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#11
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It's a little hard for a Mage to get Ranged Specialist leveled up early to get those extra Skeleton Archers. Later in the game, Level 1 units are harder and harder to keep alive. Quote:
I guess I could drop it to 1/10 of its current value and then it would be okay. I'll see if I can find the right quest file... Quote:
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I'm glad I finally found this bug! What I was trying to do there is Heal your unit sometimes with Enchanted Hero. But the way it worked in the spell cast is that it would set the damage of the attacked unit to the healing value! So I was able to track it down when I was fighting Tibold and I cast it on my Dwarves early in the battle. The problem before is that I'd be many rounds into a battle and couldn't remember all my steps so I couldn't repeat. And I was mislead into thinking it was an issue with the Phoenix, or Ice Ball, or something like that and kept going down the wrong track! In this game, the enemy had Cerberi and when I attacked his units, it was supposed to heal my Dwarves, but instead it would set the Damage of the Cerberi to the heal value. Unfortunately, though, I couldn't get it to work without writing my own special cure and so decided to just use Resurrect instead (which already was working). I think it is better that way anyway, because the spell is meant to cast beneficial spells on your units and Resurrection is better than healing. Also, it is simply a chance to cast Resurrection, so it is totally unpredictable and you may just have Bless or Stone Skin, etc. cast on your units instead. All the other spells work with the existing spell casting LUA functions so I think that spell should be good now! Quote:
But you haven't found Necro Call, either, have you? I think I'll look into upgrading Necro Call's ability with Necromancy instead of using Resurrection. Plus, there are numerous posts on wanting Necro Call to act this way. The problem is both Resurrection and Necro Call take a while to find. Oh well... Quote:
I actually think this is a pretty good idea then you won't be able to do much to higher level units and you'll focus on using your Ghosts on lower level units. All souls are equal! Quote:
This effects all Mana and Rage gain abilities: Lina's Chargers, Reaper's Rage Draining, Inquisitor Holy Rage, Spell Mana Spring, Skill Concentration (+items), and EGD Mana Source. I think those are all the sources of Mana and Rage increase in the game. The way it works is that all abilites' increase values are at 100% rounds 1-5, 50% rounds 6-10, 25% rounds 11-15, and 0% round > 15. When fighting enemy heroes, bosses, and towers, you get +5 rounds to the above. All the above values are for impossible, by the way, and with Hard, Normal, and Easy you get more rounds the easier the difficulty. Most of your battles have probably been short so far and so you probably haven't experienced its affects too much. But you'll find that you'll start going farther and farther into the latter rounds and then it will become more and more of an issue. You won't be able to generate as much mana and rage and then you'll get to the point where you can't generate any and then you'll see how fun it is then! Once you experience it, you won't want to go back to AP/CW without it! Okay, that's it! Great ideas as always! /C\/C\ |
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