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#1
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I've actually taken a step back from the tomes part because of the issues I had with the number of items in the game, although the changes may roll back into my H3B mod because I think I like how I did the bonuses better. I have some ideas of how to combine a lot of the items into a single item and so am thinking about how to implement them - this would greatly reduce the total number of items and still allow me for the most part to implement all the HOMM3 heroes. We'll see how it goes... /C\/C\ |
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#2
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Matt, I'm gonna try your TL version now. Let's see how it goes. As I state in the other thread, your mini expansion sounds very promising. Regardless whether you keep working in the TL version for some time or jump to AP/CW, after a quick glance reading other posters comments, I'd perhaps suggest you to focus just on balance issues for a while, till all of them are adressed. It really makes the difference in the long run, and judging from how much you have changed/like to change, not an easy task. Again, congratulations for the hard work, it seems quite impressive! And I though for years it was just about babies, lol... |
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#3
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I've actually spent about the past month enhancing the spell AI and I've just started testing it out. So far things seem to be harder and spell selection more strategic to the situation at hand. However, I have not debugged all the spell paths and so there may still be some crash-to-desktop issues lurking. I also have quite a few other changes coming along that I think make the game more fun like stuff mentioned above, but others as well. Plus more bug fixes, which it seems like I keep finding them. If you have any issues, please let me know! Quote:
/C\/C\ |
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#4
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#5
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Hmmm... good question.
I'm playing the Paladin right now. I'm level 24, I think. I'd say just pick the one you like to play the most - should be different for you this go around and I'm sure there's always room to test all the classes. |
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#6
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Allright, time to give you some feedback, Matt.
What I expect to see the most are tough, unpredictable battles against enemy heroes. The original game has a lot of room for improvement there. For now, I'm just worried about how well general balance and challenge will remain on the last stages of the game. Many modifications to be aware of. By the way, did you remove the resistance to damage cap? I hope not, it would be highly exploitable. Maybe Dryads are overpowered? Some ideas of mine which I find would really help to build and keep tension through the game, making it more thrilling: 1. The chance of being catched by the enemy when you're trying to avoid it. Perhaps setting a trigger so their speed can be randomly increased a bit from time to time. 2. The chance of being ambushed. Requisites: level... 6? or higher and Freedom isles reachable, so the player can still have his/her time and space to see what items, units and spells are initially available and choose army composition and general strategy. 3. The chance to fail the guess when trying to determine enemy power potential relative to yours. In my opinion, maximun percent to do it properly should never be above 80%. PS: I'm using Nobilis version, is it imperative to buy Gamersgate one to install their latest patch? If so I will. |
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#7
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@Sirlancelot
Ahhh to be naive and still dont know what is waiting me in enemy heroes battles 1) Avoiding enemy heroes does you good for only a while because sooner or later you`ll have to do hardest battles with them to proceed in gameplay (quests and like) so their speed isnt important. 2) All encounters in game are determined moment you start new game, so ambushes are only wish. I asked this couple times, and answer was it`s impossible for enemy stacks to simply appear in game on areas already cleared or unexplored. 3) By this you mean skill scouting ? Never thought of it much, and lvled it up only for 1lvl for later skills. Interesting concept, maybe would be nice to get surprise form time to tie. But mostly ppl play this in way that you start battles when have good strategy and neutrals strength isn`t crucial. Good luck and have fun playing this great mod fellow tactical strategist |
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#8
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The resistance to damage cap is still there, but the cap for Attack to Defense ratio can increase based on your Attack (+50% per 7 Attack) and the Defense to Attack goes down by 1 integer per 7 Defense (i.e. normal is 1/3, at 7 Defense it decreases to 1/4, etc.). You know I did not change Dryads one bit, but allowing them to be recruited early in the game, I can see that they can be pretty potent with their sleep ability. The Druid house in Verlon Forest has a chance to sell them, and you can start with them due to the randomized starting army. Even though in this case you wouldn't have many, all you really need is just one. Lately, I've been revisiting reloadable / charged attacks and the Gift spell and so I actually thought that it might be desirable to charge the Dryad abilities. Not sure about it, but something to think about... I've been on the fence with the Druids, Alchemists, and Ents to make their abilities charged instead of reloadable. I currently have the Druid Summon Bear set to 2 charges, the Alchemist potions are 2 charges, and so is the Ent Summon Plant in my latest version I'm debugging. Still undecided what to do here, although, making them charged now lends more to using Gift to recharge those abilities. It may even make sense to make the Royal Thorn's Summon Plant ability have 2 charges. More things to think about... Quote:
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The Build number is shown next to the version in the bottom left when at the Main Menu. Well, thanks for your comments! Let me know if you have any other suggestions, etc. I'm hoping to be able to release my latest version that I'm debugging soon, but you know how it goes - there's only so much time in the day... /C\/C\ Last edited by MattCaspermeyer; 04-22-2014 at 07:20 AM. |
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