@skycrow
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Lead huge troops beyond recent leadership into boss level , and then they can
still defeat bosses easily but in out of control condition.
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Not possible , because as soon as you start fight with ONLY units above your lds you lose (expl - you have 10K lds and lead 5 stacks of 11K lds = lose).
But is doable with interesting tactic : take some high initiative unit and in first turn invisibility on it, other stack you lead could be ghost/cursed ghost above your leadership. So as you make your first unit invisible, ghosts will only attack enemy troops betting bigger and bigger with each attack. After enemy army is gone, keep your primary unit invisible (maybe cast chargers spell to get rage/mana because i dont know how rage gain works on units out of control) and cast heal on ghosts to get them under control again. Result you won battle, with no loss = profit
@tiberiu
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If you don't have anything interesting to say you know that you can just not write anything, do you?
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And here you are doing same thing, you razor doing. Just proving what troll you really are.
OK on topic : I advertised this mode many ties, but I`ll said some things about it that apply here. KB-The Legend/HoMM3 babies mod from MattC. There he changed mechanics for enemy heroes, so that they have similar skills like player. Expl - if main stats is attack then that enemy hero will lower your army initiative for -1 in first turn, or have +1 speed for his units (something like tactics skill). If main stats is intellect enemy will have higher magic skill, allowing for double spell/turn or lowering your army resistances to take more dmg from spells. For main defense enemy army will have higher resistances, or bonus hp . . .
Also all enemy heroes have 10% mana regen/turn, so for late game heroes like elf/demon/undead heroes with 300 mana it means 30 mana/turn regen, it`s like he/she have concentration/transmutate skills. Expl - Xeona fight, she have double spell casting fire rain/fireball AND lowers your enemy fire resistance AND bonus physical resistance for her units. That is interesting fight, to survive.
Also there are some changes in intellect bonus in this mod, like for high enough int for mass weakness spell you do dmg below minimal (mass weakness spell make all units do minimial dmg, but here it goes even below that) , or bonus turns for blind/sheep/doom spells (like they did to creator skill here).
So it`s doable to make enemy heroes fights more challenging and very easy since only 1 man did it in this mod, so professional programing studio should have no prob at all.
About boss fights, top of my head idea would be to lower some of your stats(you`re in terror of such huge creature and lose some mana and/or primary attribute for that fight (20 - 30% maybe)