Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > King's Bounty > King's Bounty: The Legend > Mods

Mods Everything about mods

Reply
 
Thread Tools Display Modes
  #1  
Old 11-26-2011, 06:46 PM
MattCaspermeyer MattCaspermeyer is offline
Approved Member
 
Join Date: Aug 2010
Posts: 553
Smile Sounds like a great game so far...

Quote:
Originally Posted by Fatt_Shade View Post
My build so far for undead wife/kids :
16 lvl , 11att/13def/20int , 50rage , 140 mana, and only 5k lds
100/130 ghosts , 70/85 cursed ghosts , 2x30 ingusitors , 35 archmages. Ghosts for killing, inquisitors for rage and controlling ghosts archmages for support (ghost with magic shield against any melee unit takes literally 0 dmg), when i find necromancers they will fly out of army lineup.
So far i bought only 50 both ghost type, and now i have in reserve 1200 ghost, and 500 cursed, so i think unlimited retaliation from charna is a bit overpowered.Better her give them bonus ress or dmg or something.
Cleared all up to lower Hadar mines with no loss and no resurrection spell.
I found much easier to cast illusion on ghosts instead using them in combat, my main units are just to control enemy.
Sounds like you got a pretty good combination - sometimes Phantom's hard to get. Which battle has been the toughest so far would you say?

Quote:
Originally Posted by Fatt_Shade View Post
1)When i scouted gerdas kids thinking to switch to see how it is found this :
kid_ajit why unlimited retaliations for beholders ? they arent melee units. Better ress/dmg bonus
kid_lorelei same as for ajit, alchem/cannoner are even slower then beholders they will never fight in melee, so why unlimited retaliations. Give them speed
kid_synca giants get 2 morale, but no initiative or speed, so no mater how high they stats when they get to enemy in 4-5turn
kid_orwald 2x+(1) initiative to all units, is this mistake or planed ?
2)Same as for gerda, when i killed kraken i thought about divorce rina for mirabella :
kid_ingham priest inquisitor again unlimited retaliations, no need, better some other bonus
kid_edric gives griffins unlimited retaliations . . . now i just think you copy/paste this to all kids So does this mean they retaliate 2 times for every attack
kid_christian and now for melee units sprite/dragonfly no hitback,1,0,0,
kid_mullich +2 moral/speed to all units i think it`s to much better +1 moral/init/speed or not even all that.
The children bonuses work this way:

Level 1 & 2: +Attack, Krit, Defense, Health, Hitback, Initiative, Morale, Speed
Level 3: Health, Hitback, Initiative, Morale, Speed
Level 4: Health, Hitback, Initiative (Ranged), Morale, Speed (Melee)
Level 5: Health, Hitback, Morale
*Level 6: Health, Hitback
*Level 7: Health

Hitback - means unlimited retaliation

Morale doesn't apply to undead so they get extra Attack, Krit, and Defense for their level. I tried to carry unlimited retaliation as far as I could, sooner or later you'll run up against enemies that will get to your Ranged units and so it is nice to have then. I thought for Griffins and Demons that I used an alternate for them since they already have unlimited retaliation. For levels 6 and 7, these only apply to a few children where they had a duplicate bonus for a set of units. Rather than have the same unit bonus twice, theirs would apply to a group of units, but the level would be +1 or +2 depending on how large the group was. So Mutare, for example is dragons, but I add +1 to their level so they only get Health and Hitback instead of those and Morale. The system works pretty well, I think.

Also, if a bonus was for a group of units then I removed hitback since I only wanted it to apply to 1 or 2 units with a bonus, so those are the rules that I used.

I think you overlooked Gerda's dwarf bonuses - same as other wives but to dwarves.
So for Ajit, unlimiited retaliation is per rule for Level 3 and Level 4.
Same for Lorelei.
For Synca, she's got Level 5 so that rule applies (the other +1 Morale she gets due to HOMM3 Leadership skill). They already get +1 speed and +1 initiative from Gerda and before I implemented the level system (all individual unit bonuses were like level 1) Giants would just march into the mix and you'd just have to heal them and they'd wipe the floor with everyone and imagine using Phantom on top of that! So that's when the system above was born!
For Ordwald, his skills in HOMM3 are actually unknown since he only appears as an enemy hero. So his HOMM3 Skills are Logistics (+1 Speed to all), Pathfinding (+1 Initiative to all) and then he gets an all Dwarf unit bonus, but add +1 to their level since they are a group (for example Miners are considered level 2 for bonuses, Dwarves level 3, etc.). I just noticed that I had sp_lead_unitcannoner instead of sp_lead_unit_cannoner - I'll fix that! It's hard to get these bonuses spelled right! Darn it!
For Ingham, per rule of level 2 Priests and level 3 Inquisitors.
For Edric, Griffins already have unlimited retaliation so they should get I think krit instead - I'll double check them.
Christian - bonus is to a group (girls) so no unlimited retaliation per rule - sorry Christian!
Mullich's HOMM3 Skills: Advanced Logistics (+2 Speed) and Advanced Leadership (+2 Morale).

So once again all bonuses are per rule and staying true to the original HOMM3 hero skills.

I'll double check Edric to make sure the Griffin bonus is right!

Quote:
Originally Posted by Fatt_Shade View Post
3) in necromancy skill should limit +3magic dmg to magic units, not all undead. I have 500 skeleton archers 1 lvl unit, with 5-6 dmg. Sick
I actually was seriously considering removing both the Magic Damage and Magic Resistance bonuses because I thought they might be too powerful, but left them in there since I actually forgot about them!

I was thinking the bonus should just be: Defense, then Health, then Critical Hit.

I'm probably going to remove both of those now that you've reminded me of them.

You know, as I consider the Necromancy Skill changes, I made them to encourage people to play the Undead more, but maybe Rina is encouragement enough? All the Undead bonuses are fairly recent (as new as my last playthrough) including: -LR, and statistic improvements. I kind of wanted to make it like Archmage or Ranged Specialist, but to Undead. Before it just did 4 things:

1) Allows use of Resurrection to raise Undead
2) After combat, raise part of a fallen troop (the unmodded skill)
3) Amplify spells that deal pain and suffering
4) Improve the Evil Book

I recently added:

5) Decrease LR of Undead and Improve their abilities

But now I'm thinking that maybe I didn't need 5 or needed to be very limited with it. I do like giving them -LR because you'll be encouraged to play them, but maybe that's all 5 should do? Or maybe just add to Defense, then Health, and then Critical Hit.

Hmmm... things to think about...

Quote:
Originally Posted by Fatt_Shade View Post
And i cant find anywhere exp table for hero. Is it still max lvl 30? Because i`m already 17, and not yet 40% of game cleared.
I think it's in HERO.TXT, you should be about 2 levels ahead of where you would normally be about where you're at - you'll actually reach level 30 about 5,000 exp more than before so it'll slow down a bit. The original experience table actually had inconsistencies in it and so I simply made it consistent, but you level up a little bit faster early and then you cross about level 29 where (like I mentioned above) you'll need about 5,000 more experience than before to get to level 30. This is per a formula I used to make the gain table consistent.

Quote:
Originally Posted by Fatt_Shade View Post
I just now read all wife kids, and have some thoughts. You changed tower script in supresing item battles. Why doesnt any kid have lowering tower ress/hp penalty. Or any other penalties ? You have all kind of bonuses for ally units, but almost no lowering for enemy(except 1-2 feanora kids for -magic/poison ress).
You know, I never really thought of affecting towers like that. I guess you could put a bonus in there although since they are "pawns" special rules apply to them.

A lot of the HOMM3 skills translated nicely over to KB, but there were a few that I had to create a new bonus for, i.e. Tactics and a few others. As it turns out, there are no HOMM3 skills that reduce any enemy statistics. During the translation process for those HOMM3 skills that had no equivalent, I tried to be as true as possible to the original HOMM3 skill. I did, however, consider enemy skill reduction bonuses, but as it turned out, the bonuses ended up winning out over the reductions.

In HOMM3 the hero Tactics skill worked the same as the KB Tactics skill so what to do with babies with that HOMM3 skill? Since I didn't have any skills that directly affected the Hero's attack / defense I decided to appy it there; however, the enemy hero skills use the KB hero class skill trees and I decided to actually have enemy heroes with the KB Tactics skill (mostly Warriors) decrease your Initiative and then Speed by 1.

During the development phase, though, I had already decided on the baby HOMM3 Tactics bonuses and then the enemy heroes were done much later. I did consider maybe changing the HOMM3 Tactics to be like the enemy heroes one, but I ended up leaving it as is as I never really went back and considered it heavily again.

So that's why there aren't very many reduction skills for the babies (actually I think it's only the wives with a few reduction skills).

By the way, I'm not sure if enemy reduction morale skills work at all because it doesn't show you their morale! I think enemy morale is always neutral!

I actually considered dropping your morale as the combat goes long, but I actually don't know how to do it. I think in HOMM3 that happened if the battle went really long.

Quote:
Originally Posted by Fatt_Shade View Post
And where are rage spirits exp tables ? Are they also limited to 30 as original game ?
The developers were sure good at hiding things! It took me a while to find the spirit experience tables: ARENA.TXT. Who would have thought they were in there?!

Spirits now go up to level 46, although for a mage I'm not sure how high you can get them, but probably only about to level 33 - 35 as a guess. I think my Paladin last game finished with them at about level 35 - 37, and I'm guessing that a Warrior might be able to get them to level 37 - 39? I'm not sure, though because the original tables were a little bit inconsistent and so I (like the hero experience table) made the level up consistent. I think at Spirit Level 29 or 30 the tables cross and then it'll take a bit more than my last playthrough so you might not quite make it to the levels I mentioned above.

The spirit experience gain is very tricky and inconsistent as a whole. I'm not sure how much attention you've paid it, but essentially skills that damage multiple units amplify the Spirit's experience.

These skills are: Underground Blades, Evil Shoal, and Black Hole. Rockfall and Rage Draining might amplify based on the number of units they hit, but I'm a bit uncertain about those although I think they do. I'm pretty sure that if a Spirit ability does not cause immediate damage, then you just get the normal experience for it. These are: Poison Rain, Ice Ball, and Gizmo. Those abilities give much lower experience. All other abilities since they don't do any damage at all give normal experience.

I actually played with this area quite a bit trying to figure out how it worked because I found that once I got Underground Blades and Black Hole that Zerock and Reaper would start leveling much quicker while Sleem and Lina were much harder to level up because Evil Shoal is hard to use unless you have the Rage and no units near enemies and none of Lina's abilities amplify experience.

So anyway, that's the story there!

Well thanks again for the comments.

I encourage you to continue playing!

Let me know how the battle to free Tibold goes and which enemy heroes start to give you trouble! I think that you've started to notice that the battles are now starting to get more and more difficult. It'll be interesting to hear how well your Ghosts do in Ellinia fighting the Elves. That will be an interesting story to hear!

I'm currently with Orcelyn and we had our first baby - Merist! I'm playing the Paladin during this playthrough (my second Paladin game), I have to marry all the wives and have all the children so that I can make sure they work! So I don't have the luxury of being able to stick with one wife until I get Xeona since there are no wives after her.

I've already suffered a few losses, although almost all of the non-hero battles have been no loss. Since I have to max out the number of wives and children, some battles I can't wait until I'm a bit stronger to attack (the 2 Undead stacks in the Earl's Dungeon with the Frogs is hard with just Bears and Barbarians since I have to fight with human Rina (since I need those battles to count towards her having a baby)). Tibold's army also gave my Gerda Dwarves trouble because of the Cyclops and Archdemons. You have to complete that quest before you can get Orcelyn. The Orc Embassy was also tough with Dwarves - Ancient Ents and Royal Thorns were a lot of fun! That battle got my last Gerda baby just in time to switch to Orcelyn!

By the way, I implemented the change to Ghosts, where their numbers increase based on the number of units they actually kill! It seems to work okay - it was a little tricky to figure out how to compute the same number killed as what the damage actually did. As I was playtesting last night I'd sometimes get Ghosts killed 33 units: Their ranks are filled with 32 - doh! But now it works - hurray!

I'm going to think more about the Necromancy Skill Undead bonuses, but I'm going to leaving it alone for now and let you play as is. It'll be interesting to see how well your Ghosts do against Elves since they do Magic Damage and have good Magic Resistance. I'll try to provide another update soon with the changes to Ghost's Soul Drain and any more errors we find.

/C\/C/
Reply With Quote
  #2  
Old 11-26-2011, 09:37 PM
Fatt_Shade Fatt_Shade is offline
Approved Member
 
Join Date: Nov 2010
Location: Serbia
Posts: 837
Default

Suprise is that supressing elven crown was hardest battle, pretty tough towers and i only have magic dmg units in army so far, there was stack 30 ents with roots bonus very hard to kill with ghosts, and 1700 fairies made me problems with my ghosts reviving huge numbers after attacking them, also dryads and ents summoned thorns that started spreading like weed all over arena.
On other hand kraken and spider bosses were breeze to kill with invisible inquisitors and phantomed ghosts.

I get that you waned to transfer all Homm3 heroes in kid bonuses, but some just didnt seem right, so i pointed out couple. +2 moral/speed for all units seems to much. Unlimited retaliations for griffin/demon i just said no need to give it 2 times so maybe some other stat would do for those units.

Necromancy bonus to undead should be keeping them alive, so HP/def/res, remove magic dmg/crit. Also undead have great bonus from dark commander skill, this is just it`s counterpart in magic skill tree. Undead have enough bonuses demons on other side not nearly enough, but they are also last race on player disposal so it`s tough build for them anyway.

Penalty for towers : i saw 2 kids giving bonus in fight at sea and those are 15-20 at most, and when you get mirabella to marry you, i`m guessing all those fights are already over so you only can get kid to feed, not even possible to give him to adoption So i thought about getting some kids that lower enemy stats : -2initiative or speed first round, -physical res( tactics- you prepared for battle in advance, so you slowed enemy unit reaction and movement, just expl). I didnt said this things just because heroes from homm3 transfer, but because you made some interesting things here so i gave some of my ideas. Giving bonuses to your units will help killing enemy( which is great for huge stacks warrior/paladin hero class), but lowering enemy stats will keep enemy away and your army alive (for smaller stacks and mage hero who do most work with spell).

As for morale penalty for long battles you can make it last for 10-20-... how many rounds you want. You said no 4th page, 7th post `pbonus, dbonus, rbonus = stat_name, absolute, percent_current, percent_base, duration, delete_on_damage, priority` So how to set duration should be changing -100 to some other value i think.
For elves i hope to have something more then just ghosts, i`m not planing to go killing dragons with them also. And soul drain i thought to work rise % of their dmg, but not more then number of killed units. You say you killed 33 troop, and got 32 ghosts, what about killing 400 devilfish, or i did 1 crit killing 650 peasants ?

Aaaaaaaaaaaaaaaaaaa ffs how do i get orcelyn ? I beat orc embassy, then killed dragon in basement , and i see flag above orc in front of it, but cant take quest. I dont remember what i need to do for that quest Help ppl.

Last edited by Fatt_Shade; 11-26-2011 at 10:50 PM.
Reply With Quote
  #3  
Old 11-26-2011, 11:39 PM
MattCaspermeyer MattCaspermeyer is offline
Approved Member
 
Join Date: Aug 2010
Posts: 553
Smile Excellent comments as always!

Quote:
Originally Posted by Fatt_Shade View Post
Suprise is that supressing elven crown was hardest battle, pretty tough towers and i only have magic dmg units in army so far, there was stack 30 ents with roots bonus very hard to kill with ghosts, and 1700 fairies made me problems with my ghosts reviving huge numbers after attacking them, also dryads and ents summoned thorns that started spreading like weed all over arena.
On other hand kraken and spider bosses were breeze to kill with invisible inquisitors and phantomed ghosts.
Tower battles are a lot tougher as you noticed! That sounds like it would have been a fun battle to watch!

Quote:
Originally Posted by Fatt_Shade View Post
I get that you waned to transfer all Homm3 heroes in kid bonuses, but some just didnt seem right, so i pointed out couple. +2 moral/speed for all units seems to much. Unlimited retaliations for griffin/demon i just said no need to give it 2 times so maybe some other stat would do for those units.
Okay - just wanted to make sure you knew that. I've actually been noting all your comments. They've been very helpful so far!

I'm going to review the bonuses - I think I might consider switching tactics to match what I did with the enemy heroes as that and a few other skills don't have analogs.

By the way, here's the list of skills and their bonuses of what I did with them:

Code:
Skill		Basic							Advanced							Equivalent
====================================================================================================================================================================================================================================
Archery		Ranged Attack: +10%					Ranged Attack: +25%						Ranged Damage: 2 * Skill Level * Child Level = % / +Skill Level
Offense		Melee Attack: +10%					Melee Attack: +20%						Melee Damage: 2 * Skill Level * Child Level = % / +Skill Level
Armorer		Damage: -5%						Damage: -10%							Defense: 2 * Skill Level * Chld Level = %
Resistance	Spell Failure: 5%					Spell Failure: 10%						Resist All: Skill Level * Child Level = %
Leadership	Morale: +1						Morale: +2							Same
Luck:		Luck: +1						Luck: +2							Critical Hit: 10 * Skill Level * Child Level = %
Tactics	1 	Placement / 3 Hexes					2 Placements / 5 Hexes						Attack / Defense: 2 * Skill Level * Child Level = +%
Artillery	Ballista: 50% Double Damage				Ballista: 75% Double Damage					Ranged Unit Attack: 4 * Skill Level * Child Level = +%
Ballistics	Catapult: To Hit - 60% / Max Damage - 50%		Two Shots							Ranged Unit Defense: 4 * Skill Level * Child Level = +%
First Aid	Heal: +50						Heal: +75							Ally Health: 2 * Skill Level * Child Level = %
Necromancy	Resurrect: 10% of Enemy					Resurrect: 20% of Enemy						Undead LR: Skill Level * Child Level = -%
Diplomacy	Fleeing Creatures: 25% Join				Fleeing Creatures: 50% Join					Leadership: 2 * Skill Level * Child Level = %
Estates		Gold: +125/day						Gold: +250/day							Gold: 10 * Skill Level * Child Level = %
Learning	Combat Experience: 5%					Combat Experience: 10%						Combat Experience (includes spirits): 2 * Skill Level * Child Level = %
Logistics	Movement: +10%						Movement: +20%							Speed: +Skill Level to all troops
Pathfinding	No Penalty: Rough, 25% Sand/Snow, 50% Swamp		No Penalty: Rough/Sand/Snow, 25% Swamp				Initiative: +Skill Level to all troops
Scouting	View: +1						View: +2							Rage: 4 * Skill Level * Child Level = %
Navigation	Water Movement: +50%					Water Movement: +100%						IMS: +Skill Level @Sea, Krit: +Skill Level * Child Level * 8%
Eagle Eye	Learn Spells: 40% Level 2 and under			Learn Spells: 50% Level 3 and under				Intellect: 3 * Skill Level * Child Level = %
Intelligence	Mana: +25%						Mana: +50%							Mana: 4 * Skill Level * Child Level = %
Mysticism	Combat Mana Regeneration: +2				Combat Mana Regeneration: +3					Combat Mana Regeneration: +Skill Level
Scholar		Teach and Learn Spells Level 2 and under		Teach and Learn Spells Level 3 and under			Intelligence Power Factor: ( 2 * Skill Level * Child Level ) / ( 7 - ( Skill Level * 0.5 ) )
Sorcery		Spell Power: +5%					Spell Power: +10%						Spell Power: 2 * Skill Level * Child Level = %
Wisdom		Learn Spells Level 3 and under				Learn Spells Level 4 and under					Intelligence Power = 4 * Skill Level * Child Level = +%
Air Magic	School Spells Cast at Basic Level			School Spells Cast at Advanced Level				Magic Resistance: 4 * Skill Level * Child Level
Earth Magic	School Spells Cast at Basic Level			School Spells Cast at Advanced Level				Physical Resistance: 4 * Skill Level * Child Level
Fire Magic	School Spells Cast at Basic Level			School Spells Cast at Advanced Level				Fire Resistance: 4 * Skill Level * Child Level
Water Magic	School Spells Cast at Basic Level			School Spells Cast at Advanced Level				Poison Resistance: 4 * Skill Level * Child Level
Blood Lust	Attack: +3						Attack: +6							Enhanced Berserk
Cure		Removes All Negative Effects, Heals: Power * 5+10	Removes All Negative Effects, Heals: Power * 5+20		Enhanced Magic Spring
Magic Arrow	Damage: Power * 10 + 10					Damage: Power * 10 + 20						Enhanced Magic Pole Axe
Meteor Shower	Damage: 7 Hex - Power * 25 + 25				Damage: 7 Hex - Power * 25 + 50					Enhanced Book of Evil
Stone Skin	Defense: +3						Defense: +6							Enhanced Stone Skin
Haste		Speed: +3						Speed: +5							Enhanced Haste and Battle Cry
Bless		Damage: Maximum						Damage: Maximum + 1						Enhnaced Bless
Weakness	Enemy Attack: -3					Enemy Attack: -6						Enhanced Weakness
Frost Ring	Damage: 6 Hex - Power * 10 + 15				Damage: 6 Hex - Power * 10 + 30					Enhanced Geyser
Prayer		Attack, Defense, Speed: +2				Attack, Defense, Speed: +4					Enhanced Divine Armor
Ice Bolt	Damage: Power * 20 + 10					Damage: Power * 20 + 20						Enhanced Ice Snake
Slayer		Attack: +8 vs Behemoths, Dragons, and Hydras		Attack: +8 vs Behemoths, Dragons, Hydras, Angels, and Demons	Enhanced Demon and Dragon Slayer
Fireball	Damage: 7 Hex - Power * 10 + 15				Damage: 7 Hex - Power * 10 + 30					Enhanced Fireball
Death Ripple	Damage: All Non Undead Power * 5 + 10			Damage: All Non Undead Power * 5 + 20				Enhanced Plague and Poison Skull
Hypnotize	Controls Troop less Than Power * 25 + 10		Controls Troop less Than Power * 25 + 20			Enhanced Hypnotize
Firewall	Damage: 2 Hex - Power * 10 + 10				Damage: 3 Hex - Power * 10 + 20					Enhanced Phoenix
Sulfur		Sulfur: +1/day														Enhanced Demon Portal
Mercury		Mercury: +1/day														Enhanced Phantom
Crystal		Crystal: +1/day														Enhanced Lina Orb
Inferno		Damage: 19 Hex - Power * 10 + 20			Damage: 19 Hex - Power * 10 + 40				Enhanced Flame Arrow and Fire Rain
Resurrection	Resurrect: Power * 50 + 40 Health of Creatures		Resurrect: Power * 50 + 80 Health of Creatures			Enhanced Resurrection
Gold		Gold: +350/day														Chest Gold: 10 * Child Level = +%
Fortune		Increases Luck of Allied Target by 1			Increases Luck of Allied Target by 2				Add to Luck Skill
Chain Lightning	Damage: Power * 40 + 25, then half up to 4		Damage: Power * 40 + 50, then half up to 5			Enhanced Lightning
Disrupting Ray	Reduces Target Defense by 3				Reduces Target Defense by 4					Enhanced Helplessness
So that's the list I used from my spreadsheet to help design all the bonuses! You can see which ones directly transferred and which ones I changed. The ones I changed I'll revisit and look for other areas to give penalties to the enemy - if it makes sense I'll change it.

Right now I think Tactics is a good candidate.

Quote:
Originally Posted by Fatt_Shade View Post
Necromancy bonus to undead should be keeping them alive, so HP/def/res, remove magic dmg/crit. Also undead have great bonus from dark commander skill, this is just it`s counterpart in magic skill tree. Undead have enough bonuses demons on other side not nearly enough, but they are also last race on player disposal so it`s tough build for them anyway.
Okay - I think we're in agreement here. I guess the Magic Resistance bonus is not that powerful the way it is so I think I'll follow your suggestions there. What about the Leadership Reduction - do you think we should keep it?

Quote:
Originally Posted by Fatt_Shade View Post
Penalty for towers : i saw 2 kids giving bonus in fight at sea and those are 15-20 at most, and when you get mirabella to marry you, i`m guessing all those fights are already over so you only can get kid to feed, not even possible to give him to adoption So i thought about getting some kids that lower enemy stats : -2initiative or speed first round, -physical res( tactics- you prepared for battle in advance, so you slowed enemy unit reaction and movement, just expl). I didnt said this things just because heroes from homm3 transfer, but because you made some interesting things here so i gave some of my ideas. Giving bonuses to your units will help killing enemy( which is great for huge stacks warrior/paladin hero class), but lowering enemy stats will keep enemy away and your army alive (for smaller stacks and mage hero who do most work with spell).
Yep - that's all good stuff! You know, I just had a thought - maybe the kids with the Navigation bonus can also have a bonus against towers! Hmmm... I'm actually not sure how to implement that, but it would be interesting.

I think about all you could do is reduce Tower Health, Defense, and Initiative. I'm not sure how to do anything else at the moment.

By the way, I'm not sure if you noticed, but all 3 of Zerock's damaging abilities do double damage to Towers! So there is a bonus there.

Yah - those are good comments for mage. I'll look into what to do for other negative effects. I think tactics I'll do like I did with the enemy heroes and have it reduce enemy unit's speed -1 for Tactics and then initiative -1 (with speed) for Advanced Tactics. Lacus is the only baby with Advanced Tactics. If a wife has more than 1 baby with Tactics then 1 will be -speed and the other -initiative.

Quote:
Originally Posted by Fatt_Shade View Post
As for morale penalty for long battles you can make it last for 10-20-... how many rounds you want. You said no 4th page, 7th post `pbonus, dbonus, rbonus = stat_name, absolute, percent_current, percent_base, duration, delete_on_damage, priority` So how to set duration should be changing -100 to some other value i think.
I won't be able to do it that way since those are static and you can't delay its onset just set its duration. I'd have to have it when a round occurs go through and drop everyone's morale. The funny thing about morale is it does not interactively change it during combat. Any units summoned or added by abilities get neutral morale. So I'm not even sure if it would obey a change - I'll have to experiment with it...

Quote:
Originally Posted by Fatt_Shade View Post
For elves i hope to have something more then just ghosts, i`m not planing to go killing dragons with them also. And soul drain i thought to work rise % of their dmg, but not more then number of killed units. You say you killed 33 troop, and got 32 ghosts, what about killing 400 devilfish, or i did 1 crit killing 650 peasants ?
Oh - well I misunderstood your thinking because it will raise 650 killed peasants as Undead in your example! That would make them really hard to manage, I guess. I thought that's the way you wanted it!

So have it be the lower between killed units and percent damage - got it!

Quote:
Originally Posted by Fatt_Shade View Post
Aaaaaaaaaaaaaaaaaaa ffs how do i get orcelyn ? I beat orc embassy, then killed dragon in basement , and i see flag above orc in front of it, but cant take quest. I dont remember what i need to do for that quest Help ppl.
Yah, I think you have to talk to him first otherwise you miss out, but I'm not sure if there's a way to get him in the castle later.

I know that he won't offer the Embassy "quest" unitl after you've talked to King Mark about sailing to Elinia.

I'm not sure what happens, though, if you get into the Embassy first.

Well, thanks again for the comments!

/C\/C\
Reply With Quote
  #4  
Old 11-27-2011, 02:44 AM
Fatt_Shade Fatt_Shade is offline
Approved Member
 
Join Date: Nov 2010
Location: Serbia
Posts: 837
Default

Since you removed undead -lds from glory, at least leave it in necromancy skill.

I know about zerock`s abilities, but have no idea how to use their scripts in giving bonus to kids

Soul drain i thought like description of necro call spell : it rises certain amount hp, but no more units then killed stack. So soul drain gives ghosts something like 30-40% of dealt dmg, but no more then number of killed units. As you said lower of those two.
Reply With Quote
  #5  
Old 11-28-2011, 11:47 AM
Fatt_Shade Fatt_Shade is offline
Approved Member
 
Join Date: Nov 2010
Location: Serbia
Posts: 837
Default

You sly dog
Now i get it what you meant, i dont know what is waiting for me in elven lands. Not even soul drain saved my ghosts against some swarms of sprites, and ent/en2 wooden talent is to much i think 50/80/50% physical/poison/magic res is OP in my opinion(maybe lower phy/magic res 20-30% would be acceptable).
Also you said you didnt add any penalties as kid`s bonuses, but first elven hero Sonya 29 int, and -60% magic res to all my units(had to leave all units in castle except black dragons to f..k her up), werewolf hero in elven underground -40% physical res to my units(he`s still alive, i`m waiting to get stronger black hole, i know that`s so gay ), almost all dwarf heroes -1 speed to my units.
That`s what i meant about implementing tactics from homm3 heroes, instead giving speed to ally, lower enemy speed in first 1-2 turns.

Forgot to mention :
1) resurrection works on undead with necromancy skill, so it`s OK.
2) when i lvlup gizmo and cast it in battle next time it freezes game, and i hvae to load which is no problem just saying it`s something with gizmo. I checked lina.atom in your mod files but cant figure it out
3) figured out orc embassy quest, i just had to go to elven lands first to talk with king there, and then i got orc wife.
4) i just now figured out that original ghosts had physical dmg, but you changed it to magic. why that ? with necromancy bonus it`s sick for 3rd lvl unit to have 9-13 dmg. I returned it back, and removed magic dmg bonus for all undead, i leave only for necromancers now.

Last edited by Fatt_Shade; 11-28-2011 at 03:16 PM.
Reply With Quote
  #6  
Old 11-28-2011, 05:55 PM
MattCaspermeyer MattCaspermeyer is offline
Approved Member
 
Join Date: Aug 2010
Posts: 553
Smile Now you're starting to get to the good stuff!

Quote:
Originally Posted by Fatt_Shade View Post
You sly dog
Now i get it what you meant, i dont know what is waiting for me in elven lands. Not even soul drain saved my ghosts against some swarms of sprites, and ent/en2 wooden talent is to much i think 50/80/50% physical/poison/magic res is OP in my opinion(maybe lower phy/magic res 20-30% would be acceptable).
Actually Ent's Physical Resistance is 35% and then they get +25% Resist All when they use their Tap Tree of Life Ability (rooted), which lasts 3 turns. Also don't forget that your're playing Impossible so those values increase +25% due to the difficulty level!

Ancient Ents are 40% Physical Resist and 75% Magic. The reason why they have high Magic Resistance is because of the Tree of Life. I figured that they hadn't fallen far from that Tree!

/C\/C\

Quote:
Originally Posted by Fatt_Shade View Post
Also you said you didnt add any penalties as kid`s bonuses, but first elven hero Sonya 29 int, and -60% magic res to all my units(had to leave all units in castle except black dragons to f..k her up), werewolf hero in elven underground -40% physical res to my units(he`s still alive, i`m waiting to get stronger black hole, i know that`s so gay ), almost all dwarf heroes -1 speed to my units.
That`s what i meant about implementing tactics from homm3 heroes, instead giving speed to ally, lower enemy speed in first 1-2 turns.
Werewolf hero might only be 40% for round 1 - you might want to scout him and see. I can't remember, I'd have to look him up, but a lot of heroes have the "Combat Readiness" skill which works the same as yours for levels 1, 2, and 3 for them!

Now I think you can see that these heroes aren't slouches any more, but have a system similar to yours.

Mage enemy hero's Destroyer Skill drops one of your resistances up to 50% @ level 3! So be careful when fighting enemy Mage hero's. How can you tell which class is which by the way? Warrior heroes have more Attack than their other abilities, Paladin's Attack, Defense, and Intellect are all roughly the same, and Mage heroes have a lot more Intellect than their other abilities and noticebly more mana.

Yah, the next thing I'm going to work on is switching HOMM3 babies with tactics to work like I did with the enemy heroes, but I'll make them last the whole combat I think.

Quote:
Originally Posted by Fatt_Shade View Post
Forgot to mention :
1) resurrection works on undead with necromancy skill, so it`s OK.
Excellent!

Quote:
Originally Posted by Fatt_Shade View Post
2) when i lvlup gizmo and cast it in battle next time it freezes game, and i hvae to load which is no problem just saying it`s something with gizmo. I checked lina.atom in your mod files but cant figure it out
I'm really interested in seeing what's happening here - send me your savegame with how to reproduce and I'll try to fix it!

I never have had trouble with Gizmo by the way...

Quote:
Originally Posted by Fatt_Shade View Post
3) figured out orc embassy quest, i just had to go to elven lands first to talk with king there, and then i got orc wife.
You know, when I was working on adding Orcelyn, I think I saw too different sets of criteria - one is talking to the Elven King, but the other is at the end of the Torn Digor quest. I think may be one can be used to reset it if you happen to attack the Embassy before getting Habbab Ordy's quest.

So did you marry Orcelyn or did you stick with Rina? Her dialogue's a bit weak right now so I'll have to work on it to make it more interesting!

Quote:
Originally Posted by Fatt_Shade View Post
4) i just now figured out that original ghosts had physical dmg, but you changed it to magic. why that ? with necromancy bonus it`s sick for 3rd lvl unit to have 9-13 dmg. I returned it back, and removed magic dmg bonus for all undead, i leave only for necromancers now.
I switched them to magic damage because it seemed like with their 80% Physical Resistance that they really didn't have much of a physical presence in the world. And since their Soul Drain reanimated their numbers it seems more like a magic attack than a physical one. So that's why I changed it - I think it's better suited that way.

You're now officially in the fun part of the game! Not that the early part isn't fun, but just liike your hero isn't the most powerful at the start of the game, neither are the enemy heroes. But once you start to get more powerful, so do they!

Well, now that I'm back to work this week, I won't have as much time to work on it, but I'll make the Tactics skill changes to the HOMM3 babies over the course of the week.

I'll also try to continue my game - you're ahead of me now! Such is the life of a modder!
Reply With Quote
  #7  
Old 11-28-2011, 11:30 PM
Fatt_Shade Fatt_Shade is offline
Approved Member
 
Join Date: Nov 2010
Location: Serbia
Posts: 837
Default

About ents i though and it`s ok as you said, and they initiative is so low, almost every turn act last so they need something positive. Nice idea for it.

For enemy heroes lowering my resistances it`s ok in general, makes game harder later in game (elven lands, demonis, gray wastelands), but problem is there is few items/kid`s to protect your army with resistances, and even they are not enough. As i mentioned for Sonya dryad hero in elf lands 29 int, lowered my magic res by 60%, double lightning cast/turn (she even cast lightning on my invisible inquisitors ???), and 40 mana regen/turn it`s not question of tactics, it only question how many black dragons you can lead to beat the bitch(even red dragons got ripped to shreds against her)

I thought about switching to orcelyn to try her out, but i`m mage with low att and lds, and orcs are mainly oriented to brute force so i think it wouldnt be interesting. And i already spend to much runes on dark commander skill, so i`ll w8 for xeona to switch wife (i have savegame so i`ll try orcelyn also just to get 4 kids to see how it turn out, but my main play is undead later going to demons).

Couple of questions :
1) I crosschecked kid`s and feanora/gerda/neoka dont have any kind with addexp for hero or spirits. Rina have 2, also xeona and other have 1. Any plan to even kid`s out so every wife have at least 1 for this bonus ?
2) And have you figured out how to add some kid rage inflow bonus ?
3) Thought`s for adding -res% for destroyer skill ? like enemy hero`s obviously have. I have 31int, with 3rd lvl destroyer skill ,and geyser spell only 900-1800 dmg. Low comparing to 29 int sonya`s devestating my army earlier. I know how to do it, but you already changed some enemy heroes, so i ask what you think.
4) how`s going changing necro call to resurrect undead units, instead using order spell for it. it doesnt seem right it`s used on living units ,not corpses I have necro call long time ago but almost never use it.
5) you missed vampires to warrior iron fist skill.

Last edited by Fatt_Shade; 11-29-2011 at 12:04 AM.
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 05:57 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.