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#111
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I've thought of changing them to an Orc unit a couple of times, but left it as is since they don't have an all race bonus, but it would kinda be neat for them to get a +1 Morale from the Orc Commander Morale bonus. Quote:
You can see that they have an equal chance of Fear, Plague, Weakness, Doom, Sheep, or Curse, but the list gets smaller if the defender is immune to that kind of spell (like Plague has no effect on Demons) and the percent chance is based on level of the defender, too. In the modding example post where I discuss implementation of the ability those percentages were 100% for level 1 and 25% for level 4, but I changed it to what you see in the screenie: 80% for level 1 and 20% for level 4 that way it doesn't always happen. Fear is defininitely going to be an ArchDemon post-hit effect and Sheep a reloadable ability. I'm still thinking about what else to pair with the post-hit effect and I'm most likely going to make it 100% chance, not different chance based on level like I did with the Bone Dragon... ![]() /C\/C\ |
#112
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Yumm, yumm those tasty rats. It was funny first time i went to lucky james mines i just try and got 4 rats in a row form same dwarf so i stick to it and got 8, and 1 more in giant fist below taron.
Phoenix need something, if he survives battle sacrifice (resurrection) would be great. Yes hypnosis you made was really weak Matt 5/10/20% come on why would any1 spend 50 mana to take control of enemy unit 20% of his lds ![]() Here`s crazy idea for those mountains of gold most ppl end game with : in dwarf prince that sell runes be possible to reset items (gladiator sword, banner of faith, anciant amulet, ring of mind) for some 500-750k gold, you`ll get runes but still need to carry item in 50 battles. Or giving his inventory blood potion from AP/CW for 150 lds, with higher price every time you buy it like with runes/crystals. Would it be possible to hard code him to always have those items available, like his runes/crystals are now ? |
#113
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Probably 1,000,000 to reset the item or maybe 500-750K like you mention. Yah, I guess I've forgotten about that potion - that would be interesting... I'll see what I can figure out with respect to your suggestion - I'm not sure if it's possible, but it seems like there should be a way... /C\/C\ |
#114
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Come on Matt , you added new wives with bunch of kids, and you say adding 1 item in Tibold inventory would be problem
![]() And adding those 4 items 3 for +10 runes and +3 int ring in his castle inventory as obligatory item, since i have no idea how to `reset` those items battle counter. But then their price will have to change, if game random them in some other shop it wont cost 1000000 gold ![]() Found miss in xeona children : kid_ignatius you gave +2 attack imps 2 times. kid_fiur you gave all melee 20% bonus dmg, and then +20% more to all units. Is this planed or ...? kid_ignisa same as for fiur +10% melee dmg, and +20% for all units. kid_demeer sp_spell_defense=count,10 , sp_spell_attack=count,10 What does this do? gerda children : kid_ordwald +1 initiative , 2 times mistake or you planed +2 initiative ? neoka children : kid_monere kid_pasis same as for xeona`s fiur/ignisa +10% dmg, then +20% more magic dmg. Planed or ... eng_homm3_babies_neoka in itm_kid_mephala_hint text string change [armorer2] to [armor2] , because game freezes when mephala is born with current settings. eng_homm3_babies_orcelyn : kid_gretchyn you wrote [goblin1] and [goblin21] error ? kid_jabarkas [orc1] and [orc21] also error ? Last edited by Fatt_Shade; 12-25-2011 at 01:12 AM. |
#115
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Typically, each spell has a function to compute its power (pwr_spell_name_attack) and then the hint uses that function to show its values. Well, as it turns out, hypnosis wasn't using its hint, so it was not even working properly! Looks like the developers didn't link the cell selection function to the spell's power function. So, obviously, I'm going to fix it, but I'll have to check it to see what it was really doing since the unit selection script (calccells_hypnosis) was doing its own thing! So even though I had a method for computing its power, it was ignoring what I was doing! Okay, anyway, just a curious thing about hypnosis in that it wasn't coded properly and I'll fix it then evaluate power values... /C\/C\ |
#116
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Same as for hypnosis, problem with demon portal 5/10/20% of heroes lds summon, to low. But here big problem will come when battle with enemy heroes, as i said Baal summon 2x8 archdemons per turn with current settings.
If we change spell that would be much more, ad MUCH bigger problem to defeat him ![]() Also i think gift of life is a bit OP, but you be the judge of that. I just wanted to check how it works and consider that my starting lds was 12k (with warrior this would be even more ridiculous) screen_1. When i try my old mage save, every time i fight enemy hero we both cast phoenix spell. Wasnt it set in original that only 1 phoenix can be present on battle field? |
#117
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I'll also look into Demon Portal, but I did do a lot of testing on that one. Since it is based on leadership, enemy heroes have much higher leadership than you do and that's why you saw Baal summoning such big stacks. I think 5/10/20 will produce pretty close to 100% leadership towards the end of the game at level 3 for a mage, which is pretty good for a permanent stack. Even 50% for an enemy hero can be big stacks just because of the their leadership (I think 40K leadership for an enemy hero is pretty normal - especially with the impossible difficulty modifier). By the way, I'm in the midst of coding up the Archdemon's special abilities. ![]() Sheep seems to work okay, 5 charges with cast every 5 turns is what it's looking like right now. So far for their attack spells I've got: Fear, Helplessness, Pygmy, Magic Shackles, and Blind. This one's been trickier than the Bone Dragon's because I need to add the spell after the enemy retaliates otherwise Blind would automatically cancel. I'm also having trouble with Pygmy - the attacked units don't go small! Hmmm.... seems like a weird problem with the Attack.act_small function. ![]() Hopefully I can get it working, or I'll have to drop Pygmy... ![]() /C\/C\ |
#118
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It took me 60 turns, but when i saw that summoned units doesnt effect lds cap i decided to see how far will it go. Got bored around 60-65 turn, still hilarious summon for 800k lds and over 1 milion dmg
![]() Any idea about phoenix spell ? When both you and enemy hero cast it ? |
#119
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I think the rule is 1 Phoenix per side - I saw in the code where it checks which side it's on. It is probably best that way, otherwise, it would be easy to kill the other's side's Phoenix by casting your own. Also with Gift, I agree with you there - I'll increase its cost a bit. With Archdemon, it looks like Pygmy just won't work for a post-hit effect as I can't get it to be small no matter what I do. I'm now thinking about whether I should give them both Sheep and Pygmy as abilities and still have the other spells as post-hit effects if I can't figure out a way for Pygmy to work properly as a post-hit effect... /C\/C\ |
#120
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Okay, here's the screenies of the new Archdemon and Ogre Abilities and Features.
The new Archdemon ability is Amalgamation - essentially an equal chance to cast Blind, Pygmy, or Sheep on a target. The new Archdemon feature is the post-hit Odium feature - essentially an equal chance to cast Fear, Helplessness, or Magic Shackles on a unit after attacking. I came up with Amalgamation after I couldn't get Pygmy to work properly as a post-hit effect. The new Ogre feature is the post-hit effect Clobber - it has a chance to stun the target and if stun is successful then it also has a chance to knock the target unconscious. I'm also thinking about doing something similar with Giants since their club is bigger than the Ogre's. /C\/C\ |
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