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#1
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Yea , implementing new orc`s abilities in KB-tL will be pain in the ass
I didnt beat xeona in mage play, but in warrior, that`s why i had 25k lds, with diana it goes to ridiculous stacks of fairies and thorns And i figured out that resurrection have nothing on gizmo in managing no loss, my mage with 43 int resurrect spell 3400 hp/36mana , my warrior 50 rage gizmo resurrect 6 times for 2500 hp OK i get it what you made with wife lds bonuses gameplay wise, but still doesnt seem fair. Lets say some1 want undead play andgo about with other wifes and when get to demonis/gray wasteland to buy his army rin gives him lowest lds bonus of all wives in game Dark commander ok for undead/demon/orc race but you put hyena spiders and snakes there also, so that`s why i asked for griffins. I didnt mean more lowering lds for dwarfs since gerda,royal hammer,mithril shield, glory it goes to -48lds% for dwarf race, but they still have horrible movement/initiative , and almost none in gerda kids gives bonus dmg for melee units but have lost sp_power_int , dwarf are fighting race and they have no mage units, so why so much spell dmg bonuses in her kids ? |
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#2
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Quote:
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By the way, which heroes have been the toughest for you so far? I know you didn't like Sonya too much the first time you faced her! My previous game, I made the mistake of talking to Raab Sotten too early (before I had gotten the Torn Digor Meghard quest) because I wanted to use his rage pool to maximize my rage before fighting Xe. I ended up fighting him with just Demons because everyone else was getting killed too easily and I was running out of battles to fight! Also the Evil Book is a bit surprising if you're not ready for it! Quote:
If you want to make a list of item changes, then I'd gladly implement them if they make sense for my mod! Quote:
I think all the spirits, now, have really good abilities - I tend to focus on the damage ones. I'm not a big fan of Zerock's Wall, Sleem's Glot, or Lina's Ice Thorns, but they are a lot better now if you decide to use them. Also, they are really good abilities so I do pick them sooner or later (especially Glot for protecting against mega damage). Resurrection is still useful, obviously, since you have control over it. I usually let Gizmo Resurrect the higher level units and then I cast Resurrect on the lower level ones. Gizmo and the spell actually go very well together. Quote:
Both Neoka and Xeona are work to get - especially Xe! Quote:
If you can think of a good skill to add Griffins to, all be all ears! By the way, Inquisition came close to being not only a bonus for Priests and Inquisitors, but all unit pairs. I decided against it, but it would have been all the unit pairs: Robbers / Marauders, Barbarians / Berserkers, Beholders / Evil Beholders, etc. In the end, though, I decided against it because it seemed like it was too many units and I guess they didn't really have anything to do with Inquisition! Hmmm... maybe add Griffins to Inquisition? That actually might not be a bad idea since they go well with humans! Let me think about it some more... Quote:
The drawback of trying to be true to HOMM3 is that when it came to picking which children would go to which wife, a lot of the same class of baby went to the same wife. For example, Neoka got most of the Druids and Rangers from HOMM3. Since these heroes came from the Elf town, their skills focused on those to help shooters and magic users, etc. Some of this has translated over nicely, I think, but it does put limitations on which children go to which wife. By the way, when I work on Tomes of HOMM3, all babies (and wives, too) will have a price = 10 so that they get the max bonus. Well, I guess it won't be 10 since you can sell them, but some multiple of 10 like 1000 or 10000 or so (and then I'll just scale it). Each wife will become a tome with their bonuses in this mod for AP/CW (part of the story!). Feanora can truely be for Lizardmen! And imagine what I can do with her Lizardmen/women babies when I convert them to tomes! Troglodyte babies -> tomes, too! Also, the Tomes won't be limited except by how the game generates them. That'll be a lot of fun once I start working on that! Yah, a lot of the HOMM3 Heroes have Wisdom for a skill (all the babies with sp_power_int have at least Basic Wisdom as one of their skills). In HOMM3 Wisdom was used for learning spells of a certain level. Unfortunately, that is taken care of by the Order, Distortion, and Chaos skills and so this was what I came up with. You know, I just toyed with making a baby with Wisdom and a Spell bonus to transition their wisdom skill to their spell bonus! In the end, though, I decided against it, but this is how it would have worked: Example 1: Diana baby Solmyr: Basic Wisdom - Intelligence Spell Power: +18% Basic Sorcery - Spell Power: +18% Chain Lightning - Lightning: +18% Damage, +18% Shock, +1 round Change to: Basic Sorcery - Spell Power: +18% Chain Lightning 2 - Lightning: +36% Damage, +36% Shock, +2 rounds Example 2: Gerda baby Alamar: Basic Wisdom - Intelligence Spell Power: +16% Basic Scholar - Intelligence Power Factor: +4%/6.5 Intellect Resurrection - +16% Change to: Basic Scholar - Intelligence Power Factor: +4%/6.5 Intellect Resurrection 2 - +32% Example 3: Neoka baby Ciele: Basic Wisdom - Intelligence Spell Power: +20% Basic Water Magic - Poison Resistance: +20% Magic Arrow - Magic Pole Axe: +20% Change to: Basic Water Magic - Poison Resistance: +20% Magic Arrow 2 - Magic Pole Axe: +40% It seemed like, though, that these bonuses would be too large for an individual spell so I decided against it, but I had already made the changes and decided to change it back! I've actually done this twice now! The last time I did it was about 4 months ago! Oh decisions, decisions! I have to continually resist that urge to pump some things up! I do use the amount of damage units do, though, as a guide to how much damage you should be doing with spells, etc. at a certain point in the game. Well, this is quite a nice conversation that we've got going! /C\/C\ |
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