Why not make the Inventory like MM9 ?
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Its crude but will work. The only papperdoll will be 2 handed weapons. This way we/us can use ALL armor and such without any issues
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Just a idea.
imho i dont think that will work.UnknownHuman wrote:Here is a idea.
Why not make the Inventory like MM9 ?
Its crude but will work. The only papperdoll will be 2 handed weapons. This way we/us can use ALL armor and such without any issues
Just a idea.
It's not doing that for me. Town Portal is working perfectly fine for me, taking me to the Fountain.Xfing wrote:- In Enroth (and possibly Antagarich), Town Portal takes you to a random place in the map you want to go to, rather than the fountain. When traveling throughout Enroth the same thing happens, you appear at points completely opposite the one you should enter the land at. Same thing happens when using the Dimension Door - the point of entry is super random.
Well for me it's random and quite haphazard. Sometimes it does take me to the fountain, sometimes not. Dimension Door from Jadame to Antagarich for instance took me to a totally random point on top of the mountain next to Tidewater. Going from Castle Ironfist to Bootleg Bay by foot made me start in the upper left corner of the map, drowning in water. This needs checking I would sayDaedros wrote:It's not doing that for me. Town Portal is working perfectly fine for me, taking me to the Fountain.Xfing wrote:- In Enroth (and possibly Antagarich), Town Portal takes you to a random place in the map you want to go to, rather than the fountain. When traveling throughout Enroth the same thing happens, you appear at points completely opposite the one you should enter the land at. Same thing happens when using the Dimension Door - the point of entry is super random.
It's a byproduct of unifnished class balancing for MM8. I'm sure Rodril will get around to fixing it someday, if not I might put forward my own suggestions for changes. First I'm going to suggest updated weapon balance though. I'm quite far along in terms of collecting weapons for the trial, so I should post my suggestions pretty soonAzon_PL wrote:So... As a Wizard you can leran Expert Repair but upon promotion to Necromancer/Lich you loose this possibility - am I right? This is intended?
It's the Golem that gets left in Castle Harmondale, not the Baby Dragon. The Baby Dragon sticks in your "Hirelings" bar forever, and you can click on on to "talk" to him. He just says "Growf!"Azon_PL wrote:So... As a Wizard you can leran Expert Repair but upon promotion to Necromancer/Lich you loose this possibility - am I right? This is intended?
Also, small proposition/ask. In Might and Magic VII when we choose dark side we can acquire a baby dragon and place him in the Harmondale castle.
Is it possible to add him to the game as a hireable NPC at the castle? (Maybe even with some uniqe portair - dragons don't need paperdolls).
There is no too many reasons to go dark path and this this dragon quests always seems dissatisfied (you just leve him in the castle). I would love to see more hireling with some backstory in MM6 & MM7.
That is not a bad suggestion at all. Though I think fixing the existing stuff should take priority, this game still has a ways to go before its state is perfectDaedros wrote:It's the Golem that gets left in Castle Harmondale, not the Baby Dragon. The Baby Dragon sticks in your "Hirelings" bar forever, and you can click on on to "talk" to him. He just says "Growf!"Azon_PL wrote:So... As a Wizard you can leran Expert Repair but upon promotion to Necromancer/Lich you loose this possibility - am I right? This is intended?
Also, small proposition/ask. In Might and Magic VII when we choose dark side we can acquire a baby dragon and place him in the Harmondale castle.
Is it possible to add him to the game as a hireable NPC at the castle? (Maybe even with some uniqe portair - dragons don't need paperdolls).
There is no too many reasons to go dark path and this this dragon quests always seems dissatisfied (you just leve him in the castle). I would love to see more hireling with some backstory in MM6 & MM7.
The "Web Station Beta 5" suggestion that i made on Page 24, would be an incentive to choose the Light Path. Very convenient teleportation around Enroth, Antagarich and Jadame. On the flip side, choosing the Dark path would provide you with "infinite" Blaster Rifles (if you had the Stalt Ore), in that same suggestion.
The change that makes Kastore hand out Blaster Rifles in exchange for Stalt Ore would probably be fairly simple to add i'd think. Just add a new conversation topic to Kastore that when clicked, removes 1 Stalt Ore from party inventory and adds 1 Blaster Rifle. The Web Station Beta 5 would be a little more complex. Could just make a big circular room out of the same tiles that are used in the M&M6 Hive dungeon, and have Portal Gates (that look like the Elemental Plane portals in M&M8) lead to all the overland areas of Enroth, Antagarich and Jadame. But yeah, i'd prefer the bug fixes take priority (especially considering the M&M 7 Dark ending is currently bugged).Xfing wrote:That is not a bad suggestion at all. Though I think fixing the existing stuff should take priority, this game still has a ways to go before its state is perfectDaedros wrote:It's the Golem that gets left in Castle Harmondale, not the Baby Dragon. The Baby Dragon sticks in your "Hirelings" bar forever, and you can click on on to "talk" to him. He just says "Growf!"Azon_PL wrote:So... As a Wizard you can leran Expert Repair but upon promotion to Necromancer/Lich you loose this possibility - am I right? This is intended?
Also, small proposition/ask. In Might and Magic VII when we choose dark side we can acquire a baby dragon and place him in the Harmondale castle.
Is it possible to add him to the game as a hireable NPC at the castle? (Maybe even with some uniqe portair - dragons don't need paperdolls).
There is no too many reasons to go dark path and this this dragon quests always seems dissatisfied (you just leve him in the castle). I would love to see more hireling with some backstory in MM6 & MM7.
The "Web Station Beta 5" suggestion that i made on Page 24, would be an incentive to choose the Light Path. Very convenient teleportation around Enroth, Antagarich and Jadame. On the flip side, choosing the Dark path would provide you with "infinite" Blaster Rifles (if you had the Stalt Ore), in that same suggestion.
Like for example this another issue that I've noticed when playing today - the Adventurer's Inns in the three continents are not synced properly and the random hirelings tend to disappear permanently while transitioning between continents. I think hiring actual Jadamean heroes also has something to do with pushing the random ones off the list. This should get looked at. I really enjoyed having access to Dark-promoted classes for flavor, but all of the heroes of this variety disappeared on me![]()
Speaking of which, why are Nelix Uriel, Tempus and Blazen Stromlance listed as Black Knights? I would even understand Nelix and Tempus as they're kinda jerks, but Blazen needs to be a Champion, he's a good guy and wants to slay all the Skeletal Dragons and so on
GM level Light/Dark books available only in Celeste/Pit or as treasures.Xfing wrote:EDIT: What's wrong with not finding Armageddon books in Shadowspire's dark magic shop? I understand it could be used early on to clear out maps and rack up tons of exp, but it's actually quite tough to say goodbye to it ;P
Sorry, i have not quiet understand what these numbers mean: -2/-2 - is it modifier to dice values? So new longsword of tier 1.1 should have 1d1 damage? Is not 14/14 too many then? Or is it attack bonus modifier? Unfortunately, engine does not support negative numbers as attack bonuses.Xfing wrote:Longswords (15): 3d3
Tier 1: -2/-2; -1/-1; 0/0;
Tier 2: 2/2; 3/3; 4/4;
Tier 3: 6/6; 7/7; 8/8;
Tier 4: 10/10; 10/11; 11/11;
Tier 5: 13/13; 13/14;
Tier 6: 14/14
I've always considered MM's 2D paperdolls as one of the features, i wouldn't exchange it for convenience of adding new armors.UnknownHuman wrote:Why not make the Inventory like MM9 ?
Fixed it in today's update, should not happen again.Xfing wrote:- In Enroth (and possibly Antagarich), Town Portal takes you to a random place in the map you want to go to, rather than the fountain. When traveling throughout Enroth the same thing happens, you appear at points completely opposite the one you should enter the land at. Same thing happens when using the Dimension Door - the point of entry is super random.
I did mistake in previous update. Random mercenaries should disappear only if total value of their items less than 5000 and they are dead/eradicated for few days. Also note: Adventurer's Inns at diffrent continents are independent: if you dismissed someone at Antagarich, you won't find him neither at Jadame nor Enroth.Xfing wrote:Like for example this another issue that I've noticed when playing today - the Adventurer's Inns in the three continents are not synced properly and the random hirelings tend to disappear permanently while transitioning between continents. I think hiring actual Jadamean heroes also has something to do with pushing the random ones off the list. This should get looked at. I really enjoyed having access to Dark-promoted classes for flavor, but all of the heroes of this variety disappeared on me
justl wrote:its not a big deal, since you know them from the scrolls, but it takes a bit of the fun away :9
I had it in mind all time during correcting promotion quests, but did not add it because of few unconvenient moments and one real problem.Azon_PL wrote:Also, small proposition/ask. In Might and Magic VII when we choose dark side we can acquire a baby dragon and place him in the Harmondale castle. Is it possible to add him to the game as a hireable NPC at the castle?
Yes, you will get your skillpoints back. Right now - yes.Azon_PL wrote:As a Wizard you can leran Expert Repair but upon promotion to Necromancer/Lich you loose this possibility - am I right? This is intended?
"Web Station" is good idea, but i would not let it work this way, because game already have story-driven way to travel between continents: you travel through time, not just space. Traveling through station does not imply time-jumps. Other point, i told it somewhere before, i'm afraid to touch sci-fi elements, especially this station, - it can not be just room with three exits, it require some lore-based details, which do not exist in fact (at least i don't know enough of sci-fi side of MM), and i would not invent it myself, some things look a lot more interesting, when they stays unrevealed.Daedros wrote:The "Web Station Beta 5" suggestion that i made on Page 24, would be an incentive to choose the Light Path. Very convenient teleportation around Enroth, Antagarich and Jadame. On the flip side, choosing the Dark path would provide you with "infinite" Blaster Rifles (if you had the Stalt Ore), in that same suggestion.
Does not the script allow you to do this? Also, replace it with one from today's update, calculating recovery time in turn based mode was violated in previous version.UnknownHuman wrote:I would like to request if possible to spawn indoors like outdoors if possible.
I meant like for example a regular longsword is 3d3 + 0, the first one on my list would be 3d3 - 2, so 3-9 - 2 = 1-7, and so on. The best sword would have 3d3 +14 going by the list above. If you're saying that there can be no negative values for weapon attack and damage in the engine, then we'll have to start with 0, which is quite unfortunate. I'll put forward my proposals for weapon tweaks taking this fact into account once I've collected all the weapons. I've only got a few missing right now.Rodril wrote:Sorry, i have not quiet understand what these numbers mean: -2/-2 - is it modifier to dice values? So new longsword of tier 1.1 should have 1d1 damage? Is not 14/14 too many then? Or is it attack bonus modifier? Unfortunately, engine does not support negative numbers as attack bonuses.Xfing wrote:Longswords (15): 3d3
Tier 1: -2/-2; -1/-1; 0/0;
Tier 2: 2/2; 3/3; 4/4;
Tier 3: 6/6; 7/7; 8/8;
Tier 4: 10/10; 10/11; 11/11;
Tier 5: 13/13; 13/14;
Tier 6: 14/14
We can edit any value A d B + C, also 3d3 is not binded to weapon type, each longsword can have diffrent A, B and C values.Xfing wrote:So while it's not possible to have negative attack/damage stats on weapons - is it possible to set attack and damage separately? For example a weapon that has attack +1 but damage +0? That would make it a lot easier to plot new weapon values.
nope, i use the dgvoodoo2 patch too (so no crappy 800x600 textures, but hi res ones in mm6), this happens, when switching with f4 between window and full view (else i couldnt have made the screen)Rodril wrote:justl wrote:its not a big deal, since you know them from the scrolls, but it takes a bit of the fun away :9
Answers won't be shown again, thanks. But what's with textures? Do colors looks like that all time?
Ok then, I'll take that into account while plotting weapon values. Shame we can't get either negative values or differing ones, but that'll doRodril wrote:We can edit any value A d B + C, also 3d3 is not binded to weapon type, each longsword can have diffrent A, B and C values.Xfing wrote:So while it's not possible to have negative attack/damage stats on weapons - is it possible to set attack and damage separately? For example a weapon that has attack +1 but damage +0? That would make it a lot easier to plot new weapon values.
IIRC, if you do not have the necessary scrolls for the appropriate Ship's Officer, the space below the questions remains blank...if you have the scroll then the answer is automatically placed--much more "fun" than trying to laboriously open the scroll and type it in while radiation is eating you alive, imo. Still have to have the scrolls to get in.
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