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  #1  
Old 11-30-2011, 02:24 AM
MattCaspermeyer MattCaspermeyer is offline
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Default We forgot about a few babies...

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Originally Posted by Fatt_Shade View Post
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.
I forgot about the babies with Air, Earth, Fire, and Water Resistance - these translated over such that:

Air - Magic Resistance
Earth - Physical Resistance
Fire - Fire Resistance - duh!
Water - Poison Resistance

So here's the wife / baby list of those babies with those skills:

Feanora: Adrienne with Expert Fire Magic (she gets a big fire resist bonus because of her Expert Fire Magic, by the way, she's a human Witch). Fire Resistance: +42%.
Gerda: Grindan and Labetha both with Basic Earth Magic (Grindan is a Dwarf Elementalist, but Labetha is a human Elementalist). Physical Resistance: +16% (each).
Diana: Brissa and Aenain both with Basic Air Magic (both babies are Genie Elementalists so I can't switch them from Diana). Magic Resistance: +18% (each).
Neoka: Ciele and Gelare both with Basic Water Magic (both babies are Elf Elementalists so I can't switch them from Neoka). Poison Resistance: +20% (each).
Xeona: Luna and Inteus with Basic Fire Magic (both babies are human Elementalists). Fire Resistance: +20% (each).

You'll notice that most of them are Elementalists, but I actually did a pretty good job dispersing them (kind of like the Planeswalkers).

Anyway, just wanted to mention them since we forgot about them...

/C\/C\
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  #2  
Old 11-30-2011, 03:19 AM
MattCaspermeyer MattCaspermeyer is offline
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Post HOMM3 Skills under Consideration of Changing

Okay, I've been reviewing some of the HOMM3 Skills and what I did with bonuses that had no analog in King's Bounty.

Here is the current list of skills I'm considering changing:

HOMM3 Tactics: Attack / Defense: Skill Level * Child Level = +%

I'm thinking of changing this such that:

1. Basic Tactics: -1 Speed or Initiative of Enemy Units
2. Advanced Tactics: -1 Speed AND Initiative of Enemy Units

For Basic Tactics I'd pick speed first, then if another child with the same wife had Basic Tactics I'd then pick initiative.

There are plenty of items / babies that add to Attack / Defense (although few to both) so I think this would be better. Also for enemy heroes with King's Bounty Tactics I essentially had them drop your speed so this would be in line with what I did with them.

There are currently 17 children with Basic Tactics and 1 with Advanced Tactics.

Example 1: Erdamon (Orcelyn) Basic Tactics: -1 Speed or Initiative
Example 2: Boragus (Orcelyn) Basic Tactics: -1 Initiative or Speed (opposite of Erdaman's selection since same wife)
Example 3: Lacus (Diana) Advanced Tactics: -1 Speed AND Initiative

All wives have at least 1 child with Basic Tactics, while most have 2.


HOMM3 Scouting: Rage: 2 * Skill Level * Child Level = +%
Change to: Enemy Defense: -Skill Level * Child Level = -%

Other stats to consider: Enemy Critical Hit

There are currently 6 children with Basic Scouting and 2 children with Advanced Scouting.

Example 1: Aeris (Neoka) Basic Scouting = -1 * 10 = -10%
Example 2: Fiona (Xeona) Advanced Scouting = -2 * 10 = -20%

Xeona has 2 babies with Advanced Scouting and 1 with Basic Scouting, so probability of getting -40% Enemy Defense: 2 / 27 * 1 / 26 = 0.28% or 1 in 351 games; probability of getting -50% Enemy Defense: 2 / 27 * 1 / 26 * 1 / 25 = 0.0114% or 1 in 8775 games.


HOMM3 Eagle Eye: Intellect: 1.5 * Skill Level * Child Level = +%
Change to: Enemy Resistance (type based on wife): -2 * Skill Level * Child Level = -%

There is 1 child with Basic Eagle Eye and 7 children with advanced Eagle Eye. Once again, there are plenty of items that increase intellect, so this is probably not too bad of a change.

Example 1: Ash (Xeona) Basic Eagle Eye: -2 * 1 * 10 = -20% Fire Resistance.
Example 2: Malcom (Gerda) Advanced Eagle Eye: -2 * 2 * 8 = -32%, but Gerda is Resist All, so divide by 4 for each main (excludes astral) resistance so Enemy Resist All: -8%.

Gerda has two babies with Advanced Eagle Eye, so probably of getting -16% Enemy Resist All: 2 / 19 * 1 / 18 = 0.58% or 1 in 171 games.

That would probably be okay.

At this stage, I'm just considering these, although the Tactics one I think I will change for sure.

You know, another thought that I just had (and would help prevent duplication of child bonuses) is to have an alternate for a skill. For example, Xeona has 5 Children with Basic Tactics. So I could have 1 of the children keep the original bonus!

For example:

HOMM3 Tactics Alternate #1: Attack / Defense: Skill Level * Child Level = +%
HOMM3 Tactics Alternate #2: Basic Tactics: -1 Speed or Initiative of Enemy Units; Advanced Tactics: -1 Speed AND Initiative of Enemy Units

So that way when a wife has multiple children with the same bonus there is an alternate variant of that HOMM3 Skill to avoid overuse of that Skill.

Hmmm... this might be a really good idea!

Let me know your thoughts here - thanks!

/C\/C\
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  #3  
Old 12-02-2011, 12:39 AM
Fatt_Shade Fatt_Shade is offline
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Found small miss in wifes.txt for mirabella , in string sp_lead_footmn, `a` missing
Got bored with rina and swapped to neoka, it`s interesting but i`m thinking neoka is better for warrior and huge hordes of not retaliating sprites/dryads and ancient ent teleported in enemy lines to entangle everyone, or all archer 100% crit army. But on other hand neoka have many kids with int related bonuses so it`s a gamble
Orcelyn would be also interesting if orcs werent so inferior compared to their CW edition cousins
But any way this is great mod, and many interesting ideas and solutions.
Still w8ing on some idea for kid with tower lowering stats ( i just tried to suppress dwarf hammer and got my ass handed to me
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  #4  
Old 12-02-2011, 06:06 AM
MattCaspermeyer MattCaspermeyer is offline
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Smile Great catch with footmn and great comments!

Quote:
Originally Posted by Fatt_Shade View Post
Found small miss in wifes.txt for mirabella , in string sp_lead_footmn, `a` missing
Great catch! Just corrected it and it'll be in the next update!

Quote:
Originally Posted by Fatt_Shade View Post
Got bored with rina and swapped to neoka, it`s interesting but i`m thinking neoka is better for warrior and huge hordes of not retaliating sprites/dryads and ancient ent teleported in enemy lines to entangle everyone, or all archer 100% crit army. But on other hand neoka have many kids with int related bonuses so it`s a gamble
Bye Rina! Sorry you had to go!

Hello, Neoka! Hopefully you'll have fun with her! Don't forget you have to get the Tree's permission to have kids with her!

Quote:
Originally Posted by Fatt_Shade View Post
Orcelyn would be also interesting if orcs werent so inferior compared to their CW edition cousins
You know I've been toying with the Shaman's Dancing Axes right now. I have a test build where it resurrects Orc allies, then heals allies with the remaining energy, and then damages the remaining enemies with the last bit of energy, but I can't get it to damage the remaining enemies properly (it's either too much or too little and I can't quite figure out how the Attack damage library works). Anyway, that's just an experiment, I want something to happen with the extra energy from the Dancing Axes attack, but I haven't figured out a good solution, yet.

Got any Orc improvement ideas (without adding CW adrenaline)? I was thinking of having the Healing Totem dispel bad spells on your units and might increase the radius +1. The Death Totem I might increase the radius +1 as well and maybe it should do something else.

Hmmm... what to do with those Orcs!

Quote:
Originally Posted by Fatt_Shade View Post
But any way this is great mod, and many interesting ideas and solutions.
Thanks! Glad you're enjoying it!

Quote:
Originally Posted by Fatt_Shade View Post
Still w8ing on some idea for kid with tower lowering stats ( i just tried to suppress dwarf hammer and got my ass handed to me
Yah, I need to think more about the Towers...

Yep, suppressing items in general is a lot tougher and the Tower's spells are attuned to their allies and you, the enemy! I was actually thinking if I could do the same thing for enemy heroes - hmmm...

I've got Diana now (I basically go in wife order when I play: Rina -> Feanora -> Mirabella -> Gerda -> Orcelyn -> Diana -> Neoka -> Xeona) and just started getting a couple of kills (no kids, yet). Once I get 4 kids then I switch to the next wife so that I can double check the children and make sure their bonuses work, etc. I got Royal Thorns in the game (I rarely see them) and so I'm going to have fun with them and Diana gives bonuses to all Thorns (as well as other units including Dragonflies, Sprites / Fairies, Dryads, Unicorns, and Ents) and goes well with Neoka since Sprites, Lake Fairies, Dryads, and Ents get bonuses from her, too!

Okay, back to playing...

/C\/C\
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  #5  
Old 12-02-2011, 11:22 AM
Fatt_Shade Fatt_Shade is offline
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Yea i forgot about permission form tree to get kids with neoka (you cant even sleep with your wife without other`s approval and had 4 fights before kissing her first time, so no big miss there.
I`we always seen orcs as horde, and great in big numbers so no mage/orc build for me. But as for some improvements, hm . . . could you convert orc abilities form CW witout adrenaline : kid that gives bonus to ogre`s give them drain ability, for veteran orcs miss chance . other kid that gives bonus to veterans give them vicious strike (so not to have 2 kids with same bonus). This is big change to orcelyn but i cant think of anything else to help that race except already made changes in AP/CW. Nice idea to strenghten shamans totems/dancing axes, but what about other orc units ? They have almost nothing to boost : goblins nothing, orcs only running , ogre only rage so not much to work with on them since they dont have anything to start with Poor orcs.
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  #6  
Old 12-03-2011, 04:40 AM
Fatt_Shade Fatt_Shade is offline
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Hey Matt Q :
did you on purpose made gift of life to take 2 turns to resurrect plant you need ? I tried some ents with neoka, and first move is to summon some unit, then with that unit you need to summon on some killed unit, and then you can use first summoned unit to resurrect starting ent . . . It takes to much time, and lose 2 whole turns with 2 units. Why not activate gift of life on first unit after summoning in way that `I summoned you, now you sacrifice yourself to revive me`, but lower resurrected % maybe. As it is now, to resurrect 1 plant, we need 2 killed units near for summoning, and 2 turns to actually do it.
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  #7  
Old 12-03-2011, 11:20 AM
MattCaspermeyer MattCaspermeyer is offline
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Default I sure did!

Quote:
Originally Posted by Fatt_Shade View Post
Hey Matt Q :
did you on purpose made gift of life to take 2 turns to resurrect plant you need ? I tried some ents with neoka, and first move is to summon some unit, then with that unit you need to summon on some killed unit, and then you can use first summoned unit to resurrect starting ent . . . It takes to much time, and lose 2 whole turns with 2 units. Why not activate gift of life on first unit after summoning in way that `I summoned you, now you sacrifice yourself to revive me`, but lower resurrected % maybe. As it is now, to resurrect 1 plant, we need 2 killed units near for summoning, and 2 turns to actually do it.
I sure did! By having them use their Sowing to enable their Gift of Life your resurrection ability is limited by the number of corpses on the battlefield. If there are no corpses then no Gift of Life. Also note that when a Thorn uses its Gift of Life, that there is no corpse generated (it is totally absorbed by the plant it heals). This makes the use of Thorns a lot more strategic for resurrection purposes. There are plenty of Thorn Generators that don't need a corpse to create the Thorns (Ents, Dryads, and Royal Thorns) and so even though it takes more time you should be able to get some Thorns to heal your plants before finishing off the combat.

It can still be exploited somewhat if you keep a non-retaliator stack alive and let it keep killing your generated Thorns for fresh corpses. The only way to prevent this issue would be to change all the Thorn Generating abilities to have charges. I've gone back and forth here experimenting with making them charges and reloadable and because Thorns are mowed down so easily that you need a steady stream of them (numbers!) for them to be effective I decided to keep that capability reloadable. This is an advantage to entice people to play with plants.

/C\/C\
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