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#1
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![]() I'm still going to bump up to 2,000,000, though... Quote:
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By the way, Poison Rain gets very potent once you level it up, but it is hard to get it to do all that damage without hurting your own units! I'm not sure why the developers decided to make Fishes and Poison Rain damage allies, but it obviously makes the use of those abilities more strategic. You know, they didn't put Poison Rain in CW. Quote:
The Phoenix in CW has Resurrection, but not for level 5's. I haven't added it in my mod, but have considered it many times. I think I'd make it available for level 5's in CW. I've also considered a "starburst" ability that sends out flames in every direction healing (maybe even resurrecting) allies and damaging enemies when it dies for real the second time. Just some thoughts I've had... Well, right now all the level 5's abilities reload, but I'm thinking of giving them charges so that they run out of them during long combats. Quote:
I did fiddle with this aspect of the game and I'll tell you it was tricky working with it. Looks like I may need to work on it some more... Quote:
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I do use Fire Spiders, though, if I get Calh from Xeona! They're fun then - I like using their web ability! That was a couple of plays back... Quote:
I've basically already done the fear - it is the same for Bone Dragons, I just need to have it be just fear or I've also been thinking of a kind of pain mirror (which I guess is similar to the Brontor) for them as well. I've also been thinking of making it multi-effect like the Bone Dragon's new Chaos Ability. Fear, Pain Mirror, Pygmy, those are some of the effects I'm thinking about... Anyway, time to relax a little bit and do some more thinking about some of this stuff and decide how I want to implement some of the suggestions you've made in previous posts... Quote:
Yep, onto AP/CW hopefully soon! ![]() /C\/C\ |
#2
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And poison rain is great for any range army combination, but not so much when you go melee build. To much problems saving your units from it. Maybe if i played undead it would be useful. Resurrection on 3rd lvl phoenix would be nice to give him use later in combat if he survives at least to help reviving troops, instead just standing there ![]() Hypnosis spell you made really weak, i set it on 20/40/60%, it`s lower then in original but still useful in game for mage with higher intellect. Small animal team (wolf,hyena ...) isnt much fun since they dont have any interesting abilities/talents. But in AP/CW i had fun playing spider army undead/fire/cave/poison spider with belt for dmg, and shield that gave them moral/initiative/speed/and +9att/deff. But here in tL it`s just not fun to use those units ![]() I havent seen that new bone dragon ability you mention, but is it like pugmy or plague or . . .? Fear for archedemons would be nice, same as demon/executioner in AP/CW. And for bone dragons maybe 30% plague on attack. |
#3
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I've thought of changing them to an Orc unit a couple of times, but left it as is since they don't have an all race bonus, but it would kinda be neat for them to get a +1 Morale from the Orc Commander Morale bonus. Quote:
You can see that they have an equal chance of Fear, Plague, Weakness, Doom, Sheep, or Curse, but the list gets smaller if the defender is immune to that kind of spell (like Plague has no effect on Demons) and the percent chance is based on level of the defender, too. In the modding example post where I discuss implementation of the ability those percentages were 100% for level 1 and 25% for level 4, but I changed it to what you see in the screenie: 80% for level 1 and 20% for level 4 that way it doesn't always happen. Fear is defininitely going to be an ArchDemon post-hit effect and Sheep a reloadable ability. I'm still thinking about what else to pair with the post-hit effect and I'm most likely going to make it 100% chance, not different chance based on level like I did with the Bone Dragon... ![]() /C\/C\ |
#4
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Yumm, yumm those tasty rats. It was funny first time i went to lucky james mines i just try and got 4 rats in a row form same dwarf so i stick to it and got 8, and 1 more in giant fist below taron.
Phoenix need something, if he survives battle sacrifice (resurrection) would be great. Yes hypnosis you made was really weak Matt 5/10/20% come on why would any1 spend 50 mana to take control of enemy unit 20% of his lds ![]() Here`s crazy idea for those mountains of gold most ppl end game with : in dwarf prince that sell runes be possible to reset items (gladiator sword, banner of faith, anciant amulet, ring of mind) for some 500-750k gold, you`ll get runes but still need to carry item in 50 battles. Or giving his inventory blood potion from AP/CW for 150 lds, with higher price every time you buy it like with runes/crystals. Would it be possible to hard code him to always have those items available, like his runes/crystals are now ? |
#5
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Probably 1,000,000 to reset the item or maybe 500-750K like you mention. Yah, I guess I've forgotten about that potion - that would be interesting... I'll see what I can figure out with respect to your suggestion - I'm not sure if it's possible, but it seems like there should be a way... /C\/C\ |
#6
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Come on Matt , you added new wives with bunch of kids, and you say adding 1 item in Tibold inventory would be problem
![]() And adding those 4 items 3 for +10 runes and +3 int ring in his castle inventory as obligatory item, since i have no idea how to `reset` those items battle counter. But then their price will have to change, if game random them in some other shop it wont cost 1000000 gold ![]() Found miss in xeona children : kid_ignatius you gave +2 attack imps 2 times. kid_fiur you gave all melee 20% bonus dmg, and then +20% more to all units. Is this planed or ...? kid_ignisa same as for fiur +10% melee dmg, and +20% for all units. kid_demeer sp_spell_defense=count,10 , sp_spell_attack=count,10 What does this do? gerda children : kid_ordwald +1 initiative , 2 times mistake or you planed +2 initiative ? neoka children : kid_monere kid_pasis same as for xeona`s fiur/ignisa +10% dmg, then +20% more magic dmg. Planed or ... eng_homm3_babies_neoka in itm_kid_mephala_hint text string change [armorer2] to [armor2] , because game freezes when mephala is born with current settings. eng_homm3_babies_orcelyn : kid_gretchyn you wrote [goblin1] and [goblin21] error ? kid_jabarkas [orc1] and [orc21] also error ? Last edited by Fatt_Shade; 12-25-2011 at 01:12 AM. |
#7
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![]() Fiur - Melee Damage: +20%, +1 Fire; All Units Fire Damage: +20%, Resist All: +5%. This is ok. Ignissa: Melee Damage: +10%; Ranged Unit Attack: +20%; All Units Fire Damage: +20%, Resist All: +5%. This is ok. Deemer: in SPELLS.TXT, sp_spell_attack are attack spells where there is a parameter of attack=1; sp_spell_defense are defense spells where there is a parameter of defense=1. Attack spells are (this is also in the kid's description if you get them): Healing (for damage to Undead), Magic Pole Axe, Dragon Slayer (adds to the damage of your units against Dragons), Phoenix (does damage), Demon Slayer (same as Dragon Slayer), Lightning, Holy Rain (for damage to Undead), Precision (adds to unit damage), Berserker (adds to unit damage), Pain Mirror, Trap, Ghost Sword, Geyser, Fire Arrow, Poison Skull, Greasy Mist, Hell Breath (adds to unit damage), Ice Snake, Fire Ball, Evil Book (same as Phoenix), Kamikaze, Fire Rain, and Armageddon. Defense spells are (in kid's description): Stone Skin, Phoenix (since it defends), Divine Armor, Magic Spring (since it adds to unit defense), and Evil Book (same as Phoenix). Note that stuff in () are just my comment for why they are that type of spell and don't appear in the kid's description (just the spell names do). Quote:
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Pasis: Melee Damage: +10%; Ranged Unit Attack: +20%; All Unit Magic Damage: +20%, Magic Resistance: +20%. This is ok. Quote:
![]() We got keep an eye out for these as I fixed Josephine (for her, mysticism was misspelled) in the update I sent you on the 28th! Unfortunately, these are hard to find unless the game freezes or you are a very, very good proof reader! By the way, if the game freezes when cursoring over an item, then there is an error in the template (i.e. a misspelling in this case) for the item's language file. Quote:
Thanks for checking these, though, as errors here will cause the game to lockup. I checked all "generator codes" by copying them to an existing child and making sure they worked and looked good in the game; however, if I mistyped the name than that is a problem. I'm usually pretty good with copying and pasting the names (because of this very problem), but every once in a while, I have to type it in if it is too much trouble to search for a baby with the same or similar bonus or it is new. These fixes will go into the next update - thanks! ![]() /C\/C\ |
#8
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Typically, each spell has a function to compute its power (pwr_spell_name_attack) and then the hint uses that function to show its values. Well, as it turns out, hypnosis wasn't using its hint, so it was not even working properly! Looks like the developers didn't link the cell selection function to the spell's power function. So, obviously, I'm going to fix it, but I'll have to check it to see what it was really doing since the unit selection script (calccells_hypnosis) was doing its own thing! So even though I had a method for computing its power, it was ignoring what I was doing! Okay, anyway, just a curious thing about hypnosis in that it wasn't coded properly and I'll fix it then evaluate power values... /C\/C\ |
#9
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Same as for hypnosis, problem with demon portal 5/10/20% of heroes lds summon, to low. But here big problem will come when battle with enemy heroes, as i said Baal summon 2x8 archdemons per turn with current settings.
If we change spell that would be much more, ad MUCH bigger problem to defeat him ![]() Also i think gift of life is a bit OP, but you be the judge of that. I just wanted to check how it works and consider that my starting lds was 12k (with warrior this would be even more ridiculous) screen_1. When i try my old mage save, every time i fight enemy hero we both cast phoenix spell. Wasnt it set in original that only 1 phoenix can be present on battle field? |
#10
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I'll also look into Demon Portal, but I did do a lot of testing on that one. Since it is based on leadership, enemy heroes have much higher leadership than you do and that's why you saw Baal summoning such big stacks. I think 5/10/20 will produce pretty close to 100% leadership towards the end of the game at level 3 for a mage, which is pretty good for a permanent stack. Even 50% for an enemy hero can be big stacks just because of the their leadership (I think 40K leadership for an enemy hero is pretty normal - especially with the impossible difficulty modifier). By the way, I'm in the midst of coding up the Archdemon's special abilities. ![]() Sheep seems to work okay, 5 charges with cast every 5 turns is what it's looking like right now. So far for their attack spells I've got: Fear, Helplessness, Pygmy, Magic Shackles, and Blind. This one's been trickier than the Bone Dragon's because I need to add the spell after the enemy retaliates otherwise Blind would automatically cancel. I'm also having trouble with Pygmy - the attacked units don't go small! Hmmm.... seems like a weird problem with the Attack.act_small function. ![]() Hopefully I can get it working, or I'll have to drop Pygmy... ![]() /C\/C\ |
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