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  #1  
Old 03-05-2013, 05:48 PM
MattCaspermeyer MattCaspermeyer is offline
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Talking Rrrrrinaaa's got a Dream Team!

Quote:
Originally Posted by Fatt_Shade View Post
Why cheating ? I already finished that play, and have save file with every wife with 4 kids. Just wanted to see how high bonuses can go for each wife/kid combo, for brute force or high spell dmg and so on.
Well, I was mostly kidding - mostly!

Quote:
Originally Posted by Fatt_Shade View Post
As for mechanics for cheating i know about items/spells/runes etc , but when you already get kid in game it impossible to change it from IN game, you have to changed files outside. And for your idea to get desired kids by deleting all others, it`s OK for starting new game, not one already playing.
Again i finished your mod with all 3 classes, on imp with 0 losses with no cheating, and now i wanted to see what are possibilities for Ap/Cw without losing to much time with starting new game and hoping to get what i need. Just load my save with certain wife and start cheating my end game stats to see what would be possible
Yep - your way is the way to go to see what's possible, which is quite fun to see how good it can get. I still disapprove!

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:
Originally Posted by Fatt_Shade View Post
And as for my wife/kid dream team for paladin play (because huge leadership and ridiculous army size), either :
1) Neoka + Aeris / Monere / Pasis / Josephine. All sprite team with anga`s ruby + poison dagger/whip of pain dmg, and druids/inquisitors + ancient ents for support.

2) Diana + Piqueram / Thane / Dracon / Kalt. Thorn, thorn warrior, royal thorn, ancient ent and dryad dryad with (my modified - i changed it so it gives 80% dmg to 1st lvl plants, 30% to 4th lvl and 15% to 5th lvl so it help plant team, not just thorns) blackthorn crown as main dmg item (with my end game stats i had when finished paladin play i calculated i would have 8500-9000 thorns , 150 royals and 40 ancient ents Dmg is hilarious.

3) Mirabella + Sorsha / Tyris / Roland / Catherine. Swordman, guardsman, horseman, knights and inquisitor/archmage for support. Moral +5 to all humans (crit% is very high), huge number of physical troops (this is both good and bad), good physical resistance for melee clashes.
Those are some pretty good ones!

Quote:
Originally Posted by Fatt_Shade View Post
This is just some idea. But ofc for mage wife/kid dream team would be different.
Surprisingly best wife combo for mage class is Diana , who can give you kids with total 108% spell bonus, which is ridiculous
Yep - Diana can be super awesome with mage (that's why most of her babies are Genies and Elementals in HOMM3).

Quote:
Originally Posted by Fatt_Shade View Post
Rina have worst kids for mage class
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\
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  #2  
Old 03-05-2013, 07:09 PM
Fatt_Shade Fatt_Shade is offline
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I agree wth statement that Rina got dream team, but NOT for mage or paladin class She have only 4 available kids intellect/spell oriented (Aislin, Nimbus, Sandro, Septienna ), and all off them give less bonus then 2 kids from Diana/Xeona. Also on that note Nimbus(18% intellect) and Nagash (24% mana , 84% gold) have to low bonuses
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
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  #3  
Old 05-10-2013, 08:32 PM
Fatt_Shade Fatt_Shade is offline
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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
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  #4  
Old 05-11-2013, 07:59 AM
MattCaspermeyer MattCaspermeyer is offline
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Question Do you have the latest mod?

Quote:
Originally Posted by Fatt_Shade View Post
Hello Mat
I`m back after disappointment WotN turned out to be
Yah I stopped before the spider fight because I didn't want the game spoiled by playing with all the bugs. Now I'm worried that they won't fix all the issues and just gave up since there hasn't been an update since January it seems like.

Quote:
Originally Posted by Fatt_Shade View Post
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
Hmmm... not working for you? I checked all this stuff out and it works.

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
    }
Does your LINA.ATOM have this?

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]
Is this what you see? You can see that the levels, rage, and rest all match.

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:
Originally Posted by Fatt_Shade View Post
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
Are you sure about this, too? I tested all this - I used the cheat codes to level the spirits all the way up and it all worked fine.

For Death:
  1. Reaping
    1. 7 levels
    2. 3 rage level ups
    3. 4 rest level ups
  2. Rage Gain
    1. 8 levels
    2. 2 rage level ups
    3. 4 rest level ups
  3. Time Return
    1. 5 levels
    2. 2 rage level ups
    3. 4 rest level ups
  4. Black Hole
    1. 5 levels
    2. 2 rage level ups
    3. 4 rest level ups
Both my DEATH.ATOM and ENG_SPIRITS.LNG are matched here.

You might want to re-download the 5-part update and re-extract it and check with the above.

Quote:
Originally Posted by Fatt_Shade View Post
Hope to see/play some rough version for Ap/Cw and help bug proofing at least
Yah, that makes two of us - I'm working on the Tomes right now and just need to finish the Fight and Mod sections. I don't have anything to put up right now, but hoping to get the Fight and Mod sections done.

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\
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  #5  
Old 05-11-2013, 05:15 PM
Fatt_Shade Fatt_Shade is offline
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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 My total army leadership is 270, and when i battle enemy that are marked as invincible and have total leadership of 2000+ i use rage spirits all time and keep whole enemy army asleep and kill stacks 1by1. Even though enemy is 10x stronger leadership wise and my rage skills exp gain should be nominal value from .atom file x10. But i get only nominal value listed after each rage skill use. Any idea where/how to change this?

Last edited by Fatt_Shade; 05-11-2013 at 05:28 PM.
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  #6  
Old 05-11-2013, 07:55 PM
MattCaspermeyer MattCaspermeyer is offline
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Post Here's the spirit experience detailed info

Quote:
Originally Posted by Fatt_Shade View Post
Yea, i had version from February , and there was source of problem for devatron, and lvlup missing lines for death spirit
Ok, glad you got that sorted out!

Quote:
Originally Posted by Fatt_Shade View Post
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.
Yep, I sure did - now you can get rid of all your dragonfly wings and it helps get you more crystals, which you still won't have enough of anyway.

Quote:
Originally Posted by Fatt_Shade View Post
- 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 My total army leadership is 270, and when i battle enemy that are marked as invincible and have total leadership of 2000+ i use rage spirits all time and keep whole enemy army asleep and kill stacks 1by1. Even though enemy is 10x stronger leadership wise and my rage skills exp gain should be nominal value from .atom file x10. But i get only nominal value listed after each rage skill use. Any idea where/how to change this?
Yah, Dryads are very powerful vs non-mind immune level 1-3 units, especially early in the game.

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\
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  #7  
Old 05-15-2013, 12:42 PM
jorko80 jorko80 is offline
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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.
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