possibilities
So i think every unit/item/spell in this game some use and it`s place in order of things . . . except peasants they are f...ing useless 
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I tend to agree with you here - that's what makes playing this game so much fun. I thought briefly about what to do with peasants and figured it probably wasn't worth it, although, a simple fix for them would be to raise the +10 attack limit - that would at least make then less useless!
/C\/C\