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Old 08-26-2012, 08:12 PM
Fatt_Shade Fatt_Shade is offline
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Join Date: Nov 2010
Location: Serbia
Posts: 837
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You really got yourself nice little project with implementing ToM&M in this game
Nice ideas, with set tomes, paired tomes and upgrading (10lvl`s i think is to much but test it and see what those fights look like and decide). About Portrait of Bill Gilbert giving tomes every 10 battles, do you plan to make it player must keep in in inventory to count battle, or must have it in backpack with items that he dont use (because portrait is terrible item, and among first i change in every game
Wives and rage spirits from the Legend, damn great plan, but HOW ??? This seems like to complicated to be functional. How will spirits work ? will they have active spells like in tL, or just giving some passive bonuses like items, just special in area of influence. Wives i figure will just have bonuses to whole race like in tL, and that will work nicely i think.

I got 1 idea my own. After i started new game with your change to starting units in tL and for paladin i got cerbery , ent and vampires i thought WTF am I supposed to do with this starting army Then i saw i got all active abilities for those units right on start, while in original settings with human starting army you couldnt make special attacks, without Heroism skill 1/2/3 lvl.
So i want to make certain hero skills when upgrading to unlock 3rd/4th/5th lvl units special attacks, but to place them in all skill tree, not just in Heroism. Expl : Archmage unit - Battle mage will be unlocked on 2nd lvl Heroism, as it gives archies more dmg potential. Magic shield will be unlocked on 2nd lvl of glory (glory inspires heroes army to noble acts of valor and help each other since this is support ability it goes to mind tree. Telekinesis goes to 2nd lvl of wisdom skill since it`s . . . i have no idea why it just goes there
Inquisitor holy rage gives rage and makes your units to make more dmg to undead/demons so it goes to 1st vll heroism, but revive is glory 1st lvl. . .
All 1 and 2 lvl units have all active battle abilities from start, but 3rd lvl units need some hero skill to unlock their and not all with same skill, 4th lvl units need 2lvl of that skill to work in battle, and 5th lvl units need 3lvl skill for them ( 5th lvl will be boring here, but in AP/CW there are much more 5th lvl units so there this will work nicely i think). And about placing abilities in skill tree, it depends if it is support it is mind/magic depending on type, if it`s active and work on enemy units it goes to might tree (dryad lullaby cast on enemy units and is might/heroism, summon thorn mind/glory, elven song is magic/wisdom it`s basically battle cry spell for elves). Some abilities i`m not sure where to put : demonolog tread of life is dmg ability against enemy unit but it revives ally so might or mind, alchemist trowing potions are all like spells but dmg enemy so might or magic , and some others.
My question to you is : Where in your HoMM3 mod files is reference how to unlock human units abilities with heroism skill on 1/2/3 lvl ???
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