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#81
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You know, I wasn't a big fan of the Orcs overusing astral damage in CW. It was neat to have the Orcs and other units have new abilities in AP/CW, though, like you said. I just need to think more about what makes sense for them. I really like what I did with the plants in my mod and I'd like to find something similar to do to Orcs that fits them kind of like what I did with the Orc Shamans and their Dancing Axes. Quote:
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![]() Wow! You had 25k Leadership?! Boy that must have been a crazy battle! You know, I didn't really think about changing any of the items in the game - do you think that's better for the Blackthorn Crown? Quote:
This is what makes the battles so much more fun and interesting and the mana regen helps them maintain their mana (just like you're probably maintaining yours) until the latter rounds. Sooner or later you both run out if it goes long enough! I'm playing Paladin and I had his Holy Anger up to Level 3 so I had the +30 attack that the skill allows, plus the 15% Order Spell power that you get from it as well and Xeona's battle was pretty tough. You were a couple of levels higher than me, but its still hard since she's a mage and can double cast. I also made the AI better for spell caster's in general by optimizing spell placement for multi-unit damage spells and using a scoring system to aid in spell selection. This is actually only my second Paladin game - I usually play mage just like you! Quote:
Although, maybe I should just have it resurrect / heal when the damage is done to the living (no Undead and Plants like you mentioned and like I had it before), but still have it store that energy for use later like it works now. Then the list of generators for resurrection would be reduced to Druids since I made their Summon Bear a reloadable skill. Maybe that wouldn't be too bad since there aren't that many Druids in battles. By the way, do you remember what your final level was and the level for your spirits in both games? I'm just curious - I usually am able to make it to level 30 for my hero and my last game (Paladin) I had the spirits up to about level 35-37. Right now in my current game I'm level 20 and I think Zerock and Sleem are both 19 (almost 20) and Lina and Death are 20 and 21 I think (both Lina and Death went up a level or 2 after Xeona's battle). I like the pacing of the leveling better with the changes I made to the experience tables as both the original hero and spirit tables had inconsistencies in the level up experience delta. Now they are consistent and it seems smoother to me. Well, thanks again for all the comments! I'll keep working on fixing the current issues, and I'll see what ideas I can come up with for those orcs! ![]() /C\/C\ |
#82
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Here's the wife order and their level (price in WIFES.TXT) Rina / Zombie Rina - 6 Feanora / Frog Feanora - 7 Mirabella - 8 Gerda - 8 Orcelyn - 9 Diana - 9 Neoka - 10 Xeona - 10 So that score above determines essentially all the bonuses the wife gets as well as her children. The way the groups of units worked for a wife depended on her race and her profession as well. For Mirabella, Gerda, Orcelyn, Neoka, and Xeona their unit bonuses go with their races. For the other 3 wives it was more on profession and who they were that lended to which unit groups they picked. Units left out were typically ones that didn't really belong to any group - sorry for those units! For Rina she was a Robber's wife so I thought her bonuses would apply to robbers and outlaws (like Barbarians are in a way). She's human, but I figured that the other human units wouldn't like her because of her Zombie duality. I guess there's not much incentive to keep her as a human anyway because of all her Zombie babies. But, the only way to have her have children is to keep her as Rina so you get to play units you might not necessarily play early in the game (I think it's fun to get Barbarians and then Bears with the Morale bonus) so I think it ends up working great for her and if you decide to stay with her after she has all 4 children, you're probably going to switch her to a Zombie to enjoy those bonuses. By the way, Rina did use to have Pirates for a unit bonus, but I thought it was a little redundant with Mirabella for them both to have them. Maybe it's okay though, and I should reinstate Pirates with Rina. I'll think about that one. For Feanora I thought that she would kind of be the champion of swamp and forest beasts so that why she gets the units she gets. For Frog Feanora, once again you only get to play her after you don't talk to her for 10 battles (and most likely after you get 4 kids) so then she gets a little bit of the darker creates for bonuses there. For Mirabella, she's human and so I thought she'd be perfect for all humans and Pirates. I also though that since Griffins are so linked to humans that even though they were neutral that they also made sense. That ends up being a lot of units, but there are a lot of humans and I have to have Mirabella give bonuses to Pirates since she is one! And Griffins is only one more so she gets them, too! For Gerda, there are only 5 Dwarf units in the game, so she'll get a boost from AP/CW, but I was limited by the Dwarf units in The Legend. She still has good bonuses if you get a baby with a Dwarf unit bonus or two. Dwarfs have low initiative, but better resistances so I guess that's the way it went with her. She's still good, though. Cyclops are better with Orcs than Dwarves (at least that's the way it was in HOMM3) so that probably colored me a bit with them. For Orcelyn she gets Orcs so that's okay - quite a few Orc units so that works well for her. For Diana she's a River Fairy so that's why I gave her Dragonflies (since they hang out near rivers) and the other unit choices - river fairy units! I actually considered her for the Green Dragon bonus, but they didn't really fit the river fairy motif (well with their attack on the Elves and all and the fact that they are from Ultrax with no rivers!) - plus Shiva has a pretty good Emerald Green Dragon bonus so if you're lucky you can get her to help out your EGD's. Although, in HOMM3, Green Dragons were actually units in the Elf town so I really heavily considered Diana and Neoka to have an EGD bonus; however, in KB they were lumped with Red and Black Dragons on Ultrax so it seemed like it was too different. For Neoka elves was the choice - lots of different Elf units in the game! Lastly the same for Xeona and Demons. By the way, Rashka gets the Red Dragon bonus so that's okay. I didn't mind leaving off a few units from the wives - like I mentioned they were meant to pick similar groups. Cyclops and Dragons are pretty much groups by themselves and so that's why none of the wives have bonuses specific to them, but some of their babies do. So they are covered, although there's no guarantee to get them! Quote:
Doing all this stuff by hand is so error prone! I need to autogenerate this stuff somehow... Quote:
![]() The Tower initiative is determined by the strength of the units you face. Same with their intellect. So their stats are autogenerated based on how strong your opponents are. Gremlins are also much stronger with magic than you are! ![]() I made them that strong on purpose so that you'd think twice about using those items and reducing that item's morale! Makes living items a lot more interesting! The toughest ones are still easy to supress once you get to about level 27 or so - all the good ol' strategies apply to Friendly Gremlin Towers. Quote:
![]() Werewolf Elves made it because of the dark werewolf motif. They are Elves, but they don't mind hanging out with Undead (tolerance) so they got the Dark Commander bonus! Way to go Werewolf Elves! ![]() Quote:
You know, they weren't any bonuses for Elves / Dwarves in the original skill tree, so that's why I made Training and Combat Readiness apply to all units (up through level 4 at skill level 3), and then they get the Leadership Reduction bonus from Glory as well as the Healer Health bonus. Also don't forget about the +2 Initiative and Speed that you can get first round from Onslaught. Iron Fist gives Dwarves a big bonus (unit not the race) and Ranged Specialist helps out both Elf and Dwarf units as well (+1 Initiative at Level 2!). Also Neoka and Gerda got the Elves / Dwarves covered. Lastly, sorry but Dwarves are notoriously slow anyway, but look they can get +2-5 depending on the skills, wife, and babies. Also they get a pretty good Leadership Reduction bonus from that hammer! And poor, Gerda, everyone dumps on her! ![]() She's actually got some deceptively good baby bonuses - Synca with Hasted Giants is awesome! ![]() Plus any initiative deficiency is easily rectified in combat with a Phoenix! ![]() Gerda's playing strategy is just different than some of the other wives' - why? Well, you know, Gerda is just a different kind of woman! ![]() ![]() I also think I made the Diplomacy Skill better - you can get a lot of units from it if you get it to level 3! So that's why things are the way they are. A few units are left out here and there on some of the skills and wife bonuses, but there are global bonuses that apply to every unit (so no one is really left out!) and there is a baby out there for every unit as well! You just got to get lucky to get them! ![]() Also I tried to stay true to a skill even though I changed it a bit or added more bonuses. Maybe an Elf- or Dwarf-specific bonus will make more sense in AP/CW when I get to modding those... Hope that explains why I made some of the decisions I made and why things are the way are... ![]() /C\/C\ |
#83
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Yea , implementing new orc`s abilities in KB-tL will be pain in the ass
![]() I didnt beat xeona in mage play, but in warrior, that`s why i had 25k lds, with diana it goes to ridiculous stacks of fairies and thorns ![]() And i figured out that resurrection have nothing on gizmo in managing no loss, my mage with 43 int resurrect spell 3400 hp/36mana , my warrior 50 rage gizmo resurrect 6 times for 2500 hp ![]() OK i get it what you made with wife lds bonuses gameplay wise, but still doesnt seem fair. Lets say some1 want undead play andgo about with other wifes and when get to demonis/gray wasteland to buy his army rin gives him lowest lds bonus of all wives in game ![]() Dark commander ok for undead/demon/orc race but you put hyena spiders and snakes there also, so that`s why i asked for griffins. I didnt mean more lowering lds for dwarfs since gerda,royal hammer,mithril shield, glory it goes to -48lds% for dwarf race, but they still have horrible movement/initiative , and almost none in gerda kids gives bonus dmg for melee units but have lost sp_power_int , dwarf are fighting race and they have no mage units, so why so much spell dmg bonuses in her kids ? |
#84
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By the way, which heroes have been the toughest for you so far? I know you didn't like Sonya too much the first time you faced her! My previous game, I made the mistake of talking to Raab Sotten too early (before I had gotten the Torn Digor Meghard quest) because I wanted to use his rage pool to maximize my rage before fighting Xe. I ended up fighting him with just Demons because everyone else was getting killed too easily and I was running out of battles to fight! Also the Evil Book is a bit surprising if you're not ready for it! Quote:
![]() If you want to make a list of item changes, then I'd gladly implement them if they make sense for my mod! Quote:
I think all the spirits, now, have really good abilities - I tend to focus on the damage ones. I'm not a big fan of Zerock's Wall, Sleem's Glot, or Lina's Ice Thorns, but they are a lot better now if you decide to use them. Also, they are really good abilities so I do pick them sooner or later (especially Glot for protecting against mega damage). Resurrection is still useful, obviously, since you have control over it. I usually let Gizmo Resurrect the higher level units and then I cast Resurrect on the lower level ones. Gizmo and the spell actually go very well together. Quote:
![]() Both Neoka and Xeona are work to get - especially Xe! Quote:
![]() If you can think of a good skill to add Griffins to, all be all ears! By the way, Inquisition came close to being not only a bonus for Priests and Inquisitors, but all unit pairs. I decided against it, but it would have been all the unit pairs: Robbers / Marauders, Barbarians / Berserkers, Beholders / Evil Beholders, etc. In the end, though, I decided against it because it seemed like it was too many units and I guess they didn't really have anything to do with Inquisition! Hmmm... maybe add Griffins to Inquisition? That actually might not be a bad idea since they go well with humans! Let me think about it some more... Quote:
The drawback of trying to be true to HOMM3 is that when it came to picking which children would go to which wife, a lot of the same class of baby went to the same wife. For example, Neoka got most of the Druids and Rangers from HOMM3. Since these heroes came from the Elf town, their skills focused on those to help shooters and magic users, etc. Some of this has translated over nicely, I think, but it does put limitations on which children go to which wife. By the way, when I work on Tomes of HOMM3, all babies (and wives, too) will have a price = 10 so that they get the max bonus. Well, I guess it won't be 10 since you can sell them, but some multiple of 10 like 1000 or 10000 or so (and then I'll just scale it). Each wife will become a tome with their bonuses in this mod for AP/CW (part of the story!). Feanora can truely be for Lizardmen! And imagine what I can do with her Lizardmen/women babies when I convert them to tomes! Troglodyte babies -> tomes, too! Also, the Tomes won't be limited except by how the game generates them. That'll be a lot of fun once I start working on that! ![]() Yah, a lot of the HOMM3 Heroes have Wisdom for a skill (all the babies with sp_power_int have at least Basic Wisdom as one of their skills). In HOMM3 Wisdom was used for learning spells of a certain level. Unfortunately, that is taken care of by the Order, Distortion, and Chaos skills and so this was what I came up with. You know, I just toyed with making a baby with Wisdom and a Spell bonus to transition their wisdom skill to their spell bonus! In the end, though, I decided against it, but this is how it would have worked: Example 1: Diana baby Solmyr: Basic Wisdom - Intelligence Spell Power: +18% Basic Sorcery - Spell Power: +18% Chain Lightning - Lightning: +18% Damage, +18% Shock, +1 round Change to: Basic Sorcery - Spell Power: +18% Chain Lightning 2 - Lightning: +36% Damage, +36% Shock, +2 rounds Example 2: Gerda baby Alamar: Basic Wisdom - Intelligence Spell Power: +16% Basic Scholar - Intelligence Power Factor: +4%/6.5 Intellect Resurrection - +16% Change to: Basic Scholar - Intelligence Power Factor: +4%/6.5 Intellect Resurrection 2 - +32% Example 3: Neoka baby Ciele: Basic Wisdom - Intelligence Spell Power: +20% Basic Water Magic - Poison Resistance: +20% Magic Arrow - Magic Pole Axe: +20% Change to: Basic Water Magic - Poison Resistance: +20% Magic Arrow 2 - Magic Pole Axe: +40% It seemed like, though, that these bonuses would be too large for an individual spell so I decided against it, but I had already made the changes and decided to change it back! I've actually done this twice now! The last time I did it was about 4 months ago! Oh decisions, decisions! I have to continually resist that urge to pump some things up! I do use the amount of damage units do, though, as a guide to how much damage you should be doing with spells, etc. at a certain point in the game. Well, this is quite a nice conversation that we've got going! ![]() /C\/C\ |
#85
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Hey, by the way, I was thinking about Haste, Slow, and Battle Cry and I was thinking that having Haste / Slow change speed and Battle Cry just initiative seems to be too little.
So I was thinking of having Haste increase both speed and initiative, Slow doing the opposite and changing Battle Cry to increase Morale. I was thinking that this would make all 3 spells more useful and interesting. What do you think? I also didn't realize that a few unit abilities (like Demon Pentagramm) can change morale so I now think I know how to implement decreasing morale during long combats. If I did implement it, I'd make it apply to all units on the battlefield that are affected by morale (Undead aren't as well as Golems, and maybe I wouldn't include Plants either since maybe they don't get tired). Also, one thing of note is that the game does not apply morale bonuses (or penalties for that matter) to summoned units. If I implemented the above I'd have to think about what to do about these summoned units. Maybe since they are new neutral morale would be okay, and then the next time the morale decrease occurred they'd be affected. Anyway, just some more thoughts that the hamster spinning the wheel inside my brain wanted me to type! ![]() /C\/C\ |
#86
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Okay, I've thought of a new ability for the Orc Catapult that I thought might be interesting...
Fire Boiled Oil - it would work similar to Oil Fog, but have splash damage such that it would hit 7 hexes, do a small amount of fire damage (like Oil Fog) and make it such that the hit targets' Fire Resistance decreased a certain amount. This would also make their Fire Missile ability do more damage if they targeted a unit with this affect on them. Plus I might have it add 1 to the number of rounds a unit is burned (hey I might do that for Oil Fog, too - Hmmm...). Typical 3 turn effect rules would apply, and it would probably have the same reload time as Fire Missile so that they could be used one after another. What do you think? /C\/C\ |
#87
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Okay, the ideas are starting to pop into my head!
I was thinking something along the lines of allowing an Orc unit (not sure which one - maybe Furious Goblin or Regular Goblin) to set a trap on the battlefield. It would work similar to Trap, but I would probably make it such that they could set a fire trap, poison trap, or magic trap - maybe all 3 (kind of like the Alchemist's potions) on a hex adjacent to them on the battlefield. This would probably be good for the Goblin since they are ranged. Anyway, what do you think? /C\/C\ |
#88
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Boy, the hamster is running fast now!
Here's another new ability: this one for the Ogre - Clobber! Not exactly sure what it would do, but Stun is part of it. Probably 2x damage or something like that (I guess that would be like a critical hit). It might also knock the target back (kind of like a combination of the Cyclop's abilities). Anyway, just a thought... /C\/C\ |
#89
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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\ |
#90
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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\ |
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