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Old 12-14-2011, 06:10 PM
MattCaspermeyer MattCaspermeyer is offline
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Smile Thanks for the files - I'll check them out later when I have time!

Quote:
Originally Posted by Fatt_Shade View Post
I think xoena might be doable with mass dwarf army giants jumping around, and alchemist poisoning all over place. gizmo for resurrecting, but i need some fast unit to counter demoness swap. Griffins maybe, or snakes (i have nsake boots and snake ring so it might be interesting). Here poisoning and burning works differently then AP/CW so it`s not that useful.
Actually the way it works in my mod is far superior than AP/CW or the TL original system - it is based on damage. This is under the hood so it wouldn't be noticed unless you carefully studied it.

In AP/CW it is based on the number of units in a stack that the effect is applied to and had nothing to do with damage - I personally hate that system because you can have 1 Royal Snake causing 1000's of points of damage to a stack of units with just a poison infliction. Total nonsense!

The way it works in my mod it is based on damage done and then mitigation by resistance and then decays at half damage for the duration of the effect - here are a couple of examples:

Example 1: Imps do 1000 damage to troop with 0 Fire Resistance with a 15% chance to burn. So there is a 15% chance that the troop will get the effect burn. If they do get the effect burn, then on their next turn, they'll get 500 damage, then 250, and then 125 for a total damage of 1875 damage over 3 rounds! That's almost twice as much damage!

Example 2: Red Dragons do 2000 damage to troop with 10% Fire Resistance with a 25% chance to burn. So there is a 15% chance the troop will get the effect burn. If they do get the effect burn, then the damage is reduced by 10% and applied so it would be 1800 damage then effect burn. On that troop's turn the damage would be halved to 900 and then 10% reduction so it would 810 then 364 (I think it rounds down) and lastly 164 for a total of 3138 damage over 3 turns!

Example 3: Black Dragons do 3000 damage to a troop with -50% fire Resistance and have a 35% chance to burn. So the chance to burn is 85% and damage is increased 50% so they do 4500 damage. If the troop gets the effect burn, then the damage is reduced to half, but then increased 50% due to the resistance so it would be 4500 / 2 * 1.5 = 3375 damage, then 2531, and lastly 1898 damage for a whopping total of 12304 over 3 turns!

I'm actually very proud of this system and it is far superior to either TL or AP/CW since it is based on the attacker's damage and the defender's resistance. It does not use an arbitrary value like TL or AP/CW!

This is something, though, that nobody notices unless they really study it.

Quote:
Originally Posted by Fatt_Shade View Post
Annoying heroes : xeona , sonya (solo black dragons with mirror shield and wizard mantle it`s doable) , necromancer hero in undead lands with 40 int was boring as f..k but also managable (did him with mirabella full human army and 400 griffins 52lds/140hp). I didnt have a single kid with bonus exp in battle so my spirits arent much higer lvl then with mage, but i pick different skills so they play big part with 200 rage pool maxed black hole, falling rocks 65% stun and gizmo for resurrect galore.
Ill make files just of my item changes and send you to check out, but cant do it today.
Great to hear you using these things! By the way, it sounds like your Griffins are doing quite well without a Dark Commander bonus! I assume you got the item that decreases their Leadership Requirement.

Quote:
Originally Posted by Fatt_Shade View Post
Ill make files just of my item changes and send you to check out, but cant do it today.
Okay - thanks for the files! I'll check them out when I have a chance later...

Quote:
Originally Posted by Fatt_Shade View Post
Glot shell is interesting to use if you have some unit like my giants griffin combo i kick griffins to aggro in middle of enemy, but teleport giant close glot shell his ass, and let him jump to hearths content, wall is great for making funnel on enemy army with 8000 hp, and 2 rest is spamable against fast units (example elf werevulf hero in underground on island valley of 100 rivers, all his units have 6-7 speed, so i send griffins 1 round to pull them and cast wall, black hole,wall and place girffins in space between walls to block and have fun. Ice thorns i never really used
Good to hear you using Glot's Armor to absorb damage! And nice about Zerock's Wall! The big reason I don't use the wall is because of flyers, but it does have its uses!

Ice Thorns I never got how to use it I guess. I hear some people say how much they love it, but it seems to get more in my way than the enemies!

Quote:
Originally Posted by Fatt_Shade View Post
Bonuses for babies are nice, and it great to have such variety but looking in general for expl neoka/gerda : neoka have 6 kids with +dmg% for all melee units , gerda have none.
Hah! You sound a bit like when talking to Rina! I have no ring! Maybe we trade?!

As it turns out, though you've overlooked who the bonus applies to - Neoka only has 3 babies with Offense and 3 with Archery so that is 3 with +damage to melee units and 3 with +damage to ranged units. 1 baby, Ivor has both Offense and Archery so it is the equivalent of +damage for all units.

I know, still poor, Gerda!

Quote:
Originally Posted by Fatt_Shade View Post
Changing spells hm . . . i dont think is good idea : look at your new double casting enemy heroes, i had fight with some item that got me mass deffensles and mass weakness got my fairy/sprites/dryads army to 0 defense and 0-0 dmg for whooping 5 turns thank you very much infinite tower intellect bonus
Now you have a use for Dispel!

Quote:
Originally Posted by Fatt_Shade View Post
If you want to change spells how about this ideas : holy rage, magic shield, poison touch spells. Explanation , holy rage like inquisitors ability to replace demon slayer and give bonus dmg against demon+undead and some small rage amount 10%/20%/20%mass bonus dmg + intellect bonus per spell lvl. Magic shield like archmages ability but to lower dmg to unit 25%/50%/50%+immunity to spells, like black dragon. Poison touch (replace poison skull) like hell breath just to add poison dmg useful against dragons/demons (this would be great in AP/CW since there poisoning burning at least work on some constant , in tL i poison some stack of 800 bowman, and next turn only 1 dies ... yea right).
Yah - the TL system only applied 5-15 damage per turn regardless of stack size. My system is much better!

Those are interesting ideas, I'm just throwing out some as well. I guess for Physical Damage you have Stone Skin and all the rest Divine Armor. You know, I'm not sure if you've looked at SPELLS.LUA, but there are some spells in there that are not used, but do interesting things:

Star Force - is some kind of Magic Missile (spell_magic_missle_attack)!
spell_poison_resist_attack - poison resistance!
spell_fire_resist_attack - fire resistance!
Light Power - is some kind of Magic Fireball / Heal attack?! (spell_light_power_attack)

I've been so much working on my mod, but these have always been in the back of my mind - and your suggestions are good suggestions.

I'm wondering, though if it is one of those I'd like to have it, but then when you get it you find out that you don't use it that much things.

What I mean is that Stone Skin is pretty standard so that gets put in there. So you have Physical Resistance taken care of. Then you dabble with Fire and Poison and then you create Divine Armor. So are you really going to use the Fire Resistance and then Divine Armor in consecutive spell casts? So I'm just putting myself in the developers shoes and maybe that's why they decided not to implement it.

This is still great stuff to think about, though, and I'm seriously considering them!

Quote:
Originally Posted by Fatt_Shade View Post
Oil keg for catapult nice idea, if you only could find how burning works in AP/CW and transfer it here. Flash is like mechanics blinding bomb in AP/CW right ?
Oh yah - it's been so long since I played so I forgot about that! I think Oil Keg / Burning Oil / Whatever I'm going to call it I'm seriously thinking about implementing!

Quote:
Originally Posted by Fatt_Shade View Post
Trap would be better for furious goblins since they run around battlefield regular goblins are range on need for them to lost turn to place trap that enemy might never come near Furious for them, not so sure i never seen them as much dmg dealers, my main dmg are veterans/orcs, goblin range, shaman support and ogres for tanking and playing tough guy, so almost never used furious in tL (in AP they had greed to dig through corpses like marauder, and insolence) but i think in great enough numbers even furious goblins could be useful.
Yah - good points! I'd probably just make them furious instead of having it have charges because a unit can only have 3 abilities and they already have run so only 2 left. I like putting trap on them like you suggest. So maybe they would have: 1) Run, 2) Fire Trap, 3) Poison Trap, and then 4) Furious as a unit feature.

I'm going to seriously consider that as well.

Quote:
Originally Posted by Fatt_Shade View Post
For ogre i thought something similar, like troll malevolence in AP/CW, it would be nice to use him to stop dragons and other flying creatures.
That's a pretty good idea. I keep thinking of how Giants like eating EGD's so maybe Ogre's like to eat all 3!

Quote:
Originally Posted by Fatt_Shade View Post
Block for orcs/veterans is miss chance , female troops have it, so why not battle crazy orcs. How much miss % did you think to give them ? Fire rage-burning blood better
I was thinking for regular Orcs maybe 25% and then for Veteran Orcs 50%? Not sure, but I'm not too sanguine on implementing it - just an idea to hopefully help spur another!

Yah, I like the Fire Rage for them! That would be cool! Maybe another attack to poison their blades - not sure what to call that one!

Well thanks for posting your comments!

There a lot of good ideas swirling around - I hope to capture a few of them!

/C\/C\
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