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Old 11-22-2012, 12:05 PM
Fatt_Shade Fatt_Shade is offline
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Join Date: Nov 2010
Location: Serbia
Posts: 837
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@Razorflame
OK here`s expl for lvlup on some skills (i didnt change rune cost, just added cost for lvl`s 4 and 5 on skills that i added), because here you can get hero to 70 lvl. And as I see there are lots of ways to get runes, or make item, then destroy it with chance for even more runes. So 4/5 lvl`s of skills are a bit costly but i think worth it.

Warrior starting stats from hero.txt, and blocked skills (in bold). I added him spell from start (this idea i got from MattCaspermayer in his HoMM3 mod for tL), so now you can use accuracy spell from start for ranged units, but due to low mana and poor choice of ranged units it`s not big boost, and only benefit is that warrior can use mana for something before getting magic skill (not just spam rage skills). If paladin and mage can use rage AND spells from start, why would even 1 spell be much for warrior on first lvl.
Code:
hero_warrior { // ******************** Âčęčíă ********************
// ńňŕđňîâűĺ ďŕđŕěĺňđű
    start {
        leadership=200
        attack=1
        defense=1
        intellect=0
        mana=10
        rage=20
        gold=1000
        rune_might=5
        rune_mind=2
        rune_magic=1
        crystals=0
        book=6
        // ńňŕđňîâűĺ óěĺíč˙ čçó÷ĺííűĺ č íĺäîńňóďíűĺ
        skills_open=heroism,rage_rein
        skills_off=edda_skald,resurrection,jarl,tolerance,alchemist,initiation,destroyer,hi_magic
        army=berserk2|3|slinger_man|9|bear|2
        spells {
            spell_accuracy=1
            spell_berserker=-1
            spell_rune_word=-1
        }

        items {
 
       }
    }
Here is skill Arctic rage :
Code:
  arctic_rage {
    pos=2,3
    deps=rage
    pic=skillicon1_19_
    name=skill_arctic_rage_caption
    hint_header=skill_arctic_rage
    hint_text=skill_arctic_rage_hint
    levels {
      1 {
        deps=1
        runes=8,0,1
        trade=
        pars=3%,1,20%
      }
      2 {
        deps=1
        runes=9,0,2
        trade=
        pars=5%,1,30%
      }
      3 {
        deps=1
        runes=10,0,3
        trade=
        pars=7%,2,40%
      }
      4 {
        deps=1
        runes=11,0,4
        trade=
        pars=9%,2,50%
      }
      5 {
        deps=1
        runes=12,0,5
        trade=
        pars=11%,2,65%
      }
So on 5th lvl there is 11% for rage skill crit hit , and 60% chance to freeze enemy unit for 2 turns , for 17 runes.

Or Absolute rage :
Code:
  absolute_rage {
    pos=1,4
    deps=brutality,arctic_rage
    pic=skillicon1_18_
    name=skill_absolute_rage_caption
    hint_header=skill_absolute_rage
    hint_text=skill_absolute_rage_hint
    levels {
      1 {
        deps=1,1
        runes=12,0,0
        trade=
        pars=+25%,15%,+20%,+10%
      }
      2 {
        deps=1,1
        runes=14,0,0
        trade=
        pars=+25%,30%,+35%,+25%
      }
      3 {
        deps=1,1
        runes=16,0,0
        trade=
        pars=+30%,30%,+50%,+40%
      }
      4 {
        deps=1,1
        runes=18,0,0
        trade=
        pars=+30%,50%,+65%,+55%
      }
      5 {
        deps=1,1
        runes=20,0,0
        trade=
        pars=+35%,50%,+80%,+70%
      }
we have here 50% to get 35% attack bonus for 2 turns, and 80% crit chance on retaliating hit. Crit dmg is +70%.

Or Destroyer skill :
Code:
  destroyer {
    pos=2,3
    deps=chaos
    pic=skillicon3_08_
    name=skill_destroyer_caption
    hint_header=skill_destroyer
    hint_text=skill_destroyer_hint
    levels {
      1 {
        deps=1
        runes=2,1,8
        trade=
        pars=+15%,4%
      }
      2 {
        deps=1
        runes=2,1,8
        trade=
        pars=+30%,7%
      }
      3 {
        deps=1
        runes=3,2,10
        trade=
        pars=+45%,10%
      }
      4 {
        deps=1,1
        runes=3,2,10
        trade=
        pars=+60%,14%
      }
      5 {
        deps=1,1
        runes=4,3,12
        trade=
        pars=+75%,18%
      }
Mage have 18% to crit with spells , and 75% more basic dmg with spells. So if you want high dmg mage go for this skill on 5th lvl.

In case you want to keep your 5th lvl unit army alive go for Higher magic max lvl :
Code:
  hi_magic {
    pos=2,4
    deps=,destroyer,initiation
    pic=skillicon3_12_
    name=skill_hi_magic_caption
    hint_header=skill_hi_magic
    hint_text=skill_hi_magic_hint
    levels {
      1 {
        deps=1,1
        runes=0,0,10
        trade=
        pars=2,10
      }
      2 {
        deps=1,1
        runes=0,0,12
        trade=
        pars=4,15
      }
      3 {
        deps=1,1
        runes=0,0,14
        trade=
        pars=6,20
      }
      4 {
        deps=1
        runes=1,1,16
        trade=
        pars=7,25
      }
      5 {
        deps=1
        runes=2,2,18
        trade=
        pars=8,30
      }
with it you can cast time back x2 turn on 5th lvl unit to keep them alive(max 8 times per battle) but it will cost you 22 runes.

As for general changes in skill tree i rearranged some skill places, but but didnt relocate them in other tree, just different location in same tree. And does it stay same after patch i have no idea, i`m not sure if they changed anything in skills in patches.
If you want extract this 3 files from your game and post them here, i`ll change them like in my mod and you can try it out. If it doesnt work just delete that files and play on your old settings (eng_skills.lng , hero.txt , skills.txt).
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