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Originally Posted by Fatt_Shade
I got save that allowed me to pick all wives, so i try some different combinations just for fun and found weird info. Lds for wives is wrong : rina give bonus for only 4 units and have lowest -6% lds, feanora is right behind her. Shouldnt this be other way around ? Mirabella give -8lds% for all humans including robbers 1&2 and griffins, and gerda only 5 dwarf units for same bonus ( i thought to add cyclops for gerda unit bonus and change it to 9%) , same thing for neoka/diana both give bonus to 11/12 units and -9/-10%lds, higher then other wives. That`s why i thought to change that stats : for gerda add cyclops and set it to -10% lds , rina add pirates -11%lds , xeona add red and black dragons for -5%lds, emerald dragon for neoka/diana (remove dragonflies form her, never use them anyway) -5%lds. Tis will mean for every 20 dragons you get to lead 1 more, not much but it would be useful when missing small amount lds between 1 and 2 dragons.
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A lot of the bonuses fell out based on how easy it is to get each wife and what that wife's specialty was as well as the wife's level.
Here's the wife order and their level (price in WIFES.TXT)
Rina / Zombie Rina - 6
Feanora / Frog Feanora - 7
Mirabella - 8
Gerda - 8
Orcelyn - 9
Diana - 9
Neoka - 10
Xeona - 10
So that score above determines essentially all the bonuses the wife gets as well as her children.
The way the groups of units worked for a wife depended on her race and her profession as well. For Mirabella, Gerda, Orcelyn, Neoka, and Xeona their unit bonuses go with their races. For the other 3 wives it was more on profession and who they were that lended to which unit groups they picked. Units left out were typically ones that didn't really belong to any group - sorry for those units!
For Rina she was a Robber's wife so I thought her bonuses would apply to robbers and outlaws (like Barbarians are in a way). She's human, but I figured that the other human units wouldn't like her because of her Zombie duality. I guess there's not much incentive to keep her as a human anyway because of all her Zombie babies. But, the only way to have her have children is to keep her as Rina so you get to play units you might not necessarily play early in the game (I think it's fun to get Barbarians and then Bears with the Morale bonus) so I think it ends up working great for her and if you decide to stay with her after she has all 4 children, you're probably going to switch her to a Zombie to enjoy those bonuses.
By the way, Rina did use to have Pirates for a unit bonus, but I thought it was a little redundant with Mirabella for them both to have them. Maybe it's okay though, and I should reinstate Pirates with Rina. I'll think about that one.
For Feanora I thought that she would kind of be the champion of swamp and forest beasts so that why she gets the units she gets. For Frog Feanora, once again you only get to play her after you don't talk to her for 10 battles (and most likely after you get 4 kids) so then she gets a little bit of the darker creates for bonuses there.
For Mirabella, she's human and so I thought she'd be perfect for all humans and Pirates. I also though that since Griffins are so linked to humans that even though they were neutral that they also made sense. That ends up being a lot of units, but there are a lot of humans and I have to have Mirabella give bonuses to Pirates since she is one! And Griffins is only one more so she gets them, too!
For Gerda, there are only 5 Dwarf units in the game, so she'll get a boost from AP/CW, but I was limited by the Dwarf units in The Legend. She still has good bonuses if you get a baby with a Dwarf unit bonus or two. Dwarfs have low initiative, but better resistances so I guess that's the way it went with her. She's still good, though. Cyclops are better with Orcs than Dwarves (at least that's the way it was in HOMM3) so that probably colored me a bit with them.
For Orcelyn she gets Orcs so that's okay - quite a few Orc units so that works well for her.
For Diana she's a River Fairy so that's why I gave her Dragonflies (since they hang out near rivers) and the other unit choices - river fairy units! I actually considered her for the Green Dragon bonus, but they didn't really fit the river fairy motif (well with their attack on the Elves and all and the fact that they are from Ultrax with no rivers!) - plus Shiva has a pretty good Emerald Green Dragon bonus so if you're lucky you can get her to help out your EGD's.
Although, in HOMM3, Green Dragons were actually units in the Elf town so I really heavily considered Diana and Neoka to have an EGD bonus; however, in KB they were lumped with Red and Black Dragons on Ultrax so it seemed like it was too different.
For Neoka elves was the choice - lots of different Elf units in the game!
Lastly the same for Xeona and Demons. By the way, Rashka gets the Red Dragon bonus so that's okay.
I didn't mind leaving off a few units from the wives - like I mentioned they were meant to pick similar groups. Cyclops and Dragons are pretty much groups by themselves and so that's why none of the wives have bonuses specific to them, but some of their babies do. So they are covered, although there's no guarantee to get them!
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Originally Posted by Fatt_Shade
Also fire spiders are demon in this mod, i`m not sure did you changed it or was it like that in original but you miss them in xeona -lds% list.
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Really? Looks like I missed them - they're supposed to get the bonus so I'll add them!
Doing all this stuff by hand is so error prone! I need to autogenerate this stuff somehow...
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Originally Posted by Fatt_Shade
And towers in suppressing items battles are seriously overpowered. Couple examples : suppressing royal hammer 5att/-10% dwarf lds i had sprites with 14 initiative and tower still play first, how high is initiative for those things ??? And my mage have 44 int casting hell breath on some unit it get 65% fire dmg bonus, when tower cast same spell enemy unit get 150% fire dmg !!! a bit much i think. Upgrading archmage/druid staff to 3rd lvl same thing
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Well, you can't always be the fastest!
The Tower initiative is determined by the strength of the units you face. Same with their intellect. So their stats are autogenerated based on how strong your opponents are. Gremlins are also much stronger with magic than you are!
I made them that strong on purpose so that you'd think twice about using those items and reducing that item's morale! Makes living items a lot more interesting!
The toughest ones are still easy to supress once you get to about level 27 or so - all the good ol' strategies apply to Friendly Gremlin Towers.
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Originally Posted by Fatt_Shade
1 more miss : warrior have bonus for fighting units iron fist skill, quick draw for archers, dark commander for all demon,orc,undead and you added bunch neutral units here (missed griffins) ,
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Well, you know it's called Dark Commander because it is meant to apply to "evil" units. So Demons, check; Undead, check; Orcs, maybe they're just misunderstood, but they still get a check! Griffins aren't evil at all, though, so they're not on the list. Sorry Griffies!
Werewolf Elves made it because of the dark werewolf motif. They are Elves, but they don't mind hanging out with Undead (tolerance) so they got the Dark Commander bonus! Way to go Werewolf Elves!
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Originally Posted by Fatt_Shade
mage have bonus for undead in necromancy and archmage for all mage type units. Question ? Why elves/dwarves missing for any kind of bonuses... i tried gerda and no matter what kids items i have, my initiative is crap, enemy heroes always play first with all army before i get turn. So how about adding elf/dwarf race bonuses to mind tree in place of diplomacy skill ?
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Well, with Necromancy I thought the Undead was a perfect fit for that skill giving them some kind of bonus. Archmage already added bonuses to mage units, I just fleshed it out a little more.
You know, they weren't any bonuses for Elves / Dwarves in the original skill tree, so that's why I made Training and Combat Readiness apply to all units (up through level 4 at skill level 3), and then they get the Leadership Reduction bonus from Glory as well as the Healer Health bonus. Also don't forget about the +2 Initiative and Speed that you can get first round from Onslaught. Iron Fist gives Dwarves a big bonus (unit not the race) and Ranged Specialist helps out both Elf and Dwarf units as well (+1 Initiative at Level 2!). Also Neoka and Gerda got the Elves / Dwarves covered. Lastly, sorry but Dwarves are notoriously slow anyway, but look they can get +2-5 depending on the skills, wife, and babies. Also they get a pretty good Leadership Reduction bonus from that hammer!
And poor, Gerda, everyone dumps on her!
She's actually got some deceptively good baby bonuses - Synca with Hasted Giants is awesome!

But if you want her units to have high initiative, then you got to get the skills I mentioned above - Alchemists and Cannoneers do have good initiative. You should be able to get that up to the 9 to 10 range, which is pretty good!
Plus any initiative deficiency is easily rectified in combat with a Phoenix!
Gerda's playing strategy is just different than some of the other wives' - why? Well, you know, Gerda is just a different kind of woman!

When's her beard coming in, again?!
I also think I made the Diplomacy Skill better - you can get a lot of units from it if you get it to level 3!
So that's why things are the way they are. A few units are left out here and there on some of the skills and wife bonuses, but there are global bonuses that apply to every unit (so no one is really left out!) and there is a baby out there for every unit as well! You just got to get lucky to get them!
Also I tried to stay true to a skill even though I changed it a bit or added more bonuses. Maybe an Elf- or Dwarf-specific bonus will make more sense in AP/CW when I get to modding those...
Hope that explains why I made some of the decisions I made and why things are the way are...
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