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#271
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For the Undead, I'm not sure if you used Holy Rain, but it is very effective against them and so is Heal for that matter. Pygmy is also effective against everyone - not sure if you've tried that one. Quote:
I'll revisit this for AP/CW/WotN, but I won't deviate from the formula for increases so I'll see if I can devise a better system for initial spell cost, then the level 2 and 3 increases will already be taken care of... Quote:
With that said, I've rarely played the Knights because by the time you can get them you pretty much have been everywhere and can hire any units you want. I did increase the possibility of more Knights earlier in the game, but that is only probability. I got pretty good mileage out of Knights / Paladins in my first AP playthrough, although the Paladin's Resurrection proved invaluable. Someone created a unit power chart on these forums and I really didn't touch the units that much, but it may need a hand to see if there can be some better balancing done here. I may need to leverage that chart and do some analysis to see if improvements can be made here and there to underpowered units... Quote:
I never played WoG, but I did download it at one point many years ago with intent to try it out. They really expanded on the best game in the HOMM series. I've actually thought about giving the units "difficulty level" abilities for the AI. It would actually be very easy to do as you can give them a new ability and then set it to disabled and then enable it if you are playing a certain difficulty level / map location level (this is how Dragon Arrows works - it enables the Dragon Arrow ability for the archer unit when you cast it on them). Quote:
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I guess I could implement the units and then maybe someone can do the graphics for me! I think I can do all the programming - the Faery Dragons would be similar to the Evil Book for their spell casting function and the Rust Dragon attack can be easily coded. That would be really neat! For the rest of the stuff you mention it just sounds like you're so experienced that you'd need a new game or new content there. Someone on here mentioned joining the AP/CW maps with TL. That would be neat to have a way to go back and forth between the two worlds... Quote:
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Okay, will revisit... Quote:
Okay, I'll look into this as this shouldn't happen. I've been trying to set it up so that if I make a change to a spell it also affects units that use that spell, but it looks like I didn't get this one here... Quote:
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I tried it out and it seemed plenty powerful at a certain point in the game, but did not try them at the end of the game. But I think you can get something like 6-8 shots if you have an archer unit and can shoot anyone with them no matter if they are next to you or not. I'll revisit, but make sure you know these things. I think I can set it up to ignore defense - should I? Quote:
So I'll look into this... Quote:
For right now I've been playing WotN (it seems a lot better with respect to bugs than my first playthrough of the 4 Viking islands) so that I can get a feel for what needs to be modded there as I let the AP/CW development stew for a little while. Matt /C\/C\ |
#272
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Hi again,
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Maybe one or two new skills in the skill tree will be enough. Maybe a "Dragon master" skill,which allows you to control more of the H3 dragons or something else. If you are interested in the idea , I can think more about some skills. Quote:
I like them separated. They look a like, but at the same time offer much diversity. Quote:
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![]() or 50,75,100% but that may be too much. Quote:
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#273
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Right now, I have Rest +1 for each Rage increase, but if it became +1, +2, and +3 and then the Rest decreases were -1 and -2 you'd only be able to use the ability once every 4 turns once it was maxed out. This would mean that you'd only get to use it at full power once for normal battles and twice for hero / tower battles before the Mana / Rage gain reduction kicked in. This would reduce its power if you tend to use it a lot, which it sounds like you either use it as often as possible once you get it leveled up or you let the enemy hang around and use it to pump up your Rage / Mana at the end of battles before finishing off the enemy. I hadn't thought of that strategy, I guess, for when it was maxed out as you'd still get pretty good increases in Rage / Mana even when the 1/2 gain kicked in. It still would not be very effective when at 1/4 (at least for rage gain) as it stands now, but if I increase the rest like I mentioned above I think it will work out okay. As far as the Phoenix is concerned you can see why it is so expensive to cast / learn. I'll be revisiting the Summoning spells for AP/CW/WotN to see what I want to do about this. I actually really like the Phoenix and their Sacrifice ability for resurrecting level 5 units as it makes using Level 5's more viable and not as reliant on Gizmo. In WotN I'm noting that the Phoenix does a heck of a lot more damage than it did in TL/AP/CW. What I did here (same for Evil Book as well) is have the spell power modify all the stats of the Phoenix, including their resistance. And then you see that certain skills also increase their stats including the Destroyer skill for increasing their damage. I like this approach and was thinking of implementing similar in AP/CW, but might reduce the resistance increase by 1/2. We'll see... Quote:
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I didn't change this part in the unit's abilities so it was like this in the original game as well. Here is the Dragon Arrow ability for each unit compared to their normal attack:
The Skeleton Archers get the highest percentage increase and then the Bowmen next. Now that I'm aware of this I'd probably just double the damage for their Dragon Arrow attack and set the Attack / Defense factor to 0. That should make the spell equally useful for Skeleton Archers, Bowmen, Elves, and Hunters as right now it works the best on Skeleton Archers and then next Bowmen and not really so well with the Elves and Hunters (although you do get the shooting when adjacent bonus). Quote:
Well anyway, stuff to think about and I guess we should start a WotN modding thread to discuss it more fully... Once again, thanks for your comments on my mod - I think you've given me some good stuff to think about and I'm certainly going to approach the AP/CW/WotN mod design slightly differently since I've learned a lot from this mod and everyone's comments. ![]() Matt /C\/C\ |
#274
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About spells :
In Ap/Cw mage can easily go to 80+ intellect (highest in tL i got was 45). Phoenix will be indistructible with it.Same for evil book, it will be hard ot kill but also really hard to reload it`s casting in battle after using 3 on 3rd lvl. Some change in it will be needed. Getting new unit in game, try to contact with bladeking77 who made Adventure mod for Cw, and got 3 new fully functional units in it : champion, azure dragon and archer.Maybe he`ll be able to help on this front. Attacking any unit in sleep/snooze will woke it, i`m not sure what is happening in that item battle. Changing rage skills is really thing of personal choice, and it can be optional. Since it`s not hard to mod them and set as player like. Make them anyway just functional. Rest is in our hands ![]() Quote:
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#275
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Sorry for the double post (I also posted on youtube), folks, but I want to reassure Matt read my congrat message:
Wow, I take my hat off, either you did something really remarkable here or are a marketing genius. Seriously Matt, I admire your perseverance and enthusiasm. It seems you did a GREAT job here. Wish me a good journey, I'm gonna try your mod right away. I feel compelled to. Heck, in fact, why isn't it far more popular? Hope my feedback will prove to be useful for you. Just one inmediate suggestion, though: rename to something more noticeable and self explanatory, along the lines of "King's Bounty expansion: X, Y & N, Z rebalance and miscellanea improvements." "Heroes of M&M 3 Babies" sounds nice but confusing. By the way, I have to reply you in a thread I opened years ago. |
#276
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But the "in" for me was the babies and having played HOMM3 all those years ago. As I played TL for the first time I noticed that there seemed like areas that I could improve upon. I didn't really have much of an idea about what to call it, etc. until I had the breakthrough that the NPC wives of TL are the actual mothers of the heroes that you play in HOMM3. So that's why I called it HOMM3 Babies, but maybe there's a better name? I'm certainly open to suggestions... So as I started implementing it, I also thought of improving various aspects of the game that I had noted during my first playthrough. I spent a year on it before I released it here and as you can see, I've been sucked into the modding world ever since. Coupled with the great comments I've received and the organic nature of modding, it seems like every time I play either TL or another game new ideas sprout. I've also actually thought of doing more short videos to show gameplay that I'm working on or conceptual ideas, but just have not done it. Anyway, thanks for the great comments... /C\/C\ |
#277
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Okay, I've been making a lot of changes with my latest unreleased version of the mod.
Now you can talk to Drahha and he's convinced that there must be more Blue Dragons out there somewhere! By the way, he now exchanges Runes for Dragon Eggs! So now that I've added Blue Dragon Eggs (they look just like the Sapphire Egg you get from Ultrax and cost $25k) I've also added Blue Dragons. So I'm open to suggestions on abilities. Note that I'm going to use Drahha as the 3D model and may also use his picture for the 2-D representation or may alter an existing one. We'll see. Here's what I have so far for stats: Attack: 60 Defense: 60 Physical Resistance: 20 Poison Resistance: 5 Magic Resistance: 80 Fire Resistance: 80 Initiative: 8 Speed: 9 Critical Hit: 25% Fire Damage: 120-140 Health: 880 Cost: 20k Leadership: 3k These are meant to be very rare Dragons and hence they should have the best stats. Plus, I'm thinking this is why the other Dragons don't like them very much. Right now, I have placeholder talents of both the Red Dragon and Black Dragon abilities. However, these are just meant to be place holders for actual abilities that we think of. Think of Drahha when thinking about abilities. One idea that I'm thinking about is that they may have an "aura of fear". Units within 1 hex have a chance of fear or something like that. Anyway, those are just thoughts. Also I've added the ability (so far) to exchange Snake Eggs for Crystals with Witch Helga, Spider Eggs for Crystals with Old Chvakha, and Ent Seeds for Crystals with Lady Beaulla. All containers will be enabled to trade for Crystals or possibly runes with some NPC. I have to look to see which NPC's still talk to you after you're talked to them and completed their quests (a lot just bring up their shop afterwards and so these aren't an option). So I'm looking for NPC's to exchange the following still: Griffin Eggs (I can only think of Harl, but it doesn't make sense - maybe governor Thompson? Seems like his motives wouldn't be good, though) Dragonfly Eggs (Possibly Bogis) Coffins (Skeletons) (Possibly the Necromancer that has you fight the Book of Evil - does he still talk to you after you give him the book?) Carved Coffins (Vampires) (Possibly the Necromancer that has you fight the Book of Evil) Thorn Seeds (thought of Milk Woman, Wilma, but she had such a bad experience with the first batch that she probably wouldn't want any more - maybe need to convince her now it's safe or something or possibly Bogis) Bone Dragon Eggs (someone in the Land of Death, maybe the Necromancer that has you get the Red Dragon Eggs if he still talks to you afterwards (can't remember)). By the way, the rough exchange rate is $10k of containers for 1 Crystal and $100k of containers for 1 Rune. So about 8 Ent Seeds for 1 Crystal, for example, or 5 Black Dragon Eggs for 1 Rune (of your choice). You can see that with these rates that you'd only be able to get about maybe 50 to 100 more crystals in a game and maybe 4-5 of each Rune, depending, of course, on whether you decide to use them. Also, now when you fight Dragonflies you have a chance to get more Dragonfly Wings (chance is square root of the number of Dragonflies and the number of wings is square root of chance). This way you have a chance to find more Dragonfly Wings throughout the game to trade with Maria. You'll probably find on average, as a guess, 20 to 30 more wings so that'd be another 60 to 90 Crystals. I'm also open to ideas for exchanging Crystals or Runes for something. It may be nice to bring the Rune Exchange stuff from AP / CW over to TL. I could probably have Torn Digor's son do the Rune Exchange... Anyway, I'm still working through debugging the spell AI, but I've fixed quite a few crash-to-desktop problems and so need to do some more checking before the release is ready. There are also quite a few changes to LOC files that require a restart (for example, all the Blue Dragon stuff added to shops will require a restart). Thanks in advance for your suggestions! /C\/C\ |
#278
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Some random thoughts on abilities for Drahha:
1. Summoning dragonflies. Perhaps dragonflies hang around dragons, scavenging from their kills. For whatever reason, they like blue dragons better and can be summoned to help in a fight. 2. Other dragons don't like blue dragons not just because they are different, but because they have trouble controlling their abilities. Give blue dragons an Armageddon-like ability that damages all stacks (50% damage to allies?). 3. A Last Hero ability that only works on the blue dragon stack. Last Hero usually doesn't work on L5 creatures, so this might be overpowered. 4. Since emerald dragons can add mana, perhaps something that allows a blue dragon to add rage? Or, if a blue dragon is in the hero's army, anytime a dragon stack is attacked, it generates extra rage - something like the Paladin's ability against undead and demons. Or simply having dragons in the opposing army generates extra rage automatically between rounds. 5. Other dragons hate blue dragons, so when fighting a blue dragon, their Attack increases 25%, but their Defense decreases 50%. You indicate that other dragons don't like blue dragons, so it's a good bet that you'll lower their morale if a blue dragon is in the hero's army. Are you planning to increase the blue dragon's morale in that case, similar to giants and emerald dragons? I like the ideas on crystals. At first I thought $10K was too high, but Tibold's prices quickly go much higher, so it works out. (Tibold sells the first crystal for $5K, then $7.5K, then $10K, etc.) And it's nice to have something to do with the extra containers besides simply selling them. For convenience, I'd suggest having all the locations in or around Greenwort. Otherwise, it may not be worth the time and effort to trade some containers. I also like the idea of exchanging dragon eggs for runes, and the high price ($100K) for doing so. It's less important to keep this in a convenient location, since I'm guessing it won't happen often. Perhaps the dragon caves in Montero? SW |
#279
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Other thoughts here:
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"Some say they are invisible. Some say they can cast spells. Some say Magic Mirror is one of their natural defensive traits." So I like the idea of them having some sort of spell capability as a natural part of them. Invisibility may make sense since that's why they're rarely seen. Perhaps as a natural response to being attacked they have a certain percent chance of becoming invisible. Going with the Magic Mirror motif (has a chance to reflect bad spells to the other side in HOMM3) this may also make sense - a spell cast on an enemy has a chance of being reflected (if bad) or stolen (if good). This may be really neat, although I'd have to think about how to implement it. Quote:
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Alright - thanks for the awesome comments! Keep 'em coming! ![]() /C\/C\ |
#280
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Oops, you're right - I was thinking of AP/CW, not Legend. Hmm, I know there's at least one place in the Elven lands where you can always buy dragons, so perhaps there will work.
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