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majaczek
Supreme Hero
Work at Magic Dimmension
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posted March 11, 2013 07:07 PM |
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Edited by majaczek at 22:25, 11 Mar 2013.
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Maybe it's not the SE-hack buggy but remains from older script - the one where I used another hack. (It seems script resets the hp and attack for every commander creature because in earlier approach it fixed another problem).
What do you think about flash swing? I would leave it merged with attack and return because it replaces shooting (else I probably would merge it with no retailation). Should i tweak the chances? Spell applied is titan lightings bolt (so constant damage but incr chances every level).
What would you merge with fly? I know it needs touch... Do you noticed any non-artifact bugs? I noticed that rebirth freezes the spell counter for regular casting, so I probably change it from skill into speciality taking approach - it's not a bug but a feature - heh.
The regen is pretty strong because I increased it fifth times (to 250 but it needs testing).
What do you suggest about specialities? I want rather enchance than replace so don't talk about succubus (it's strongest if exploited properly - like farming dragons).
Would multiple cattapults be strong or weak speciality? (I use ballistics I script).
Which specialities are most weak? And what weak random monster could be summoned in numbers (yeah i want to make summonner speciality) maybe ghost for shaman?
EDIT: Fixed Knightmare Commanders mod
https://docs.google.com/file/d/0B86cxlMj84asdnN3R0JMYWlZbkU/edit?usp=sharing
Changes:
- Fixed artifact Bug
- Added Aircraft (fly + Landmine before every attack)
- Fixed npc00.txt texts
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alisapa1211
Famous Hero
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posted March 12, 2013 01:13 AM |
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Quote:
What do you think about flash swing? I would leave it merged with attack and return because it replaces shooting (else I probably would merge it with no retailation). Should i tweak the chances? Spell applied is titan lightings bolt (so constant damage but incr chances every level).
I play with Double Attack and have a level 25 Commander, yet still rarely ever see a Titan Lightning proc. The damage is also meh, sure it is amazing early game when your level 1 Commander doesn't have any damage, but the 7% chance is too unreliable (save load is a no no), plus your Commander doesn't have No Retaliation, so it is pretty much a suicide trying to proc the lightning.
Quote: What would you merge with fly? I know it needs touch...
The 3 skills I think you can merge with are either Champion Charge, Attack and Return or No Retaliation, pick one.
Quote: The regen is pretty strong because I increased it fifth times (to 250 but it needs testing).
Regen is another spell that is strong early game (though only strong if the Commander manages to survive and not get killed instantly) and weaker as long as the game lasts. Can you add % HP regen or something? About 20% is good enough
Quote: Would multiple cattapults be strong or weak speciality? (I use ballistics I script).
I have never experienced the difference between having multiple catapults and not. Having multiple Ballistas on the other hand...
Quote: Which specialities are most weak? And what weak random monster could be summoned in numbers (yeah i want to make summonner speciality) maybe ghost for shaman?
Soul Eater passive Undead is the weakest, no comment. It should be Undead by default already actually. Then Shaman's Specialty is also quite boring, though summoning ghosts don't really fit the theme of Fortress.
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted March 12, 2013 06:26 AM |
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Edited by majaczek at 07:09, 12 Mar 2013.
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted March 12, 2013 09:25 AM |
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I just noticed that in the new henchmen script of Wog Revised, if a rogue is selected as henchman, his Spying specialty is gone. Can this be fixed, Rogues are quite pointless without spying and they would make wonderful henchmen with their ability since henchmen don't affect morale.
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alisapa1211
Famous Hero
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posted March 12, 2013 11:18 AM |
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Quote: Updated Knightmare Commanders
https://docs.google.com/file/d/0B86cxlMj84asSktxZEhQbk1pd2c/edit?usp=sharing
- Tweaked Flash Swing
- Bow of Seeking gives additional Flashes for Flash Swing (so it's useful now)
- Upgraded Specialization of temple guardian
. For some reasons I only see one Lightning Strike even when max out Bow
of Seeking
. Temple Guardian new specialization is just.. beyond godly. I thought it only gives the Hero one or two extra casts per turn, and that is already insanely powerful. Turn out that each stack's turn gives an extra cast turn, with Commander + Clone + Split Stack + Summon + Henchmen etc I can cast like 15-16 times per turn, and possibly even more! OH.MY.GOD.
Also have just tried the Karmic battle script because things get easy fast with these power boosts for Commander. Love it. However I hope there would be a cap, because it is no fun to fight against 900 Black Dragons per combat when you have fought 250 battles and up (only mid game). Still manageable, but really troublesome. It is a dream for Ghost and Skeleton risers though.
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted March 12, 2013 01:57 PM |
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Did you considered using wait?
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alisapa1211
Famous Hero
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posted March 12, 2013 02:10 PM |
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Quote: Did you considered using wait?
Sorry I was so mind blown I wouldn't bother to use it, and it's not like there is anything left for me to cast after like 15-16 Armageddons .
But seriously, make it Double Cast for Hero who has Temple Guardian, and it is still extremely powerful compared to Soul Eater's passive *oh look I have a Passive that turns me into... Undead when I am supposed to be Commander of Necropolis in the first place, brilliant*.
Oh and btw the only skills and abilities that Commanders don't have now is become a mass buffer by having Enchant Buff mass version on him (4). Maybe Magic + Armor can give Mass Fire Shield or something, in case if this is too strong you can Enchant just Fire Shield to Commander and Mass Shield to everyone else.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted March 12, 2013 05:02 PM |
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Quote: I just noticed that in the new henchmen script of Wog Revised, if a rogue is selected as henchman, his Spying specialty is gone. Can this be fixed, Rogues are quite pointless without spying and they would make wonderful henchmen with their ability since henchmen don't affect morale.
The problem is that the henchman is a virtual stack, it is deleted from hero army when selected as henchman, and is added manually ONLY during battle, its ID being stored in hero w vars. So when moving on adventure map, there is no way to know what type of henchman you have and add special bonuses, as speed or spying. (well, some complex scripting may do it, but it is worth?)
____________
Era II mods and utilities
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted March 12, 2013 05:33 PM |
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Edited by majaczek at 20:12, 12 Mar 2013.
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I'm working on speciality limiting, and also on new spec for shaman.
EDIT: some proggress
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alisapa1211
Famous Hero
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posted March 13, 2013 02:57 AM |
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Quote: I'm working on speciality limiting, and also on new spec for shaman.
EDIT: some proggress
Really REALLY love the Shaman new spec, didn't know that this is possible to Clone Commander/Henchmen (even when I give Henchmen Clone 100% clone at basic level). However his spec is as godly as, if not even more powerful because it doesn't require split/wait, or mana cost, or weak against magic immunity units. At only level 10 he already Triple-Clone in one turn or something, Clone also has every special skills and abilities just like the main one. At higher level the screen is literally filled with Clones just in one or two turns.
Temple Guardian is still as strong as ever (make it +1 cast per 20 level or something), just more bearable. Also these changes make other Commanders look absolutely weak in comparisons.
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted March 13, 2013 11:01 PM |
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It was a hack - !!BM:C ignores some spell immunities.
if it were normal hero casting or !!BH:C it wouldn't work.
also currrently thi is not all skills cloned - hardcoded commander skills like spell resistance or deathstare or block didn't work on the clone because he is monster commander (not real commander). is it good as it is or should I tweak it to pass other skills to clone?
PS: Paladin is still awesome - does it need new special too?
PPS: skill counter resets every battle round however it doesn't count it as I wanted - how to resolve it? (or did I fixed it already ? don't remember - today I were out of h3 or modding).
PPPS: every 20 levels for temple guardian? too weak - maybe every 10 levels? currently it sets speciality points equal to commander level every turn and it uses speciality points per speciality usage (so I may do different costs with minimum changes). How much speciality points should cost shaman soulsplit?
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alisapa1211
Famous Hero
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posted March 14, 2013 03:11 AM |
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Quote: It was a hack - !!BM:C ignores some spell immunities.
if it were normal hero casting or !!BH:C it wouldn't work.
also currrently thi is not all skills cloned - hardcoded commander skills like spell resistance or deathstare or block didn't work on the clone because he is monster commander (not real commander). is it good as it is or should I tweak it to pass other skills to clone?
No need really. The clones get skills like double attack + age + flash swing + attack all around, etc which allow them to wreck already. Each of my clone deals around 5k damage per hit. Oh and if you equip the Bow of Seeking to your commander then your Clones can also shoot (by the way is there anyway to make Commander shoot Death Cloud? Could be an interesting Spec for Soul Eater). Not to mention Clones can also cast clone on other creatures, make him becomes very powerful and easy to grind even at level 1.
One problem if that the Shaman can't stop himself from Clonning, if I don't clear the clones he will exceed the number of units allowed in battle pretty fast and crash.
And btw can you make Temple Guardian looks like the mage in this? Much more beautiful and also fits the theme of Tower:
Quote: PS: Paladin is still awesome - does it need new special too?
150% EXP?! Only decent in the begin, later the difference is tiny, compare to Shaman or Temple Guardian's Spec the gap is like heaven and earth.
Quote: PPPS: every 20 levels for temple guardian? too weak - maybe every 10 levels? currently it sets speciality points equal to commander level every turn and it uses speciality points per speciality usage (so I may do different costs with minimum changes). How much speciality points should cost shaman soulsplit?
Far from being too weak. At level 1 she gives one extra cast, level 20 she already gives 2 extra casts, this means 3 Force Field per turn, 3 Blind/Berserk per turn, 3 Resurrection per turn, or if you manage to go first you can combo Haste + Slow + Prayer, which makes your entire army moves first. Yet you still get shut down completely if the enemy has the Orb of Inhibition, which is actually the major problem here.
For Shaman, same for TG, 20 level per soulsplit, maybe 15 and that's it.
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted March 14, 2013 02:22 PM |
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Edited by majaczek at 20:05, 14 Mar 2013.
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Would you suggest increasing it to 200% or 250% or adding some speciality? What would fit holy castle?
Also I plan to give some hero skill ability to increase commander stack count (probably diplomacy).
Any suggestion about soul eater and brute?
Also there's left no retaliation skill to boost, and maybe another skill instead of paralyze (rebirth is really strong especially because unlimited casts bug-feature - cast number change into number of rebirths probably - maybe as paladin spec?).
Also astral spirit spec is annoying, could someone find memory code to disable it? (It would need new spec then).
Also please find where 150% value for paladin and shaman lays in memory. If not I would have to find it myself .
EDIT: Found memory address for paladin experience multiplier
EDIT: Found memory address for brute gold/experience multiplier
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alisapa1211
Famous Hero
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posted March 14, 2013 03:39 PM |
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Reason why Shaman's new spec is god:
Welp, looks like an impossible battle that can't be done in normal random game by any means, especially with only one Commander (also the result of having no cap for Karmic Battle). Looks like I'm going to meet my end here.
Lol nope..
And this is only turn 2 of the battle.
Commander's Stats:
Deals about 10k damage per hit, not to mention other abilities.
In case if you wonder about the date, I give my Hero tons of bonus movement speed to lessen the test speed.
Quote: Would you suggest increasing it to 200% or 250% or adding some speciality? What would fit holy castle?
Also I plan to give some hero skill ability to increase commander stack count (probably diplomacy).
Any suggestion about soul eater and brute?
The only ability that I can think off is enchanting mass buffs to the entire army (Soul Eater is vice versa, giving mass curses). Higher level = more buffs/curses, like level 1 = give Stone Skin, level 40 = give Stone Skin, Bless, Haste, Prayer, Shield, etc etc. Still looks like crap compared to Shaman's spec, but at least there are reasons to switch and use other Commanders rather than just Shaman and Temple Guardian now. Soul Eater can also raise Hero's Necromancy power, or the ability and trade Skeletons with something else.
Brute keeps his spec at low level, but at higher level he can also give other resources after battles, also he can has the ability to transfer resources into something else, like items, stats, or more resources = more damage or something.
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted March 14, 2013 10:04 PM |
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted March 16, 2013 10:39 PM |
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Command Points
Download
Fnord's Command Points script repacked for Era. This is the modified by JimV version. I haven't tested this much yet, any bug reports would be good.
This script limits the number of troops that a single hero can take into battle. The main goal is to require players to spread out their army, rather than using the tried-and-true (but somewhat boring) "superhero" strategy.
Higher level heroes will be able to command more troops, but the limits make it necessary to diversify if you wish to field a larger army.
Each hero can command up to 2000 plus 3000 Command Points (3000 gold) worth of troops per hero level in battle. Exceeding this results in the excess troops departing.
A town without a defending hero or Fort can send 5,000 Command Points of troops into battle. If the town has a Fort, it can sent 10,000 points, a Citadel, 15,000 points, and a Castle, 20,000 points. If the town has a defending hero, the Fort/Citadel/Castle bonus is added to the defending hero's Command Point total.
Neutral armies and towns have no Command Point limits.
To see the active hero's Command Point limit and total Command Points of the hero's army at any time, right-click on the Sleep/Wake button. To see the Command Points for a town garrison or garrison hero, right-click on the garrison hero slot in the town screen.
Leadership reduces the Command Point value of troops by 10% per level of Leadership (i.e., 10%/20%/30%) for troops affected by morale only.
In other words, Undead and Elementals don't get this reduction bonus.
Necromancy reduces the Command Point value of Undead troops in the same way as Leadership (i.e., 10%/20%/30% for Undead troops only).
Air/Earth/Fire/Water Magic reduce the Command Point values of Elementals of the same element by 10%/20%/30%, e.g., Advanced Fire Magic reduces the Command Point cost of Fire and Energy Elementals by 20%.
Diplomacy increases a hero's Command Points by 150/300/500 per level.
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted March 17, 2013 01:44 PM |
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted March 22, 2013 03:22 PM |
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Hoggle
Tavern Dweller
busy; heroes3.udomehlem.de
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posted March 23, 2013 07:46 PM |
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Edited by Hoggle at 19:50, 23 Mar 2013.
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COMMAD POINTS
quote:
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To see the active hero's Command Point limit and total Command Points of the hero's army at any time, right-click on the Sleep/Wake button. To see the Command Points for a town garrison or garrison hero, right-click on the garrison hero slot in the town screen.
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I can't get this to work. I use era 2.43 with standard mods wog, yona, secondary skill and fast battle animation and then activated your mod via modmanager. Whenever i start a new game, i don't get any right-klick-info like you discribed. What can i do now?
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted March 23, 2013 07:56 PM |
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The description and script is all Fnord's, I just packed it for Era. I never wrote a script for a new button, so you'll have to do without the info or wait for a volunteer who can fix it.
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