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  #101  
Old 12-22-2011, 02:21 AM
Fatt_Shade Fatt_Shade is offline
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Quote:
You have an interesting use for the word boring!
Not boring as in gameplay, but for waiting couple rounds to revive all units and using chargers and gloth armor to stop enemy heroes from killing those that i already returned to full stack. Boring part is that i use only 1-2 unit at that time to gather chargers and spirits never get exp in that part of battle.

About enemy hero mana regen, and spell costs, problem i had mostly was with magic shackles and blind. They constantly used it on my inquisitors no matter that i almost never attacked enemy units with them after 5th turn, just reviving, but enemy kept blind/doom on them all time.

Quote:
This is part of my awesome enemy hero skill system! Just think about all the awesome skills you get as a hero! Well, now turnabout is fair play!
I'll lay it out sometime, because I'm going to use a similar system with AP/CW...
Ok it`s interesting to play against stronger enemy, but my question is if they use player skill buildup, what are skill that give 2nd lvl unit dmg from basic 1-4 to 12-16? I want those skills.

I finished game with :
Zerock 46lvl, Sleem 40 , Lina 36, Death 46. Here`s couple screens :
in hero screen image i showed new upgrade for heroism banner i made. I` not thinking what more items could use upgrading, since there are fewer items here then in AP/CW so at least i can add a bit stronger item of already existing for later in game (thought about upgrading memoirs for bonus exp% to give 15% hero/spirit exp , some other ideas still figuring out how to implement).
. . .cant upload image here`s links for screenshots
http://www.imgplace.com/viewimg819/2...ishingarmy.png
http://www.imgplace.com/viewimg407/9...heroscreen.png
http://www.imgplace.com/viewimg853/2...ndmgdealer.png
http://www.imgplace.com/viewimg155/1...edicalunit.png
http://www.imgplace.com/viewimg36/4049/28spirits.png
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  #102  
Old 12-22-2011, 04:04 AM
MattCaspermeyer MattCaspermeyer is offline
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Posts: 553
Question Thanks - couple of questions...

Thanks for the screenies!

Okay, a couple of questions (well, okay more than a couple)...
  1. Did you use the Horsemen's new Charge Ability a lot? What'd you think of it?
  2. You made it to level 31 - how'd you do that? From level 30 to 31, its almost twice as much experience!
  3. You had a lot of gold left - did you try to buy any Crystals or Runes from Tibold?
  4. Is that Banner of Legends the item in the upper right (I can't see the pointer so I guess it is)?
  5. So you ended up with Mirabella, but took the other wives earlier?
  6. Did you just get Zerock and Reaper to level 46 at the end of the game or were they there for a while? Also it looks like you focused on Zerock and Reaper - is that true or were Sleem and Lina harder to level? (I've found that since Underground Blades and Black Hole give experience based on the number of units you damage that they give a lot of experience - same with Sleem Fishes, but that one's harder to damage a lot of units unless you start with a lot of rage).
  7. Did you use your Ice Orb a lot?
  8. Did you use Phoenix a lot?
  9. Did you use Sacrifice to get that many Inquisitors? I'm trying to remember, but I don't think I've ever seen that many for sale...
  10. What did you think of the Mana / Rage gain reduction throughout combat? Did you find it difficult to recharge your mana / rage later in the combat?
  11. What did you think of the overall Leadership Reduction bonuses? Do you still think they may be too high and that you can recruit too many units from the bonuses? I'm thinking of making a minor adjustment that would drop the bonus a couple of percent, not too much, but its behavior is nonlinear.

Quote:
Originally Posted by Fatt_Shade View Post
Not boring as in gameplay, but for waiting couple rounds to revive all units and using chargers and gloth armor to stop enemy heroes from killing those that i already returned to full stack. Boring part is that i use only 1-2 unit at that time to gather chargers and spirits never get exp in that part of battle.
Okay - I guess there's not much I can do there. Everyone plays that way!

Quote:
Originally Posted by Fatt_Shade View Post
About enemy hero mana regen, and spell costs, problem i had mostly was with magic shackles and blind. They constantly used it on my inquisitors no matter that i almost never attacked enemy units with them after 5th turn, just reviving, but enemy kept blind/doom on them all time.
Okay, interesting...

Quote:
Originally Posted by Fatt_Shade View Post
Ok it`s interesting to play against stronger enemy, but my question is if they use player skill buildup, what are skill that give 2nd lvl unit dmg from basic 1-4 to 12-16? I want those skills.
Hah! I bet you do! Well, not one skill does it, but I think it ends up being a combination of things. Enemy hero's get bonuses to their units and then they get skill bonuses. The bonuses to their units mimic items and then the skill bonuses mimic your skill tree. Everything is not quite 1-to-1, but they have a point system based on their level. I think the 1-4 to 12-16 is based on a number of bonuses - I think the +resistance damage that they get is applied first and then the difficulty level is applied last. Depending on class, they get +resistance damage based on a certain level. I'll go into this in more detail when I post the system. What I love about it is that it creates incredibly powerful heroes with incredibly powerful units. I think you can see that it took a lot of effort on your part to beat them, but the player's intellect is superior to the AI, so I think I've compensated fairly well.

Quote:
Originally Posted by Fatt_Shade View Post
I finished game with :
Zerock 46lvl, Sleem 40 , Lina 36, Death 46. Here`s couple screens :
in hero screen image i showed new upgrade for heroism banner i made. I` not thinking what more items could use upgrading, since there are fewer items here then in AP/CW so at least i can add a bit stronger item of already existing for later in game (thought about upgrading memoirs for bonus exp% to give 15% hero/spirit exp , some other ideas still figuring out how to implement).
Do you think your items are overpowered at all? Do you think you could have done no loss without them? Just curious - I kind of like your item upgrades - what did you do to come up with the upgrade stack sizes?

Lastly, what would your change list be for my mod? Every time I play the game, I create a change list and either make things tougher or try to improve aspects of the game. So let me know what you'd change and I'll start thinking about how to improve it some more...

Well, thanks for playing! I'm glad you enjoyed it!

/C\/C\
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  #103  
Old 12-22-2011, 04:13 AM
MattCaspermeyer MattCaspermeyer is offline
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Exclamation Oh, by the way... about Orcs.

Ok, I've implemented the Catapult's Boiling Oil attack as well as changed the Furious Goblin such that it has one Throw Axe charge and is furious.

Screenies provided below...

Anyway, I plan on enterring the beta phase soon since there doesn't appear to be any show-stopping game crashes that prevent the player from reloading and continuing...

/C\/C\
Attached Images
File Type: jpg Catapul New Burning Oil Ability.jpg (166.4 KB, 10 views)
File Type: jpg Furious Goblin New Throw Axe Ability.jpg (156.2 KB, 10 views)

Last edited by MattCaspermeyer; 12-22-2011 at 10:59 AM. Reason: Updated status of change...
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  #104  
Old 12-22-2011, 01:49 PM
Fatt_Shade Fatt_Shade is offline
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1) Yea charge is great, with rush skill, it makes horseman awsome in first round. I didnt use it allot since my griffins were always first in enemy lines, and after them i charge in with horseman and make interesting dmg and block enemy rangers. Later when i got marshal baton and had +3 moral for humans i stopped using it since crit is better them special ability any time. But great idea for it any way, it`s useful ability

2) It more then twice exp from 30 to 31 550000 30th vl, for 31 1150000exp, but you added on learning +30% exp , and +50% vs undead/demon for holy knight so it`s possible and i didnt even had 1 kid for sp_addexp_battle bonus In my calculation i finished with about 1250000 exp roughly, but counter stops at reaching 31st lvl so it`s not important any way after that.

3) I didnt show mind skill tree, but there i took only 1 lvl for greed because in this game i never had problems with gold just there is no thing so expencive to spend huge amounts of it. Only time i save up is on start if some item for +10 runes is available in starting locations so i go around with cheap army waiting to buy it Also runes i took all skills i needed (all might tree max lvl , in mind only left trade and greed on 1 lvl , magic also took what i needed so runes werent problem also)

4)Yes that was my testing of upgrading items. I dded upgrade for heroism banner so it gives 600lds +1 initiative for 1-4 lvl units. I made it so upgrading takes same battles as officer baton(500lds)-general baton(750lds) battle.

5) When i managed to kill Kraken on 11 lvl with no problems i took mirabella and saved game, then i rushed to dwarf lands and try to free gerda and did it also with little problem so i returned to sunset islands to see her kids (i had bunch of enemy left there since i only killed kraken and lucky james), but seeing gerda`s kids are so slow and low on initiative i decided to try diana from gerda savegame point (freeing dwarf prince was interesting on 15th lvl but i managed) and rushed off to finish frozen spring quest and take diana. Then things got interesting Got allot thorns on disposal, took dryads in elven lands and some ents and returned to sunset islands and had fun with diana, but when fragile units started dying it got frustrating to spend 4-5 turns at end of each battle to revive them with gizmo/gloth armor combo). Then i load diana save and tried neoka just to see her kids wasnt impresed, and i returned to my old mirabella save and got again from 14th lvl On 24 lvl i did xeona and try her out but again returned on mirabella at that 24 lvl save and played her till end ( had interesting kid combo Rion-great for tanking, Edric-sick griffins, Ingham-you saw my 650 inqisitors , and Cutberth i could do without but what can i do when little bastard popped out of my darling wife ) Funny thing is i got Cutberth with my mage also. This is why i took me 2 weeks to finish game, all this returning to previous wife
You made some weird kid bonuses : some give rage% and spell% bonus both. Why mixing them up, and no rage% + rage inflow%, and spell dmg%+mana% or int% or mana per turn . . .

6) I used Sleem almost always in first round for fishes, but after that only for gloth armor since poison spit and cloud are useless comparing to other spirits. Zerock is great since blades and falling rocks doesnt effect your army and wall is great for blocking when only small force of enemy heroes stay alive. Death is used as often as possible, his all skills are great but soul steal is to expensive on max lvl it cost 100 rage for 70% kill, it`s to much even for warrior. Lina i mostly for gizmo and chargers, orb i used only when borred and wanted to spend rage for no reaosn, since my army did most of work, there was no need for orb. but i regret i didnt lvlup shards. Here`s advice for other players take shards ppl and use it against enemy heroes that cast evli book(all undead heroes)/demon portal(Baal), because with shards you block battle arena and they cant cast summons. It was hard beating Baal with him summoning 2x8 archdemons/2x70 demons every turn.

Didnt use phoenix at all, come on Matt warrior dont need some pansy spells to win a battle I mostly used gift, mass slow/haste, mass initiative. Didint fine blind in all game that`s why i had to drop diana and her fragile army, they are great to play, but hard to keep alive at end of battle with no enemy disabling spells (fear/blind/target...).

9) Inquisitors i made from priests, as i said i used all runes that i need and then just collected them till end of game and. I took inquisitor ksill in mind tree when i decided to go humans till end with mirabella, imagine my surprise when ingham decided to show up

10) With warrior rage is never problem, but mana got problematic couple of times for gift on my medical unit With 650 inquisitors i revived some 7k hp for 15mana gift spell and it was easier to cast chargers then gizmo and hope little alien spaceship didnt go to kill only remaining enemy troop across all map, instead to heal my unit standing right in front of it
Only problematic battles were raab soten, baal, xeona maybe 1/2 more. Surprisingly karador got raped fairly easy with human army (then i still used priests, didnt have knights at all) and priest/inquisitors on undead are great counter, crystal of darkness fall in 2nd turn, rest time i used to control karador army and keep mine alive, finished him in 12 turn.

11) I dont think any reduction in lds part is needed. Enemy all have 25 more stats then you, enemy heroes have 2/3 cast per turn with sick mana regen, +bonus like you from skills. You made reduction in mana/rage inflow during battle and planing to do same to moral/initiative in later turns. So no i dont think any more obstacles are needed You mod is great fun to play, and think about moves you make. I did no loss just to see i i can , but other ppl wont play it that way, and some more lds reductions would turn them off this mod. Also lds reduction from kids arent sure thing, you can get 4 kids with unit specials or all 4 with some non army related bonuses so as you said before it`s all about probability and chance

Quote:
Originally Posted by MattCaspermeyer View Post
Do you think your items are overpowered at all? Do you think you could have done no loss without them? Just curious - I kind of like your item upgrades - what did you do to come up with the upgrade stack sizes?

Lastly, what would your change list be for my mod? Every time I play the game, I create a change list and either make things tougher or try to improve aspects of the game. So let me know what you'd change and I'll start thinking about how to improve it some more...
Only item i changed in my inventory is banner and just to see will in work, all other items are normal as in original settings. If knew how to add moral to items i would so it can lose moral and make you lead less units then max so you have to suppress items without visiting some castle to leave troops in reserve(this goes for +lds/-lds% items, because i used dwarf hammer throughout all taron and suppressed it at least 10 times thx for 23k exp As for upgrading items i used already existing with most similar stats, as i said above for this banner most similar is officer to general upgrading fight so i used it.

Changes, hm . . . i asked in last post on 10th page about making something similar as healer skill bonus for priest/inquisitor in other skills for other units.
Expl : in glory since it lets you lead more troops adding bonus for summoning troop (dryad, ent, ancient ent, druid i say all elf units since they get least bonuses from other skills, and i think paladin mind tree can get a bit improvement).
Necromancy to add higher magic shackles lds for necromancer, more dmg for cursed ghost scream, maybe more dmg for dragon poison ability.
Archmage stronger totems (5/10/15% maybe) and 2/5/10% more magic dmg to units listed. And add beholders here instead dark commander, both beholders are magic unit they belong here (also giving more lds in hypnosis for evil would be great).
There is no skill to help dragons, my idea is to kick hyena,wolf and rest of small potatoes from dark commander and add dragons there.
How about adding fear (like wolf howl) to archdemons?) Here they dont have half talent, so at least they could be used for crowd controlling . . . even as i write this i see my next battle with Baal if this gets in game That would be interesting fight with his summons.

And in the end great work with catapult/furious new abilities
What do you mean beta phase ? Like sharing mod on tread, or start selling it on steam
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  #105  
Old 12-22-2011, 06:48 PM
MattCaspermeyer MattCaspermeyer is offline
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Smile Awesome comments!

Quote:
Originally Posted by Fatt_Shade View Post
1) Yea charge is great, with rush skill, it makes horseman awsome in first round. I didnt use it allot since my griffins were always first in enemy lines, and after them i charge in with horseman and make interesting dmg and block enemy rangers. Later when i got marshal baton and had +3 moral for humans i stopped using it since crit is better them special ability any time. But great idea for it any way, it`s useful ability
Great to hear! I'm actually surprised that they didn't add it in AP/CW, but rather gave the ability to the Cerberi and Brontors.

Quote:
Originally Posted by Fatt_Shade View Post
2) It more then twice exp from 30 to 31 550000 30th vl, for 31 1150000exp, but you added on learning +30% exp , and +50% vs undead/demon for holy knight so it`s possible and i didnt even had 1 kid for sp_addexp_battle bonus In my calculation i finished with about 1250000 exp roughly, but counter stops at reaching 31st lvl so it`s not important any way after that.
550,000 * 1.8 = 990,000 (and for +50% to undead/demon it will be less than that since there are not that many of them!), but okay I think maybe you got more experience from suppressing items multiple times, so I think I'll bump it to 2,000,000! That way you can't quite get there, but your experience will keep tallying!

Quote:
Originally Posted by Fatt_Shade View Post
3) I didnt show mind skill tree, but there i took only 1 lvl for greed because in this game i never had problems with gold just there is no thing so expencive to spend huge amounts of it. Only time i save up is on start if some item for +10 runes is available in starting locations so i go around with cheap army waiting to buy it Also runes i took all skills i needed (all might tree max lvl , in mind only left trade and greed on 1 lvl , magic also took what i needed so runes werent problem also)
Okay sounds great! I was wondering if you bought crystals for spells, but it looks like you had enough and you didn't need the runes so okay (I finish with that much gold, too, usually, although this time I'm hoping to buy more crystals for spells!).

Quote:
Originally Posted by Fatt_Shade View Post
4)Yes that was my testing of upgrading items. I dded upgrade for heroism banner so it gives 600lds +1 initiative for 1-4 lvl units. I made it so upgrading takes same battles as officer baton(500lds)-general baton(750lds) battle.

5) When i managed to kill Kraken on 11 lvl with no problems i took mirabella and saved game, then i rushed to dwarf lands and try to free gerda and did it also with little problem so i returned to sunset islands to see her kids (i had bunch of enemy left there since i only killed kraken and lucky james), but seeing gerda`s kids are so slow and low on initiative i decided to try diana from gerda savegame point (freeing dwarf prince was interesting on 15th lvl but i managed) and rushed off to finish frozen spring quest and take diana. Then things got interesting Got allot thorns on disposal, took dryads in elven lands and some ents and returned to sunset islands and had fun with diana, but when fragile units started dying it got frustrating to spend 4-5 turns at end of each battle to revive them with gizmo/gloth armor combo). Then i load diana save and tried neoka just to see her kids wasnt impresed, and i returned to my old mirabella save and got again from 14th lvl On 24 lvl i did xeona and try her out but again returned on mirabella at that 24 lvl save and played her till end ( had interesting kid combo Rion-great for tanking, Edric-sick griffins, Ingham-you saw my 650 inqisitors , and Cutberth i could do without but what can i do when little bastard popped out of my darling wife ) Funny thing is i got Cutberth with my mage also. This is why i took me 2 weeks to finish game, all this returning to previous wife
You made some weird kid bonuses : some give rage% and spell% bonus both. Why mixing them up, and no rage% + rage inflow%, and spell dmg%+mana% or int% or mana per turn . . .
Good job with Mirabella and her babies!

Well, you know, if the HOMM3 heroes had skills like that, then the bonuses fell that way!

Quote:
Originally Posted by Fatt_Shade View Post
6) I used Sleem almost always in first round for fishes, but after that only for gloth armor since poison spit and cloud are useless comparing to other spirits. Zerock is great since blades and falling rocks doesnt effect your army and wall is great for blocking when only small force of enemy heroes stay alive. Death is used as often as possible, his all skills are great but soul steal is to expensive on max lvl it cost 100 rage for 70% kill, it`s to much even for warrior. Lina i mostly for gizmo and chargers, orb i used only when borred and wanted to spend rage for no reaosn, since my army did most of work, there was no need for orb. but i regret i didnt lvlup shards. Here`s advice for other players take shards ppl and use it against enemy heroes that cast evli book(all undead heroes)/demon portal(Baal), because with shards you block battle arena and they cant cast summons. It was hard beating Baal with him summoning 2x8 archdemons/2x70 demons every turn.
That's a good one on Shards - I find that I always cast it and it gets in my way! So why not let it get in the enemy's way?!

You know, I didn't consider spamming it in the rage cost and rest, so I might have to revisit that ability's mana cost and rest. Hmmm...

Quote:
Originally Posted by Fatt_Shade View Post
Didnt use phoenix at all, come on Matt warrior dont need some pansy spells to win a battle I mostly used gift, mass slow/haste, mass initiative. Didint fine blind in all game that`s why i had to drop diana and her fragile army, they are great to play, but hard to keep alive at end of battle with no enemy disabling spells (fear/blind/target...).
That's cool - good to see you using mass slow / haste and mass initiative. I usually don't use those since I'm mostly finishing up with Demons and my Demonesses get the big boosts from Anga's Ruby!

Quote:
Originally Posted by Fatt_Shade View Post
9) Inquisitors i made from priests, as i said i used all runes that i need and then just collected them till end of game and. I took inquisitor ksill in mind tree when i decided to go humans till end with mirabella, imagine my surprise when ingham decided to show up
Duh! Of course! I totally forgot about that!

Quote:
Originally Posted by Fatt_Shade View Post
10) With warrior rage is never problem, but mana got problematic couple of times for gift on my medical unit With 650 inquisitors i revived some 7k hp for 15mana gift spell and it was easier to cast chargers then gizmo and hope little alien spaceship didnt go to kill only remaining enemy troop across all map, instead to heal my unit standing right in front of it
Yah, you have to be a little careful with Gizmo! It will still attack the enemy army if it considers them to be a bigger threat. Gizmo is great for res'ing higher level units, but not so good for a couple of level 1 or 2 units (because you can do that!).

Good to hear that you're using Chargers - they give good mana and rage until the first 50% drop so you have to use them early in the battle! At least, though, they store the mana / rage boost when they're cast so that you can save them for later if you can protect them from being used.

For Gift, at least you have to have it at Level 2, and you probably noticed you can't use it on Level 5 units.

Quote:
Originally Posted by Fatt_Shade View Post
Only problematic battles were raab soten, baal, xeona maybe 1/2 more. Surprisingly karador got raped fairly easy with human army (then i still used priests, didnt have knights at all) and priest/inquisitors on undead are great counter, crystal of darkness fall in 2nd turn, rest time i used to control karador army and keep mine alive, finished him in 12 turn.
Yah - I learned my lesson with Raab Sotten last game, where I released him too early and had to fight him when I was level 23, I think! That one was tough!

Karador was kind of a let down - I think I'm going to do something with that crystal! I was expecting a better battle from him last playthrough so when I get to him this time, I'm going to make the crystal do better stuff! Mass sheep anyone? Okay, just kidding!

But I'll think of something!

I'm also thinking of giving Haas a unique spell or two. Can you say summon dragons!

Quote:
Originally Posted by Fatt_Shade View Post
11) I dont think any reduction in lds part is needed. Enemy all have 25 more stats then you, enemy heroes have 2/3 cast per turn with sick mana regen, +bonus like you from skills. You made reduction in mana/rage inflow during battle and planing to do same to moral/initiative in later turns. So no i dont think any more obstacles are needed You mod is great fun to play, and think about moves you make. I did no loss just to see i i can , but other ppl wont play it that way, and some more lds reductions would turn them off this mod. Also lds reduction from kids arent sure thing, you can get 4 kids with unit specials or all 4 with some non army related bonuses so as you said before it`s all about probability and chance
Good - I really wasn't looking forward to changing it.

It's really kind of cool how as you're playing you start to realize you need all those guys for the end!

Quote:
Originally Posted by Fatt_Shade View Post
Only item i changed in my inventory is banner and just to see will in work, all other items are normal as in original settings. If knew how to add moral to items i would so it can lose moral and make you lead less units then max so you have to suppress items without visiting some castle to leave troops in reserve(this goes for +lds/-lds% items, because i used dwarf hammer throughout all taron and suppressed it at least 10 times thx for 23k exp As for upgrading items i used already existing with most similar stats, as i said above for this banner most similar is officer to general upgrading fight so i used it.
Good idea for adding morale to it - I'll see if I can figure out how to do that so you won't get away with using it without consequence!

Quote:
Originally Posted by Fatt_Shade View Post
Changes, hm . . . i asked in last post on 10th page about making something similar as healer skill bonus for priest/inquisitor in other skills for other units.
Yep - noted!

Quote:
Originally Posted by Fatt_Shade View Post
Expl : in glory since it lets you lead more troops adding bonus for summoning troop (dryad, ent, ancient ent, druid i say all elf units since they get least bonuses from other skills, and i think paladin mind tree can get a bit improvement).
That's a good idea with Glory! I think I'll have it apply to all units that summon backup units.

Quote:
Originally Posted by Fatt_Shade View Post
Necromancy to add higher magic shackles lds for necromancer, more dmg for cursed ghost scream, maybe more dmg for dragon poison ability.
I didn't think there's a leadership requirement for magic shackles, but maybe you mean Animate Dead? Those are all good ideas - I'll have Necromancy give bonuses to Undead unit abilities.

Quote:
Originally Posted by Fatt_Shade View Post
Archmage stronger totems (5/10/15% maybe) and 2/5/10% more magic dmg to units listed. And add beholders here instead dark commander, both beholders are magic unit they belong here (also giving more lds in hypnosis for evil would be great).
Ah - you're reading my mind! You don't know how close I've been to adding Beholders to the Archmage list! I figured people, would say they're not mages! But they are! Okay, done! I'll keep them in Dark Commander, too, though, so they'll get both bonuses!

Quote:
Originally Posted by Fatt_Shade View Post
There is no skill to help dragons, my idea is to kick hyena,wolf and rest of small potatoes from dark commander and add dragons there.
I did consider adding Dragons to Dark Commander, but thought they didn't need any help and the Emerald ones kind of prevented me from doing it. Why not add them, though? I'll leave the hyena and wolf since they need all the help they can get, but I'll add all the dragons!

Quote:
Originally Posted by Fatt_Shade View Post
How about adding fear (like wolf howl) to archdemons?) Here they dont have half talent, so at least they could be used for crowd controlling . . . even as i write this i see my next battle with Baal if this gets in game That would be interesting fight with his summons.
I've been thinking about what to add to Archdemons - Fear has always been a good choice, but I'm thinking of giving them the Sheep ability. I think I'd make it have just 1 charge, but that would be potentially interesting. I think I'd have their Fear also work like the Devilfish's where it is applied post-hit otherwise it is the same as wolf-cry, but maybe that's okay? Or give them mass sheep! Ha! Ha! 1 charge and non-chargeable too since Gift only works on level 1-4 units! Hmmm...

Quote:
Originally Posted by Fatt_Shade View Post
And in the end great work with catapult/furious new abilities
Thanks! It took my a while to make that spinning axe icon and the color might still be a little off, but it's okay for now.

I think I might have an idea for Ogres - Shrunken Head! It basically would work similar to Pygmy, but also with a chance to confuse the unit or something like that possibly... Too bad I can't make it just shrink the unit's head! That'd be cool!

Quote:
Originally Posted by Fatt_Shade View Post
What do you mean beta phase ? Like sharing mod on tread, or start selling it on steam
Well, I was thinking of sharing the mod on the thread soon...

It'd be nice to be able to sell it! But unfortunately, the HOMM3 pictures are copyrighted so I couldn't do that without removing them.

Thinking of the future for modders, though, I don't think it would be unrealistic to ask $0.99 just like an iTunes song! Money doesn't grow on trees after all!

Well, thanks for all the great comments - I've got a lot of work to do implementing your ideas!

But it's Christmas so I'm going to try to relax... just a little bit!

/C\/C\
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  #106  
Old 12-22-2011, 07:43 PM
Fatt_Shade Fatt_Shade is offline
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Originally Posted by MattCaspermeyer View Post
550,000 * 1.8 = 990,000 (and for +50% to undead/demon it will be less than that since there are not that many of them!), but okay I think maybe you got more experience from suppressing items multiple times, so I think I'll bump it to 2,000,000
But consider this : you fight in order game is planed Darion-Taron-Elenia (all battles here will get you to some 300-350k exp)-Undead lands-Demonis-Orc lands (this last 3 locations have 600-650k exp, double more then first half of game), so later locations have maybe lees battles but in demonis-undead lands every battle gave me around 6000exp with normal creatures, not heroes. And i calculated all quest rewards get to about 200k exp.All item suppressing i did is less then 40k (23k from dwarf hammer, some 5k elven crown and maybe 15k for all others, marshal baton doesnt lose moral, my legendary banner only 1300 exp worth, suppressing blackthorn crown 300 exp worth only nuisance later in game)so it was only so i can use item ,not as source of more exp.

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Originally Posted by MattCaspermeyer View Post
Okay sounds great! I was wondering if you bought crystals for spells, but it looks like you had enough and you didn't need the runes so okay (I finish with that much gold, too, usually, although this time I'm hoping to buy more crystals for spells!).
For warrior crystals arent much needed, army is my main source of costs since no much use from sacrifice. First time i played this game i got excited when i ran on dragons in shop and spend all gold on them with no idea how actually to use them (12 black dragons, 15 red 15 green . . . that allot of gold) now i bought 200 knights/horseman 500k gold all of them, 650 inquisitors 200k gold so all together my whole army didnt cost more then 1-1,2 mil.

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Originally Posted by MattCaspermeyer View Post
That's a good one on Shards - I find that I always cast it and it gets in my way! So why not let it get in the enemy's way?!
You know, I didn't consider spamming it in the rage cost and rest, so I might have to revisit that ability's mana cost and rest. Hmmm...
Rage for warrior isnt problem with 200 rage pool my regular course was piranha(45 rage)-black hole(60rage)-blades/falling rocks(40/45rage)-maybe rage draining/gizmo(15/70 rage) and then chargers/gloth armor. All this with anger and inquisitors as rage generators isnt problem. Mage on other side i had completely different spirits usage but that`s way it supposed to be.

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Originally Posted by MattCaspermeyer View Post
For Gift, at least you have to have it at Level 2, and you probably noticed you can't use it on Level 5 units.
I didnt used any 5th lvls, but if i did what 5th lvl unit have some skill that need gift for it ? No rune mages for revive, or ogres with drain in tL

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Originally Posted by MattCaspermeyer View Post
I'm also thinking of giving Haas a unique spell or two. Can you say summon dragons!
No need for unique spell, just make him use illusion. If demon heroes can summon archdemons why not him use illusion on his 5th lvl army. Here you cant use dispel on summoned units, so it will make his battle a bit harder. As it is now many enemy heroes use mass shackles or doom which isnt big problem, but those that cast sheep/blind often are pain in ass.
Also did you changed hypnosis from original settings ? Now it give`s control of % of players lds so for mage it`s absolutely useless, and i dont think any self aware warrior would use hypnosis on enemy so how about buffing hypnosis a bit.

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Originally Posted by MattCaspermeyer View Post
I did consider adding Dragons to Dark Commander, but thought they didn't need any help and the Emerald ones kind of prevented me from doing it. Why not add them, though? I'll leave the hyena and wolf since they need all the help they can get, but I'll add all the dragons!
I didnt think kick small units off, but be honest how many games you play using hyena/wolf/even spiders, snakes are interesting but rest of animal kingdom arent much interesting to use (just my opinion). Dragons on other hand are great for crowd controlling with fear and esier to keep alive with gizmo.

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I've been thinking about what to add to Archdemons - Fear has always been a good choice, but I'm thinking of giving them the Sheep ability. I think I'd make it have just 1 charge, but that would be potentially interesting. I think I'd have their Fear also work like the Devilfish's where it is applied post-hit otherwise it is the same as wolf-cry, but maybe that's okay? Or give them mass sheep! Ha! Ha! 1 charge and non-chargeable too since Gift only works on level 1-4 units! Hmmm...
Try finding in AP/CW files how does demon/executioner post hit fear works, and just copy it here. Wolf howl on them would be bad now that i think about it, but sheep with reload 4 would be better (1 charge not even useful) and this way if you play with them you can use them for controling enemy later in battle for saving your army. Or playing against them makes you focus archdemons to stop them from perma wool your army If they use their 1 charge you no need to fear them any more, but if you knew next turn it will be recharged ...well you get my hint. This would make 5x1 archdemon army interesting to fight against

Great work so far Matt, enjoy holidays and get rest before going with this on AP/CW field
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  #107  
Old 12-23-2011, 02:48 AM
MattCaspermeyer MattCaspermeyer is offline
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Smile Enjoy your Christmas!

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Originally Posted by Fatt_Shade View Post
But consider this : you fight in order game is planed Darion-Taron-Elenia (all battles here will get you to some 300-350k exp)-Undead lands-Demonis-Orc lands (this last 3 locations have 600-650k exp, double more then first half of game), so later locations have maybe lees battles but in demonis-undead lands every battle gave me around 6000exp with normal creatures, not heroes. And i calculated all quest rewards get to about 200k exp.All item suppressing i did is less then 40k (23k from dwarf hammer, some 5k elven crown and maybe 15k for all others, marshal baton doesnt lose moral, my legendary banner only 1300 exp worth, suppressing blackthorn crown 300 exp worth only nuisance later in game)so it was only so i can use item ,not as source of more exp.
I guess you're right since you did it!

I'm still going to bump up to 2,000,000, though...

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Originally Posted by Fatt_Shade View Post
For warrior crystals arent much needed, army is my main source of costs since no much use from sacrifice. First time i played this game i got excited when i ran on dragons in shop and spend all gold on them with no idea how actually to use them (12 black dragons, 15 red 15 green . . . that allot of gold) now i bought 200 knights/horseman 500k gold all of them, 650 inquisitors 200k gold so all together my whole army didnt cost more then 1-1,2 mil.
Yah, I wasn't sure which spells you spent your crystals on - plus which school or schools did you get to Level 3?

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Originally Posted by Fatt_Shade View Post
Rage for warrior isnt problem with 200 rage pool my regular course was piranha(45 rage)-black hole(60rage)-blades/falling rocks(40/45rage)-maybe rage draining/gizmo(15/70 rage) and then chargers/gloth armor. All this with anger and inquisitors as rage generators isnt problem. Mage on other side i had completely different spirits usage but that`s way it supposed to be.
Yah, you said it - different play styles for each class. I like that you got your rage pool to 205! Reaping is pretty expensive, but when you can do over 20K damage towards the end of the game, it should cost that much!

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.

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Originally Posted by Fatt_Shade View Post
I didnt used any 5th lvls, but if i did what 5th lvl unit have some skill that need gift for it ? No rune mages for revive, or ogres with drain in tL
You know, I don't really use any either! At least later in the game. I do enjoy using Cyclops when you have a chance to get them and they work well with any of the early wives really. I also use Giants with Gerda when I get her. I also got Rashka last game and had Red Dragons with his bonus, but only used them in certain situations because if they all got killed then even Gizmo couldn't resurrect them!

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:
Originally Posted by Fatt_Shade View Post
No need for unique spell, just make him use illusion. If demon heroes can summon archdemons why not him use illusion on his 5th lvl army. Here you cant use dispel on summoned units, so it will make his battle a bit harder. As it is now many enemy heroes use mass shackles or doom which isnt big problem, but those that cast sheep/blind often are pain in ass.
You know, Haas has Phantom! I'm not sure why he doesn't use it - I might have to look at the AI scoring for that spell, but I know I've seen other heroes use it!

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:
Originally Posted by Fatt_Shade View Post
Also did you changed hypnosis from original settings ? Now it give`s control of % of players lds so for mage it`s absolutely useless, and i dont think any self aware warrior would use hypnosis on enemy so how about buffing hypnosis a bit.
You know, you're right - I think I just need to give it more power and it'll be okay. It doesn't scale as high as I thought it would since it is encumbered by the Mage's lower leadership, but if I give it more power it should be okay...

Quote:
Originally Posted by Fatt_Shade View Post
I didnt think kick small units off, but be honest how many games you play using hyena/wolf/even spiders, snakes are interesting but rest of animal kingdom arent much interesting to use (just my opinion). Dragons on other hand are great for crowd controlling with fear and esier to keep alive with gizmo.
Not very many - that's why I've tried to help them out! At least you had Royal Snakes at the end!

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:
Originally Posted by Fatt_Shade View Post
Try finding in AP/CW files how does demon/executioner post hit fear works, and just copy it here. Wolf howl on them would be bad now that i think about it, but sheep with reload 4 would be better (1 charge not even useful) and this way if you play with them you can use them for controling enemy later in battle for saving your army. Or playing against them makes you focus archdemons to stop them from perma wool your army If they use their 1 charge you no need to fear them any more, but if you knew next turn it will be recharged ...well you get my hint. This would make 5x1 archdemon army interesting to fight against
You know, I agree with you here! After I typed the 1 charge post I went for a drive to do some Christmas shopping and kept thinking that it would be pretty useless if it was only 1 charge, but if it was reloadable, just as you mentioned, then it would be a force to be reckoned with!

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...

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Great work so far Matt, enjoy holidays and get rest before going with this on AP/CW field
Thanks, you too!

Yep, onto AP/CW hopefully soon!

/C\/C\
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  #108  
Old 12-23-2011, 12:02 PM
Fatt_Shade Fatt_Shade is offline
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Originally Posted by MattCaspermeyer View Post
Yah, you said it - different play styles for each class. I like that you got your rage pool to 205! Reaping is pretty expensive, but when you can do over 20K damage towards the end of the game, it should cost that much!
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.
Well only in skills is 100 rage, 25 on start, i ate 9 rats so in all game of 31 lvls and some altars i got 60 rage, not much.
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.
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  #109  
Old 12-23-2011, 06:27 PM
ShuiMienLung ShuiMienLung is offline
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Sleem ... cloud are useless comparing to other spirits.
Probably my most frequent use of Cloud is once it gets up in the 13+ count of attacks: that's good for *two* turns of casting Magic Spring on the unit I've got sitting under it. (Possibly while Invisible. And most likely a Vampire of some sort.)

Or when you've got a last no-retaliation enemy unit surrounded by thousands of Thorns, you put a Magic Spring on one at the end of one turn, on another at the beginning of the next turn (I'm assuming that either you are not a Mage, or you are and have already used up all of your Higher Magic capabilities), and then park the cloud over it to generate +10 per pulse several times.

I don't really CARE about the damage the cloud inflicts, even to enemies. All I care about about is that it's a fairly minimal (survivable) amount being inflicted on ME, to trigger the Spring.
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  #110  
Old 12-23-2011, 07:35 PM
Fatt_Shade Fatt_Shade is offline
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@ShuiMienLung
It`s nice idea, but not really possible in this mod. Matt changed mana/rage inflow here so at round 20 all mana/rage is 0 no matter how much mana spring you use it just wont give you anything in return when enemy hit that unit, or making any amount of dmg wont give you new rage after 20th turn. So what you accumulated up until then, has to be enough. It makes sense, the longer battle is your/enemy troops are more tired and less angry (rage) so it`s great feature of this mod.
Also some rage spirit skills are changed, poison cloud among them so now it makes higher area dmg then before, but 2000-4000 dmg, 1/2/3 attacks at max lvl for 70 rage. Even in original game setings i dont remember how many time i cast poison cloud just to see if flying around arena dmging my own troops and never even touching enemy army
Give it a try ShuiMienLung , ask Matt to send you mod files and have fun. He said he`ll start working on changing mod for armored princess soon. I guess just when he finishes if, new KB-WotN game will get out so he can start on adaptation for it also (there are going to be valkyris so marrying them and having kids will be same as here)
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