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Originally Posted by Fatt_Shade
1) Yea charge is great, with rush skill, it makes horseman awsome in first round. I didnt use it allot since my griffins were always first in enemy lines, and after them i charge in with horseman and make interesting dmg and block enemy rangers. Later when i got marshal baton and had +3 moral for humans i stopped using it since crit is better them special ability any time. But great idea for it any way, it`s useful ability
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Great to hear! I'm actually surprised that they didn't add it in AP/CW, but rather gave the ability to the Cerberi and Brontors.
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Originally Posted by Fatt_Shade
2) It more then twice exp from 30 to 31  550000 30th vl, for 31 1150000exp, but you added on learning +30% exp , and +50% vs undead/demon for holy knight so it`s possible and i didnt even had 1 kid for sp_addexp_battle bonus  In my calculation i finished with about 1250000 exp roughly, but counter stops at reaching 31st lvl so it`s not important any way after that.
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550,000 * 1.8 = 990,000 (and for +50% to undead/demon it will be less than that since there are not that many of them!), but okay I think maybe you got more experience from suppressing items multiple times, so I think I'll bump it to 2,000,000! That way you can't quite get there, but your experience will keep tallying!
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Originally Posted by Fatt_Shade
3) I didnt show mind skill tree, but there i took only 1 lvl for greed because in this game i never had problems with gold just there is no thing so expencive to spend huge amounts of it. Only time i save up is on start if some item for +10 runes is available in starting locations so i go around with cheap army waiting to buy it  Also runes i took all skills i needed (all might tree max lvl , in mind only left trade and greed on 1 lvl , magic also took what i needed so runes werent problem also)
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Okay sounds great! I was wondering if you bought crystals for spells, but it looks like you had enough and you didn't need the runes so okay (I finish with that much gold, too, usually, although this time I'm hoping to buy more crystals for spells!).
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Originally Posted by Fatt_Shade
4)Yes that was my testing of upgrading items. I dded upgrade for heroism banner so it gives 600lds +1 initiative for 1-4 lvl units. I made it so upgrading takes same battles as officer baton(500lds)-general baton(750lds) battle.
5) When i managed to kill Kraken on 11 lvl with no problems i took mirabella and saved game, then i rushed to dwarf lands and try to free gerda and did it also with little problem so i returned to sunset islands to see her kids (i had bunch of enemy left there since i only killed kraken and lucky james), but seeing gerda`s kids are so slow and low on initiative i decided to try diana from gerda savegame point (freeing dwarf prince was interesting on 15th lvl but i managed) and rushed off to finish frozen spring quest and take diana. Then things got interesting  Got allot thorns on disposal, took dryads in elven lands and some ents and returned to sunset islands and had fun with diana, but when fragile units started dying it got frustrating to spend 4-5 turns at end of each battle to revive them with gizmo/gloth armor combo). Then i load diana save and tried neoka just to see her kids wasnt impresed, and i returned to my old mirabella save and got again from 14th lvl  On 24 lvl i did xeona and try her out but again returned on mirabella at that 24 lvl save and played her till end ( had interesting kid combo Rion-great for tanking, Edric-sick griffins, Ingham-you saw my 650 inqisitors  , and Cutberth i could do without but what can i do when little bastard popped out of my darling wife  ) Funny thing is i got Cutberth with my mage also. This is why i took me 2 weeks to finish game, all this returning to previous wife 
You made some weird kid bonuses : some give rage% and spell% bonus both. Why mixing them up, and no rage% + rage inflow%, and spell dmg%+mana% or int% or mana per turn . . .
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Good job with Mirabella and her babies!
Well, you know, if the HOMM3 heroes had skills like that, then the bonuses fell that way!
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Originally Posted by Fatt_Shade
6) I used Sleem almost always in first round for fishes, but after that only for gloth armor since poison spit and cloud are useless comparing to other spirits. Zerock is great since blades and falling rocks doesnt effect your army and wall is great for blocking when only small force of enemy heroes stay alive. Death is used as often as possible, his all skills are great but soul steal is to expensive on max lvl it cost 100 rage for 70% kill, it`s to much even for warrior. Lina i mostly for gizmo and chargers, orb i used only when borred and wanted to spend rage for no reaosn, since my army did most of work, there was no need for orb. but i regret i didnt lvlup shards. Here`s advice for other players take shards ppl and use it against enemy heroes that cast evli book(all undead heroes)/demon portal(Baal), because with shards you block battle arena and they cant cast summons. It was hard beating Baal with him summoning 2x8 archdemons/2x70 demons every turn.
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That's a good one on Shards - I find that I always cast it and it gets in my way! So why not let it get in the enemy's way?!
You know, I didn't consider spamming it in the rage cost and rest, so I might have to revisit that ability's mana cost and rest. Hmmm...
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Originally Posted by Fatt_Shade
 Didnt use phoenix at all, come on Matt warrior dont need some pansy spells to win a battle  I mostly used gift, mass slow/haste, mass initiative. Didint fine blind in all game  that`s why i had to drop diana and her fragile army, they are great to play, but hard to keep alive at end of battle with no enemy disabling spells (fear/blind/target...).
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That's cool - good to see you using mass slow / haste and mass initiative. I usually don't use those since I'm mostly finishing up with Demons and my Demonesses get the big boosts from Anga's Ruby!
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Originally Posted by Fatt_Shade
9) Inquisitors i made from priests, as i said i used all runes that i need and then just collected them till end of game and. I took inquisitor ksill in mind tree when i decided to go humans till end with mirabella, imagine my surprise when ingham decided to show up 
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Duh! Of course! I totally forgot about that!
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Originally Posted by Fatt_Shade
10) With warrior rage is never problem, but mana got problematic couple of times for gift on my medical unit  With 650 inquisitors i revived some 7k hp for 15mana gift spell and it was easier to cast chargers then gizmo and hope little alien spaceship didnt go to kill only remaining enemy troop across all map, instead to heal my unit standing right in front of it 
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Yah, you have to be a little careful with Gizmo! It will still attack the enemy army if it considers them to be a bigger threat. Gizmo is great for res'ing higher level units, but not so good for a couple of level 1 or 2 units (because you can do that!).
Good to hear that you're using Chargers - they give good mana and rage until the first 50% drop so you have to use them early in the battle! At least, though, they store the mana / rage boost when they're cast so that you can save them for later if you can protect them from being used.
For Gift, at least you have to have it at Level 2, and you probably noticed you can't use it on Level 5 units.
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Originally Posted by Fatt_Shade
Only problematic battles were raab soten, baal, xeona maybe 1/2 more. Surprisingly karador got raped fairly easy with human army (then i still used priests, didnt have knights at all) and priest/inquisitors on undead are great counter, crystal of darkness fall in 2nd turn, rest time i used to control karador army and keep mine alive, finished him in 12 turn.
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Yah - I learned my lesson with Raab Sotten last game, where I released him too early and had to fight him when I was level 23, I think! That one was tough!
Karador was kind of a let down - I think I'm going to do something with that crystal! I was expecting a better battle from him last playthrough so when I get to him this time, I'm going to make the crystal do better stuff! Mass sheep anyone? Okay, just kidding!
But I'll think of something!
I'm also thinking of giving Haas a unique spell or two. Can you say summon dragons!
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Originally Posted by Fatt_Shade
11) I dont think any reduction in lds part is needed. Enemy all have 25 more stats then you, enemy heroes have 2/3 cast per turn with sick mana regen, +bonus like you from skills. You made reduction in mana/rage inflow during battle and planing to do same to moral/initiative in later turns. So no i dont think any more obstacles are needed  You mod is great fun to play, and think about moves you make. I did no loss just to see i i can , but other ppl wont play it that way, and some more lds reductions would turn them off this mod. Also lds reduction from kids arent sure thing, you can get 4 kids with unit specials or all 4 with some non army related bonuses so as you said before it`s all about probability and chance 
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Good - I really wasn't looking forward to changing it.
It's really kind of cool how as you're playing you start to realize you need all those guys for the end!
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Originally Posted by Fatt_Shade
Only item i changed in my inventory is banner and just to see will in work, all other items are normal as in original settings. If knew how to add moral to items i would so it can lose moral and make you lead less units then max so you have to suppress items without visiting some castle to leave troops in reserve(this goes for +lds/-lds% items, because i used dwarf hammer throughout all taron and suppressed it at least 10 times thx for 23k exp  As for upgrading items i used already existing with most similar stats, as i said above for this banner most similar is officer to general upgrading fight so i used it.
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Good idea for adding morale to it - I'll see if I can figure out how to do that so you won't get away with using it without consequence!
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Originally Posted by Fatt_Shade
Changes, hm . . . i asked in last post on 10th page about making something similar as healer skill bonus for priest/inquisitor in other skills for other units.
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Yep - noted!
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Originally Posted by Fatt_Shade
Expl : in glory since it lets you lead more troops adding bonus for summoning troop (dryad, ent, ancient ent, druid i say all elf units since they get least bonuses from other skills, and i think paladin mind tree can get a bit improvement).
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That's a good idea with Glory! I think I'll have it apply to all units that summon backup units.
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Originally Posted by Fatt_Shade
Necromancy to add higher magic shackles lds for necromancer, more dmg for cursed ghost scream, maybe more dmg for dragon poison ability.
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I didn't think there's a leadership requirement for magic shackles, but maybe you mean Animate Dead? Those are all good ideas - I'll have Necromancy give bonuses to Undead unit abilities.
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Originally Posted by Fatt_Shade
Archmage stronger totems (5/10/15% maybe) and 2/5/10% more magic dmg to units listed. And add beholders here instead dark commander, both beholders are magic unit they belong here (also giving more lds in hypnosis for evil would be great).
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Ah - you're reading my mind! You don't know how close I've been to adding Beholders to the Archmage list! I figured people, would say they're not mages! But they are! Okay, done! I'll keep them in Dark Commander, too, though, so they'll get both bonuses!
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Originally Posted by Fatt_Shade
There is no skill to help dragons, my idea is to kick hyena,wolf and rest of small potatoes from dark commander and add dragons there.
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I did consider adding Dragons to Dark Commander, but thought they didn't need any help and the Emerald ones kind of prevented me from doing it. Why not add them, though? I'll leave the hyena and wolf since they need all the help they can get, but I'll add all the dragons!
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Originally Posted by Fatt_Shade
How about adding fear (like wolf howl) to archdemons?) Here they dont have half talent, so at least they could be used for crowd controlling . . . even as i write this i see my next battle with Baal if this gets in game  That would be interesting fight with his summons.
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I've been thinking about what to add to Archdemons - Fear has always been a good choice, but I'm thinking of giving them the Sheep ability. I think I'd make it have just 1 charge, but that would be potentially interesting. I think I'd have their Fear also work like the Devilfish's where it is applied post-hit otherwise it is the same as wolf-cry, but maybe that's okay? Or give them mass sheep! Ha! Ha! 1 charge and non-chargeable too since Gift only works on level 1-4 units! Hmmm...
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Originally Posted by Fatt_Shade
And in the end great work with catapult/furious new abilities 
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Thanks! It took my a while to make that spinning axe icon and the color might still be a little off, but it's okay for now.
I think I might have an idea for Ogres - Shrunken Head! It basically would work similar to Pygmy, but also with a chance to confuse the unit or something like that possibly... Too bad I can't make it just shrink the unit's head! That'd be cool!
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Originally Posted by Fatt_Shade
What do you mean beta phase ? Like sharing mod on tread, or start selling it on steam 
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Well, I was thinking of sharing the mod on the thread soon...
It'd be nice to be able to sell it! But unfortunately, the HOMM3 pictures are copyrighted so I couldn't do that without removing them.
Thinking of the future for modders, though, I don't think it would be unrealistic to ask $0.99 just like an iTunes song! Money doesn't grow on trees after all!
Well, thanks for all the great comments - I've got a lot of work to do implementing your ideas!
But it's Christmas so I'm going to try to relax... just a little bit!
/C\/C\