#41
|
|||
|
|||
You were right about probability, but i`m right about %, got 4 kids with -3lds%(stupid aislinn with evil book bonus, should have smothered him on birth but undead baby i dont think it would matter to him with rina, and necromancy it gets -33%, with glory 10% more.
I play mage impossible (only way i roll , got aislinn, sandro, xsi, charna. But problem is i`m on sunset islands with nice undead setup, with no undead units available My how much did AP/CW spoil me with dragons available in rusty anchor , now i`m suffering with stupid archmage/griffin shield/tank combo with some support. I really miss royal griffins, paladins, demonolog ... All in all, i think rina will be weak later in game, so i guess i`ll kick her and pick some else as you suggested. But as it is rina is first which you can take for wife, so i`ll take them as they come for testing. And Q : why does wives give bonus att/def and moral ? With +1 moral every unit they already give att/def get more stats. With +1 initiative/speed it`s a bit much. 1) Mirabella you miss griffin for +1 moral (they get initiative, and speed but not moral). 2) Did you change something in Holy indulgence quest ? From western islands, you must go back to swamp to get holy pardon from priest. I get it for 4420 exp, and some item. All other quests if that rank are 400-500 exp reward, so i ask about this high reward is it mistake, or was it like that in original? OMG i just found ghosts, and it`s ridiculous. Charna unlimited retaliations, for ghosts 40lds/7initiative/6speed/60hp/7-11dmg DDDDD NO loss already 100% sure. I`m going around with 2x50 ghosts, and 3x15 inquisitors to control their numbers and rage generating. Last edited by Fatt_Shade; 11-24-2011 at 09:31 PM. |
#42
|
|||
|
|||
Matt, I haven't read all the posts here, but my experience in an Impossible difficulty game with a Warrior was that a -10% leadership requirements bonus I modded in was far too much since the Undeads are already overpowered IMO, and the game was a breeze. I'm not sure how much harder your mod is than the original, but that's just an FYI, as I recently completed an all Undead game.
|
#43
|
|||||
|
|||||
Keep playing Rina!
Quote:
Also, don't count Glory any more for Undead - hopefully you're playing with the newest update I sent you... By the way, didn't you get some of the Undead units from the shipwrecks and then Castle Karmage (or whatever it's called with Enimem or whatever his name is)? You should have been able to at least get some Skeletons, Zombies, and Vampires early as a guess... Quote:
Quote:
Quote:
I was a little puzzled by it a couple of playthrough's back, but I'm pretty sure that's what you get. I'll double check to see if the values in the *.QST indicate a lot of experience for that one. Quote:
Another thing about the Ghosts, is that they used to have -50% Fire Resistance, but I set it back to 0% because I thought I was being too harsh with them. Let me know if you feel that I should reinstate their Fire Resistance Penalty. Let me know when you suffer your first loss, and don't count losses before you got your Undead army setup. I'll about guarantee, though, that you won't get no loss with that setup. In fact I challenge you to try to get no loss and let me know how far you go before your first loss. Have fun and keep playing! By the way, your comments have been invaluable so keep them coming! By the way, I'm not sure if you use Enchanted Hero, but I've just uncovered the bug in the README where I mention the possibility of a unit's damage going really high and hope to fix it shortly. Also, I neglected to prevent it from being cast on the Undead, so be careful using it because the spell might accidentally cast Bless (negative to Undead) or Heal (damage to your Undead) on your unit with that spell. I'll add the necessarily change to make it so you can't cast it on the Undead. /C\/C\ Last edited by MattCaspermeyer; 11-25-2011 at 10:12 AM. Reason: Added Evil Book Comment |
#44
|
|||
|
|||
Hey, thanks!
Quote:
I think, though, you'll find that Rina will be pretty good for a while and then you'll start to run into stacks with higher Initiative and then you'll start to suffer losses. Also the ghosts are going to be a problem to keep under control so you'll have to do a good job managing them. We'll see how Fatt_Shade's playthrough goes, because he has no idea what's in store for him! /C\/C\ |
#45
|
|||
|
|||
Does Resurrection + Necromancy Level 1 Work with the Undead
Hey, Fatt_Shade, I forgot to ask if you've checked whether Resurrection + Necromancy Level 1 works with the Undead - does it?
By the way, also keep in mind as you play whether there should be a penalty associated with it. For example, I thought of imposing a 33 to 50% penalty for its use on the Undead, but held off. I think it might make sense, though, to apply a penalty to it since it is an Order Spell. Or maybe I should make Necro Call Resurrect Undead instead of Resurrection with Necromancy Level 1. What do you think? Can't wait to hear more about you're playthrough with Rina's unstoppable Ghost army! /C\/C\ |
#46
|
|||
|
|||
I didnt take glory beyond 1st lvl, i just say it would work in that way.
As for undead units at start, i only found ghosts in sunset islands, on boat that you rise from sea with spell, all other undead units i found so far were regular zombies and some skeletons(both useless), only 150 archers, and i can lead 300 now. So i bought 60 ghosts, and after 10 battles i have 400 in reserve Mirabella already gave bonuses for griffins so i just thought you missed moral. Good find with rina black knight. Holy indulgence quest is a bit much, 10 times more then other quests you get at that islands, so i thought it was mistake. Ghosts are a bit tricky, i use half my spells to keep them in check(heal mostly), but it`s even harder against huge stacks of low lvl units like 600 devilfish(or something in that area) vs 50 ghosts, i end up with 200 ghosts and spend 4 spell cast to get them back in control They already have -100 magic resistance, so i think no need for -fire also(maybe 10-20%). Enchanted hero, yea i did have a bit strange situation with them Against lucky james, he cast enchanted hero on his swordman, and when i attack it with my ghosts they made 7500 dmg killing whole stack 120 ghosts. Swordman are physical dmg, so it`s impossible for them to make such dmg to ghosts. Resurrection + necromancy havent try so far, cant find res spell And i think there should be on penalty to undead because ghosts and vampires in bat form dont need it almost, but other undead will need resurrection normal, if you dont use evlin. Or necro call would be much better option, it`s undead spell, make it res undead units, good idea. About ghost soul drain, any idea how to make it to rise number of killed units, not done dmg ? Exp : i kill 1 black dragon and get 30 ghosts form it, or when i fought spider boss in mines, i attack it 1 time(case fire breath on ghost) and got 80 ghosts from that attack, and didnt even kill spider. So how to change this tricky ghost ability ? It just doesnt make sense to rise 10 ghost, from 1 killed unit. Like necro call spell, you can rise undead units form corpse, but cant rise more creatures then are killed (like from killing 1 black dragon, i cant rise 2 bone. only 1). And did you change something in lina charges ? As whitemage said here http://forum.1cpublishing.eu/showthr...287#post364287, it`s something wrong. I dont remember how it was in original game settings, but it just broken To much mana/rage per charge when lvlup max. Last edited by Fatt_Shade; 11-25-2011 at 01:20 PM. |
#47
|
|||
|
|||
Hahahaha what a joke
I remembered 1 EGD build in AP/CW and tried it with my ghosts : 1 stack of cursed ghosts, and 1 stack of an other unit: step 1 - battle start kick ghosts in enemy line, step 2 -on other unit cast invisibility step 3 - repeat step 2, until every other unit is dead step 4 - cast heal on ghosts until they return under control This was possible because i found rage eater (5 mana/5rage every turn). I killed kraken on 11 lvl, with 50 cursed ghosts battle finished with something over 1200 |
#48
|
||||||||
|
||||||||
Good stuff! I'll look into some of your ideas...
Quote:
Quote:
It's a little hard for a Mage to get Ranged Specialist leveled up early to get those extra Skeleton Archers. Later in the game, Level 1 units are harder and harder to keep alive. Quote:
I guess I could drop it to 1/10 of its current value and then it would be okay. I'll see if I can find the right quest file... Quote:
Quote:
I'm glad I finally found this bug! What I was trying to do there is Heal your unit sometimes with Enchanted Hero. But the way it worked in the spell cast is that it would set the damage of the attacked unit to the healing value! So I was able to track it down when I was fighting Tibold and I cast it on my Dwarves early in the battle. The problem before is that I'd be many rounds into a battle and couldn't remember all my steps so I couldn't repeat. And I was mislead into thinking it was an issue with the Phoenix, or Ice Ball, or something like that and kept going down the wrong track! In this game, the enemy had Cerberi and when I attacked his units, it was supposed to heal my Dwarves, but instead it would set the Damage of the Cerberi to the heal value. Unfortunately, though, I couldn't get it to work without writing my own special cure and so decided to just use Resurrect instead (which already was working). I think it is better that way anyway, because the spell is meant to cast beneficial spells on your units and Resurrection is better than healing. Also, it is simply a chance to cast Resurrection, so it is totally unpredictable and you may just have Bless or Stone Skin, etc. cast on your units instead. All the other spells work with the existing spell casting LUA functions so I think that spell should be good now! Quote:
But you haven't found Necro Call, either, have you? I think I'll look into upgrading Necro Call's ability with Necromancy instead of using Resurrection. Plus, there are numerous posts on wanting Necro Call to act this way. The problem is both Resurrection and Necro Call take a while to find. Oh well... Quote:
I actually think this is a pretty good idea then you won't be able to do much to higher level units and you'll focus on using your Ghosts on lower level units. All souls are equal! Quote:
This effects all Mana and Rage gain abilities: Lina's Chargers, Reaper's Rage Draining, Inquisitor Holy Rage, Spell Mana Spring, Skill Concentration (+items), and EGD Mana Source. I think those are all the sources of Mana and Rage increase in the game. The way it works is that all abilites' increase values are at 100% rounds 1-5, 50% rounds 6-10, 25% rounds 11-15, and 0% round > 15. When fighting enemy heroes, bosses, and towers, you get +5 rounds to the above. All the above values are for impossible, by the way, and with Hard, Normal, and Easy you get more rounds the easier the difficulty. Most of your battles have probably been short so far and so you probably haven't experienced its affects too much. But you'll find that you'll start going farther and farther into the latter rounds and then it will become more and more of an issue. You won't be able to generate as much mana and rage and then you'll get to the point where you can't generate any and then you'll see how fun it is then! Once you experience it, you won't want to go back to AP/CW without it! Okay, that's it! Great ideas as always! /C\/C\ |
#49
|
|||
|
|||
Quote:
16 lvl , 11att/13def/20int , 50rage , 140 mana, and only 5k lds 100/130 ghosts , 70/85 cursed ghosts , 2x30 ingusitors , 35 archmages. Ghosts for killing, inquisitors for rage and controlling ghosts archmages for support (ghost with magic shield against any melee unit takes literally 0 dmg), when i find necromancers they will fly out of army lineup. So far i bought only 50 both ghost type, and now i have in reserve 1200 ghost, and 500 cursed, so i think unlimited retaliation from charna is a bit overpowered.Better her give them bonus ress or dmg or something. Cleared all up to lower Hadar mines with no loss and no resurrection spell. I found much easier to cast illusion on ghosts instead using them in combat, my main units are just to control enemy. 1)When i scouted gerdas kids thinking to switch to see how it is found this : kid_ajit why unlimited retaliations for beholders ? they arent melee units. Better ress/dmg bonus kid_lorelei same as for ajit, alchem/cannoner are even slower then beholders they will never fight in melee, so why unlimited retaliations. Give them speed kid_synca giants get 2 morale, but no initiative or speed, so no mater how high they stats when they get to enemy in 4-5turn kid_orwald 2x+(1) initiative to all units, is this mistake or planed ? 2)Same as for gerda, when i killed kraken i thought about divorce rina for mirabella : kid_ingham priest inquisitor again unlimited retaliations, no need, better some other bonus kid_edric gives griffins unlimited retaliations . . . now i just think you copy/paste this to all kids So does this mean they retaliate 2 times for every attack kid_christian and now for melee units sprite/dragonfly no hitback,1,0,0, kid_mullich +2 moral/speed to all units i think it`s to much better +1 moral/init/speed or not even all that. 3) in necromancy skill should limit +3magic dmg to magic units, not all undead. I have 500 skeleton archers 1 lvl unit, with 5-6 dmg. Sick So i thought changing bonus magic dmg to priests,mages etc. And i cant find anywhere exp table for hero. Is it still max lvl 30? Because i`m already 17, and not yet 40% of game cleared. I just now read all wife kids, and have some thoughts. You changed tower script in supresing item battles. Why doesnt any kid have lowering tower ress/hp penalty. Or any other penalties ? You have all kind of bonuses for ally units, but almost no lowering for enemy(except 1-2 feanora kids for -magic/poison ress). In your mod enemy troops are much stronger then in original settings, even more with enemy heroes, so why not change some kids to lower enemy initiative/speed or any other stats, for those who cant afford onslaught skill. And where are rage spirits exp tables ? Are they also limited to 30 as original game ? Any way to give some kid rage inflow (15% maybe), like warrior rage skill ? I found mana/rage %, and mana inflow in battle_mana,1 (i guess 1 mana per turn in battle), so why not some angry little kid that drives you in rampage during battle for sleepless nights, diaper changing, night feeding All in all there are some great combination for kid_ bonuses ,but when i look at them all together, they seem a bit much. Better that give bonuses limited to lvl of unit then global %. Expl : kid_craig_hack from orcelyn 27% dmg to all units +3physical dmg to all units. No item in game give that much bonus. 27% dmg ~= 20 att , and to top it +3 absolute physical dmg. I like better wives bonuses lvl 1 unit +1att/def . . . , lvl 2 +2att/def . . . And some kids (allot in xeona orcelyn give high dmg bonus to all units) and on other hand some kids gove low resistance bonus (like gerdas kid_thorgrim 12 all ress ~= 9 def , not much comparing to craig_hack 20att , +3 phy dmg). Why do you list all units in those strings ? For bonus dmg, why not : { filter { belligerent=ally } pbonus= dbonus=magic,0,27,0,-100,0,0 and copy for poison,fire,physical rbonus= attack_on= attack_off= } Doest it make problems in game if not listed all units separately ? Last edited by Fatt_Shade; 11-26-2011 at 04:33 PM. |
#50
|
||||||
|
||||||
Sounds like a great game so far...
Quote:
Quote:
Level 1 & 2: +Attack, Krit, Defense, Health, Hitback, Initiative, Morale, Speed Level 3: Health, Hitback, Initiative, Morale, Speed Level 4: Health, Hitback, Initiative (Ranged), Morale, Speed (Melee) Level 5: Health, Hitback, Morale *Level 6: Health, Hitback *Level 7: Health Hitback - means unlimited retaliation Morale doesn't apply to undead so they get extra Attack, Krit, and Defense for their level. I tried to carry unlimited retaliation as far as I could, sooner or later you'll run up against enemies that will get to your Ranged units and so it is nice to have then. I thought for Griffins and Demons that I used an alternate for them since they already have unlimited retaliation. For levels 6 and 7, these only apply to a few children where they had a duplicate bonus for a set of units. Rather than have the same unit bonus twice, theirs would apply to a group of units, but the level would be +1 or +2 depending on how large the group was. So Mutare, for example is dragons, but I add +1 to their level so they only get Health and Hitback instead of those and Morale. The system works pretty well, I think. Also, if a bonus was for a group of units then I removed hitback since I only wanted it to apply to 1 or 2 units with a bonus, so those are the rules that I used. I think you overlooked Gerda's dwarf bonuses - same as other wives but to dwarves. So for Ajit, unlimiited retaliation is per rule for Level 3 and Level 4. Same for Lorelei. For Synca, she's got Level 5 so that rule applies (the other +1 Morale she gets due to HOMM3 Leadership skill). They already get +1 speed and +1 initiative from Gerda and before I implemented the level system (all individual unit bonuses were like level 1) Giants would just march into the mix and you'd just have to heal them and they'd wipe the floor with everyone and imagine using Phantom on top of that! So that's when the system above was born! For Ordwald, his skills in HOMM3 are actually unknown since he only appears as an enemy hero. So his HOMM3 Skills are Logistics (+1 Speed to all), Pathfinding (+1 Initiative to all) and then he gets an all Dwarf unit bonus, but add +1 to their level since they are a group (for example Miners are considered level 2 for bonuses, Dwarves level 3, etc.). I just noticed that I had sp_lead_unitcannoner instead of sp_lead_unit_cannoner - I'll fix that! It's hard to get these bonuses spelled right! Darn it! For Ingham, per rule of level 2 Priests and level 3 Inquisitors. For Edric, Griffins already have unlimited retaliation so they should get I think krit instead - I'll double check them. Christian - bonus is to a group (girls) so no unlimited retaliation per rule - sorry Christian! Mullich's HOMM3 Skills: Advanced Logistics (+2 Speed) and Advanced Leadership (+2 Morale). So once again all bonuses are per rule and staying true to the original HOMM3 hero skills. I'll double check Edric to make sure the Griffin bonus is right! Quote:
I was thinking the bonus should just be: Defense, then Health, then Critical Hit. I'm probably going to remove both of those now that you've reminded me of them. You know, as I consider the Necromancy Skill changes, I made them to encourage people to play the Undead more, but maybe Rina is encouragement enough? All the Undead bonuses are fairly recent (as new as my last playthrough) including: -LR, and statistic improvements. I kind of wanted to make it like Archmage or Ranged Specialist, but to Undead. Before it just did 4 things: 1) Allows use of Resurrection to raise Undead 2) After combat, raise part of a fallen troop (the unmodded skill) 3) Amplify spells that deal pain and suffering 4) Improve the Evil Book I recently added: 5) Decrease LR of Undead and Improve their abilities But now I'm thinking that maybe I didn't need 5 or needed to be very limited with it. I do like giving them -LR because you'll be encouraged to play them, but maybe that's all 5 should do? Or maybe just add to Defense, then Health, and then Critical Hit. Hmmm... things to think about... Quote:
Quote:
A lot of the HOMM3 skills translated nicely over to KB, but there were a few that I had to create a new bonus for, i.e. Tactics and a few others. As it turns out, there are no HOMM3 skills that reduce any enemy statistics. During the translation process for those HOMM3 skills that had no equivalent, I tried to be as true as possible to the original HOMM3 skill. I did, however, consider enemy skill reduction bonuses, but as it turned out, the bonuses ended up winning out over the reductions. In HOMM3 the hero Tactics skill worked the same as the KB Tactics skill so what to do with babies with that HOMM3 skill? Since I didn't have any skills that directly affected the Hero's attack / defense I decided to appy it there; however, the enemy hero skills use the KB hero class skill trees and I decided to actually have enemy heroes with the KB Tactics skill (mostly Warriors) decrease your Initiative and then Speed by 1. During the development phase, though, I had already decided on the baby HOMM3 Tactics bonuses and then the enemy heroes were done much later. I did consider maybe changing the HOMM3 Tactics to be like the enemy heroes one, but I ended up leaving it as is as I never really went back and considered it heavily again. So that's why there aren't very many reduction skills for the babies (actually I think it's only the wives with a few reduction skills). By the way, I'm not sure if enemy reduction morale skills work at all because it doesn't show you their morale! I think enemy morale is always neutral! I actually considered dropping your morale as the combat goes long, but I actually don't know how to do it. I think in HOMM3 that happened if the battle went really long. Quote:
Spirits now go up to level 46, although for a mage I'm not sure how high you can get them, but probably only about to level 33 - 35 as a guess. I think my Paladin last game finished with them at about level 35 - 37, and I'm guessing that a Warrior might be able to get them to level 37 - 39? I'm not sure, though because the original tables were a little bit inconsistent and so I (like the hero experience table) made the level up consistent. I think at Spirit Level 29 or 30 the tables cross and then it'll take a bit more than my last playthrough so you might not quite make it to the levels I mentioned above. The spirit experience gain is very tricky and inconsistent as a whole. I'm not sure how much attention you've paid it, but essentially skills that damage multiple units amplify the Spirit's experience. These skills are: Underground Blades, Evil Shoal, and Black Hole. Rockfall and Rage Draining might amplify based on the number of units they hit, but I'm a bit uncertain about those although I think they do. I'm pretty sure that if a Spirit ability does not cause immediate damage, then you just get the normal experience for it. These are: Poison Rain, Ice Ball, and Gizmo. Those abilities give much lower experience. All other abilities since they don't do any damage at all give normal experience. I actually played with this area quite a bit trying to figure out how it worked because I found that once I got Underground Blades and Black Hole that Zerock and Reaper would start leveling much quicker while Sleem and Lina were much harder to level up because Evil Shoal is hard to use unless you have the Rage and no units near enemies and none of Lina's abilities amplify experience. So anyway, that's the story there! Well thanks again for the comments. I encourage you to continue playing! Let me know how the battle to free Tibold goes and which enemy heroes start to give you trouble! I think that you've started to notice that the battles are now starting to get more and more difficult. It'll be interesting to hear how well your Ghosts do in Ellinia fighting the Elves. That will be an interesting story to hear! I'm currently with Orcelyn and we had our first baby - Merist! I'm playing the Paladin during this playthrough (my second Paladin game), I have to marry all the wives and have all the children so that I can make sure they work! So I don't have the luxury of being able to stick with one wife until I get Xeona since there are no wives after her. I've already suffered a few losses, although almost all of the non-hero battles have been no loss. Since I have to max out the number of wives and children, some battles I can't wait until I'm a bit stronger to attack (the 2 Undead stacks in the Earl's Dungeon with the Frogs is hard with just Bears and Barbarians since I have to fight with human Rina (since I need those battles to count towards her having a baby)). Tibold's army also gave my Gerda Dwarves trouble because of the Cyclops and Archdemons. You have to complete that quest before you can get Orcelyn. The Orc Embassy was also tough with Dwarves - Ancient Ents and Royal Thorns were a lot of fun! That battle got my last Gerda baby just in time to switch to Orcelyn! By the way, I implemented the change to Ghosts, where their numbers increase based on the number of units they actually kill! It seems to work okay - it was a little tricky to figure out how to compute the same number killed as what the damage actually did. As I was playtesting last night I'd sometimes get Ghosts killed 33 units: Their ranks are filled with 32 - doh! But now it works - hurray! I'm going to think more about the Necromancy Skill Undead bonuses, but I'm going to leaving it alone for now and let you play as is. It'll be interesting to see how well your Ghosts do against Elves since they do Magic Damage and have good Magic Resistance. I'll try to provide another update soon with the changes to Ghost's Soul Drain and any more errors we find. /C\/C/ |
|
|