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#11
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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. 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 ![]() ![]() 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. 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 ![]() So i thought changing bonus magic dmg to priests,mages etc. 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 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). In your mod enemy troops are much stronger then in original settings, even more with enemy heroes, so why not change some kids to lower enemy initiative/speed or any other stats, for those who cant afford onslaught skill. And where are rage spirits exp tables ? Are they also limited to 30 as original game ? Any way to give some kid rage inflow (15% maybe), like warrior rage skill ? I found mana/rage %, and mana inflow in battle_mana,1 (i guess 1 mana per turn in battle), so why not some angry little kid that drives you in rampage during battle for sleepless nights, diaper changing, night feeding ![]() All in all there are some great combination for kid_ bonuses ,but when i look at them all together, they seem a bit much. Better that give bonuses limited to lvl of unit then global %. Expl : kid_craig_hack from orcelyn 27% dmg to all units +3physical dmg to all units. No item in game give that much bonus. 27% dmg ~= 20 att , and to top it +3 absolute physical dmg. I like better wives bonuses lvl 1 unit +1att/def . . . , lvl 2 +2att/def . . . And some kids (allot in xeona orcelyn give high dmg bonus to all units) and on other hand some kids gove low resistance bonus (like gerdas kid_thorgrim 12 all ress ~= 9 def , not much comparing to craig_hack 20att , +3 phy dmg). Why do you list all units in those strings ? For bonus dmg, why not : { filter { belligerent=ally } pbonus= dbonus=magic,0,27,0,-100,0,0 and copy for poison,fire,physical rbonus= attack_on= attack_off= } Doest it make problems in game if not listed all units separately ? Last edited by Fatt_Shade; 11-26-2011 at 03:33 PM. |
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