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#1
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Run hamster, run!
Okay another new Catapult ability, not sure what to call it, but Flash comes to mind. It would operate like Blind where the Catapult could fire a projectile at a unit that could blind them with a bright flash! Hmmm... What'd ya think? /C\/C\ |
#2
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Okay - I've got one more brainstorming idea for Orcs / Veteran Orcs.
I thought that since they have a shield, maybe they could have a chance to block a certain percentage of damage. I guess the ability would be called block or something like that and the Orc / Veteran Orc could use their shield to block an attack. I guess it would be more like a feature than an ability since they would execute it when they were attacked. Thoughts? /C\/C\ |
#3
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Okay the hamster gave me one more idea!
Once again for Orcs / Veteran Ocs - it would be called Fire Rage or something like that where the Orc goes into a fit of Rage and adds fire damage to its attack for 3 rounds (kind of like Hell Breath I guess). Thoughts? /C\/C\ |
#4
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Oh - another!
This ability will put the Furious in Furious Goblins! The ability would be simply called Furious where they would gain unlimited retaliation for a turn or two (maybe 3) and would be a charged skill (maybe just 1 or 2 charges max). They are Furious Goblins after all! Thoughts? /C\/C\ |
#5
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I think xoena might be doable with mass dwarf army giants jumping around, and alchemist poisoning all over place. gizmo for resurrecting, but i need some fast unit to counter demoness swap. Griffins maybe, or snakes (i have nsake boots and snake ring so it might be interesting). Here poisoning and burning works differently then AP/CW so it`s not that useful.
Annoying heroes : xeona , sonya (solo black dragons with mirror shield and wizard mantle it`s doable) , necromancer hero in undead lands with 40 int was boring as f..k but also managable (did him with mirabella full human army and 400 griffins 52lds/140hp). I didnt have a single kid with bonus exp in battle so my spirits arent much higer lvl then with mage, but i pick different skills so they play big part with 200 rage pool ![]() Ill make files just of my item changes and send you to check out, but cant do it today. Glot shell is interesting to use if you have some unit like my giants griffin combo i kick griffins to aggro in middle of enemy, but teleport giant close glot shell his ass, and let him jump to hearths content, wall is great for making funnel on enemy army with 8000 hp, and 2 rest is spamable against fast units (example elf werevulf hero in underground on island valley of 100 rivers, all his units have 6-7 speed, so i send griffins 1 round to pull them and cast wall, black hole,wall and place girffins in space between walls to block and have fun. Ice thorns i never really used ![]() Bonuses for babies are nice, and it great to have such variety but looking in general for expl neoka/gerda : neoka have 6 kids with +dmg% for all melee units , gerda have none. Changing spells hm . . . i dont think is good idea : look at your new double casting enemy heroes, i had fight with some item that got me mass deffensles and mass weakness got my fairy/sprites/dryads army to 0 defense and 0-0 dmg for whooping 5 turns thank you very much infinite tower intellect bonus ![]() Oil keg for catapult nice idea, if you only could find how burning works in AP/CW and transfer it here. Flash is like mechanics blinding bomb in AP/CW right ? Trap would be better for furious goblins since they run around battlefield regular goblins are range on need for them to lost turn to place trap that enemy might never come near ![]() For ogre i thought something similar, like troll malevolence in AP/CW, it would be nice to use him to stop dragons and other flying creatures. Block for orcs/veterans is miss chance , female troops have it, so why not battle crazy orcs. How much miss % did you think to give them ? Fire rage-burning blood better ![]() Last edited by Fatt_Shade; 12-14-2011 at 01:27 PM. |
#6
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In AP/CW it is based on the number of units in a stack that the effect is applied to and had nothing to do with damage - I personally hate that system because you can have 1 Royal Snake causing 1000's of points of damage to a stack of units with just a poison infliction. Total nonsense! The way it works in my mod it is based on damage done and then mitigation by resistance and then decays at half damage for the duration of the effect - here are a couple of examples: Example 1: Imps do 1000 damage to troop with 0 Fire Resistance with a 15% chance to burn. So there is a 15% chance that the troop will get the effect burn. If they do get the effect burn, then on their next turn, they'll get 500 damage, then 250, and then 125 for a total damage of 1875 damage over 3 rounds! That's almost twice as much damage! Example 2: Red Dragons do 2000 damage to troop with 10% Fire Resistance with a 25% chance to burn. So there is a 15% chance the troop will get the effect burn. If they do get the effect burn, then the damage is reduced by 10% and applied so it would be 1800 damage then effect burn. On that troop's turn the damage would be halved to 900 and then 10% reduction so it would 810 then 364 (I think it rounds down) and lastly 164 for a total of 3138 damage over 3 turns! Example 3: Black Dragons do 3000 damage to a troop with -50% fire Resistance and have a 35% chance to burn. So the chance to burn is 85% and damage is increased 50% so they do 4500 damage. If the troop gets the effect burn, then the damage is reduced to half, but then increased 50% due to the resistance so it would be 4500 / 2 * 1.5 = 3375 damage, then 2531, and lastly 1898 damage for a whopping total of 12304 over 3 turns! I'm actually very proud of this system and it is far superior to either TL or AP/CW since it is based on the attacker's damage and the defender's resistance. It does not use an arbitrary value like TL or AP/CW! This is something, though, that nobody notices unless they really study it. Quote:
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![]() Ice Thorns I never got how to use it I guess. I hear some people say how much they love it, but it seems to get more in my way than the enemies! ![]() Quote:
![]() ![]() As it turns out, though you've overlooked who the bonus applies to - Neoka only has 3 babies with Offense and 3 with Archery so that is 3 with +damage to melee units and 3 with +damage to ranged units. 1 baby, Ivor has both Offense and Archery so it is the equivalent of +damage for all units. I know, still poor, Gerda! Quote:
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![]() Those are interesting ideas, I'm just throwing out some as well. I guess for Physical Damage you have Stone Skin and all the rest Divine Armor. You know, I'm not sure if you've looked at SPELLS.LUA, but there are some spells in there that are not used, but do interesting things: Star Force - is some kind of Magic Missile (spell_magic_missle_attack)! spell_poison_resist_attack - poison resistance! spell_fire_resist_attack - fire resistance! Light Power - is some kind of Magic Fireball / Heal attack?! (spell_light_power_attack) I've been so much working on my mod, but these have always been in the back of my mind - and your suggestions are good suggestions. I'm wondering, though if it is one of those I'd like to have it, but then when you get it you find out that you don't use it that much things. What I mean is that Stone Skin is pretty standard so that gets put in there. So you have Physical Resistance taken care of. Then you dabble with Fire and Poison and then you create Divine Armor. So are you really going to use the Fire Resistance and then Divine Armor in consecutive spell casts? So I'm just putting myself in the developers shoes and maybe that's why they decided not to implement it. This is still great stuff to think about, though, and I'm seriously considering them! Quote:
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I'm going to seriously consider that as well. Quote:
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Yah, I like the Fire Rage for them! That would be cool! Maybe another attack to poison their blades - not sure what to call that one! Well thanks for posting your comments! There a lot of good ideas swirling around - I hope to capture a few of them! ![]() /C\/C\ |
#7
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What got me stuck about burning/poisoning is that i have thorns and sprites that have basic dmg 1-2/1-3 , with poison dagger and whip of ishara + blackthorn crown for thorns it goes to , 4-6/3-5 so approximately 25% dmg for thorns is fire 25% poison for sprites something similar, and after they burn/poison some enemy units it still make small amount of dmg in next turn.
That 800 bowman example : it was something around 820 i hit them with thorns and kill 80 ( 2800 dmg so it 700 fire, 700 poison, and 1400 physical and they catch burning) next turn only 1 dies and as you say it should make 350 dmg since they have 0 fire resistance. killing at least 10 units, not only 1. I`ll try to do same think fighting only with my thorns to check it out, but i think your setting got confused because +1 fire/poison items. Did you consider that option : having ancient ents with 100 dmg and using whip of ishara +1 fire dmg ? How would that work considering burning enemy units? Griffins i had mirabella -8%lds / +8%hp, and kid_edric -18% /+18% hp, glory -10% , so basic 80 lds got to 52 , and with kid_rion +16%hp, and healer 3rd lvl it goes from basic 90hp to sweet 137 hp, 3rd lvl griffin ![]() So with griffin banner it would be ridiculous (28 lds griffin) ![]() Neoka/gerda problem continuum ![]() @ Now you have a use for Dispel! Hm warrior with 3 sprite units, ancient ent and thorn hunter, yea i`ll dispel them right after i kill almost every enemy with rage spirits then spend 10 turns resurrecting my dead troops who were almost useless during whole battle ![]() Spell usage, and spells that are worthless . . . great thing about this game is options you have at disposal. 7 races, 70 spells, bunch of items and skills, and no1 actually know of possible army builds so it`s just question of how imaginative you are and how long you can stick with starting plan and restrictions : i decided to play all game with only this units/spell/rage spirit skills . . . then during that playthrough you figure some other interesting things. In AP there is tread crazy challenges where ppl get to really weird ideas to play this game, and just drop really interesting ideas and possibilities So i think every unit/item/spell in this game some use and it`s place in order of things . . . except peasants they are f...ing useless ![]() |
#8
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So this sounds weird to me. The troop receiving damage should not be poisoned or catch fire just because of the Poison Dagger or Isshara's Whip. I guess we'll have to research this more deeply to find out what is going on - I know that I pretty thoroughly checked this part of my mod because I wanted to make sure I got it right, but I'm pretty sure I didn't check it with either of those weapons equipped. I've got both of them (hopefully I didn't sell the dagger, but can go back to a saved game if I did) so I can check what you're seeing. I know that it is possible to get a unit with high resistance (but less than 80% - if the resistance is 80% or higher then poison or burn effects aren't applied) and then they get very unlucky and get poisoned or burned the damage is reduced significantly and so you'll see very low damage numbers in that case - like when the Phoenix burns an Imp. I also added the capability, though, if a unit's resistance is greater than 0, then that resistance becomes their chance to resist the effect on successive turns. So if a unit has 50% resistance, for example, and they get a damage effect that matches that resistance, on the next turn they have a 50% chance of resisting that effect altogether and it being removed. Looks like we need to check this out more and find out exactly what's going on here... ![]() Quote:
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Let's see:
Only 3 of those children have Offense: 1 is an Elf so he goes to Neoka, the other two are Planeswalkers and are Magic and Psychic Elementals. Psychic Elementals were the base unit and then they became Magic Elementals for their upgrade unit in HOMM3. So it fell out that way for Neoka as all those children made sense since they were either Rangers (Elves) or Magic-using Planeswalkers (the Magic lends itself to Elves). For Gerda, she just didn't get any babies with HOMM3 Offense. Orcelyn got a lot of the Barbarian Babies because of the Orc tie in - a lot of them have HOMM3 Offense. Orcelyn may have gotten a baby or two from Gerda when I added her. Kilgor might have been Gerda's, but I gave him to Orcelyn because of Behemoths (which was an Orc town unit in HOMM3). Young Yog went to Orcelyn, because in HOMM3 he wanted to be a Barbarian. I guess a case could be made to give him to Gerda, but he wants to be a Barbarian. Sorry that's about the only kid I can think of moving to Gerda, Young Yog's HOMM3 Skills are: Offense, Ballistics, and Cyclopses. Young Yog is a Male Genie Wizard (who in HOMM3 wanted to become a Barbarian). Normal Yog is a Male Genie and so goes to Diana, but like Young Sandro, Young Gem, and Young Christain, I didn't want to give the younger version of the same hero to the same wife. Young Yog could have been given to any other wife besides Diana, but he seemed a great fit for Orcelyn because of the Barbarian Town / Orc linkage in HOMM3. So that's why it played out that way... Sorry, Gerda! ![]() Quote:
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#9
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OK i checked poisoning effect : 480 dwarfs i killed 120 with royal snakes and poisoned them, next turn only 32 die from poison effect (and by your explanation should be 60). Try that combination, royal snakes special attack have 100% poisoning so it`s easy to check does it work. That situation with 800 bowman and burning might be because i used hell breath on thorn hunters, and it`s not related to ishara whip.
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