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Originally Posted by Fatt_Shade
Finally i finished playthrough in this mod (had a lot work past days), and it was great. ! more time thx for great mod Matt.
I managed impossible/no loss and it was hard in some fights ( Raab Soten, Baal . . . pretty much any hero with intellect above 30 was boring to fight because double/triple cast but it was worth it 
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Great job! You successfully met my challenge! I'm glad that you were able to do it! Now I'm going to make it tougher!
But only a little bit, I've been experimenting with dropping unit morale as a function of combat duration as well as their initiative and speed (they are getting tired after all!). I've been limiting morale drop to everyone except Undead and Golems, but am not sure what to do with the Undead, Golems, and Plants with respect to speed and initiative. On the one hand, Undead, Golems, and Plants probably don't really get tired, but I was thinking that maybe since magic is decreasing the control of your Undead troops would start to wane, which would reduce their initiative and then speed. I was thinking of leaving Plants and Golems alone since they are different. Anyway, just struggling with what to do there...
The way it works now is that when the first long battle message occurs is that all units (except Undead and Golems) decrease 1 morale. Then when the second long battle message occurs, all units continue to decrease 1 morale (Undead and Golems are still not included), and all units (except Plants and Golems) drop 1 initiative. Then on the third long battle message, all troops continue to drop 1 morale (except those previously excluded), and then all troops drop 1 initiative and speed (except Plants and Golems). Lastly, for each successive set of stat decrease rounds (every 5 on impossible), morale, initiatve, and speed all continue to drop as they did before. This simulates your troops becoming more and more tired. This only applies to your troops as the enemy troops have no morale penalties (this is internal to the game apparently) and for initiative and speed I figured that since they are the defenders then that's their "homefield" advantage.
Also, I've added charges to all reloadable attacks so that for long combats every troop will eventually run out of using their special abilities since they are getting tired of fighting. The minimum round at which a troop will run out of an attack if they use it as soon as possible through their normal reload time is round 15. So that is plenty of time to use those abilities and you can always use Gift on them (same with AI).
I'm still experimenting with both of these changes... but I think that these won't have much an effect on combat since by round 15 pretty much everyone is dead anyway, except for maybe a few of the enemy hero battles. Also, you can always use Haste and Battle Cry to give your troops a speed or initiative boost as well as Gift to recharge their attacks in the latter rounds...
You have an interesting use for the word boring!
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Originally Posted by Fatt_Shade
Found some weird thing in magic hero fights, when they cast some mass spell mana spent is like for 1 target (expl : Haas cast mass defenseless and spend only 8 mana(instead 40) , or mass magic shackles for 10 (instead 50). If enemy heroes got 2/3 spell casts per turn at least they should pend mana same as player hero. I`m not sure is this bug, or error in code but pls check it out. It`s bad enough to have enemy with 50/60 mana regen per turn, without them casting spells on low prices 
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I think I know what's going on with the enemy hero mana cast. Their spell level is set by the game internally (based on the enemy hero's level), but I overrode it in the LUA scripts. One of the things I couldn't do was give a mana cost bonus to spells because that is also internal as well. It seems like even though I'm overriding the enemy hero's spell level, it is somehow still referring to the spell level that the internal C/C++ code generates.
I thought I worked around it successfully and actually thought the mana was being subtracted correctly, but it looks like I might still be undershot by the internal workings of that part of the game. I'll look into it some more, but I'm probably stuck there!
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Originally Posted by Fatt_Shade
And what did you give to Sonya as speciality ( i now remember her, but other enemy heroes also have this) her dryads are 2 lvl unit, but had 12-16 dmg(1-4 basic), so WTF did you put in her inventory for her to have that stats on dryads ?  Dark mistycus hero(necromancer in death valley) had necromancers with 250 hp and 20-30 dmg . . . I saw dwarfs with 20-32 dmg (they had bonus fire dmg, but not form hell breath, didnt have buff in their stats screen). Every hero that have some unit speciality that unit have sick stats in battle. It`s not impossible to win this mod, but all i`m saying is that player cant ever get units in his army to that stats so it`s a little frustrating 
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This is part of my awesome enemy hero skill system! Just think about all the awesome skills you get as a hero! Well, now turnabout is fair play!
I'll lay it out sometime, because I'm going to use a similar system with AP/CW...
Mysticus is awesome! So is Raab Sotten and Baal like they should be! Like I mentioned previously, a hero with a level higher than yours is going to be pretty tough!
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Originally Posted by Fatt_Shade
In the end, i can say warrior with rina/feanora/mirabella/diana/neoka/xeona working without problems.
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Glad to hear it!

By the way what were the final levels of your spirits with the Warrior? Did you get any up to level 40 or so?
Can you do me a favor and snap a screenshot (or two) of your hero's stat's and army setup after defeating Haas so I can see what you ended the game with? I'm just curious and it'll help me gauge some things...
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Originally Posted by Fatt_Shade
Also had couple ideas, so what you ppl think about this ?
Priest have 26 hp, and heal 2x10hpm but cant cast it on undead as dmg.Heal spell can be used as dmg for undead, so why not priest healing ability?
I would lower it to 5 heal (when you lead more then 90 priests you dont have unit that can be healed for that much hp 90priest*10heal), and reload 2 so it wouldn`t be used 2 times in row then gift and imba dmg to undead. Thought`s ? ( i got this idea in just finished game i had 1400 priests, and who need 14000 hp healing ? so i thought to make them a bit more useful in fights against undead).
You did nice thing with healer skill and heal/revive abilities , so i though to add something similar to other units that have active abilities. In necromancy add bonus for necromancer animate dead , in archmage add bonus for druid summon (more bears), for evil beholder hypnotise (higher lds), alchemist potions (more dmg), shaman totems (more hp) and such. I`ll check rest of your modding manual, but i hope to do it without big problems.
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You know what's funny? I actually thought I could use Priest's Heal on Undead for damage and just never checked it, I guess!
These are all excellent ideas - I'm pretty sure I have all the bonuses in place and just need to add them to the skill. I'll look into implementing them!
By the way, Erkki found an error in my implementation of the Shaman Dancing Axes skill so I'll have a fix out for that soon...
Have a happy holiday season!
/C\/C\