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#141
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I didn't realize that all the skill trees have 12 skills (I guess 2 of the skills are not shown depending which class use. So I can't move any around without one being really cramped and the other looking a bit sparse. It's okay that Start Defense is in the Might Tree - not everything has to be in the Mind Tree when it comes to defense. I might move the %Critical Hit from Training to Learning, though. And I've made Tolerance not only do the race morale thing, but also increase the unit's tolerance to damage, i.e. resist all at 5 and 10%. I also have essentially broken up the +1 Morale from Tolerance level 2 to +1 Morale to Dwarves, Elves, and Humans in Diplomacy level 1, then Neutrals and Orcs for Dipomacy level 2, and then Demons for Diplomacy level 3. This will hopefully make the Diplomacy skill more interesting and keeps all the morale bonuses that I had before, albeit split between a skill's 3 levels instead of one skill level. Okay, let me try to work on getting the mod released! ![]() /C\/C\ |
#142
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Yah - just see if you still think so when you've been playing it for a while. There's always going to be phases of the game that seem too easy and others that seem to hard. All in all, though, if you find that it is too easy throughout the entire game, then a change is most likely warranted... Quote:
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Well, I'm trying to avoid adding the expansion units - I'd love to have Royal Griffins, but I figured if I'm going to add units from the other expansions, I might as well just mod that expansion. Also, I wish I could add other unit upgrades than Priest to Inquisitor, but it seems the game was either hard-coded to only allow that single upgrade or I haven't figured out how they did it yet. I did look, though, for quite a while and didn't find anywhere where it was done in the LUA scripts... I know that you can use the Crosswords code to do it, but I wanted to use the upgrade button that the Priests get. So I decided, to leave it be. Well, once again, this is probably a reason to mod that expansion - I could probably pull all the items from those expansions into The Legend, but it just wouldn't seem right. Those are some good ideas, though, keep 'em comin'! ![]() /C\/C\ |
#143
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/C\/C\ |
#144
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Okay, I just implemented a new feature for (Veteran) Orcs!
Essentially the way it works is that if the (Veteran) Orc cannot retaliate and they receive a critical hit, then they become very angry! This allows them to either: 1) If they have already moved, then move again or 2) If they haven't moved, then they get +50% speed for the remainder of the round and +1 initiative for the remainder of the combat! I've been experimenting with it and it seems to work pretty well and makes attacking (Veteran) Orcs much more tricky when you have high critical hit! See the screenie! By the way, this ability works for both Orcs and Veteran Orcs hence the (Veteran) Orc designation. /C\/C\ Last edited by MattCaspermeyer; 01-12-2012 at 05:04 PM. Reason: Clarified that it works for both Orcs and Veteran Orcs |
#145
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Nice idea for veterans, similar to demon rage. I guess this can be best used to intercept enemy range/magic units. You run to them and wait, since they cant attack your other units they attack veterans spend their turn and veterans act after that and block other enemy unit and so on. Use 1 unit to block whole enemy line
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#146
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Here's the screenies of the Phoenix Cast Sacrifice ability.
The ability resurrects units up to the Phoenix's level and also recharges and reloads the target unit's abilities as well as dispelling negative effects. /C\/C\ |
#147
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Nice work on all of this Matt
![]() Phoenix works great, about all this no charges idea still thinking about it, maybe i`ll return this to original in my game. As for bone dragons i think they should be weaker, since only 1300 lds and almost same dmg for poison cloud like black/red dragon with their aoe attacks. Basic dmg is ok, but cloud is a bit OP and it have 100% poisoning while black/red dragon have much lower burning% on special attacks. Orcs should b much more interesting to play now. And you have in your mod files 2 folder with same files inside them mod_homm3_babies_en_lng and mod_homm3_babies_eng_lng. Why ? Here`s crazy idea : in AP/CW we have awaken dragon (mage can use pet dragon 3 time/turn with enough rage, which i did many times), so how about giving warrior in his special skills 1/2/3 times using rage spirits 2 times per turn like 1st lvl anger he can use spirits 1 bonus time per turn, 2nd lvl anger 2 times double rage spirit, 3rd lvl anger he can double use spirits 3 times in battle. Last edited by Fatt_Shade; 01-14-2012 at 03:15 AM. |
#148
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Yah, I hope so - should be fun! ![]() Quote:
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![]() You know if I'm able to do this, we'll probably have to give the Paladin at least one round of both double cast and double spirit otherwise he's going to be seriously underpowered when compared to Mage and Warrior... Okay, sounds great, will look into these issues... /C\/C\ Last edited by MattCaspermeyer; 01-14-2012 at 04:15 AM. Reason: Updated status of changes... |
#149
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For paladin tree idea : - Why not moving healer skill into the paladin tree ? - Power of light : overpower light spell. * Heal : heal additionnal ally unit * Res : res more * Divine armore : last longer * Circle of light : increase radius * Magic source :increase mana gain. - disable morale of living item (i hate them ![]() Quote:
![]() Humm i found a bug. I fight undead into a cemetery.No hero with them. This is their characteristic -GHOST attack 83 defense 40 (protected at 95% for physical,poison,magic) initiative 12 speed 12 health 124 dommage 12-24 - Dark knight attack 116 defense 77 (protected at 92% for physical, 95% poison) initiative 9 speed 6 health 496 dommage 40-52 Rising anger at 9 after one hit. -Skeleton archer attack 14 defense 6 (protected at 11% fire / 95% poison) initiative 12 speed 6 health 24 dommage 4-7 edit : Ok it affect also other enemy unit (not mine). Their speed is increased, their health and dammage too (less than undead though). I must admit i can't win any battle now. ![]() Last edited by saroumana; 01-14-2012 at 09:02 AM. |
#150
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Hm . . . only thing i found about High magic usage spell book in battle is in arena.lua file :
-- Âűńřŕ˙ ěŕăč˙ (íŕ÷ŕëî) local t = skill_power2( "hi_magic", 1 ) Logic.hero_lu_var( "double_book_charges", t ) if t > 0 then t = 2 else t = 1 end Logic.hero_lu_var( "book_times", t + book_extra_times ) Do you have any idea how to make this work for rage spirits ??? First changing skill.txt and skills.lua to add double_rage_spirit_charges in anger skill 1,2,3 times in battle ( i think this would be fair since you moved most defense bonuses from might skill tree to mind). Then add in arena.lua similar part like for high_magic just for rage spirits and connect this with it`s reference in skills.* files . . . i have no idea will tihs work, i try in my game and cant make reference for chest double use, because i cant find how it`s made for spell book double cast. As for making it fair for paladin, how about changing warrior/ paladin lds gain when lvlup ? Warrior is for fight and rage (skirmish/gerila type of combat, fast and hard attack on enemy army), paladin is charismatic and army like him, so he should lead bigger army then warrior. So warrior have elite fighters filled with rage that allow him to use rage spirits twice per turn, and paladin can lead more troops. What do you think ? Also in skills.txt, higher magic in pars=1,100%,+1,+10 for 1st lvl. What is this 100% used for ? I can find it in skill.lua or eng_skill.lua any reference to this parametar ![]() Last edited by Fatt_Shade; 01-14-2012 at 01:26 PM. |
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