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#61
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logic_hero.lua
Levelup.add( 0, "rune_might", might+5) Levelup.add( 0, "rune_mind", mind+5) Levelup.add( 0, "rune_magic", magic+5) Poison dmg to unit, snake_celestial.atom edit file, change the X for min-max dmg Code:
moveattack { ad_factor=1 damage { physical=22,26 poison=XX,XX Code:
Attack.act_apply_res_spell( "poison", chp_res * expa_res_par, 0, 0, duration, false) Attack.act_apply_res_spell( "astral", chp_res * expa_res_par, 0, 0, duration, false) |
#62
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jusp play it a bit.Well, I don't know it is a bug or your mod mechanics.
When hero level up, the rune add +5 more each type. (Usualy +3, +5,+2, in mod: +8, +10, +7) In your description, it seem when hero level up, you will gain +5 each type |
#63
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@langtu87 Hm . . . i`m not sure to who you tell to play a bit ? grimeleven made this mod, and know how (almost)everything works.
@grimeleven Thx for astral res for units ![]() And something about exp for units ? I use magic shield with archmages and get some exp, then give them second wind with king harl ,and in when archmages act again i attack enemy and dont get any exp. Other time i do same but use telekinesis instead and get exp. I try other combinations and almost every time i get different results. Can any1 try this and report how it goes. In solo asmodeo run he get exp for every attack/defense in turn because all enemy attack him as only unit. But other units in army seems not to have same exp system. Last edited by Fatt_Shade; 09-03-2011 at 01:18 AM. |
#64
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I was wandering if is possible to change the bonus to life from red sand XP system. From a static 5,10 bonus to 5%, therefore 10hp unit wont grow to 45 HP and major units basically won't benefit.
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#65
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Good idea yujy , since dmg gain is in %, hp should be done same way. And there ownt be 12k sprites with 46hp
![]() For changing go to sessions/re sands/exp_system/exp_system_cfg.txt file and try to make same to hp strings, as it`s for dmg. damage_bonus=2 // in percents -- äë˙ âńĺăî äŕěŕćŕůĺăî special_bonus=2 // in percents -- äë˙ ďđčçűâíűő ŕáčëîę health_bonus=5 // abs -- őĺëöű Dmg and special skill have bonus in %, while hp get absolute(abs) amount 5hp/lvl. Replace `abs` with `in percents` for health_bonus , and this should do it. Last edited by Fatt_Shade; 09-03-2011 at 04:56 PM. |
#66
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I'm playing this mod. With 1 maelstrom + heal lev 3 spell+ resistant lev 3 spell, the mage hero can owner early and mid game. I think you should nerf maelstrom (can't heal or somethink...).
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#67
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@langtu87
Hm early/mid game with mage hero you can own with 1 maelstorm, and order magic 3lvl. Question : how did you get runes and leadership to take 1 maelstorm with mage hero early game (yuo need at least 15th lvl to do that, which is around end rusty ancor early verona island. Answer would be : you kited islands untill you got enough lvl`s to lead maelstorm and get runes to upgrade some skills you want. I`m not judgin(i did it also to test new units), just saying that in normal play you wont be able to do what you described. So why nerf some units for our choice to cheat ? Maelstorm doesn`t have 3500lds for no reason, it`s ment to lead small force of them. And just w8 untill you get to large enemy stacks with archdmeons in it, they`ll 100% have biger lds then your mage hero and halfing will kick your ass then 3rd lvl divine armor wont save you against them. If you want to test your abilities go battles like it`s meant to : debir,scarlet,bolo . . . no kiting. Then you`ll see how hard this game rly is, when you clear first 3 islands, and didnt pick map for rusty/verona which is garded by 5 times larger enemy force then you lead and only way you can do itis to lose 80-90% of your army. Try it out, and have fun ![]() |
#68
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I have a armor reduce -10% for knight. With first 4 island + enough gold to buy item + leadership (beacuse of selling spell not reducing cost) For the rune, the new mechanis ensure you can get 2,4 rune/ battle. All of this, you can easily get maelstorm + lev 3 order. With 1 maelstorm + lev 3 order + distordison, I won a battle againt 2x16 emeral dragon + 3x80 4th unit (> 100 rounds to win ![]() |
#69
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In this game nothing can supprise me anymore
![]() For runes my bad, this mod gives rly too much runes. But for lds simple math tell us this : 10lvl mage have 100lds from start, 20for first stone, (2+3+...+9+10)x13=705 for lvling up, maybe 500from strategy medal, if you pick up on islands 200-300(no more on first islands banners give 10-40lds max), and if you took glory skill 3rd lvl that`s 750. It`s all 2400, you said you bought some lds items but you still need 1000lds to take 1 maelstrom. I`m not saying impossible, but i never saw some item that gives more then 100lds on first couple islands. You might upgraded dress of mages/princess dress to get 1000lds you need for maelstrom, but for that you had to already have him in army because those items have 4x8000+hp towers. If you have some early save from that game, pls share it seems you had nice item pick early in the game. And where did you find 2x16EGD battle on 10th lvl ? I know RSE have 300% stronger enemy but that is just too much dragons so early in game. Still first fight against archdemons no divine armor and heal wont help you against halfing. Last edited by Fatt_Shade; 09-03-2011 at 10:57 PM. |
#70
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I've been using "army shop" mod with Red sands, but it doesn't work with Extreme. Are there some simple tweaks i can do to make it compatible again?
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