![]() |
|
|
|
#1
|
||||
|
||||
|
Quote:
Quote:
I'm not sure if it will be any easier with my AP / CW H3T mod since the heroes of HOMM3 are now grouped by their class and you'll cycle through picking from each group. Depending on how many battles you fight, you may only get 24 or so tomes a game - that's 2 to 3 heroes per group. But on the bright side, you'll be able to combine tomes from any group. Quote:
Quote:
Yah, I think that is partly because she has the lowest level modifiers. I'm not sure if I'll be able to implement it, but after I get my AP / CW H3T mod done, I'll understand a lot better how to do the upgrades (maybe even add Morale) to the children so that their bonuses can increase if you decide to stick with them after a certain number of fights. That would level the playing field and also reward you for sticking with the earlier wives. The Rina Dream Team would be: Death Haart, Vokial, Tamika, and Moandor if you're Pally because of -Leadership, etc. to Bone Dragons, Vampires, BlackKnights, and Necromancers. You also get the +24% to Spirit and Battle experience from Moandor (which is awesome for such an early child), +6% Melee Damage and +1 Poison Damage (awesome!) from Tamika, +24% Damage to Ranged Damage with Vokial for your Necromancers, and an additional -6% Undead Leadership Requirement with Death Haart. So she's still got a dream team! /C\/C\ |
|
#2
|
|||
|
|||
|
I agree wth statement that Rina got dream team, but NOT for mage or paladin class
And as you said paladin have highest leadership now and it`s great, but neither glory nor holy rage works on undead, so he have high lds, but need to spend lots of magic runes to get to necromancy and utilise undead army, and lots of might runes for dark commander to make them movable. My thought is that warrior would be best class for all undead army. Dark commander easy, and magic runes he get only thing he needs is really necromancy skill, no need for to much upgrading other magic tree skills. As for best kids Moandor is great if necromant rise undead is permanent like necromancy spell (if not then you dont need huge number of them, only 1 will be enough to cast plague on start of battle and that`s it for them. Death Hart and Vidomina are great -15%lds for all and -21%for bone dragons, but i would pick Vokial over Tamika regardless how crazy it seems (that +6%dmg and +1poison dmg would be great if you lead thousands of skeletons and spiders, but for leading bone dragons, 2*vampires, black knights, necromants that +dmg is not so much). And Vokial gives +24% attack for necromants not 24%dmg = 3 dmg for 1 unit in army. With Haart, Vidomina, Vokial, Moandor and 3rd lvl necromancy you`ll have -31% for all undead and more reduction for vampires, necromants and bone dragons. All in all nice team build But to limiting, since only bonus you get next to lds reduction and little boost for those 4 troops. No hp bonus, resistances, moral etc like for living units with other kids. All in all Rina is interesting for playing, but you get her on start when there are no undead available, and even those you can find are total crap (some zombies, and skeletons in Marshan swamp with no way of keeping them alive). If there`s way to upgrade Rina or something like that once you get to undead lands beyond Elven territory it would be great to keep her, beyond that she`s not much of a keeper |
|
#3
|
|||
|
|||
|
Hello Mat
I`m back after disappointment WotN turned out to be Currently spend more time checking how you modded certain things, instead playing, and found some weird things. 1) for rage spirits Lina Devatron skill, in lina.atom and eng_spirits.lng codes dont match. In eng_spirits file you made code for your new dmging/freexing ice shards, but in lina.atom there is old code for upgrading passive shards that only block (lowering rage cost, and rest time). There is nothing connecting exploding/freezing shards to make them work on lvlup. And i cant make them work at all in my game 2) you added some new lvls , mostly for lowering rest on certain skills death - rage gain/black hole, in their .atom files, but forgot to add same lvlup code lines in eng_spirits.lng file. Hope to see/play some rough version for Ap/Cw and help bug proofing at least |
|
#4
|
||||
|
||||
|
Quote:
Quote:
Here's what I got for LINA.ATOM, devatron: Code:
devatron {
no_hint=1
script_attack=lina_devatron
script_calccells=devatron_calccells
script_highlight=devatron_highlight
level=4
default=level1
upgrade {
level1=level:0/damage:physical:150:250,rage:7,rest:1,exp:7,level:1,freeze:20,duration:2,thorns:10,killedunitexp:1
level2=level:1/damage:physical:+150:+250,rage:+3,rest:+1,exp:+3,level:2,freeze:+20,duration:+1,thorns:+10
level3=level:2/damage:physical:+300:+500,rage:+6,rest:+1,exp:+6,level:3,freeze:+20,duration:+1,thorns:+10
level4=level:3/damage:physical:+600:+1000,rage:+12,rest:+1,exp:+12,level:4,freeze:+20,duration:+1,thorns:+10
level5=level:4/damage:physical:+1200:+2000,rage:+24,rest:+1,exp:+24,level:5,freeze:+20,duration:+1,thorns:+10
rage1=rs:0,level:>2,LV:>16,rage:>10/rage:-10,rs:1:exp:+10,ragelevel:1
rage2=rs:1,level:>4,LV:>25,rage:>15/rage:-15,rs:2,exp:+15,ragelevel:2
rest1=restlevel:0,level:>1,LV:>5,rest:>1/rest:-1,exp:+2,restlevel:1
rest2=restlevel:1,LV:>15,rest:>1/rest:-1,exp:+4,restlevel:2
rest3=restlevel:2,LV:>25,rest:>1/rest:-1,exp:+6,restlevel:3
}
Here's ENG_SPIRITS.LNG for devatron: l Code:
vu_devatron_name=^spirit_tM^[devatron] lvu_devatron_level1_info=^int_spr_LvlUp_tAD^[new]Surrounds the area of 3 cells with fragile ice thorns that block and damage enemies.<br>[d][damage] [s][dmgAMinNew]-[dmgAMaxNew][/s]. [freeze] [s][freezeNew][/s]. [thorns] [s][thornsNew][/s]. [duration] [s][durationNew][/s]. lvu_devatron_level2_info=^int_spr_LvlUp_tAD^[damageCap][damage] [dmgFMinNew]-[dmgFMaxNew]. [freeze] [freezeNew]%. [thorns] [thornsNew]%. [duration] [durationNew]. [rest] [restNew]. [rage] [rageNew]^[damage] [dmgFMinOld]-[dmgFMaxOld]. [freeze] [freezeOld]%. [thorns] [thornsOld]%. [duration] [durationOld]. [rest] [restOld]. [rage] [rageOld]. lvu_devatron_level3_info=^int_spr_LvlUp_tAD^[damageCap][damage] [dmgFMinNew]-[dmgFMaxNew]. [freeze] [freezeNew]%. [thorns] [thornsNew]%. [duration] [durationNew]. [rest] [restNew]. [rage] [rageNew]^[damage] [dmgFMinOld]-[dmgFMaxOld]. [freeze] [freezeOld]%. [thorns] [thornsOld]%. [duration] [durationOld]. [rest] [restOld]. [rage] [rageOld]. lvu_devatron_level4_info=^int_spr_LvlUp_tAD^[damageCap][damage] [dmgFMinNew]-[dmgFMaxNew]. [freeze] [freezeNew]%. [thorns] [thornsNew]%. [duration] [durationNew]. [rest] [restNew]. [rage] [rageNew]^[damage] [dmgFMinOld]-[dmgFMaxOld]. [freeze] [freezeOld]%. [thorns] [thornsOld]%. [duration] [durationOld]. [rest] [restOld]. [rage] [rageOld]. lvu_devatron_level5_info=^int_spr_LvlUp_tAD^[damageCap][damage] [dmgFMinNew]-[dmgFMaxNew]. [freeze] [freezeNew]%. [thorns] [thornsNew]%. [duration] [durationNew]. [rest] [restNew]. [rage] [rageNew]^[damage] [dmgFMinOld]-[dmgFMaxOld]. [freeze] [freezeOld]%. [thorns] [thornsOld]%. [duration] [durationOld]. [rest] [restOld]. [rage] [rageOld]. lvu_devatron_rage1_info=^int_spr_LvlUp_tAD^[rageCap][rest] [restNew]. [rage] [rageNew]^[rest] [restOld]. [rage] [rageOld] lvu_devatron_rage2_info=^int_spr_LvlUp_tAD^[rageCap][rest] [restNew]. [rage] [rageNew]^[rest] [restOld]. [rage] [rageOld] lvu_devatron_rest1_info=^int_spr_LvlUp_tAD^[restCap][rest] [restNew]^[rest] [restOld] lvu_devatron_rest2_info=^int_spr_LvlUp_tAD^[restCap][rest] [restNew]^[rest] [restOld] lvu_devatron_rest3_info=^int_spr_LvlUp_tAD^[restCap][rest] [restNew]^[rest] [restOld] Did you start a new game? If you loaded an old save then that might be the problem since I'm not sure what would happen. Quote:
For Death:
You might want to re-download the 5-part update and re-extract it and check with the above. Quote:
Once I get that done, I should be able to complete the *.LNG for it and then hopefully I can release another alpha. I'm still working on getting the bonus sections down, but I have the codes for all the upgrades as well as the functions needed to have the Tome morale work. I also got the groups defined and the Bill Gilbert picture works at handing out a random tome. So we'll see how it goes... Back to the H3B mod, the only thing I can suggest is to double check that you got the March 18th version and you probably should restart your game if you haven't as there are too many changes for it to work properly with an older save I'm guessing... Let me know how it goes... Matt /C\/C\ |
|
#5
|
|||
|
|||
|
Yea, i had version from February , and there was source of problem for devatron, and lvlup missing lines for death spirit
And now remembered this : - did you change something in quest part where you exchange dragonfly wings for magic crystals in Greenworth, in village near castle. In old game was 3 wings for 1 crystal, and now i get 3 crystals for 1 wing. - do you know where is formula for spirit exp gain in battles? I`m testing lvlup for some skills on start with this lineup 2x1 inquisitor - rage generators, 2x1 dryad - enemy controlling (got them random on game start), 1x1 marauder - gold digging unit, (i got gift spell early so i use search on every dead unit, and with weak dryad plant summons i`m 8lvl hero, with 350k gold in Greenworth/Verlon forest Last edited by Fatt_Shade; 05-11-2013 at 05:28 PM. |
|
#6
|
|||
|
|||
|
Quote:
Quote:
Quote:
As far as the spirit experience gain, it is all done internally. The only thing that can be done is to scale the base spirit experience, which you see in their ATOM's or increase the sp_addexp_spirit counter via items / skills. If you look at SPIRITS_COMMON.LUA you'll see the function spirit_after_hit where it computes the base spirit experience from the spirit's ATOM (this is exp_add) and then modifies it with sp_addexp_spirit (this is exp_bonus) and then it uses the Attack library function add_exp to take the exp_add * exp_bonus and determine internally what the actual experience rise is. The internal spirit experience gain formula is listed in the King's Bounty user manual, which can be downloaded somewhere here on the forum. I implemented this formula (and this is the exact same formula you see in CW for the spirit experience during battle), but found that it doesn't quite give you the same experience from this formula so there's something going on internally that is slightly different than what is described. That is why you see that I list an experience range during combat because I don't know exactly what the add_exp Attack library function is doing in the C++ code. Some of this variability is also related to whether you are using a "static" versus "dynamic" spirit ability. Static abilities are ones that don't do any damage while dynamic abilities are ones where you do. Since the experience gain formula factors in unit deaths when using it I can't know beforehand (except maybe for mass damage abilities) how much damage you're going to do. So for static abilities I should know how much experience you should get, but found that it could be off by 1, hence the range (i.e. 4-5 experience) for even static abilities. Well, anyway, that's probably too much information, but that's what's going on there. Matt /C\/C\ |
|
#7
|
|||
|
|||
|
Hello. Thanks for the great mod. I just want to share some impressions.
The good part: -the babies are a really good idea. Now it's actually good to have babies.Before I always used the slots for artifacts. -the wife companions give really good bonuses and you can try the game with a different approach. Before the good wifes were just 2 or 3. -many changes add a different experience the bad part: -The spirits are way too powerful. I don't know if thats normal ,but my evil shoal did 900-1100 dmg at lvl 4. -Generally I found the game very very easy and got bored at some point,no real challenge. I even played harder then you intended. I have changed the impossible difficulty to 300% and the bosses to 500% and also the money income from 0.6 to 0.4 . But nevertheless it was very easy. Killing the Turtle with 10 000 hit points was very easy. The idea for difficulty changes I've got,because previously I played a russian mod called : "grandmaster" - it is really a big challenge . Also the spells in your mod are with really high prices ,but there are so many that can be found and sold that it just makes aquiring money faster. Some bugs I encountered : -The werewolf hero in Darion crashed always my game, I had to edit him and remove his spells in order to finish this quest. He had 3 spells,I don't know which is responsible for the crashing. -When my hero is in a castle and I have 5 armies and click an army in the garrison ,it just vanishes, then I discovered it was added in my reserve slot,but I haven't access to it yet. I stopped playing after clearing the Pirate Islands. Maybe later the game will be more difficult , if it is please share Thanks one more time for the mod. |
![]() |
| Thread Tools | |
| Display Modes | |
|
|