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#1
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Hey Matt, how nice to see you around again! ^^
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Yes, the hint displayed when placing the cursor over the Attack attribute. It seems to overlook Rage quantity. I have not obtained Spirits of Rage cage yet, though. Maybe it's normal. An army based on your level plus some gold. Approx 9000 gold first, then 2700. Also based on your level, I guess. I think the number of units you get should be periodically reduced and lessen overall. Otherwise it's very difficult to actually lose the game. In fact, the mechanic can be exploited. About the 11x damage output. Nevermind. My fault. The floating numbers show both the damage inflicted and the number of units killed mixed together. Hence my confusion. |
#2
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Thanks! I'm not sure how much back I am, but hopefully I'll be popping by more than once a year!
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At any rate, a counter could be used to divide into this value (for example, the first time, it is divided by 1 (so 100%), the second time 2 (so 50%), the third time 3 (or 33.3%), etc.). This would apply to both number of troops and gold. That way every time you die, the value diminishes. I don't have any plans to do any update right now, but let me think about this... Quote:
I do actually have some unfinished changes that are in the works, but it has been so long that I'd have to get my head back into it to see. The biggest issue was that when I added the Black Dragon code from the newer expansions to allow you to map out their fire path, the AI code didn't work properly with the Legend so that sometimes the AI would land on a troop. I changed it so that the AI uses the TL code (which of course works perfectly with the Legend) and then if it is a human player then you use the new code. I also was looking at the bonuses for the babies and comparing them to the tomes and I thought that the tomes bonuses for various HOMM3 skills were possibly better so I was incorporating some of that into the TL baby bonuses. That was a lot of work, but I was working on some automation so that I wouldn't go crazy with manually entering in all the data. There were some other things, that escape me, but hopefully I'll fiddle with it sometime in the near future. Anyway, thanks for the comments! ![]() Matt |
#3
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#4
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There could always be a turn limit, though, I guess where you either lose the battle or start sustaining lots of damage. Note that I took the other tact where I make your troops tired, and you can't regenerate mana / rage any more, etc. so I think this makes up for it pretty well... Quote:
I'm playing (or at least I was) Ice & Fire right now since I never played it all the way through. Unfortunately, I haven't played it in about a month since I have so many other things that are soaking up my time right now... Matt |
#5
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The turn limit is an interesting concept. Moreover, probably complementary with your current penalties approach. First time I saw the penalties in action I really like the concept and how it was implemented, by the way. It makes sense the troops get fatigued over time. Quote:
Minor bugs: - Polar bears critical percent chance bonus derived from Barbarian presence is apparently not applied. The morale bonus shows up/is displayed, and as a consequence attack and defence are improved, but the critical percent remains the same. - Rockfall can frighten instead of stun. It feels ok, though. Watch meteors falling from the sky must be quite scary. A typo: - All bleeding creatures show up as attacked by a werewolf. I mean, when you place the cursor over their claw icon, the description always point to the lupines, regardless the source of the damage. |
#6
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Okay, sorry for the late reply - so many other things going on for me right now... I have no plans to fix any of this stuff in the near term, but hopefully once my schedule frees up I'll get back to this stuff... Matt |
#7
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It would be possible to insert a countdown within combat? I mean, that you only have x seconds per turn to decide your next play/move.
I really miss such a feature. |
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