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#311
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I think in this case, your +1 poison and +1 physical damage may have been coming into play, as I'm pretty sure these damage bonuses only apply to base attack and not to talents (by the way, these types of bonuses are awesome on low level troops).
Horseman damage is 12-16, but with +2 your damage was technically 14-18 (+16.7% to +14.3%), while charge damage was still 12-16. I checked some things out yesterday, and I couldn't get the horseman base attack damage to exceed the charge damage for the same hex distance, but I didn't have any bonuses. Here are some numbers that seem to verify what is happening in your situation: Base Attack Damage / Charge Damage: 14-18 (with your +2) / 12-16 (no bonuses) +10% / +15%: 15.4-19.8 / 13.8-18.4 +20% / +30%: 16.8-21.6 / 15.6-20.8 +30% / +45%: 18.2-23.4 / 17.4-23.2 +40% / +60%: 19.6-25.2 / 19.2-25.6 +50% / +75%: 21.0-27.0 / 21.0-28.0 +60% / +90%: 22.4-28.8 / 22.8-30.4 So you can see that you only do more maximum damage with charge at the +40%/+60% and up cases whereas the minimum damage is always equal or lower unless you go to +60% / +90% (which would require you to have a speed bonus to your horseman). If you have other bonuses (sounds like you may have some additional melee damage bonuses) then the base attack will most likely always be higher damage because 14-18 might be 15-19 or even higher. I'm pretty sure this is what is going on... /C\/C\ Quote:
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#312
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Yep, that explains it. Seems like skills systemically don't deal with the bonus damage items. I remember archers using their cold arrows doing less damage than their physical attack. I still love those items though.
I ended up abandoning my warrior run. Playing again as a mage. The warrior was plenty powerful, but I just find it more fun to play as a mage. Casting 2 spells a turn gives me much better control of the battlefield than having bigger stacks. So it'll probably be a week before I get to combat test the new dragons. |
#313
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I'm pretty pleased with this last effort since the start of this year to update my mod to V2014-06-01.
I feel that I've implemented everything that I wanted to implement as I've improved the spell casting AI, added Blue Dragons, added options to trade containers for crystals or runes, added the rune exchange capability, added difficulty level and map bonuses to enemy hero spell power and enemy unit talents, most ability / spell / spirit ability durations are now affected by the target's resistance, and many other changes that I feel make the game more enjoyable. So I'm going to be finishing up my current Paladin game (I'm level 29 and in the Labyrinth) and then probably take a break before I move on to modding AP/ CW / WotN / I&F / DS. If there are any crashing bugs or bugs discovered, I'll work on an update to fix those as they are found. I've also been updating the *.LNG files with grammar fixes found by @Dohi64 and me. There are a few grammar errors in a couple of *.LNG files in my mod (for example EN(G)_ITEMS.LNG) since I updated them before I fixed the originals. I'll probably wait for @Dohi64 to finish his current playthrough before I update my mod to include all the grammar fixes found in the *.LNG files that were updated after I modified them for my mod. The next update in a few months will most likely (finally!) be V1.0. Thanks to everyone's input for helping make my mod the way it is! This has been almost 4 years in the making and it is crazy to look back at all the time that has passed and how far the mod has come in that time! ![]() /C\/C\ |
#314
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Hi Matt, thanks again for all the work you have done. It was a pleasure playing your mod
![]() I have a question - is it possible for me somehow to extract the blue dragon and implement it in other mods as well? I want to play with it in my other favorite mod for TL. You've said "AP/ CW / WotN / I&F / DS " - what is the meaning of "DS" ? Wish you a pleasant time working on the future mods ![]() Thanks! |
#315
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Thanks - it is going to be nice to actually play some games and take a break before I get back to it! ![]() /C\/C\ |
#316
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It was a long journey ,but many interesting and fun moments Mat
![]() I`m glad you concluded your mod, and you should be proud on your work. Onward to future victories ![]() |
#317
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Both, in my opinion, are great features of this mod because 1) it encourages you to play a unit that you might not play and 2) it makes the enemy more challenging. Quote:
I've never seen that before with my mod and I did not even change any of that mechanic and so there should not be this problem. So if you could be more clear with what you're thinking here maybe I can be of more help... /C\/C\ |
#318
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Mine english is not so well so ill try explain once again , i had maximum mana auround 110 then i started quest where you have to battle those 3 altars in the map most left from start location.But when i finished quest i had only 30 mana maximum.And this happend also i think when i want rise mine mana cap in archamge tower , when you give archmage 2 manapotions. I have save games somewhere maybe i can send them to you. Hm?
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#319
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Also i want to thank you for yours work done, its 100x better game than for example darks side or wont cause theres no real difficulty balance and i hope you will mod these games same way you did here, and i also wish you will do this to CW red sands or red sans extreme mod.. i like most on yours mod that you are changig attack and defense od creatures not thier numbers only.. Also is thomes for AP this good also? and do you need any help betatesting or something?
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#320
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Thanks in advance for sending me the saves and reporting the problem here in the forum! /C\/C\ |
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