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Mods Armored Princess mods |
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Also, any same skills as TL will probably have that bonus brought over - like I'll make Holy Anger give bonuses to the Order spell tree even though Resurrection adds to Prayer and Resurrection and Glory will have the -Leadership Requirement bonus as well as the summon bonus that I implemented, etc. By the way, I did peek quickly inside MEDALS.TXT and started to get the juices flowing on what to do there: Since the medals have a "mods" section I can now add to overall Leadership % and so will make Grand Strategy have +200 / +2%, +500 / +5%, and +1000 / +10% to your Leadership. Guardian Angel will be +2 / 5 / 10% Resist All I'm also thinking that there are 10 medals and 2 of those medals are for the class type, but I was thinking of making the first row (5) be generic and the second row (last 5) be class specific - thoughts? I was thinking it might be neat to toss in Archmage from TL for a Mage medal for example. We can even possibly transfer a skill there if we think of a better skill to reside in the specific tree for that class. Also, there might be Mage medals that make enemies less resistant to a certain attack (kind of like the enemy heroes in my TL mod), Paladin Medals that add more defense or resistance, etc. The medals use long hexadecimal codes for their implementation, but hopefully the Crossworlds Editor or the King's Bounty Database Editor can help me decipher them and create my own new conditions. That is the only stumbling block right now to making medal changes. Those are just some of the thoughts starting to flow through my brain on medals... Here are some initial skill tree thoughts (if I say same as TL that means same as my mod that I did for TL, not original TL): Might Tree: Heroism: Keep same Resistance: +1 / 3 / 6 Defense Rage Control: same as TL Onslaught: Just like in TL bonuses to Initiative, Speed, and then bonus to both - do we need the rage bonus? Caution: This is just like Start Defense so I'll implement it the same way I did in TL Quick Draw says: "The art of quickly shooting arrows enables you to strike first, dodging the shots of enemy archers". Well adding Initiative sounds reasonable, but I don't remember if they get a chance to dodge enemy shots, they don't do they? Instead their attack increases. This doesn't make sense so I'll either change the description or I can add a chance for the Archer to dodge an attack (and remove the Attack increase if I do) or increase their Defense or Resistance or something like that. I'll also heavily consider expanding this to all ranged units like I did for the Bowmen Commander -> Ranged Specialist in TL. Nighttime Operations: same as for TL Anger: same as TL Frenzy: same as TL The Power of Darkness: I'll probably make this the same as Dark Commander and have it expanded to include all "evil" or perceived as evil troops including: Demons, Wolves, Hyenas, Snakes, Spiders, Beholders, Robbers, Devilfish, Werewolves / Elves, Assassin's, and Demonologists. I included Orcs in TL, but I'm thinking that they are more neutral in AP / CW (well maybe not CW) and I think Lizardmen are neutral - thoughts? Tactics: same as TL Revenge: I need to check into this one more, but it looks like the Critical Hit increase is percent of current and not absolute, but it'll probably +5 / 10 / 20% Critical Hit. Bloodthirst: This I'll make similar to +Rage Increase of Iron Commander where I made it +10 / 30 / 60 Rage and so those will be the maximum increases, but I'll probably make the percent increase +10 / 30 / 60% or something like that. Mind Tree: Scouting: same as TL Holy Anger: same as TL but because of Absolute Balance (see below) I may move the Rage / Mana increaes to it and then use the Runic Stone defense increase here. Also because of Resurrection (see below), it may make sense to move the Order Spells bonus to Resurrection. Glory: same as TL Trophies: same as TL Prayer: Here the Critical Hit increase is absolute, but I think I like a percent of current increase better as it is easier to scale with all units so it would probably be +5 / 15 / 30% Critical Hit The Power of Spirit: same or double to +1 / +3 / +6 Attack / Defense Learning: same as TL, not sure about Intellect... Adrenaline: This will work just like TL Onslaught except for random troop at the beginning of the round like it says. Is this skill broken? Neatness: +5 / +10 / +20 Mana or similar, may also consider +1 / +2 / +3 Defense Persuasion: Keep same Diplomacy: same as TL Absolute Balance: +5 / +10 / +20 Rage / Mana - will have to see how this works with Holy Anger, I might move the Holy Anger bonus to here in which it would be +5 / +15 / +30 Rage / Mana. Resurrection: +5 / +15 / +30% Resurrection / Prayer (it may make sense to simply implement the Order Spells bonus here instead of Holy Anger). Voice of the Dragon: Keep morale bonuses the same, but may look into initiative or speed increases for the animals, Rage would probably be +2 / +5 / +10 or similar... I don't see any +2 / 5 / 10 Resist All like I did in TL and so may consider that bonus to either Neatness, Resurrection,. or Absolute Balance Magic Tree: Wisdom: same as TL Linguistics: Keep same Alchemy: same as TL Order Magic: same as TL DIstortion Magic: same as TL Magic Light: same as TL, but include new AP spells Transmute: +5 / +10 / +15 Mana Chaos Magic: same as TL Meditation: same as TL, for Mana it would be: +5 / +15 / +30 Mana Summoner: +10 / 25 / 50% to Summoning Spells / Skills Destruction: same as TL Concentration: same as TL Thesis: like TL Higher Magic Intellect and Mana Increase, maybe make similar to Might Tree Bloodlust to include %Mana increase. Higher Magic: 15 / 30 / 60 Mana Those are just some preliminary thoughts, I need to sum up all the bonuses overall and see what the total increase of the statistics are going to be and assess. Then I'll change the Rune requirements to match the changes and we'll go from there! /C\/C\ |
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