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Old 08-27-2012, 03:20 AM
MattCaspermeyer MattCaspermeyer is offline
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Join Date: Aug 2010
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Quote:
Originally Posted by Fatt_Shade View Post
You really got yourself nice little project with implementing ToM&M in this game
I hear, ya - in the thick of it right now!

Quote:
Originally Posted by Fatt_Shade View Post
Nice ideas, with set tomes, paired tomes and upgrading (10lvl`s i think is to much but test it and see what those fights look like and decide). About Portrait of Bill Gilbert giving tomes every 10 battles, do you plan to make it player must keep in in inventory to count battle, or must have it in backpack with items that he dont use (because portrait is terrible item, and among first i change in every game
Just in the backpack - I've tried it like this, should also work equipped. I'm glad I didn't sell it in my game because like you said it's all not that great of an item, but okay.

I've been doing some minor testing with my game I just finished and it seems to work okay so far...

Quote:
Originally Posted by Fatt_Shade View Post
Wives and rage spirits from the Legend, damn great plan, but HOW ??? This seems like to complicated to be functional. How will spirits work ? will they have active spells like in tL, or just giving some passive bonuses like items, just special in area of influence. Wives i figure will just have bonuses to whole race like in tL, and that will work nicely i think.
Yah - they'll just be items, although I may give them some scrolls to give you (I'm thinking the spirits will have scrolls to give you of their CW spells).

I'm still working on what their bonuses are going to be, but I've got some ideas...

Quote:
Originally Posted by Fatt_Shade View Post
I got 1 idea my own. After i started new game with your change to starting units in tL and for paladin i got cerbery , ent and vampires i thought WTF am I supposed to do with this starting army Then i saw i got all active abilities for those units right on start, while in original settings with human starting army you couldnt make special attacks, without Heroism skill 1/2/3 lvl.
If memory serves, Heroism Level 1 was only for Swordmen / Guardsmen special attack, Level 2 Bowmen Fire Arrow, and Level 3 Knight Circle Attack (with H3B Horsemen Charge). All other units get their abilities right at the start.

By the way, the starting armies and spells are now randomized. This gives you a chance to start with a totally different set of units. It is fully customizeable, and can add and remove units to pick from (I'll be implementing this feature in AP / CW sooner or later).

Quote:
Originally Posted by Fatt_Shade View Post
So i want to make certain hero skills when upgrading to unlock 3rd/4th/5th lvl units special attacks, but to place them in all skill tree, not just in Heroism. Expl : Archmage unit - Battle mage will be unlocked on 2nd lvl Heroism, as it gives archies more dmg potential. Magic shield will be unlocked on 2nd lvl of glory (glory inspires heroes army to noble acts of valor and help each other since this is support ability it goes to mind tree. Telekinesis goes to 2nd lvl of wisdom skill since it`s . . . i have no idea why it just goes there
Inquisitor holy rage gives rage and makes your units to make more dmg to undead/demons so it goes to 1st vll heroism, but revive is glory 1st lvl. . .
All 1 and 2 lvl units have all active battle abilities from start, but 3rd lvl units need some hero skill to unlock their and not all with same skill, 4th lvl units need 2lvl of that skill to work in battle, and 5th lvl units need 3lvl skill for them ( 5th lvl will be boring here, but in AP/CW there are much more 5th lvl units so there this will work nicely i think). And about placing abilities in skill tree, it depends if it is support it is mind/magic depending on type, if it`s active and work on enemy units it goes to might tree (dryad lullaby cast on enemy units and is might/heroism, summon thorn mind/glory, elven song is magic/wisdom it`s basically battle cry spell for elves). Some abilities i`m not sure where to put : demonolog tread of life is dmg ability against enemy unit but it revives ally so might or mind, alchemist trowing potions are all like spells but dmg enemy so might or magic , and some others.
My question to you is : Where in your HoMM3 mod files is reference how to unlock human units abilities with heroism skill on 1/2/3 lvl ???
To do so, just look at one of the units I mention above, and you'll see a parameter called "require_skill" and you can update their skills in their ATOM file to require a certain skill and level. Note, though, that if you do this, then the enemy units won't have that skill at all. There's a way around this in theory, but it is complex and you'd have to mess with the LUA files...

Quote:
Originally Posted by MattCaspermeyer View Post
I'm going to experiment with what item type to make them - I'd like to make them a combined regalia / artifact item, but that didn't seem to work. So I can either just make them artifacts or maybe I'll consider them like the metamorph item and they can fit in any slot. We'll see - if I can't figure out how to make them regalia / artifact, then I'll probably make them metamorphic during the early alpha development to aid in checking out their bonuses, etc and then just make them artifacts at the end. Unfortunately, there are only 4 artifact slots max right now, and for some class / companion combinations you might only get 1 or 2 slots - the Warrior and Paladin only have 1 artifact slot. I may also consider making them other item types based on their HOMM3 hero class (i.e. maybe Knights are Shields or Armor).
Well, what do you know - I *can* make them Artifact / Regalia! So this part is now working!

I got the pictures implemented and am now working on bringing in the item description labels, etc.

I'll have to check the Artifact / Regalia slots of the hero classes and companion and see what the max Tome slots would be. With Mage and Elenhel you get 5 slots...

/C\/C\
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