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Spirits of Rage All information about Spirits of Rage |
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#11
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I think you made a good choice with Poison Cloud
You probably made a good choice with picking Poison Cloud because I found the stock Gizmo seriously lacking.
I'm actually currently working on the Gizmo routine in CW and the stock AI didn't really work very well there either. I added a lot of "neat" descriptions to Gizmo when it uses its abilities (i.e. Gamma Destructo Ray or whatever its called when it attacks units), variable charges (i.e. in excess of 3, that animate its little "glowy" things on top of it properly), and figured since it was advanced technology, it should be able to not only heal but reanimate "primitive" tissue / creatures. I dramatically improved its AI, although I think I've made an even better improvement in the CW development (that will get rolled back in my TL mod eventually). As far as Poison Cloud is concerned, the primary stock strategy for it is the way you're using it - it was effectively useless at damaging enemies. So I changed its capabilities in my mod making it more suited for what it was intended (i.e. damaging the enemy). You'll find that my mod is replete with examples like this where I took what I thought were poorly implemented spells / unit / spirit abilities and made them more usefull. Also the children give bonuses to units that you may not necessarily consider using and so I find that as I play my mod I use signficantly more units than I did when I played the stock game. For example, if you marry Feanora, her human form gives bonuses to animals while her frog form gives bonuses to snakes, spiders, thorns, devilfish, dragonflies, and beholders. Her children draw mostly from the HOMM3 Fortress heroes and hence give more bonuses to snakes or dragonflies for example. You can also marry Diana (the River Fairy - she gives bonuses to forest creatures) and there is a new Orc wife (Orcelyn) to give bonuses to Orcs. So if you have time in the future to play my mod, I think you'll enjoy it much more than the stock game! /C\/C\ Quote:
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#12
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Poison cloud is even easier to predict. It moves 1 space in the direction that has more enemy unit stacks - but seems to only consider those within 2 spaces, with 50% more weight given to directly adjacent units. The manual says an adjacent space gets 1.5 points of weight assigned for having a unit on it (regardless of size or level) plus 1 point for each of its adjoining spaces that have a unit. When weighting is equal for 2 directions, the cloud generally tries to move upward and to the right. Knowing this can really help you prevent the cloud from hitting your own units when you don't want it to. Quote:
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As for Lina having poor experience gain, I've found her easier to increase than the Reaper. Her abilities all start out giving 20 base experience per use (30 for the shards) and most improvements add +5 more experience per use. Whereas the Reaper only gets 7 base experience for the starting Soul Drain ability, and it only goes up by 2 with each damage enhancement. Rage drain and black hole also offer fairly skimpy base experience. Of course, this is just the base amount and there is the killing bonus to consider, which is an additional amount of experience equal to 1.8% of the leadership of the killed units (up to a certain max based on spirit's level). With enough upgrades, the Reaper's skills can do some pretty significant damage so I guess that will help later on, but at least initially I found Lina easier to level up. |
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