Quote:
Sounds like immobilizing the guards is the way to go - looks like I need to find out how to do this - is Grandmaster available for download somewhere? I can do a little comparison of the files to see how they did it...
|
I attached the GM mod to this message.
Quote:
You know, I wonder how much the original King's Bounty factored into no loss for the new King's Bounty. I've read posts here where people complain if they can't do no loss.
|
They do "no loss games",because thats a way to challenge themselves . But for me it's a boring way. The game should be made harder with mods like yours for example
Quote:
But if you play HOMM, then you're losing troops all the time.
|
Actually I am not loosing any troops ,except some 1st level units,that are not so important in late game anyway.
Quote:
And the children are the same level as their wife so you get better and better babies with the later wives.
|
I have noticed that. At least a list with the possible bonuses of the babies when you you hover the mouse over the wife would be nice.
Quote:
You know, I've been considering for AP / CW to change artifacts with -stats to either get rid of the -stat part or make them better so to your point, I probably should look at the original items and see if they can use a boost.
I think what I'll do here is if I make any changes to the AP / CW items I'll eventually roll those back into the TL items.
|
Sounds good
Quote:
Well, unfortunately, Sheep duration is 1, 2, 3 - so it is already minimum with a minimum increase in duration for each level. Plus you're spending 22, 38, and 55 mana for affecting level 1-2, 1-3, and 1-4 troops. So a Warrior will spend 55 mana and if they are lucky, may get it up to 4 duration if they have 15 Intellect @Sheep Level 3. The Warrior's Mana pool is roughly half the Mage's (just like the Mage's Rage pool is roughly half the Warrior's) so expect them to have about 100 or so mana. At Level 3 Sheep, this would be 50% of the Warrior's mana pool for one Sheep cast. For mage, you can probably get it up to 6 turns if you get yourself to 45 Intellect and it would be roughly 25% of your mana pool. Don't forget that it is also adjusted by enemy magic resistance so it could get reduced if you cast it on an Elf troop (they usually have magic resistance), for example.
So I think you'll find that the cost / duration are appropriate...
|
I still don't agree. Sheep's duration should be 1,1,2 or maximum 1,2,2 and with the intel boost it will go up and ofcourse one of the babies of Feanora which gives -14% magic resistance to enemies increases the duration further. And that particular baby is like level 10 ,compared to the others.
Quote:
Evidently not! Maybe I got hit in the head with the cannon!
Okay, all kidding aside, I didn't change this, but it sounds like you think that Cannoneers should have a melee penalty. So I will consider...
|
Sorry about that. I initially thought that you changed this unit to have no melee penalty. Maybe I remembered it wrong from GM where it has penalty. But it's not a big deal anyway,so don't bother. Sorry one more time, I thought it's just a bug in your mod.
Quote:
[*]I'm also considering making eunit be additive for resistances (right now it is multiplicative and so if you have 0% resistance then it is unaffected), but I think it probably will be way too potent. Can you imagine all enemies with +50% Resistance All at the end of the game! Yikes!
|
That will make the creature unbeatable ,so probably you shouldn't do it. Otherwise your ideas sound really good. I hope you will successfully implement them.