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#1
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Hey!
I saw Polar Bears regenerating - like Werewolves do - how can it be possible? I have Feanora + Sandro, Damacon, Chakti and Jaegar (and BTW, still I'd like to have this serious discussion with the wife: Whose genes these children have...). There is nothing that suggests regeneration. In AP I would have built an untouchable army without melee-only units. Here it isn't possible (yet). But it is good to know that Royal Snakes and Polar Bears get nice new bonuses from Feanora. I'll use them ruthlessly and keep big reserves just in case. (There's no reward for no-loss combat, either). I am currently at level 10 and doing the Islands. |
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#2
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Wow - you got a lot of the Troglodyte babies! I call that the Frogus brothers effect! And I think the stork got the wrong baby and found Sandro in the cemetary! Quote:
Are you playing your normal game still or did you restart with hard? Matt |
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#3
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You see, i've never used bears before, that's why I didn't know about regeneration, but now they seem worthwhile. I'm still checking the normal game, but I might consider starting a hard game later. Usually the Dwarven lands and Elven island begin to be challenging, but if that doesn't happen I'll switch to hard. I'll have to be more careful with enemy heroes, though, they can strike harder than before.
Last edited by Erkilmarl; 11-26-2011 at 08:33 PM. |
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#4
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I'd have to go find the code where the Anger skill adds an increasing bonus to your rage. I think sp_rage_battle_prc is for the Rage Eater item and the others are for the map mana increase delay and rage decrease delay. Quote:
Also you're ignoring the probability once again. You keep combining the children into ones you think you can pick - but you have no control over it. And their not like items where you can unequip them. Remember you Aislinn comment?! Once again, a lot of the bonuses for the children were to remain true to the heroes in HOMM3. I think you misunderstand the mechanics of + attack bonuses. For level 1 units they're awesome (usually about +33 to +100% damage)! But for level 5 units, they are really only about a 3-5% increase. So they are only as good as you think they are for low level units. Here's a nice table that shows the percentage increase for +1 damage: Code:
Damage Percent Increase for +1 Damage 1 100.0 2 50.0 3 33.3 4 25.0 5 20.0 6 16.7 7 14.3 8 12.5 9 11.1 10 10.0 Also Crag Hack's bonus only applies to melee (he's got Expert Offense in HOMM3) and is only +27% damage and I have to make it to all attacks otherwise it wouldn't work with all melee units. On the other hand, +12% resist all is great because even though the bonus isn't as high it is a permanent level 1 divine armor on all your units, not just melee. So I think you underestimate its value and misinterpreted Crag Hack's bonus. Just look at the babies you got for Rina and how you didn't get the ones you necessarily would have wanted, but the ones you got are still pretty good! Quote:
Some times things work a little weird when you combine a baby that has both Offense and Archery. Offense is +percent damage and +absolute damage to melee and Archery is the same thing but to Ranged. In that case the skills would combine to be +percent damage and +absolute damage to all units, but I still list those separately since I want to keep the individual skill bonuses intact (makes editing and changing things easier - you don't know how many times I've had to edit these files manually - ugg!). I now actually have a generator in Excel that I use to copy and paste the skill, but it's not perfect since I still have to do a few things by hand (which is where the errors come in - I think that's actually what happened to the Griffins!). Hopefully that helps explains things some more and if you see a long list of units try to think what is common between them (and note which ones are missing)! /C\/C\ Last edited by MattCaspermeyer; 11-26-2011 at 08:27 PM. Reason: Clarified +damage description better |
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#5
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Now just have to find an appropriate skill! I don't think this will be a problem to add this one... /C\/C\ |
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