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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: A try to equilibrate might & magic
Thread: A try to equilibrate might & magic This thread is 2 pages long: 1 2 · «PREV
FfuzzyLogik
FfuzzyLogik


Known Hero
posted March 06, 2016 03:08 PM
Edited by FfuzzyLogik at 15:15, 06 Mar 2016.

Lets continue...
As I've been saying, I'll be soon to the limit of what I can do with my actual knowlege. I'll so have to continue with some other tools...
But, unable to do this alone for now and having not enough time, I'll expose ideas for equilibration and modification of game.
If I can't finish what I tryed, I hope my ideas shall be of use. They are free if somoeone find them nice.
Again, if anybody wants to help me to continue my attempt and help me for the next step, I shall be pleased. Doing all alone is too heavy especially for a beginner.

I think I'll expose ideas every 1-2 weeks (depending of answers and time I have). You're free to comment and place yours ! The spells one shall be a big one ^^

My first will be creatures abilities.
I try to make this game more intresting for strategist. So, adding some abilities who makes choices for players shall be fun. Automatic abilities and random ones are or "nice" or "nice if you're lucky". But strategist needs "choices" like "I attack or I defend or I moove ?".
I find "defense" position is actually too bad. It's in my opinion too less used. I don't want to make it too much efficient especially more than attacking and see players just wait in defensive the attack of its ennemy. So, at start let it like it is but...

About defensive position "boosting" abilities.
- Defensive counterattack : Second (or multiple) counterattacks IF creature is in defensive position.
- Defensive preventive counterattack : the creature -if in defense- counterattack first.
- Moove and defense : The creature will be in defensive mod if he mooves only this turn.
- Moove and defense bis : If you moove half (or less) of your moove speed you have the defensive position. An add for modding defensive boost (for not making it too strong)...
- Defensive protection from shooting : In defensive position, you have a bonus protection against shoot. I thought about that for creatures with heavy shield... They can go in defensive postition to be really protected from arrows... I think about some creatures have a so high shooting protection in defensive position than they shall wait (if no ammo cart) ennemy have no more shoots...
I thought too about Romanian army's turtle formation... If you add "moove and defense" ability, you can or "wait and have no bonus" hoping to be close to ennemy ranged or "moove and have a defensive bonus". The bonus (of protection) must not be too strong if you have both abilities... Maybe a limit of mooving if you want to have both ?
- Defensive magic resistance aura : Strategically a new choice : "I choose or not to use my creature to be close and in defensive position from other to protect them or I go attack with them ?". I find this intresting.
- Defensive protection from magic : I think you've understood... If not go eat some vitamin... quick
- Defensive Attack bonus or abilty bonus : The creature does "more damage" if it is in defensive position (or a XX% more or adding 3 attack if in defensive position). I thought this for some ranged attackers when engaged for example. I'll try to make beholders different from medusas and for this, making beholders more "weak" (in damage) but having some kind of "curses" like maybe weakness & forgetfulness (respectively close and ranged) but with melee penalty... So or a bonus in attack when in defense position or a bonus ability when defending.
- Defensive doble attack : The creature have "attack twice" in defensive position.
- Defensive boost : A special ability for the creature who have +4, +5 or +6 (or more) defense in defensive postition (instead of +3). Do not add too much ^^
- Recharge (For ranged) : Going in defensive position give to the ranged attacker one (or more) shoot more. I think some creature shall begin fight with no shoot but can be shooters if you place them in defensive position. Then shooters won't necessarily shoot at start.
I think too about spells who can give some ore "shoot" to a ranged attacker's stock.
- Charge : A creature was in defensive position mooves more quick next turn or makes more damage next turn (for one turn).

Some abilities to "boost" archers & replace "no melee penalty" (is too often used in my mind, it "breaks" some strategy point I find) :
- Moove and shoot : Creatures can't shoot close but they can moove then shoot (maybe with penalty).
- Shoots and "curse" : give to shooters ability to make a little "curse" to the creature they focus. My idea is to make some shooters are "good" not dealing tons of damage but giving tactical advantage on battlefield... Maybe some slow shall be very nice !
- "Curse" : If some shooters have some malediction when they attack close, ennemies shall think about not attacking them even if they are close... Something intresting for strategy...
- Boost damage in close range : As written, it increase damage if ennemy is "close" to him (but not engaged). Maybe 20% maybe more depending of creature. I have not found a good short name for this ability...

To decrease range attackers :
- Half (or more or less) damage if shoot : I'd like to make some creatures who "can" shoot but are weak in shooting... Making them do few damage in shooting but being decent "fighters". So you choose between "shoot with no retaliation" or "engage and do damage". I thought this for titans. I'd like they do "good damage" in shooting but more in hand to hand attack...
Only big problem : for now shooters have no possiblity to moove and attack close when they can shoot.

Spellcasters : Some spellcasters who makes intresting but not necessarily damage spells instead of mooving or attacking may be intresting.
- Force shield spellcasting.
- Land mine spellcasting.
- Quicksand spellcasting.
- "Autoteleport" : A creature may teleport itself once a fight (or more) instead of mooving.

New kind of "curses" : I don't want heroes' spells are all done by creatures. I'd like some of them are only done by spellcasters and not creatures (and oppisite). Then heroes have their own abilities and creatures too... If all creatures have a magic ability, spells may not be good as they are. But, as I said, I'd like to increase intrest of having magic heroes to make "might and magic" equilibrated... So...
- New illness : Decrease more than 2 attack & defense and may be cumulative (and effect decrease progressively over time). For example : decrease 4 first turn, 3 second, 2 third, 1 fourth then you're no more ill...
- New poisons : Who can slow a bit maybe ? We can think about decrease of life (10% of life) but also some "damage over time". I think too about a "poison" spell who can be very srong but can be cured... So against heroes, you'll think about using a spell who "may" do no damage or may do "insane" damage over time...
- Breaking defense : A creature may diminish ennemy's defense when he attacks (for one or few turns).
- Weaken undead : Making some "illness" to undead troops. They are "immune to many things" and that's nice but... If thy are imune to all, that break a bit intrest of strategy. I think about giving this to Monks/zealots something like that who decrease damage or attack or defense or speed to an undead troop. So you may choose with your monks to shoot an other undead troop to decrease one other instead of "finishing" the first one. A "curse undead" spell shall be intresting too.

That's all for now. If I have new ideas, I shall add one more post (if I have motivation) or edit this one.
I hope you enjoy a bit the read. Don't hesitate to MP me if you find mistakes in text (for reedition and not making tons of posts for this).

____________
FfuzzyLogik.

If I'm crazy ? Sure, because its madness to be normal...

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Baronus
Baronus


Legendary Hero
posted March 06, 2016 07:11 PM

Shooters:
1. Attack in line across (like cerbers).
2. Attack in line depth (like dragons).
3. Ranged distance penalty (like centaurs in Heroes IV).
4. Attack distance like flying units ( no flying distance in Heroes I and II).
Harpies:
MORE HARPY UNITS! There is no ability but no used kind of unit! Like shooters, fliers, melee and spellcasters.
Wallcrushers.
Special ability like Heroes IV but no only cyclops.
There are some ideas...

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FfuzzyLogik
FfuzzyLogik


Known Hero
posted April 03, 2016 12:15 PM
Edited by FfuzzyLogik at 12:21, 03 Apr 2016.

Hello,

Its time now to send propositions for secondary skill's modifications.
In a very late future, my dreams are to make 4 levels of mastery (basic, advanced, expert, master) eventually a grandmaster ?
This will have few consequences, first one, you'll need more levels to master all abilites and second it may be harder to get the last level for all abilities. For modder, it means haaaard work becasue it will require the change of many tables and make them work...
I thought about diminish the experience needed for levels to conpense the need of level to get all abilities.

Lets begin !
- Pathfinding : Its a decent ability but require both you have "muddy" map to be of use and logistics is quite "always better". A proposition was to make this ability delete the slow due to slow monsters in army. With that, I find this perfect. I was thinking about make it of use over sea (some water shall be hard to go and this will help as it does on land). B20% A40% E60% M80% for both slow effect on creatures and penality of terrain.

- Archery : On normal game as it is, its decent but because there are tons of very fast (and flyer) creatures, ranged are closed 80% of time if you can't cast a haste or slow. My modifications make this wrong. So, if its not very strong normally, its too strong in mine... I suggest a B8%, A16% E24% M30%. I'll make less strong offense too...

- Logistics : It's one of the best abilities. My hope are to give to sorcerers some spells who will help them to get an advanatage in mooving and not necessarily need this one. I suggest B8% A16% E24% M30%.

- Scouting : It may be intresting to see what happens when you discover ennemy's "base" and see his main hero soon... But waste one ability for this is a bit too expensive...
I suggest one level on two  increase sight range (the normal effect) but give an other ability on other ranks.
B Increase sight range by 1 ;
A See army strengh (and if it will join) ;
E Increase sight range by 2 and see army strengh for more far see heroes army ;
M Increase sight range by 3, see "all" information (including heroes strengh and artifacts) and can see what you'll fight in utopias, naga bank... before going in. That shall be intresting, no ?
But I'm not sure its "good enough".

- Diplomacy : A strong, very strong ability in many maps...  To say truth, if you have money, its totally overpowered, no ? Joining is too strong I find. A 40 harpy army is not very strong to fight, even at start, but if turn 1 you get freely 40 harpies, it increase greatly your army power ! This is worst when game advances (a bit less in far endgames when you have 7 slots full and if your army is verrrrryy numberous, adding 20 gorgons if you get 300 is not very important but still strong...). I suggest for a "normal joining" only 40% army (rounded up) joins.
When you get diplomacy, it increase the probability of joining and possibly they'll come for some money. Let the money cost as it is (so you buy troops for more money because you pay for 100% of joining but still 40% joins). So it will be expensive to get them but still strong...
B : 40% army joins, may join for money, surrender -20%
A : 40% army joins, may join for money, surrender -35% increase joining probability (as it does)
E : 50% army joins, may join for money, surrender -50% increase joining probability (as it does in advanced)
M : 60% army joins, may join for money, surrender -60% increase joining probability (as it does normally in expert)
Artifacts of diplomacy shall increase the percentage of joining by 5% or 10% (and combo artifact by 10 more %) ? And samly the surrendering cost.

- Navigation : It can be very strong or absolutely useless... I suggest to diminish it (in case of many sea on map) but...
B30% moove more on sea ; Can go on ship for half of your full moove points ;
A50% moove more on sea ; Can go on ship and land for half of your full moove points ;
E75% moove more on sea ; Can go on ship and land for 1/3 of your full moove points ;
M100% moove more on sea ; Can go on ship and land for 1/4 of your full moove points.
So when you go on ship it don't cost all your moove points, you swap moove points on "sea" when getting ship or "land" in landing and loose the percentage of your full moove points. Then being ship master can give you a great initiative if you can swap to sea and moove on it then land...

- Leadership : Effective but I hate getting artifact who gives +3 moral & luck when I have or leadership or luck ^^
I'd like there is 5 level of moral (bonus and malus). To not make too much effect on probability, +4% of moral bonus by level shall be decent and 20% will be the maximum for a +5 moral bonus.
So leadership shall add B+1 A+2 E+3 M+4.
I was thinking about an alternative effect. A good leader makes its army more strong and I thought about adding 1 life to troops on advanced and one more to expert & master level. So its low army shall be stronger (not very good on high level army because 250+3 don't change tons of things...). It will be one thing to make lower army ore useful on late game.

- Wisdom : I was thinking about a 6th level spell school. But its a "must have" for mages but takes levels just to get this ability. So, giving some more advantage shall be better. I thought about adding a small more regeneration of mana ?  
B Learn max lv3 spells
A Learn max lv4 spells regenerates 1 more mana every 4 knowlege
E Learn max lv5 spells regenerates 1 more mana every 3 knowlege
M Learn max lv6 spells regenerates 1 more mana every 2 knowlege

- Mysticism : Nice idea to make it regenerates a % of mana pool. It means having intelligence AND mysticism shall be of use !
B 10% of your manapool regenerated every turn
A 15% of your manapool regenerated every turn
E 20% of your manapool regenerated every turn
M 25% of your manapool regenerated every turn
To make this more "of use" I thought about diminish the power of mana vortex (on subterranean towns). The vortex shall add 25% of mana pool instantly every turn on one hero per turn (even if you're full mana).
I thought too to make the artifacts who regenerates mana does :
Charm of mana (+5% and 1 mana) ; Talisman of mana (+10% and 1 mana) ; Mystic orb of mana (+15% and 3 mana) ; the combo Wizard well (+50% and 5 mana). So these artifacts shall not be some vey bad ones (especially mystic orb !) and I would like they work even if you have not mysticism skill.

- Luck : Luck is basically badder than leadership. If a troop have luck, it dobles its damage but can't attack nor moove a second time. So I'd like this ability is as good as leadership. Same idea, a +5 to -5 effect for luck bonus/malus. I thought about an other bonus who helps hero to find better things on map. For example if you find a ressource, you have a +1 bonus to the pile (multiplicated by 100 for gold)... Example : you have a pile of wood is determinated to be 6 wood randomly. So you find 7 wood...
Better, I got an idea for treasure buildings (example : cyclops stockpile, deterlict ship...) luck shall give you and other "luck" to get better encounter. The bonus gives you a second try to get what is in the building and computer takes the "better" encounter. For example : in a stockpile cpu "choose" a 20 cyclops are in building. If you have luck effect, cpu tries a second encounter. If its less creatures, you encounter the less one but keeps the better treasure. If randomly its the same (or higner number) you keep same encounter.
B +1 to luck bonus +1 to ressources
A +2 to luck bonus +1 more try & ressources
E +3 to luck bonus +1 more try +2 ressources
M +4 to luck bonus +2 more try & ressources

- Ballsitics : I'm not fond of catapult nor ballista. I think it shall be one same ability and some effects on creatures when ballista shoots shall be added to be more intresting.

For catapult effect
Keep Tower Gate Wall Shots Nothing 1 point 2 points Sum
None 15% 25% 10% 50% 1 10% 50% 40% 100%
Basic 15% 25% 10% 50% 1 20% 50% 30% 100%
Adv 15% 25% 15% 45% 3 30% 50% 20% 100%
Expert 15% 25% 20% 40% 2 0% 60% 40% 100%
Master 15% 25% 20% 40% 2 0% 50% 50% 100%

For ballista effect : gives control of ballista and :
B 25% doble damage ; 10% lower defense by 2
A 50% doble damage ; 20% lower defense by 2 ; 10% slow ennemy 20% for 2 turns
E 30% doble damage shoots twice ; 10% lower defense by 2 ; 10% slow ennemy 20% for 2 turns (not cummulative)
M 50% doble damage shoots twice ; 15% lower defense by 2 ; 15% slow ennemy 20% for 2 turns (not cummulative)
The same as usual, you control arrow tower and main tower shall have the effect (decrease defense & slow). I was thoughting about an ability who "delete fly" temporarily... So it shall protect more against flyers.

- Eagle Eye : Some of the weakest ability because you need encounter of a hero who has spells and cast on you to get (if you have wisdom skill) it... Sooo... Better get logistics and go steal spells in its town ^^ If you have a town with aurora borelias, this ability is totally useless... So there is veeeeeerrrrrryyy few cases whitch this ability have just some use...
So I'd like Eagle eye and learning are now one ability. AND I tought about increasing learning.
B : gives your hero a 30% chance to learn any 1st to 3nd level spell used in combat (even if its one of your troop who cast it like archangel or master genie or ennemy fairy dragon for example). 15% for level 4.
A : gives your hero a 40% chance to learn any spell up to 4rd level used in combat. 20% for level 5.
E : gives your hero a 50% chance to learn any spell up to 5th level used in combat. 25% for level 6.
M : gives your hero a 60% chance to learn any spell up to 4th level used in combat. 30% for level 6.
Even there, its not very strong... But useful ! Your own spellcasters shall help you to have spells... Efficient for Tower and Castle for example. I still have a problem for eagle eye specialists...

I'll search some other ability to add to this.

- Necromancy : To diminish its efficience, I made skeletons less strong. My idea is to let necromancy with quite same percentages but decrease necromancy amplifier's effect to 4% !
B 8% of dead troops converted to skeletons ;
A 16% of dead troops converted to skeletons ;
E 24% of dead troops converted to skeletons ;
M 32% of dead troops converted to skeletons.
I find the combo artifact undead cloak truly too strong. I thought about making : increase of necromancy (30+10)% Nothing changed for basic. For advanced Zombies will be made but with 25% necromancy penality. For expert you make wraithes but with 40% penality. For master, Liches but 50% necromancy penality.

- Estates : I dislike and heroes speciality of money or other ressources and estates. I like the "building" ability (from WoG) but I think it too strong against non flyer nor shooter army. With ballista or ranged and ammo cart, you can level 1 kill unlimited number of hydras because they can't destroy walls...
I still want to make building ability replaces estates but some walls (the ones near upper and down turret) shall be destroyed by attackers.
B : Building cost less 5% (in gold only) ; build walls on battlefield
A : Building cost less 10% (in gold only) ; build walls and main turret on battelfield
E : Building cost less 15% (in gold only) ; build walls, main turret and slowing terrain (lava, mud...) before walls.
M : Building cost less 20% (in gold) and 10% in other ressources ; build walls, main & second turrets and slowing terrain (lava, mud...) before walls.
If you have ballistics, you can control turrets.

A bit tired for now, I'll finish the list later.



____________
FfuzzyLogik.

If I'm crazy ? Sure, because its madness to be normal...

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Baronus
Baronus


Legendary Hero
posted April 03, 2016 07:32 PM

Lerning I suggest 25, 60, 100% to experience. It might be very powerfull skill.
Skills are moded by Majaczek in Knightmare mod.

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FfuzzyLogik
FfuzzyLogik


Known Hero
posted April 04, 2016 01:03 PM
Edited by FfuzzyLogik at 13:25, 04 Apr 2016.

Yes, its more strong but still not "exrtemly" powerful I think. The requirements of experience grows exponentially so, at end game, this ability will just give you very few levels more... And trees of knowlege can give you +1 level (not taking care of your experience)... So even with this its not overpowered I think... It must be tested to see if at "start" its efficient and if its "of use" at end... Someone who has armorer instead of this shall have a better ability than something who gives you 2-3 levels (so 2-3 of caracteristics). But its truly better than the "useless one" it is in SoD, sure !

Lets continue !

Magic schools :
I suggest an increase of damage (a percentage) for schools. Same for increase effects but for zone spells I suggest a fireball zone in expert and inferno zone for master (and maybe not a "all allies" or "all opponents").
B : 5% increase damage.
A : 10% increase damage.
E : 15% increase damage.
M : 20% increase damage.
This effect is cummulative to sorcery effect but i think about not "adding him" but multiplicte it. So you can have 120%(fire magic)*120%(sorcery)= 144% bonus damage...

Scholar-Learning : Its sometimes of use but some ability jsut intresting for giving spells to other heroes... Its a bit expensive. I thought aout combine scholar and learning.
B : can transfer level 1-2 spells ; +25%experience.
A : can transfer level 1-3 spells ; +50%experience.
E : can transfer level 1-4 spells ; +75%experience.
M : can transfer level 1-5 spells ; +100%experience.

Tactics : I truly like this ability. Its very intresting but not overpowered (it may be very strong).
B : Can just swap on first lane (not 2)
A : Can position in 2 lanes
E : Can position in 3 lanes
M : Can position in 4 lanes

Artillery : It is used with ballistics in my propositions.
I searched a new use for it... The only one I had for now is something with ammo cart ?
Ammo cart shall have a "turn" as tent and ballista has. During this you can or repair a machine or give supplies to a troop.
B : If you get ammo cart, you can repair machines 20HP basically and hero have an ability who may repair it for 60HP (it uses its turn like casting a spell) if not destroyed and 30HP if destroyed. You can also use ammo cart to give shoots to a ranged army (+2 shoots instead of repairing machine). The shooter does 5% more damage next turn.
A : If you get ammo cart, you can repair machines 30HP basically and hero have an ability who may repair it for 90HP (it uses its turn like casting a spell) if not destroyed and 45HP if destroyed. You can also use ammo cart to give shoots to a ranged army (+3 shoots instead of repairing machine). The shooter does 10% more damage next turn.
E : If you get ammo cart, you can repair machines 40HP basically and hero have an ability who may repair it for 120HP (it uses its turn like casting a spell) if not destroyed and 60HP if destroyed. You can also use ammo cart to give shoots to a ranged army (+4 shoots instead of repairing machine). The shooter does 15% more damage next turn.
M : If you get ammo cart, you can repair machines 50HP basically and hero have an ability who may repair it for 150HP (it uses its turn like casting a spell) if not destroyed and 75HP if destroyed. You can also use ammo cart to give shoots to a ranged army (+5 shoots instead of repairing machine). The shooter does 20% more damage next turn.

Offense : One of the strongest ability... Maybe make it less strong ?
B : 8% increase damage in hand to hand.
A : 16% increase damage in hand to hand.
E : 24% increase damage in hand to hand.
M : 32% increase damage in hand to hand.

Armorer : Samly a verrrry good one.
B : 5% decrease physical damage.
A : 10% decrease physical damage.
E : 15% decrease physical damage.
M : 20% decrease physical damage.

Intelligence : Strong if magic is...
B : 25% increase mana pool.
A : 50% increase mana pool.
E : 75% increase mana pool.
M : 100% increase mana pool.

Sorcery : One ability very weak compared to physical skills. I suggest a booooooost ^^
B : Add 5% damage then add + (0,5% x Spell power).
A : Add 10% damage then add + (0,66% x Spell power).
E : Add 15% damage then add + (0,8% x Spell power).
M : Add 20% damage then add + (1% x Spell power).
The successive percentages makes somme adds who shall makes damage spells really more efficient.

Resistance : Its intresting and I was thinking about both effect of "resist damage" and luck to "resist" to spell (as it is).
B : 10% resistance to damage and 5% chance to not get spell.
A : 15% resistance to damage and 10% chance to not get spell.
E : 20% resistance to damage and 15% chance to not get spell.
M : 25% resistance to damage and 20% chance to not get spell.
Resistance artifacts may add their % to both statistics. This ability shall then be more strong and intresting and these artifacts more of use ? But care of speciality in resistance... If combo resistance artifact does exist, care about not make him too strong. A 35% bonus shall be enough. For speciality I thought about increasing the chance of "not get spell" but not increase resistance to damage effect. It may be too strong...  

First Aid : This is some potential intresting ability but near useless as it is in SoD... I tought about a resurrection ability (a percentage of dead troops) if you get first aid... I fear to add a resurrection in battle (with combo with blind and resurrect patiently all your army)... If so a non definitive resurrection (as it is with basic resurrection for example). But I fear some bugs if you "really" ressurect and use this too...
I suggest some add abilities like : regenerates first aid tent (if hero has the skill) but it cost "spell" turn. Like adding a new "spell" who cost 0 mana and regenerates a bit first aid tend (or repair it if destroyed). Then first aid tent shall not be destroyed at start too easily but not be automatically regenerated as it is with some WoG options...
B : Regenerate 40HP ; hero can use an ability who repair first aid tent and add it 60HP if not destroyed or 30HP if destroyed. Resurrect 5% of dead troops (rounded down) at end of battle.
A : Regenerate 80HP and dispell all spells on an ally creature ; hero can use an ability who repair first aid tent and add it 90HP if not destroyed or 45HP if destroyed. Resurrect 10% of dead troops (rounded down) at end of battle.
E : Regenerate 120HP and heals bad effects on ally creature ; hero can use an ability who repair first aid tent and add it 120HP if not destroyed or 40HP if destroyed. Resurrect 15% of dead troops (rounded down) at end of battle.
M : Regenerate 160HP if ally is focused and heal him of all bad effects ; no heal if ennemy is focused but dispell beneficial spells on hi. Hero can use an ability who repair first aid tent and add it 150HP if not destroyed or 75HP if destroyed. Resurrect 20% of dead troops (rounded down) at end of battle.
I suggest too a fist aid tent with more armor and HP. Maybe 200 and 10 armor ?
I thought too for some effect (used a limited number of time in battle) whitch first aid tent regenerates mana of hero. The limited number for not get combo blind and regenerates all mana... One time to basic, 2 to advanced... And regenerates (1 mana + 0,2 mana per hero's knowledge rounded up). But it cost first aid turn to be used (no heal this turn).
The specialists in first aid shall then have a good ability if "resurrection ability" is multiplicated ! I suggest no multiplicative effect for regeneration of mana if added.
Maybe the healing mana can be used to "destroy" mana to ennemy instead of regenerating yours ?  

So one ability in less (scholar or learning because mixed). I must find something more then to replace ^^
____________
FfuzzyLogik.

If I'm crazy ? Sure, because its madness to be normal...

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Baronus
Baronus


Legendary Hero
posted April 06, 2016 11:30 AM

Yes Learnig 100 or more %. One level is if hero has 21,86...% more experience so learning must give more than 21,86... % per level to benefit. 100 % is 25,99 per lvl.
In WoG tent restore units... It is it.
It think it may be 8 times like archers restore 200 points (with units) after 8 only one unit healing.

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FfuzzyLogik
FfuzzyLogik


Known Hero
posted September 21, 2017 09:27 PM
Edited by FfuzzyLogik at 22:29, 21 Sep 2017.

I continue here a discussion about Eagle Eye (EE) we started on "how to edit HotA" ?
AlexSpl said:
Yes, of course, it's possible, thanks to baratorch's patcher.
You can try the following plugin for the HD mod (download), which adds similar features to those you want to implement.
You can freely modify it as you wish (view the source code).

Any hero with Eagle Eye has a (30/35/40 + EE artifacts bonus)% chance to learn every battle spell from an opposite hero's spell book. Spells are learned as soon as the first stack in hero's army gets its turn. This is a Ben80's idea from his upcoming Botvinnik mod. I'd make base percentages 10/15/30%, though


What do you think about :
- Basic EE : 30% learning LV1 spells ; 20% LV2 spells ; 10% LV3 spells
- Advanced EE : 40% learning LV1 spells ; 30% LV2 spells ; 20% LV3 spells ; 10% LV4 spells
- Expert EE : 50% learning LV1 spells ; 40% LV2 spells ; 30% LV3 spells ; 20% LV4 spells : 10% LV5 spells
- At all level, add % from bonus artifacts.

Have a good knight (better to moove faster),
____________
FfuzzyLogik.

If I'm crazy ? Sure, because its madness to be normal...

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted September 21, 2017 09:32 PM

Sounds good.

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Baronus
Baronus


Legendary Hero
posted September 21, 2017 10:18 PM

Its still unusfull skill. Give 100% on expert!

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phe
phe


Famous Hero
Life and Freedom
posted September 21, 2017 11:05 PM
Edited by phe at 08:51, 22 Sep 2017.

Eagle Eye will be more usefull if there are more spells or way to get spells longer or more expensive...only EE specialists on some level should get 100%...
Some secondary skills could vanish from slots but exist in other way...

Basic Tactics for every hero...without each other cancellation.

Scholar for every hero of magic class (B 5th lvl, A 10th lvl, E 20th l)

Learning for weak heroes...

Scouting for might heroes...B 5lvl, A 10 lvl,E 15 lvl...those heroes who had scouting already would get appropriate extra sight radius...

First Aid for every hero however levels of getting FA B/A/E equivalent could be different or depend on amount of HP healed...

Logistics/Navigation could depend on movement points made on adventure map already by hero...those who had it and specialists would have some more...

Pathfinding depending on numbers of squares made on each terrain type separetely...might heroes would get it faster and have less movement penalties on native terrain on start...

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orc
orc


Famous Hero
posted September 23, 2017 03:12 PM

I think the reason why designer made magic heroes weaker is becuz they had better specialties. Most might heroes have creatures specialties (each town at least have 5 or 6 creature specialitst from might heroes). so mage heroes were generally better.


The only thing that screwed them over though is the imba might heroes: Tazar, Crag, Orrin, sir mulirch, Thrgrim the resistor specialist, and the likes of those, xD

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FfuzzyLogik
FfuzzyLogik


Known Hero
posted October 27, 2017 02:56 AM
Edited by FfuzzyLogik at 01:22, 02 Nov 2017.

orc said:
I think the reason why designer made magic heroes weaker is becuz they had better specialties. Most might heroes have creatures specialties (each town at least have 5 or 6 creature specialitst from might heroes). so mage heroes were generally better.

The only thing that screwed them over though is the imba might heroes: Tazar, Crag, Orrin, sir mulirch, Thrgrim the resistor specialist, and the likes of those, xD

You're serious ? You really find Eagle eye, mysticism, fortune, or most of spell specialists are really "stronger" than might heroes' creature speciality ? Just getting more attack or defense skill per level gives great advantage to might heroes...  

Anyway after some aeons, I begin to post my line up for creatures. I try to make all towns a bit more equivalent in terms of strengh... I wish ameliorate a bit the look of some creatures I find ugly or not going well with others...

The first town I'll talk about is Dungeon.
Its not the one I'd like to change the most because creatures are quite good looking... But I "finished" this one... So beginning with something is quite intresting to talk about some "done" things.
If you have suggestion for creature names, feel free...

Here are non upgraded creatures :
http://www.mediafire.com/file/35un719mmudnb77/Dungeon_not_up.bmp[img]

And here upgraded creatures :
http://www.mediafire.com/file/i8l51nh49k1riy5/Dungeon_up.bmp


Level 1 : no more immune to blind, a quite normal level one creature who can be very numberous... They're rats, fast reproduction... I have not nice idea for a "not very strong" ability for them...
Rats Troglodytes : N/A
Rats Scavengers : N/A

Level 2 : no more strike and return, I'll use it for some other creatures. But if I can let this to them too, that shall be nice.
Cave Bats : fly
Vampire Bats : fly, no melee penality
One bug : when they strike treants they are binded but still return to their original place but can't moove even if the trees are destroyed...

Level 3 : Non shooter at start but become shooters. "Sorcerers" too.
Shadow Adept : Do not shoot
Shadow Inquisitors : Shoot, no melee penality
I think I'll give them ability to dispell on attack. I choosed to make only upgraded one shooting to let player choose between getting medusa or upgrade their Adepts...

Level 4 : Nice shooter but now with melee penality
Gorgon : 2hex, shoots, petrify  
Medusa : 2hex, shoots, petrify
I choosed to let them melee penality because there is two ranged creatures at level 3 and 4 so I find intresting to make them different.

Level 5 : Fast warrior
Minotaur Warrior : Good morale
Minotaur Suzerain : Good morale

Level 6 : Slow flying creature with high resistance
Green Gargoyle : 2hex, fly, no moral (golem)
Grey Gargoyle : 2 gex, fly, paralyze, no moral (golem)

Level 7 : Powerful and resistance to magic...
Dragon Youngster : 2 hex, fly, Dragon, immune to spell 1-3, Immune to fire, 2 hex attack.
Dragon Elder : 2 hex, fly, Dragon, immune to spell 1-4, Immune to fire & mind spells, 2 hex attack, strike and return.
I'll make these dragons more strong than are "green and gold" dragons but change the immunity... They'll be less fast but more strong.
I found the old dragon unit "immune to all" and "very strong" quite boring... So I'd like to make weaknesses who also can become strengh in some other circumstances. I wish these dragons to be quite different of green and gold... I thought about making the others more fast but less tanky... I find a strike and return ability quite fun...

If this intrest some persons, I'll continue to post.
Good night.
____________
FfuzzyLogik.

If I'm crazy ? Sure, because its madness to be normal...

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FfuzzyLogik
FfuzzyLogik


Known Hero
posted October 27, 2017 02:16 PM
Edited by FfuzzyLogik at 01:26, 02 Nov 2017.

And one doble post one !

Here a second post for Fortress.
This is also a race I have not changed too much because I like it. I'd like to make modifications on gorgons because not really looking "lizard" nor "swamp" creature...
I also indend to change this town to a more offensive one. Actually, the heroes are defense specialists. I do not find its really corresponding of swamp and lizard/snakes. More poisons, more damage but still some defense. So I'll will make heroes have more attack caracteristic and less defense.

Link to see basic creatures :
http://www.mediafire.com/file/w9wz2d2ws7h4m6k/Fortress_pas_up.bmp


Link for the upgraded line up :
http://www.mediafire.com/file/8qsbngok12c5qpl/Fortress_up.bmp


Level 1 : A classical level 1 creature
Iguana Pilferer :
Iguana Marauder : Poison attack (the wyvern monarch's poison)

Level 2 : I'd like to make these "archers" a bit different. I thought about some poisoning attack : The zombie "ill" attack.
Lizard Archer : ranged
Lizard Sagittarius : ranged, "ill attack"

Level 3 : Still a fast creature and with weakness attack but no more dispell. Not very logical they got this...
Swamp Saurian : Fly
Swamp Draconian : Fly, weakeness attack

Level 4 : Not changed
Grand Basilisk : 2 hex, petrify
Greather Basilisk : 2 hex, petrify

Level 5 : Nix looks perfect to the swamp Fortress... Some heavy tanky creature.
Draconian Solder : 1 hex, no ennemy retaliation ?
Draconian Lord : 1 hex, no ennemy retaliation ?
I changed the "gorgon's gaze" for some other creature.

Level 6 : Wyvern are nice but instead of poison... Some rage in fight shall be better I find.
Wyvern Assaliant : 2 hex, fly, retaliate twice
Wyvern Monarch : 2 hex, fly, unlimited retaliations

Level 7 : Hydra are so nice looking... I just use a recoloration made by other modder here.
Giant Hydra : 2 hex, attack all around (but ennemy retaliation), regeneration.
Titanic Hydra : 2 hex, attack all around (but ennemy retaliation), regeneration.
I find a regeneration on hydra shall be fun because they're hydra... Fantastic creature who regenerates heads... I'll replace wraithes/wrhight's regeneration to them.
With less defense, these creature's regeneration shall still be good at start but I hope not "insane".

And two races done... I still have difficulties to finish some others.
____________
FfuzzyLogik.

If I'm crazy ? Sure, because its madness to be normal...

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted October 27, 2017 03:13 PM

The line up is good looking.
Will you release it someday maybe?

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FfuzzyLogik
FfuzzyLogik


Known Hero
posted October 27, 2017 03:49 PM
Edited by FfuzzyLogik at 15:50, 27 Oct 2017.

Ah hem, sorry... It actually IS released for creatures. Everytime I'll post the town lineup, the creatures changed will be added (I do not add the standard not changed ones).

I have to finish the equilibration of caracteristics and the switch of abilities in hex editing.
After tons of questions and with nice answers from RoseKavalier, AlexSpl, OxFEA and Maurice about it, I'll edit them for a standard heroes game.
But if you wish the creatures to edit it with VCMI, ERA2 or something else, the link for all creatures of this line up are here :
https://www.mediafire.com/folder/7p64pknxj6i31/Heroes%20of%20Might%20and%20Magic%20III

If someone can tell me how to post images directly on the forum ; it shall be seen that lineup directly. Are made Cxxx.def for creature and AVWxxx.def on map. The only thing I haven't made is the mini and micro icons for creatures (when you see them in hero's army).
Again, I took creatures from all I found and modify some. For example the "lizard archer" (now Lizard Sagittarius) had many problems with some pixels were blue but not font and position of skull on his head. I changed it but 80% of work is not from me.
If author do not want his/her creatures to be used, I'll delete.

Thanks for your intrest,
____________
FfuzzyLogik.

If I'm crazy ? Sure, because its madness to be normal...

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