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#1
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Finally i finished playthrough in this mod (had a lot work past days), and it was great. ! more time thx for great mod Matt.
I managed impossible/no loss and it was hard in some fights ( Raab Soten, Baal . . . pretty much any hero with intellect above 30 was boring to fight because double/triple cast but it was worth it Found some weird thing in magic hero fights, when they cast some mass spell mana spent is like for 1 target (expl : Haas cast mass defenseless and spend only 8 mana(instead 40) , or mass magic shackles for 10 (instead 50). If enemy heroes got 2/3 spell casts per turn at least they should pend mana same as player hero. I`m not sure is this bug, or error in code but pls check it out. It`s bad enough to have enemy with 50/60 mana regen per turn, without them casting spells on low prices And what did you give to Sonya as speciality ( i now remember her, but other enemy heroes also have this) her dryads are 2 lvl unit, but had 12-16 dmg(1-4 basic), so WTF did you put in her inventory for her to have that stats on dryads ? In the end, i can say warrior with rina/feanora/mirabella/diana/neoka/xeona working without problems. Also had couple ideas, so what you ppl think about this ? Priest have 26 hp, and heal 2x10hpm but cant cast it on undead as dmg.Heal spell can be used as dmg for undead, so why not priest healing ability? I would lower it to 5 heal (when you lead more then 90 priests you dont have unit that can be healed for that much hp 90priest*10heal), and reload 2 so it wouldn`t be used 2 times in row then gift and imba dmg to undead. Thought`s ? ( i got this idea in just finished game i had 1400 priests, and who need 14000 hp healing ? so i thought to make them a bit more useful in fights against undead). You did nice thing with healer skill and heal/revive abilities , so i though to add something similar to other units that have active abilities. In necromancy add bonus for necromancer animate dead , in archmage add bonus for druid summon (more bears), for evil beholder hypnotise (higher lds), alchemist potions (more dmg), shaman totems (more hp) and such. I`ll check rest of your modding manual, but i hope to do it without big problems. Last edited by Fatt_Shade; 12-21-2011 at 10:05 PM. |
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#2
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But only a little bit, I've been experimenting with dropping unit morale as a function of combat duration as well as their initiative and speed (they are getting tired after all!). I've been limiting morale drop to everyone except Undead and Golems, but am not sure what to do with the Undead, Golems, and Plants with respect to speed and initiative. On the one hand, Undead, Golems, and Plants probably don't really get tired, but I was thinking that maybe since magic is decreasing the control of your Undead troops would start to wane, which would reduce their initiative and then speed. I was thinking of leaving Plants and Golems alone since they are different. Anyway, just struggling with what to do there... The way it works now is that when the first long battle message occurs is that all units (except Undead and Golems) decrease 1 morale. Then when the second long battle message occurs, all units continue to decrease 1 morale (Undead and Golems are still not included), and all units (except Plants and Golems) drop 1 initiative. Then on the third long battle message, all troops continue to drop 1 morale (except those previously excluded), and then all troops drop 1 initiative and speed (except Plants and Golems). Lastly, for each successive set of stat decrease rounds (every 5 on impossible), morale, initiatve, and speed all continue to drop as they did before. This simulates your troops becoming more and more tired. This only applies to your troops as the enemy troops have no morale penalties (this is internal to the game apparently) and for initiative and speed I figured that since they are the defenders then that's their "homefield" advantage. Also, I've added charges to all reloadable attacks so that for long combats every troop will eventually run out of using their special abilities since they are getting tired of fighting. The minimum round at which a troop will run out of an attack if they use it as soon as possible through their normal reload time is round 15. So that is plenty of time to use those abilities and you can always use Gift on them (same with AI). I'm still experimenting with both of these changes... but I think that these won't have much an effect on combat since by round 15 pretty much everyone is dead anyway, except for maybe a few of the enemy hero battles. Also, you can always use Haste and Battle Cry to give your troops a speed or initiative boost as well as Gift to recharge their attacks in the latter rounds... You have an interesting use for the word boring! Quote:
I thought I worked around it successfully and actually thought the mana was being subtracted correctly, but it looks like I might still be undershot by the internal workings of that part of the game. I'll look into it some more, but I'm probably stuck there! Quote:
I'll lay it out sometime, because I'm going to use a similar system with AP/CW... Mysticus is awesome! So is Raab Sotten and Baal like they should be! Like I mentioned previously, a hero with a level higher than yours is going to be pretty tough! Quote:
Can you do me a favor and snap a screenshot (or two) of your hero's stat's and army setup after defeating Haas so I can see what you ended the game with? I'm just curious and it'll help me gauge some things... Quote:
These are all excellent ideas - I'm pretty sure I have all the bonuses in place and just need to add them to the skill. I'll look into implementing them! By the way, Erkki found an error in my implementation of the Shaman Dancing Axes skill so I'll have a fix out for that soon... Have a happy holiday season! /C\/C\ |
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#3
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About enemy hero mana regen, and spell costs, problem i had mostly was with magic shackles and blind. They constantly used it on my inquisitors no matter that i almost never attacked enemy units with them after 5th turn, just reviving, but enemy kept blind/doom on them all time. Quote:
I finished game with : Zerock 46lvl, Sleem 40 , Lina 36, Death 46. Here`s couple screens : in hero screen image i showed new upgrade for heroism banner i made. I` not thinking what more items could use upgrading, since there are fewer items here then in AP/CW so at least i can add a bit stronger item of already existing for later in game (thought about upgrading memoirs for bonus exp% to give 15% hero/spirit exp , some other ideas still figuring out how to implement). . . .cant upload image http://www.imgplace.com/viewimg819/2...ishingarmy.png http://www.imgplace.com/viewimg407/9...heroscreen.png http://www.imgplace.com/viewimg853/2...ndmgdealer.png http://www.imgplace.com/viewimg155/1...edicalunit.png http://www.imgplace.com/viewimg36/4049/28spirits.png |
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#4
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Thanks for the screenies!
Okay, a couple of questions (well, okay more than a couple
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Lastly, what would your change list be for my mod? Every time I play the game, I create a change list and either make things tougher or try to improve aspects of the game. So let me know what you'd change and I'll start thinking about how to improve it some more... Well, thanks for playing! I'm glad you enjoyed it! /C\/C\ |
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#5
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Ok, I've implemented the Catapult's Boiling Oil attack as well as changed the Furious Goblin such that it has one Throw Axe charge and is furious.
Screenies provided below... Anyway, I plan on enterring the beta phase soon since there doesn't appear to be any show-stopping game crashes that prevent the player from reloading and continuing... /C\/C\ Last edited by MattCaspermeyer; 12-22-2011 at 11:59 AM. Reason: Updated status of change... |
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#6
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1) Yea charge is great, with rush skill, it makes horseman awsome in first round. I didnt use it allot since my griffins were always first in enemy lines, and after them i charge in with horseman and make interesting dmg and block enemy rangers. Later when i got marshal baton and had +3 moral for humans i stopped using it since crit is better them special ability any time. But great idea for it any way, it`s useful ability
2) It more then twice exp from 30 to 31 3) I didnt show mind skill tree, but there i took only 1 lvl for greed because in this game i never had problems with gold just there is no thing so expencive to spend huge amounts of it. Only time i save up is on start if some item for +10 runes is available in starting locations so i go around with cheap army waiting to buy it 4)Yes that was my testing of upgrading items. I dded upgrade for heroism banner so it gives 600lds +1 initiative for 1-4 lvl units. I made it so upgrading takes same battles as officer baton(500lds)-general baton(750lds) battle. 5) When i managed to kill Kraken on 11 lvl with no problems i took mirabella and saved game, then i rushed to dwarf lands and try to free gerda and did it also with little problem so i returned to sunset islands to see her kids (i had bunch of enemy left there since i only killed kraken and lucky james), but seeing gerda`s kids are so slow and low on initiative i decided to try diana from gerda savegame point (freeing dwarf prince was interesting on 15th lvl but i managed) and rushed off to finish frozen spring quest and take diana. Then things got interesting You made some weird kid bonuses : some give rage% and spell% bonus both. Why mixing them up, and no rage% + rage inflow%, and spell dmg%+mana% or int% or mana per turn . . . 6) I used Sleem almost always in first round for fishes, but after that only for gloth armor since poison spit and cloud are useless comparing to other spirits. Zerock is great since blades and falling rocks doesnt effect your army and wall is great for blocking when only small force of enemy heroes stay alive. Death is used as often as possible, his all skills are great but soul steal is to expensive on max lvl it cost 100 rage for 70% kill, it`s to much even for warrior. Lina i mostly for gizmo and chargers, orb i used only when borred and wanted to spend rage for no reaosn, since my army did most of work, there was no need for orb. but i regret i didnt lvlup shards. Here`s advice for other players take shards ppl and use it against enemy heroes that cast evli book(all undead heroes)/demon portal(Baal), because with shards you block battle arena and they cant cast summons. It was hard beating Baal with him summoning 2x8 archdemons/2x70 demons every turn. 9) Inquisitors i made from priests, as i said i used all runes that i need and then just collected them till end of game and. I took inquisitor ksill in mind tree when i decided to go humans till end with mirabella, imagine my surprise when ingham decided to show up 10) With warrior rage is never problem, but mana got problematic couple of times for gift on my medical unit Only problematic battles were raab soten, baal, xeona maybe 1/2 more. Surprisingly karador got raped fairly easy with human army (then i still used priests, didnt have knights at all) and priest/inquisitors on undead are great counter, crystal of darkness fall in 2nd turn, rest time i used to control karador army and keep mine alive, finished him in 12 turn. 11) I dont think any reduction in lds part is needed. Enemy all have 25 more stats then you, enemy heroes have 2/3 cast per turn with sick mana regen, +bonus like you from skills. You made reduction in mana/rage inflow during battle and planing to do same to moral/initiative in later turns. So no i dont think any more obstacles are needed Quote:
Changes, hm . . . i asked in last post on 10th page about making something similar as healer skill bonus for priest/inquisitor in other skills for other units. Expl : in glory since it lets you lead more troops adding bonus for summoning troop (dryad, ent, ancient ent, druid i say all elf units since they get least bonuses from other skills, and i think paladin mind tree can get a bit improvement). Necromancy to add higher magic shackles lds for necromancer, more dmg for cursed ghost scream, maybe more dmg for dragon poison ability. Archmage stronger totems (5/10/15% maybe) and 2/5/10% more magic dmg to units listed. And add beholders here instead dark commander, both beholders are magic unit they belong here (also giving more lds in hypnosis for evil would be great). There is no skill to help dragons, my idea is to kick hyena,wolf and rest of small potatoes from dark commander and add dragons there. How about adding fear (like wolf howl) to archdemons?) Here they dont have half talent, so at least they could be used for crowd controlling . . . even as i write this i see my next battle with Baal if this gets in game And in the end great work with catapult/furious new abilities What do you mean beta phase ? Like sharing mod on tread, or start selling it on steam |
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#7
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Well, you know, if the HOMM3 heroes had skills like that, then the bonuses fell that way! Quote:
You know, I didn't consider spamming it in the rage cost and rest, so I might have to revisit that ability's mana cost and rest. Hmmm... Quote:
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Good to hear that you're using Chargers - they give good mana and rage until the first 50% drop so you have to use them early in the battle! At least, though, they store the mana / rage boost when they're cast so that you can save them for later if you can protect them from being used. For Gift, at least you have to have it at Level 2, and you probably noticed you can't use it on Level 5 units. Quote:
Karador was kind of a let down - I think I'm going to do something with that crystal! I was expecting a better battle from him last playthrough so when I get to him this time, I'm going to make the crystal do better stuff! Mass sheep anyone? Okay, just kidding! But I'll think of something! I'm also thinking of giving Haas a unique spell or two. Can you say summon dragons! Quote:
It's really kind of cool how as you're playing you start to realize you need all those guys for the end! Quote:
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I think I might have an idea for Ogres - Shrunken Head! It basically would work similar to Pygmy, but also with a chance to confuse the unit or something like that possibly... Too bad I can't make it just shrink the unit's head! That'd be cool! Quote:
It'd be nice to be able to sell it! But unfortunately, the HOMM3 pictures are copyrighted so I couldn't do that without removing them. Thinking of the future for modders, though, I don't think it would be unrealistic to ask $0.99 just like an iTunes song! Money doesn't grow on trees after all! Well, thanks for all the great comments - I've got a lot of work to do implementing your ideas! But it's Christmas so I'm going to try to relax... just a little bit! /C\/C\ |
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#8
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Probably my most frequent use of Cloud is once it gets up in the 13+ count of attacks: that's good for *two* turns of casting Magic Spring on the unit I've got sitting under it. (Possibly while Invisible. And most likely a Vampire of some sort.)
Or when you've got a last no-retaliation enemy unit surrounded by thousands of Thorns, you put a Magic Spring on one at the end of one turn, on another at the beginning of the next turn (I'm assuming that either you are not a Mage, or you are and have already used up all of your Higher Magic capabilities), and then park the cloud over it to generate +10 per pulse several times. I don't really CARE about the damage the cloud inflicts, even to enemies. All I care about about is that it's a fairly minimal (survivable) amount being inflicted on ME, to trigger the Spring. |
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#9
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I had everything working, but the hint. As it turns out (I had a similar problem when implementing the Thorn's Gift of Life) certain abilities' hints are hard coded in the game. The fact that it is called "cure" means that it has a built-in hint generator and it cannot be overriden! This was giving me fits all day today! So I called it "cure2" so I could use a custom hint - whew! Screenies of the implementation are below. Damage might be a little low, but we'll see how it goes - base heal is 2 and then priests do 2x damage to undead so base damage is 4. In your example, their Heal would be 2800 and then damage to undead would be 5600. If you had your Healer skill at level 3, you'd get an additional +30%, which would be 3640 healing and 7280 damage. That seems pretty reasonable for right now. Note that if the total cure value isn't consumed when healing then a charge isn't used - we'll have to see how that goes. I didn't put a reload value, but it may be a good idea to give them one. Also with respect to charges, it might be better to just let it consume a charge but give them a few more charges. Hmmm... /C\/C\ |
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#10
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Okay, here's a screenie of the new Giant Thump feature.
The idea behind this is that the Giant is able to knock out opponents (most likely so that it can take them back to its lair and eat them - especially EGD's Highly experimental, it'll be provided in the next update... /C\/C\ |
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