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Mods Armored Princess mods |
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#1
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Also, any same skills as TL will probably have that bonus brought over - like I'll make Holy Anger give bonuses to the Order spell tree even though Resurrection adds to Prayer and Resurrection and Glory will have the -Leadership Requirement bonus as well as the summon bonus that I implemented, etc. By the way, I did peek quickly inside MEDALS.TXT and started to get the juices flowing on what to do there: Since the medals have a "mods" section I can now add to overall Leadership % and so will make Grand Strategy have +200 / +2%, +500 / +5%, and +1000 / +10% to your Leadership. Guardian Angel will be +2 / 5 / 10% Resist All I'm also thinking that there are 10 medals and 2 of those medals are for the class type, but I was thinking of making the first row (5) be generic and the second row (last 5) be class specific - thoughts? I was thinking it might be neat to toss in Archmage from TL for a Mage medal for example. We can even possibly transfer a skill there if we think of a better skill to reside in the specific tree for that class. Also, there might be Mage medals that make enemies less resistant to a certain attack (kind of like the enemy heroes in my TL mod), Paladin Medals that add more defense or resistance, etc. The medals use long hexadecimal codes for their implementation, but hopefully the Crossworlds Editor or the King's Bounty Database Editor can help me decipher them and create my own new conditions. That is the only stumbling block right now to making medal changes. Those are just some of the thoughts starting to flow through my brain on medals... Here are some initial skill tree thoughts (if I say same as TL that means same as my mod that I did for TL, not original TL): Might Tree: Heroism: Keep same Resistance: +1 / 3 / 6 Defense Rage Control: same as TL Onslaught: Just like in TL bonuses to Initiative, Speed, and then bonus to both - do we need the rage bonus? Caution: This is just like Start Defense so I'll implement it the same way I did in TL Quick Draw says: "The art of quickly shooting arrows enables you to strike first, dodging the shots of enemy archers". Well adding Initiative sounds reasonable, but I don't remember if they get a chance to dodge enemy shots, they don't do they? Instead their attack increases. This doesn't make sense so I'll either change the description or I can add a chance for the Archer to dodge an attack (and remove the Attack increase if I do) or increase their Defense or Resistance or something like that. I'll also heavily consider expanding this to all ranged units like I did for the Bowmen Commander -> Ranged Specialist in TL. Nighttime Operations: same as for TL Anger: same as TL Frenzy: same as TL The Power of Darkness: I'll probably make this the same as Dark Commander and have it expanded to include all "evil" or perceived as evil troops including: Demons, Wolves, Hyenas, Snakes, Spiders, Beholders, Robbers, Devilfish, Werewolves / Elves, Assassin's, and Demonologists. I included Orcs in TL, but I'm thinking that they are more neutral in AP / CW (well maybe not CW) and I think Lizardmen are neutral - thoughts? Tactics: same as TL Revenge: I need to check into this one more, but it looks like the Critical Hit increase is percent of current and not absolute, but it'll probably +5 / 10 / 20% Critical Hit. Bloodthirst: This I'll make similar to +Rage Increase of Iron Commander where I made it +10 / 30 / 60 Rage and so those will be the maximum increases, but I'll probably make the percent increase +10 / 30 / 60% or something like that. Mind Tree: Scouting: same as TL Holy Anger: same as TL but because of Absolute Balance (see below) I may move the Rage / Mana increaes to it and then use the Runic Stone defense increase here. Also because of Resurrection (see below), it may make sense to move the Order Spells bonus to Resurrection. Glory: same as TL Trophies: same as TL Prayer: Here the Critical Hit increase is absolute, but I think I like a percent of current increase better as it is easier to scale with all units so it would probably be +5 / 15 / 30% Critical Hit The Power of Spirit: same or double to +1 / +3 / +6 Attack / Defense Learning: same as TL, not sure about Intellect... Adrenaline: This will work just like TL Onslaught except for random troop at the beginning of the round like it says. Is this skill broken? Neatness: +5 / +10 / +20 Mana or similar, may also consider +1 / +2 / +3 Defense Persuasion: Keep same Diplomacy: same as TL Absolute Balance: +5 / +10 / +20 Rage / Mana - will have to see how this works with Holy Anger, I might move the Holy Anger bonus to here in which it would be +5 / +15 / +30 Rage / Mana. Resurrection: +5 / +15 / +30% Resurrection / Prayer (it may make sense to simply implement the Order Spells bonus here instead of Holy Anger). Voice of the Dragon: Keep morale bonuses the same, but may look into initiative or speed increases for the animals, Rage would probably be +2 / +5 / +10 or similar... I don't see any +2 / 5 / 10 Resist All like I did in TL and so may consider that bonus to either Neatness, Resurrection,. or Absolute Balance Magic Tree: Wisdom: same as TL Linguistics: Keep same Alchemy: same as TL Order Magic: same as TL DIstortion Magic: same as TL Magic Light: same as TL, but include new AP spells Transmute: +5 / +10 / +15 Mana Chaos Magic: same as TL Meditation: same as TL, for Mana it would be: +5 / +15 / +30 Mana Summoner: +10 / 25 / 50% to Summoning Spells / Skills Destruction: same as TL Concentration: same as TL Thesis: like TL Higher Magic Intellect and Mana Increase, maybe make similar to Might Tree Bloodlust to include %Mana increase. Higher Magic: 15 / 30 / 60 Mana Those are just some preliminary thoughts, I need to sum up all the bonuses overall and see what the total increase of the statistics are going to be and assess. Then I'll change the Rune requirements to match the changes and we'll go from there! /C\/C\ |
#2
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As far as i know Onslaught (might skill tree), and Adrenaline (mind skill tree) are supposed to give random adrenaline to orc units in hero army (if have nay) but it doesnt. I try many times and example : my army made of goblin, paladin, goblin shamans, blood shamans, catapults onslaught 3 lvl and adrenaline 3 lvl , on start of battle no adrenaline for my orc units. If i change places to units in army catapult, blood shaman, goblin, paladin , goblin shaman i get adrenaline on start of battle form onslaught, but adrenalin skill doesnt work, random unit get speed/initiative but no adrenaline for orc`s. That`s problem, passive bonus works, but in battle bonuses don`t work for those 2 skills.
For medals check adventure mod http://forum.1cpublishing.eu/showthread.php?t=22725 , bladeking777 there added 5th lvl for them, and didnt mess with hexdecimal part of code in medals.txt file just changing text part of file, and in editor added new lvl`s. If you have idea how to make 5 special medals for each hero class go for it. I always thought that only 2/10 different medals between classes isn`t enough to have new experiance playing new game with different class (they are to simmilar). You modding in the Legend with skills made bigger change in warrior/mage/paladin playthrough. As for changign medals i`m way ahead of you ,Modded fire mage and iron warrior long ago, when red sands got out ![]() Code:
{ filter { belligerent=ally } dbonus=physical,0,4,0,-100,0,0 attack_on= attack_off= } } mods { rage=limit,5 } Code:
{ filter { belligerent=enemy } rbonus=poison,-2,0,0,-100,0,0 attack_on= attack_off= } { filter { belligerent=enemy } rbonus=magic,-2,0,0,-100,0,0 attack_on= attack_off= } { filter { belligerent=enemy } pbonus= dbonus= rbonus=fire,-2,0,0,-100,0,0 attack_on= attack_off= } { filter { belligerent=enemy } rbonus=astral,-2,0,0,-100,0,0 attack_on= attack_off= } } mods { mana=limit,5 } Do you plan to move you`re -lds% requirements to certain groups like quick draw for archers, or simply leave +att/initiative bonus , And fighting type units to warrior special class skill counter strike , Or archmage -lds% for all magical units ? I suggest dark commander to bonus to undead/demon/evil type units , orc and lizardman get bonus from diplomacy ( hero is versatile diplomat, and neutral type troops fight better in her army, or something like that ...). Try to keep mind tree balanced to give same bonus to mana as for rage. Old inquisition now resurrection to give bonuses to all heal/revive type of unit : priest, inquisitor, paladin, demonolog, rune mage, shaman(if you plan to keep their dancing axes resurrecting ally orc talent). Power of spirit leave it to +1/2/3 att/def +6 on lvl 3 would be to much. In magic tree i see no problems, just move skills you modded in Legend here in AP/CW. If you have time check fast http://forum.1cpublishing.eu/showthread.php?t=28724 , Csimby added 4/5 lvl for skills. I wanted to make it so warrior have 5th lvl might skill tree, paladin 5th lvl in mind, and mage 5th lvl in magic but couldn`t figure out how to block other classes form having more then 3 skill lvl in other tree. And post 59 here http://forum.1cpublishing.eu/showthr...attackb&page=6 , i asked bladeking777 for idea to mod att/def bonus like int for spells (every 7 point 10% dmg, every 15 longer spells) just to add crit% and res%. I think you`ll figure out what he did there. |
#3
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With respect to the hexadecimal codes, they are needed if I'm going to do a new medal. Like you said, just changing the text files is all that is needed if the core medal goals stay the same. I'd sure like to try to make the second row unique to each class so I'll probably work on medals after I finish the SKILLS.TXT files for AP then CW. Unfortunately, my time right now is severely limited... Quote:
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For this I was thinking of adding an "ArchMage" like medal for the Mage class, or if it makes sense to put it in a skill then put it there - we'll see... Quote:
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If there was a way to implement it, I'd seriously consider it, but I don't know how to do it right now, but maybe I'll find a way as I go through adding in the changes and learn new things... Quote:
Okay, those are some great comments - keep 'em coming! ![]() /C\/C\ |
#4
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I think I may have a solution to allowing class heros have their class-specific skill trees go higher - I need to experiment with my idea, but I think I know how to do it. I'll let you know how it goes... The only thing is I'm not sure if I'll want to implement it in my mod, but I can identify how it can be done if my idea works so other people can still implement it in their mods if they wish. So make a good case for why level 4 and possibly higher skill levels are a good thing. I often thought it would be neat for the Mage hero to have a 4th level of each magic school, but I wasn't sure how you'd be able to cast lower level spells with CTRL and SHIFT. Anyway, I probably won't need much convincing, but it just seems tougher to keep it balanced without simply making it so that you now have 4 levels to get to where you were with 3. So, for example, take Heroism: +1 / +3 / +6 Attack for 3 skill levels, what should be the progression for 4? +1 / +3 / +6 / +10? Seems like that would be reasonable since the difference between each level increase is based on the skill level and consistent, but is this increase too big? And what about for level 5? +1 / +3 / +6 / +10 / +15? That would be the proper progression, but a total of +15 attack - wow! Do these sound reasonable, are they overpowered, and are they really needed? Another implementation could be: +1 / +3 / +5 / +7 / +9, but it seems like you're not getting as much progression from level 2 to 3 and beyond as you should and so this is kind of what I'm getting at with respect to skill power vs implementation: +1 / +3 / +6 / +10 / +15 is a proper progression due to getting more and more return for the higher levels (which seems to be what is needed to make higher levels desireable). Of course the rune requirements would be tied to the increase to aid in balancing and so a simple implementation of Heroism would be: Level 1: +1 Attack, 1, 0, 0 Level 2: +3 Attack, 2, 0, 0 Level 3: +6 Attack, 3, 0, 0 Level 4: +10 Attack, 4, 0, 0 Level 5: +15 Attack, 5, 0, 0 Totals: 15, 0, 0 so you would get +15 Attack for 15 Might Runes total. This would be a consistent progression with consistent rune use. If you start making the higher levels require more runes then it is simply not worth it to spend on that skill since you're getting less for the same number of runes. By the way, Heroism will most likely have a +Hero Attack component and then a +Attack to certain level units, similar to how I did Training in TL. Depending on the number of skill levels I'd implement it something like this: Level 1: +1 Attack, +2 Attack to units of level 1-2; 2, 0, 0 Level 2: +3 Attack, +3 Attack to units of level 1-3; 4, 0, 0 Level 3: +6 Attack, +4 Attack to units of level 1-4; 6, 0, 0 Adding a 4th level here wouldn't be too bad: Level 4: +10 Attack, +5 Attack to all units; 8, 0, 0 A 5th level, though, would propably require a shift in the unit level requirement such that it would be: Level 1: +1 Attack, +1 Attack to Level 1 units; 2, 0, 0 Level 2: +3 Attack, +2 Attack to Level 1-2 units; 4, 0, 0 Level 3: +6 Attack, +3 Attack to Level 1-3 units; 6, 0, 0 Level 4: +10 Attack, +4 Attack to Level 1-5 units; 8, 0, 0 Level 5: +15 Attack, +5 Attack to all units; 10, 0, 0 Totals: 30, 0, 0 for +15 Attack to your Hero and +5 Attack to all units (more beneficial to lower level units than higher level units). This actually doesn't sound too bad, but the problem arises when I start looking at other skills, take Caution for example: Level 1: +1 Defense, +10% Physical Resistance during first round, 0, 2, 0 Level 2: +2 Defense, +20% Physical Resistance during first round, 0, 2, 0 Level 3: +3 Defense, +40% Physical Resistance during first round, 0, 3, 0 The problem here is that I'd need to redo the progression noting that Resistance would be implemented exactly like Heroism except for +Defense instead of +Attack and that the Physical Resistance would be too high for level 4 and 5 so: Level 1: +1 Defense, +5% Physical Resistance during first round, 0, 2, 0 Level 2: +2 Defense, +15% Physical Resistance during first round, 0, 3, 0 Level 3: +3 Defense, +30% Physical Resistance during first round, 0, 4, 0 Level 4: +4 Defense, +45% Physical Resistance during first round, 0, 4, 0 Level 5: +5 Defense, +60% Physical Resistance during first round, 0, 4, 0 Totals: 0, 17, 0 for +5 Defense and +60 Physical Resistance during the first round Note that now it takes you to level 4 to get almost where you were at level 3 before and how it is also plateauing. So I'm not sure how useful it would be to have beyond level 3 here. It seems like Resistance and Caution would work best with just 3 levels: Resistance Level 1: +1 Defense, +2 Defense to Units Levels 1-2; 0, 2, 0 Resistance Level 2: +3 Defense, +3 Defense to Units Levels 1-3; 0, 4, 0 Resistance Level 3: +6 Defense, +4 Defense to Units Levels 1-4; 0, 6, 0 Totals Resistance: +6 Defense and +4 Defense for Unit Levels 1-4 for 0, 12, 0 Caution Level 1: +1 Defense, +5% Physical Resistance during round 1; 0, 2, 0 Caution Level 2: +3 Defense, +15% Physical Resistance during round 1; 0, 4, 0 Caution Level 3: +6 Defense, +30% Physical Resistance during round 1; 0, 6, 0 Totals Caution: +6 Defense and +30% Physical Resistance during round 1 for 0, 12, 0 Totals: +12 Defense, +4 Defense for Unit Levels 1-4, and +30% Physical Resistance during round 1 for 0, 24, 0. Seems like that is plenty and you get consistent progressions for both skills without it seeming to get too powerful. Doing it this way would allow us to extend to a 4th level for both skills if we thought going beyond level 3 would be a good idea and would look like: Resistance Level 3: +10 Defense, +5 Defense to all Units; 0, 8, 0 Caution Level 3: +10 Defense, +50% Physical Resistance during round 1; 0, 8, 0 A 5th level would require the shift in +Unit Defense for Resistance (+1 Defense to Level 1 Units @Skill Level 1 instead of +2 Defense to Level 1-2 Units) and would get you to +75% Physical Resistance during the first round, which would be amazing. What goes around, comes around, though, as the enemy heroes would use your skill system as the basis for their skill system and so you'd see similar bonuses for high-level enemy heroes so careful what you wish for! I hope this gives you some insight into how I go about thinking about the skill level progressions and the thought that goes into the rune choice selection as well - nothing is arbitrarily chosen so that progression is consistent, rune requirements are consistent, and therefore balance has a better chance of being successfully implemented. Certainly a nice thing about having more skill levels is that you certainly won't be able to get all the skills and so it would allow a player more flexibility in their skill choices and I think we'd find a lot more variability between player's hero skills at the end of the game (as well as more variability in the enemy heroes, especially at higher levels) since you'd choose higher skill levels based on how you played the game... /C\/C\ |
#5
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The concept is sound! There may be limitations so I'll have to explore further... /C\/C\ |
#6
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Hello Mat
![]() I see what could be problem with 5th lvl of skills (first i thought magic would be prob, didnt consider other skill tree). When Csimby put his idea for more skill lvls i still played you`re mod for the Legend, and forgot Ap/CW have different skills. There special class skills would be great for 4-5 lvlup (rage, iron fist and so on . . .) Some skills could be high in bonus they give, but try adding more requirements for other skills, so you need previous upgraded to some point before taking it to 4/5 lvl. Expl : for rage 4 lvl , you have to take 3 lvls of rage_control , for 5th lvl rage you need 4 lvl rage_control . . . So you can take great bonuses from higher skill lvls but you must invest lots of runes to have it. So choice is to have normal skills like any other class in game, or you want to have more bonuses to have a bit different playstile then other classes. I think good skills to connect could be : rage_control with rage (you`ll have lots of rage inflow in battle, if you have enough rage capacity), heroism with frenzy (to lvlup frenzy 4-5lvls, you must have heroism to certain lvl. You`re units can have high attack if enough runes spent), endurance with alertness , night operation with dark commander quick draw with onslaught . . . Some things i thought to change which i already said in his tread, from simple +stats form. Heroism Code:
heroism { pos=0,0 deps= pic=skillicon1_13_ name=skill_heroism_caption hint_header=skill_heroism script=skill_heroism hint_text=skill_heroism_hint levels { 1 { deps= runes=4,1,0 trade= pars=+1 } 2 { deps= runes=9,2,0 trade= pars=+3 } 3 { deps= runes=13,3,0 trade= pars=+6 } 4 { deps= runes=16,4,0 trade= pars=+7 } fight { { filter { belligerent=ally } pbonus=krit,3,0,0,-100,0,0 dbonus= rbonus= attack_on= attack_off= } 5 { deps= runes=18,5,0 trade= pars=+8 } fight { { filter { belligerent=ally } pbonus=krit,6,0,0,-100,0,0 dbonus= rbonus= attack_on= attack_off= } } } For rage_control/rage on 4/5lvls to set slower rage drain after battle like in blackthorn crown item. Night ops and dark commander on 4/5 lvl, bonus +1initiative and +1 initiative/speed. (instead investing in adrenaline skill). Bloodlust 4/5 lvl to have some option like higher magic skill. To use dragon 2 times per turn if less then X rage spent (2x chest dig, 2x lower lvl mystic egg/wall . . .) Endurance 4/5 lvl +5 defense but +2/+4 resist all. Alertness 4/5lvl 30% protection but last 2 turn. Retribution 4/5 lvl if adding Moldok special bonus bleeding would be possible ![]() Onslaught 4/5 lvl +3 initiative stay, but +1/+2speed (no need for tactics anymore). Quick draw 4/5 lvl +10/+20% dmg for archers (5th lvl +20% for 1-2 lvl units, +10% dmg for 3-4 lvl units like you did in you`re mod for legend) Brutality 4/5 lvl no need for more attack since there is cap on +60 difference attack enemy defense so same as quick draw +10/+20% dmg (+20% 1-2 lvl units, +12% dmg 3-4 lvl units , +8% 5th lvl units). Tactics i like tis idea for lower initiative for enemy (it`s same as Bladeking did in his adventure mod for mage`s archmage skill) , so maybe lowering enemy speed on 4th lvl -1. Scouting,Trophy, Learning there is not much to change. Accuracy here you can see that Csimby just added blindly stats for 4/5 skill lvls, Code:
4 { deps=3 runes=0,13,4 trade= pars=6,+8 } 5 { deps=4 runes=0,15,5 trade= pars=7,+10 } Glory 4/5 lvl +1100/1500 lds. Adrenaline to change gain +1/0 , +1/+1 , +2/+1 , 4th lvl +2/+2 and 5th lvl +3/+2. Voice of dragon 4/5 lvl same as adrenaline 4th lvl +2/+2 morale initiative , 5th lvl +2/+2/+1 moral initiative speed (his +3/+4 bonus are to high). Holy rage 4/5 lvl are to high lower it to -15/3/-3 , -15/4/-6 , should be enough. Prayer +2/+4/+6/+8/+10 should be enough but add +5/+10% dmg on 4/5 lvl. Beleif no idea what to do whit this skill, never used it before. Resurrection 4/5 lvl adding some bonus to holy `units` priest, inquisitor, paladin rune mage, like you did in HoMM3babies for inquisition skill. Wisdom, Order,Distortion,Chaos,Healer (adding bonuses form HoMM babies mod would be great here),Linguistic,Transmutate no changing they are ok i think. Meditation 4/5 lvl add +2/+4 mana/turn regen Concentration 4/5 lvl +10/+12 mana/turn should be ok with lower rune cost for upgrading. Summoner +15/+30/+45/+60/+75 Alchemist +15/+30/+45/+60/+75% less crystal cost. Destroyer 4/5 lvl +70/+100% spell dmg should be enough. Higher magic again blindly adding bonuses(he set it so you can cast 2 spells per turn, for 14 turns if les then 100 mana cost . . . yea seems legit). For 4/5 lvl 7/25 and 8/30 should be enough. If you managed somehow to upgrade spells to 4/5 lvl , then Order,Dis,Chaos could also go up 4/5 lvl, if not no prob upgrading other skills should be fun enough. About class skill Counter strike, Holy armor, Archmage same ideas, but keep it real ![]() And also adding more lvls for pet dragon, and strenghten his skill because with more exp form training and moar lvls in medals getting him to 60lvl cap could be dont by mid game (hero lvl around 45). Last edited by Fatt_Shade; 03-29-2012 at 11:37 AM. |
#7
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Great comments!
I like your idea about shifting focus if we go to 4th and 5th levels. I've made a run through and changed all the skills in my first pass through in my spreadsheet, but only went up to level 3 for now. I'm going to next go through and see what I want to add from my TL mod and then we'll think about going beyond level 3 for class specific skills. /C\/C\ |
#8
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Here is the concept that I tried that makes it so that a speciific class can have their skills go to higher level while limiting the other classes to the current skill level limitations.
Identify skills that you want to go beyond level 3 for your class, for example, let's say you want Heroism to go beyond level 3 for Warriors only. Files you'll need to edit:
Sample SKILLS.TXT code: Code:
// àòàêóþùèå // ãåðîèçì heroism { pos=0,0 deps= pic=skillicon1_13_ name=skill_heroism_caption hint_header=skill_heroism script=skill_heroism hint_text=skill_heroism_hint levels { 1 { deps= runes=4,1,0 trade= pars=+1 } 2 { deps= runes=9,2,0 trade= pars=+3 } 3 { deps= runes=13,3,0 trade= pars=+6 } } } // àòàêóþùèå // ãåðîèçì heroism_w { pos=0,0 deps= pic=skillicon1_13_ name=skill_heroism_caption hint_header=skill_heroism script=skill_heroism hint_text=skill_heroism_hint levels { 1 { deps= runes=1,0,0 trade= pars=+1 } 2 { deps= runes=8,2,0 trade= pars=+3 } 3 { deps= runes=12,3,0 trade= pars=+6 } 4 { deps= runes=16,4,0 trade= pars=+10 } 5 { deps= runes=20,5,0 trade= pars=+15 } } }
Sample ENG_SKILLS.LNG code: Code:
skill_heroism_name=Heroism skill_heroism_caption=^skills_t0^ skill_heroism=^skills_t1^ skill_heroism_hint=^skills_t3^ skill_heroism_header=Your Attack is increased, and your troops boldly and courageously rush into battle. skill_heroism_text_1=^skills_tPar^Attack [param1]. skill_heroism_text_2=^skills_tPar^Attack [param1]. skill_heroism_text_3=^skills_tPar^Attack [param1]. skill_heroism_w_name=Heroism skill_heroism_w_caption=^skills_t0^ skill_heroism_w=^skills_t1^ skill_heroism_w_hint=^skills_t3^ skill_heroism_w_header=Your Attack is increased, and your troops boldly and courageously rush into battle. skill_heroism_w_text_1=^skills_tPar^Attack [param1]. skill_heroism_w_text_2=^skills_tPar^Attack [param1]. skill_heroism_w_text_3=^skills_tPar^Attack [param1]. skill_heroism_w_text_4=^skills_tPar^Attack [param1]. skill_heroism_w_text_5=^skills_tPar^Attack [param1].
Sample HERO.TXT code: Code:
hero_warrior { // ******************** Âîèí ******************** // ñòàðòîâûå ïàðàìåòðû start { . . . skills_off=heroism,hi_magic,resurrection . . . hero_paladin { // ******************** Ïàëàäèí ******************** . . . skills_off=heroism_w,blood_lust,hi_magic . . . hero_mage { // ******************** Ìàã ******************** . . . skills_off=heroism_w,blood_lust,resurrection . . . Start the game and have fun! Notes: Even though Heroism is disabled for the Warrior, it seems like the skill requirements simply look for what the level of the skill is at that position and so since the new Warrior Heroism is in the same spot, that is sufficient for being a skill prerequisite for Onslaught. Even though the above is true, you'll probably want to sweep through the whole Warrior tree and create "_w" warrior specific versions of those skills for your Warrior. Note that there is no need to keep the rune requirements, bonuses, etc. the same so you can truly have a different playing experience when playing the Warrior with their special Warrior skill tree, or you can even make totally new skills that only the warrior uses! I don't know if there is a length limit on the "skills_off" section of the HERO.TXT file and so this is where we need to experiment to see if there is a limit to the number of skills that can be listed here. For each hero class, you'll have to turn off the "normal" versions of their skill tree, and also turn off the "class" versions of the other classes skill trees so you can imagine that the number of skills listed here could be quite long. All the above has been tested except for the "skill_off" section to see if there is a limit to the number of skills that can be listed here. Feel free to ask questions if any of the above is confusing or difficult to understand. ![]() /C\/C\ |
#9
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Thx
![]() About changing focus from 4/5 lvls i remember it from theLegend training skill every lvl getting new ability for human units (if you transfer `charge` for horseman in AP/CW that would be nice ![]() Hey did you managed to use rage chest 3x2/turn in HoMM3 mod in Legend. I saw changes in you`re mod files after i finished play through with warrior and mage so never tried it. Edit : As for idea for turning off skills over 3rd lvl, nice i`ll try it. But you didnt mentioned skills.lua file anywhere. To add new/change old skill lvls we need to change parts of that file also. Last edited by Fatt_Shade; 03-29-2012 at 04:53 PM. |
#10
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