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#11
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![]() But only a little bit, I've been experimenting with dropping unit morale as a function of combat duration as well as their initiative and speed (they are getting tired after all!). I've been limiting morale drop to everyone except Undead and Golems, but am not sure what to do with the Undead, Golems, and Plants with respect to speed and initiative. On the one hand, Undead, Golems, and Plants probably don't really get tired, but I was thinking that maybe since magic is decreasing the control of your Undead troops would start to wane, which would reduce their initiative and then speed. I was thinking of leaving Plants and Golems alone since they are different. Anyway, just struggling with what to do there... The way it works now is that when the first long battle message occurs is that all units (except Undead and Golems) decrease 1 morale. Then when the second long battle message occurs, all units continue to decrease 1 morale (Undead and Golems are still not included), and all units (except Plants and Golems) drop 1 initiative. Then on the third long battle message, all troops continue to drop 1 morale (except those previously excluded), and then all troops drop 1 initiative and speed (except Plants and Golems). Lastly, for each successive set of stat decrease rounds (every 5 on impossible), morale, initiatve, and speed all continue to drop as they did before. This simulates your troops becoming more and more tired. This only applies to your troops as the enemy troops have no morale penalties (this is internal to the game apparently) and for initiative and speed I figured that since they are the defenders then that's their "homefield" advantage. Also, I've added charges to all reloadable attacks so that for long combats every troop will eventually run out of using their special abilities since they are getting tired of fighting. The minimum round at which a troop will run out of an attack if they use it as soon as possible through their normal reload time is round 15. So that is plenty of time to use those abilities and you can always use Gift on them (same with AI). I'm still experimenting with both of these changes... but I think that these won't have much an effect on combat since by round 15 pretty much everyone is dead anyway, except for maybe a few of the enemy hero battles. Also, you can always use Haste and Battle Cry to give your troops a speed or initiative boost as well as Gift to recharge their attacks in the latter rounds... You have an interesting use for the word boring! ![]() Quote:
I thought I worked around it successfully and actually thought the mana was being subtracted correctly, but it looks like I might still be undershot by the internal workings of that part of the game. I'll look into it some more, but I'm probably stuck there! Quote:
I'll lay it out sometime, because I'm going to use a similar system with AP/CW... Mysticus is awesome! So is Raab Sotten and Baal like they should be! Like I mentioned previously, a hero with a level higher than yours is going to be pretty tough! Quote:
![]() Can you do me a favor and snap a screenshot (or two) of your hero's stat's and army setup after defeating Haas so I can see what you ended the game with? I'm just curious and it'll help me gauge some things... Quote:
These are all excellent ideas - I'm pretty sure I have all the bonuses in place and just need to add them to the skill. I'll look into implementing them! By the way, Erkki found an error in my implementation of the Shaman Dancing Axes skill so I'll have a fix out for that soon... Have a happy holiday season! ![]() /C\/C\ |
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