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Originally Posted by Fatt_Shade
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 . . .
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You know I thought about it and then I go - "I just had Thant!" So it must be someone else so I looked at the pictures and then thought it must be Galthran from Zep's description, and low and behold there is "armorer1" in his template - doh! Not sure how I missed this one, but he's first in Rina's baby list so maybe that's how I missed it. I'm not sure how I missed Alkin and Dracon from Orcelyn, but must have spaced them or added them after her main baby list and forgot about the template name difference (you know I should just change TEMPLATES.LNG to say armorer and then switch them all so that it is consistent with the name)...
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Originally Posted by Fatt_Shade
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.
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Yah, Master of Spirits is very important to get maxed out if you want to maximize your spirit abilities, although the Paladin gets only 80% and the Mage 50% for spirit leveling up. I think the Warrior should be able to max all spirit skills (even Lina's - you just got to work at it), my Paladin last game got up to the high 30's and low 40's and I think the Mage can probably get to the low to mid 30's. I guess it depends how much you use each spirit, but I try to even them out since they are all useful. Zerock, Sleem, and Reaper have a distinct advantage over Lina since Zerock's Quake, Sleem's Fishes, and Reaper's Black Hole experience scales based on the number of units you damage with that skill. Lina doesn't have any mass damage skills, so she's tougher to level, but can get there if you keep using her skills during the first or second round of combat repeatedly.
By the way, did you know that you can use the Ice Ball to generate a lot of Rage with its first roll attack? It can actually surpass low level Rage Drains if you can get a long enough roll and do enough damage!
That is a great idea about Marauder to use to dig corpses for extra cash. I actually got lucky in my current game and got the Phoenix spell from the Mage School in Verlon Forest and so have been using the Phoenix's new Sacrifice ability to resurrect units as needed, but I'm currently using 1 stack of Archmages, 2 stacks of Inquisitors, and 2 stacks of Ents in my Mage game. In this game, I'm focusing on Zerock's Wall, Sleem's Glot, and once I get Lina I'll try Ice Shards to see how the defensive skills stack up, since I usually go for destruction.
I only just got Feanora and am working on our third baby (Broghild was the one I got that I discovered the "scouting" bug) and am very early in the game, but so far no loss. Like you said, though, once you get to the Elven lands and beyond it gets much tougher!
I had to fight Sonya in my last game with my Paladin and she was a lot of fun! The extra 1-25% based on the map difficulty makes the battles a little bit more fun, even the ones without heroes!
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Originally Posted by Fatt_Shade
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.
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Yah - I'll have to check it out. It's funny with all the modding I do I find that I have very little time to check out other people's stuff, but there's a lot of really good stuff out there!
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Originally Posted by Fatt_Shade
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.
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The Dwarf Prince is still on my list of things to do - I like the Leadership potion idea - probably could sell stat boosting stuff, too.
Yah I saw Bladeking's stuff - those are neat ideas. If someone wanted to take the time to create new pictures, there's a lot of neat dragon ideas from HOMM3, including (comments are from the
heroesofmightandmagic website - don't pay any attention to the unit levels listed below as these are for HOMM3):
- Fairy Dragons
- Level 8 creature. Faerie dragon's spells do more damage than it's attacks, so while it has some mana left it's better to use it as faraway spellcaster. Anyway, keep them safe because they are not as powerful hand-to-hand as some lvl 7 creatures, they can absorb a lot of damage though.
- Special: can cast a random offensive spell each turn at spell power 8, up to about 10 spells per combat.
- Rust Dragons
- Level 10 creature. Rust dragon is an excellent unit for both offense and defence with it's constant damage and wekening attacks. Weakening attack can be used multiple times on one enemy stack until it's defence value reaches zero. Attack the biggest stacks first to reduce their defence.
- Special: acid breath reduces target's defence by 3, 30% chance to do extra 25 damage per rust dragon. 2-hex breath attack.
- Crystal Dragons
- Level 10 creature. Crystal dragons are animated through magic, so they're a non-living creatures. Crystal Dragons cannot fly, but they are a marathon-class runners, they don't have a breath attack, so they have to use their claws which they do quite well anyway. Crystal Dragon will pay off it's crystal cost in about 10 weeks. Having several of them will pay off as a crystal mine, think about it

- Special: brings you 1-2 crystal per week!
- Azure Dragons
- Level 10 creature. No more lousy angels! Dragons rule again! No creature alone can beat the azure dragon. They literally rule the battlefield and their presence alone causes fear among the enemy. If you manage to defeat the dwelling guards, the enormous cost is well worth paying.
- Special: enemy units sometimes freeze of fear regardless of their morale while azure dragon is present. 2-hex breath attack.
King's Bounty skills might be different than these, but these are how they are implemented in HOMM3 and serve as great ideas to think about!
For the Sapphire Blue Dragon, I think Drahha's "skin" is overlaid on top of the Red Dragon's body so that one seems readily doable. Also I'm not sure what WOTN is going to use for their Blue Dragon.
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Originally Posted by Fatt_Shade
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 )
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For enemy heroes, I'm wondering if I should have it burn them and boost you at the same time? Or maybe it is split, half goes to boosting you and the other half to burning them? Stuff to think about...
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Originally Posted by Fatt_Shade
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.
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Standard mana / rage gain rules apply to all mana and rage gain functions so no worries there!
I'm also thinking of having slower mana rage reduction post battle - I've already incorporated this in the AP skills and will update the "scouting" babies to have them also have slower mana rage reduction post battle...
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Originally Posted by Fatt_Shade
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.
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This is a very interesting idea! I'm pretty sure it could be easily implemented (and I'd also have it work on your enemy heroes, too!). We could also have it affected by difficulty level...
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Originally Posted by Fatt_Shade
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 ?
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You know, either I didn't understand what you were saying earlier or I totally spaced this, because I think it is an awesome idea!

I'll certainly implement this as it is a great way to balance the Paladin as you say!
I think the class description will have to be changed for Warrior and Paladin, because I think it says that Warriors get more leadership - easily done!
By the way, all stuff mentioned here goes for AP / CW as well...
/C\/C\