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Originally Posted by jorko80
Hi again,
Yes,Sonya and the necromancer were both present. They were good opponents ,but not really so hard. Maybe because of the chargers,I did ressurected my entire army and replenished everything and just continued on to the next fight with full rage and mana. The Phoenix is a bit overpowered maybe, with it I ressurect much and kill many enemy units without problems, but in the fights with karador ,baal,haas,xeona and possibly 2-3 more ,if it wasn't so powerful I didn't stand a chance. So I can't actually say what should be changed in that spell. Maybe reducing the chargers is enough. I think you underestimate some abilities in the game,because you didn't tried them much. My first 2 games were similar, I was always about trying to do damage with spirits and magics,but the other abilities are even more powerful. Lina for instance is not about damage. The Evil Book was a good fight also.
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I think I know what to do on the Chargers - the rest needs to increase more for each ball power increase.
Right now, I have Rest +1 for each Rage increase, but if it became +1, +2, and +3 and then the Rest decreases were -1 and -2 you'd only be able to use the ability once every 4 turns once it was maxed out. This would mean that you'd only get to use it at full power once for normal battles and twice for hero / tower battles before the Mana / Rage gain reduction kicked in.
This would reduce its power if you tend to use it a lot, which it sounds like you either use it as often as possible once you get it leveled up or you let the enemy hang around and use it to pump up your Rage / Mana at the end of battles before finishing off the enemy. I hadn't thought of that strategy, I guess, for when it was maxed out as you'd still get pretty good increases in Rage / Mana even when the 1/2 gain kicked in. It still would not be very effective when at 1/4 (at least for rage gain) as it stands now, but if I increase the rest like I mentioned above I think it will work out okay.
As far as the Phoenix is concerned you can see why it is so expensive to cast / learn. I'll be revisiting the Summoning spells for AP/CW/WotN to see what I want to do about this. I actually really like the Phoenix and their Sacrifice ability for resurrecting level 5 units as it makes using Level 5's more viable and not as reliant on Gizmo. In WotN I'm noting that the Phoenix does a heck of a lot more damage than it did in TL/AP/CW.
What I did here (same for Evil Book as well) is have the spell power modify all the stats of the Phoenix, including their resistance. And then you see that certain skills also increase their stats including the Destroyer skill for increasing their damage. I like this approach and was thinking of implementing similar in AP/CW, but might reduce the resistance increase by 1/2.
We'll see...
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Originally Posted by jorko80
Yes it would  , sorry that I can't help. I can't even draw a dog.
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That's too bad!
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Originally Posted by jorko80
No ,not so much. Just some more hero developing, so that I can fight everything till the end and feel rewarded about that. Did you played Heroes6 - once you get to lvl30 ,you stop developing ,and then there are more missions and you are just stuck to the same level, it was so boring.
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No, I haven't played any of the HOMM games since 3. I think my brother got me 4 and 5 through GoG so maybe I'll play them one of these days...
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Originally Posted by jorko80
Maybe one or two new skills in the skill tree will be enough. Maybe a "Dragon master" skill,which allows you to control more of the H3 dragons or something else. If you are interested in the idea , I can think more about some skills.
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I think the Skill Trees are pretty much filled up unless we modded an existing skill. It certainly sounds interesting...
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Originally Posted by jorko80
Not sure that this will improve the game. That means one ultra long game,that needs much more hero developing and units to keep it interesting.
I like them separated. They look a like, but at the same time offer much diversity.
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Perhaps you're right.
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Originally Posted by jorko80
The beholder's sleep is not dispelled no matter the number of attacks vs the creature. But anyway this is not such a big problem,so it doesn't require more time put in it.
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You know, I just looked at this in the code and I can't figure out where it's setting the unit to sleep. So perhaps this one is coded differently than the Dryad Sleep and other sleep abilities. So I'll look into this some more to better understand it as I had thought it used the same code as the Dryad's...
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Originally Posted by jorko80
I noticed the adjacent perk, but let me give you the example of my game, I had 150 hunters(the only shooter in my army) and I cast Dragon arrows and the hunters do the AMAZING 150 dmg to black dragons  , then I noticed that without it ,the hunters do 250 dmg, because the spell doesn't benefit from attack bonuses. It did good damage to lower level creatures,but there are other spells that affect those creatures anyway. And the Dragons ,Archdemons ,Cyclopes and other 5th lvl creatures are hardly affected by spells, Dragon Arrows was one of the few spells that made difference, but now it is useless. Maybe some defense removal will be nice. It sounds even better if it is spell lvl related, like 25,50,75 % defense ignoring respectivly
or 50,75,100% but that may be too much.
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You know I just looked at this ability and for Archers and Bowmen the damage done with Dragon Arrows is higher, but when looking at Elves and Hunters it is the same as their normal damage.
I didn't change this part in the unit's abilities so it was like this in the original game as well.
Here is the Dragon Arrow ability for each unit compared to their normal attack:
- Skeleton Archers:
- Move Attack: 1-2 Physical
- Dragon Arrows: 2-3 Astral
- Bowmen:
- Move Attack: 2-3 Physical
- Dragon Arrows: 3-4 Astral
- Elves:
- Move Attack: 4-5 Physical
- Dragon Arrows: 4-5 Astral
- Hunters:
- Move Attack: 8-10 Physical
- Dragon Arrows: 8-10 Astral
So there is no damage increase for the Elves and Hunters. What I don't understand, though, is that it should be doing at least the same damage as their Move Attack since this is an enabled skill (the spell enables the skill and so technically it's not a spell) and since no one gets Astral Resistance, it should at least not be reduced by resistances. The Attack / Defense factor is set to 1 for this skill, but so is their move attack. The only difference is that the Move Attack has a chance to Critically Strike the target.
The Skeleton Archers get the highest percentage increase and then the Bowmen next. Now that I'm aware of this I'd probably just double the damage for their Dragon Arrow attack and set the Attack / Defense factor to 0.
That should make the spell equally useful for Skeleton Archers, Bowmen, Elves, and Hunters as right now it works the best on Skeleton Archers and then next Bowmen and not really so well with the Elves and Hunters (although you do get the shooting when adjacent bonus).
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Originally Posted by jorko80
The biggest flaw in WotN is that after killing the spider you get instant access to 6 areas. 3 areas in Darion ,2 pirate lands and the elven lands. That pretty much allows you to have everything in your army even before completing half of the game. And the wings that you get so early,allow you to see everything and get everything. There were so many people in the forums ,complaining about the wings especially. There were many proposals to alter them in some way or even to completely remove them. Also the part in AP/CW where you have to usually fight a stronger army to get to a new island is really good and rewarding. It makes you think ,how can I kill them,what will I gain on the next island to help me complete the quests in my current position,what will I lose. It is really good. Nothing of that is present in WotN, except in the first 4 islands. Also the fact that there are so many undead armies to fight gets really boring. I know they are the most important part of the big story,but still their number should be seriously reduced in some areas. Even on my first game in WotN , I was sick fighting the same undead guys over and over again. Enough for now  . When you decide to mod WotN ,we can discuss it more if you like.
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Yah, I know what you mean - getting a bit tired of fighting endless hordes of Undead, but I'll finish it up then we can discuss ideas for modding WotN. I'm really not sure what to do about the wings, though, since you really need to get to those Jotun houses due to the lack of available units on the islands. It seems like the maps would have to be modded to allow you to get to them without flying. Or, I guess, Jotuns / Trolls could be added to structures where you don't need to fly to get to them. It might be too long, but you could get your wings after rescuing Regina. I wonder how to change that?
Well anyway, stuff to think about and I guess we should start a WotN modding thread to discuss it more fully...
Once again, thanks for your comments on my mod - I think you've given me some good stuff to think about and I'm certainly going to approach the AP/CW/WotN mod design slightly differently since I've learned a lot from this mod and everyone's comments.
Matt
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