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#1
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I didnt take glory beyond 1st lvl, i just say it would work in that way.
As for undead units at start, i only found ghosts in sunset islands, on boat that you rise from sea with spell, all other undead units i found so far were regular zombies and some skeletons(both useless), only 150 archers, and i can lead 300 now. So i bought 60 ghosts, and after 10 battles i have 400 in reserve ![]() Mirabella already gave bonuses for griffins so i just thought you missed moral. Good find with rina black knight. Holy indulgence quest is a bit much, 10 times more then other quests you get at that islands, so i thought it was mistake. Ghosts are a bit tricky, i use half my spells to keep them in check(heal mostly), but it`s even harder against huge stacks of low lvl units like 600 devilfish(or something in that area) vs 50 ghosts, i end up with 200 ghosts and spend 4 spell cast to get them back in control ![]() Enchanted hero, yea i did have a bit strange situation with them ![]() Resurrection + necromancy havent try so far, cant find res spell ![]() And i think there should be on penalty to undead because ghosts and vampires in bat form dont need it almost, but other undead will need resurrection normal, if you dont use evlin. Or necro call would be much better option, it`s undead spell, make it res undead units, good idea. About ghost soul drain, any idea how to make it to rise number of killed units, not done dmg ? Exp : i kill 1 black dragon and get 30 ghosts form it, or when i fought spider boss in mines, i attack it 1 time(case fire breath on ghost) and got 80 ghosts from that attack, and didnt even kill spider. So how to change this tricky ghost ability ? It just doesnt make sense to rise 10 ghost, from 1 killed unit. Like necro call spell, you can rise undead units form corpse, but cant rise more creatures then are killed (like from killing 1 black dragon, i cant rise 2 bone. only 1). And did you change something in lina charges ? As whitemage said here http://forum.1cpublishing.eu/showthr...287#post364287, it`s something wrong. I dont remember how it was in original game settings, but it just broken ![]() Last edited by Fatt_Shade; 11-25-2011 at 12:20 PM. |
#2
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Hahahaha what a joke
![]() I remembered 1 EGD build in AP/CW and tried it with my ghosts : 1 stack of cursed ghosts, and 1 stack of an other unit: step 1 - battle start kick ghosts in enemy line, step 2 -on other unit cast invisibility step 3 - repeat step 2, until every other unit is dead step 4 - cast heal on ghosts until they return under control ![]() This was possible because i found rage eater (5 mana/5rage every turn). I killed kraken on 11 lvl, with 50 cursed ghosts battle finished with something over 1200 ![]() |
#3
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It's a little hard for a Mage to get Ranged Specialist leveled up early to get those extra Skeleton Archers. Later in the game, Level 1 units are harder and harder to keep alive. Quote:
I guess I could drop it to 1/10 of its current value and then it would be okay. I'll see if I can find the right quest file... Quote:
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I'm glad I finally found this bug! What I was trying to do there is Heal your unit sometimes with Enchanted Hero. But the way it worked in the spell cast is that it would set the damage of the attacked unit to the healing value! So I was able to track it down when I was fighting Tibold and I cast it on my Dwarves early in the battle. The problem before is that I'd be many rounds into a battle and couldn't remember all my steps so I couldn't repeat. And I was mislead into thinking it was an issue with the Phoenix, or Ice Ball, or something like that and kept going down the wrong track! In this game, the enemy had Cerberi and when I attacked his units, it was supposed to heal my Dwarves, but instead it would set the Damage of the Cerberi to the heal value. Unfortunately, though, I couldn't get it to work without writing my own special cure and so decided to just use Resurrect instead (which already was working). I think it is better that way anyway, because the spell is meant to cast beneficial spells on your units and Resurrection is better than healing. Also, it is simply a chance to cast Resurrection, so it is totally unpredictable and you may just have Bless or Stone Skin, etc. cast on your units instead. All the other spells work with the existing spell casting LUA functions so I think that spell should be good now! Quote:
But you haven't found Necro Call, either, have you? I think I'll look into upgrading Necro Call's ability with Necromancy instead of using Resurrection. Plus, there are numerous posts on wanting Necro Call to act this way. The problem is both Resurrection and Necro Call take a while to find. Oh well... Quote:
I actually think this is a pretty good idea then you won't be able to do much to higher level units and you'll focus on using your Ghosts on lower level units. All souls are equal! ![]() Quote:
This effects all Mana and Rage gain abilities: Lina's Chargers, Reaper's Rage Draining, Inquisitor Holy Rage, Spell Mana Spring, Skill Concentration (+items), and EGD Mana Source. I think those are all the sources of Mana and Rage increase in the game. The way it works is that all abilites' increase values are at 100% rounds 1-5, 50% rounds 6-10, 25% rounds 11-15, and 0% round > 15. When fighting enemy heroes, bosses, and towers, you get +5 rounds to the above. All the above values are for impossible, by the way, and with Hard, Normal, and Easy you get more rounds the easier the difficulty. Most of your battles have probably been short so far and so you probably haven't experienced its affects too much. But you'll find that you'll start going farther and farther into the latter rounds and then it will become more and more of an issue. You won't be able to generate as much mana and rage and then you'll get to the point where you can't generate any and then you'll see how fun it is then! Once you experience it, you won't want to go back to AP/CW without it! ![]() Okay, that's it! Great ideas as always! ![]() /C\/C\ |
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