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#171
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In my current Mage game that I'm playing, I got 2 Ents from the Blue Dragon quest at the inn and have been "growing" my arsenal, although I tend not to generate lots of them like you have done (I just get what I need since you can't sell them, and it's easy enough to max out on them with your leadership on weaker stacks as needed). Like Fatt_Shade mentioned below, the fun is just beginning! ![]() 2. I'll look into freezing on this baby (I'll check Thant that Fatt_Shade eluded to) as I just fixed a batch with the "Scouting" babies in my latest release. Since I use "template generators", these typos are hard to find and cause the game to lockup. I wish the developers put in a check when a template is not found like they did other stuff to prevent the lockups, but we'll find all the errors! When I transition my mod to AP and CW, I'm going to try to automate more of the file generation stuff to help minimize errors - this is the only way to go to prevent typos... Thanks for the comments and keep playing and commenting! ![]() /C\/C\ |
#172
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Or have Fatt_Shade keep checking and finding my errors! ![]() Hate it when I miss bonuses! ![]() /C\/C\ P.S. I'll fix this, too - thanks Fatt_Shade! Last edited by MattCaspermeyer; 04-12-2012 at 05:55 AM. Reason: I'll fix this, too... |
#173
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Plus it is fun to see all the variants! ![]() Quote:
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By the way, as I've been working on my AP and CW version of the mod ideas keep popping into my head about ideas to add not only to my TL version, but AP and CW as well. Here are some recent thoughts...
/C\/C\ |
#174
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Oh man did you make me excited Matt, when you said you are going to work on a Crossworlds mod too. Getting the patent to actually be worth something would be awesome. I can't wait for that one! Thanks for all your hard work.
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#175
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It looks like I didn't fix all the "Amorer" babies. The template is armor, not armorer, but apparantly I missed a few.
The following babies are affected:
I'll work on a fix for this immediately... /C\/C\ |
#176
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You`re welcome
![]() I`m not even sure would my idea solved problem with freezing on Thant, as i said before had similar prob, with Mephala armorer but with Thant was different thing so . . . And you`re comment about leading full plant stack is nice for mage, but with warrior i did opposite thing ( 1 archmage, 1 marauder, inqusitors full lds, and 2 fighting units royal snakes and griffins in my last game, and master of spirits skill on 3 lvl asap. This way i get more exp for rage spirits then if i lead full army. Archmage for support only 1 is enough, marauder 1 also for digging corpses for gold, inqusitors rage generators and ress, and snakes/griffins to control enemy. As i said before i finished with sick spirits 40+ lvl`s Zerock/Reaper 46th, Sleem 40, Lina only 36 But i stop my empty army strategy after finished dwarf lands, because elf/demon/undead lands were much harder than game until then, thank you very much enemy heroes with 30+ intellect ![]() But i think it`s possible to get spirits up to 48 lvl, except Lina she have only supporting skills with low exp gain. As for ideas : 1) entangle 1 charge on royals, nice i like it. In red sands mod they added new plant monstera check it out it`s interesting unit. 2) giving inventory for shop to blue dragon in Arlania, good idea but how to make it work ? And if you manage it , did you thought about giving recharge items option to dwarf prince, or giving him blood potion for +150 lds option with prices like buying rune/crystal each time is higher price. And for safire dragon unit check http://forum.1cpublishing.eu/showthread.php?t=22725 , bladeking there made 2 new units champion for humans, and azure dragon nor neutrals. It`s nice tanky unit, you can edit it for icy breath but i like it in general in my oppinion azure was better then ice dragon from red sands but that is just me. 3) Mana drain for enemy emerald dragons, GREAT i like it ![]() 4) rage generation for frenzy nice idea, mana have 2 skills meditation and transmutate, so for rage we have rage skill (duh ![]() Question about that : 1) is it possible to give every 10 hero lvl`s 1 more battle turn mana/rage inflow. You made it in homm3 mod in normal battle inflow stop at 15 turn, and vs enemy heroes/towers it`s +5 = 20 turn mana/rage stop. So how about as you progress on higher lvl`s you get more experienced in managing army and giving them longer time before they get tired. 2) did you think about my idea to switch paladin/warrior leadership gain ? Paladin mind skill glory indicate that class should have higher lds, and biggest army. While warrior have strongest units attack / crit% /initiative with onslaught quick draw . . . and strongest rage skills. As it is now, paladin is weakest class so i thought to buff it up a bit. Mage is mana/spell oriented and lowest lds is OK. Any ideas ? Last edited by Fatt_Shade; 04-12-2012 at 09:06 PM. |
#177
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By the way, did you know that you can use the Ice Ball to generate a lot of Rage with its first roll attack? It can actually surpass low level Rage Drains if you can get a long enough roll and do enough damage! That is a great idea about Marauder to use to dig corpses for extra cash. I actually got lucky in my current game and got the Phoenix spell from the Mage School in Verlon Forest and so have been using the Phoenix's new Sacrifice ability to resurrect units as needed, but I'm currently using 1 stack of Archmages, 2 stacks of Inquisitors, and 2 stacks of Ents in my Mage game. In this game, I'm focusing on Zerock's Wall, Sleem's Glot, and once I get Lina I'll try Ice Shards to see how the defensive skills stack up, since I usually go for destruction. I only just got Feanora and am working on our third baby (Broghild was the one I got that I discovered the "scouting" bug) and am very early in the game, but so far no loss. Like you said, though, once you get to the Elven lands and beyond it gets much tougher! I had to fight Sonya in my last game with my Paladin and she was a lot of fun! The extra 1-25% based on the map difficulty makes the battles a little bit more fun, even the ones without heroes! Quote:
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Yah I saw Bladeking's stuff - those are neat ideas. If someone wanted to take the time to create new pictures, there's a lot of neat dragon ideas from HOMM3, including (comments are from the heroesofmightandmagic website - don't pay any attention to the unit levels listed below as these are for HOMM3):
For the Sapphire Blue Dragon, I think Drahha's "skin" is overlaid on top of the Red Dragon's body so that one seems readily doable. Also I'm not sure what WOTN is going to use for their Blue Dragon. Quote:
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![]() I'm also thinking of having slower mana rage reduction post battle - I've already incorporated this in the AP skills and will update the "scouting" babies to have them also have slower mana rage reduction post battle... Quote:
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![]() I think the class description will have to be changed for Warrior and Paladin, because I think it says that Warriors get more leadership - easily done! By the way, all stuff mentioned here goes for AP / CW as well... /C\/C\ |
#178
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Hello Matt
![]() I was messing with some files, playing again from warrior save file and saw weird info for spirits exptable. My Sleem is on 40lvl and it say for 41 he needs 45994exp, but in you`re arena.txt file in exptable 41st lvl is at 35380exp points. Same for Reaper he`s on 82k exp and for next lvl need 130k, instead 100k from exptable in arena.txt file . Is this because this string in logic.txt - spexp=0.5|1.0|1.15|1.3 (spirits need 30% more exp to lvlup then on normal mode ?). So far i never much paid attention on this files, and now i`m not sure if this is case. Also when i finished this warrior play, and you asked if i got Reaper and Zerock to 46lvl near end game or not, i now checked their exp and both are 75000+ exp, so 46 lvl achieved long ago ![]() I played with their exp gain from skills, and added all spirits 48lvl max, so they progress through all game and not get stuck on max lvl even before Haas labyrinth. EDIT : I totally forgot impossible difficulty differences (duh) , thinking exp gain in battle is set to lover value, instead lvlup could be set 30% higher then normal difficulty settings. It`s all clear now ![]() Last edited by Fatt_Shade; 04-29-2012 at 01:24 PM. |
#179
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Just a quick update as I haven't had much time to work on modding recently, but am hoping to get back to doing more of it this week.
I've fixed the "armorer" babies and have implemented the below. I'm still debugging the changes, but will try to provide an update soon... /C\/C\ Quote:
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#180
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Hello Mat
![]() After some time i returned to finish my mage game with your latest patch, but i run in some problems in undead lands.y time enemy necromancer is on turn, or enemy undead hero try to cast spell i drop from game ![]() This got impossible to deal with in karador battle and his triple spell cast with lots of corpses around. When he cast doom/plague/evil book there are no problems, only when some corpse is in arena. Also i`m not sure why but every time dark crystal is acting and there are no corpses on ground hourglass pointer appear and it lasts forever, it just stand there until reload battle. And i cant finish battle before this problem happen, because either karador gets bugged and drop game with some spell, or dark crystal bug indefinitely wait time ![]() Here`s save file if you manage to figure out what is problem. On other note, any date for HoMM3_babies for AP/CW ? |
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