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Originally Posted by Fatt_Shade
Thx for clearing unit/hero stats , i cant check anything connected to games at the moment  But i can still check game files in notepad, and think about ways to make player curse those who made mod that is killing their nerves 
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Sorry to hear that - must be driving you crazy not to play!
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Originally Posted by Fatt_Shade
Max of 600% you mentioned is a bit much but for it hero would must have 90 attack so not really an issue, but try to make it so it`s not limited like it was so far on +60att to enemy def, and everything above is a waste.
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Yah - I hear you, that's why it just might be +50% per 15 Attaack rather than +100%. We'll have to see how it pans out during the alpha development, but +100% is technically the inverse of the defense relationship.
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Originally Posted by Fatt_Shade
Defense bonus on other hand should be reachable with your change to spell system and stone skin/magic spring 80% def bonus , belt of victor etc, but it will be really situational. This will make neutral stacks a bit inferior, but battles with enemy heroes will be much more fun, and just maybe you`ll finally make mod that is truly impossible to do with no loss (hero with 50 intellect and 3x cast , and your rage/mana stop regenerating after 20 turn so no resurrecting 
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Yah - we'll see although I have some ideas on the neutral stack with respect to the "commander" unit mentioned previously. Also, they'll at least get the difficulty level bonus as well as the map location difficulty bonus and I'll probably implement a system to increase neutral stack caps based on map location difficulty as well - we'll see...
This will certainly make Stone Skin and Magic Spring more interesting / useful and also units with attack boosting abilities (like Ogres) will get a good boost in damage if the caps are higher.
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Originally Posted by Fatt_Shade
And Q : how did you plan to implement Tomes of Might&Magic in game here ? As items, and if so will they be for hero, or companion, and will they be removable or like kids in tLegend when equipped with no way to replace them (maybe only to destroy it). In tLegend it was nice idea, you get a kid and if it soothe you great, but if you play warrior and get intellect/mana bonus kid tough luck no adoption available 
What i mean to say is if you acquire 1 tome(kid) next gets available after 10 battles and it`s random, or you can buy one you wish for 100.000 gold but next will cost 200.000 and 4th 300.000 or you just play battles and get some random like with kids.
Then you change whole army and drop all tomes and start over and then again every next cost 100k gold more starting from 0. I guess that would be tricky to make functional in game, but i thought how will player use this new tomes you want to import. In tLegend it was doable since there kids already had system working and you just made bunch of new kids and give them HoMM3 heroes images and it was great. But how you plan to do it for AP/CW ? No wife to surprise you every 10 battles with new addition to family 
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Now this is a good series of questions. Here is the plan, which I'm not sure how it's going to workout, but the idea was to simply add them as items and hopefully you'll get a handful of them in your game. This is certainly something to think about as I'll be adding roughly 160 items to the game with these kids and with all the other items, I have now idea how many might exist in a game.
Also, I was thinking about what class of item I should make them (i.e. Regalia, Artifact, etc.) and then just discovered that the item you get from the Caretaker can be put in any slot. So I was thinking about making it this way, but then I'm not sure how I'd limit the number you can place on your character. Originally, I was thinking of making them Artifacts, but then you'd only be able to equip 3 or 4 if you had the right companion / hero class.
I was also planning on making them upgradeable morale-based items, which I've never seen in the game before so I'm not sure if you can combine the two or how it works - need to do a lot of investigating here. The bonuses would start out like Rina's, but then you could fight the guardians and advance all the way to Xeona's / Neoka's bonuses for each tome. I have a lot of ideas here if I can figure out how to implement them all.
I was also planning on having them equipable so that they act just like items, but if you can put them in any slot then you could literally have a Tome in every item slot, so I'm not sure about this. I think we'll have to experiment with this and see how it goes. On the other hand, it may make sense to have them equipable in any slot, but once equipped you can't remove them - except by destruction as you mentioned. Hmmm... not even sure if that is doable, but who knows...
I'm actually about ready to start diving into this as I've finished my CW game and so now am looking at situational stuff (i.e. like the Brontor's) before I starting implementing features that require a restart.
/C\/C\