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Old 04-12-2012, 08:35 PM
Fatt_Shade Fatt_Shade is offline
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Join Date: Nov 2010
Location: Serbia
Posts: 837
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You`re welcome
I`m not even sure would my idea solved problem with freezing on Thant, as i said before had similar prob, with Mephala armorer but with Thant was different thing so . . .
And you`re comment about leading full plant stack is nice for mage, but with warrior i did opposite thing ( 1 archmage, 1 marauder, inqusitors full lds, and 2 fighting units royal snakes and griffins in my last game, and master of spirits skill on 3 lvl asap. This way i get more exp for rage spirits then if i lead full army. Archmage for support only 1 is enough, marauder 1 also for digging corpses for gold, inqusitors rage generators and ress, and snakes/griffins to control enemy. As i said before i finished with sick spirits 40+ lvl`s Zerock/Reaper 46th, Sleem 40, Lina only 36 But i stop my empty army strategy after finished dwarf lands, because elf/demon/undead lands were much harder than game until then, thank you very much enemy heroes with 30+ intellect
But i think it`s possible to get spirits up to 48 lvl, except Lina she have only supporting skills with low exp gain.

As for ideas :
1) entangle 1 charge on royals, nice i like it. In red sands mod they added new plant monstera check it out it`s interesting unit.
2) giving inventory for shop to blue dragon in Arlania, good idea but how to make it work ? And if you manage it , did you thought about giving recharge items option to dwarf prince, or giving him blood potion for +150 lds option with prices like buying rune/crystal each time is higher price. And for safire dragon unit check http://forum.1cpublishing.eu/showthread.php?t=22725 , bladeking there made 2 new units champion for humans, and azure dragon nor neutrals. It`s nice tanky unit, you can edit it for icy breath but i like it in general in my oppinion azure was better then ice dragon from red sands but that is just me.
3) Mana drain for enemy emerald dragons, GREAT i like it (but make it so it works against enemy heroes also. they have much higher mana regen then you, at least make it even battle if you use emerald dragons to mana burn him )
4) rage generation for frenzy nice idea, mana have 2 skills meditation and transmutate, so for rage we have rage skill (duh , so why not 1 more. You`ll have to make it stop working after 20 battle turns, to work with mana/rage restriction due to unit fatigue like in tL.
Question about that :
1) is it possible to give every 10 hero lvl`s 1 more battle turn mana/rage inflow. You made it in homm3 mod in normal battle inflow stop at 15 turn, and vs enemy heroes/towers it`s +5 = 20 turn mana/rage stop. So how about as you progress on higher lvl`s you get more experienced in managing army and giving them longer time before they get tired.
2) did you think about my idea to switch paladin/warrior leadership gain ? Paladin mind skill glory indicate that class should have higher lds, and biggest army. While warrior have strongest units attack / crit% /initiative with onslaught quick draw . . . and strongest rage skills. As it is now, paladin is weakest class so i thought to buff it up a bit. Mage is mana/spell oriented and lowest lds is OK. Any ideas ?

Last edited by Fatt_Shade; 04-12-2012 at 09:06 PM.
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