Dark Knights Mod
Dark Knights Mod
I've reworked my original Black Knight Mod into a fully functional and polished new version.
This version replaces the graphics of the Necromancer's Wight and Wraith with those of dark knights. Stats have been tweaked some, but abilities have not been changed. The Blood Knight, like the Wight has none, and the Dread Knight has the Wraith's Harm Touch.
The neutral Death Knight (with Deadly Strike) has been remade into a Tier 7 neutral creature, the Doom Reaper, using Wraith-like graphics. The unused Black Knight makes an appearance as a Revenant, the Doom Reaper's downgrade, using the stock Wight graphics.
Everything should work properly to my knowledge. All relevant texts have been edited, Necro transformation should work, creatures will appear correctly from random spawn points on maps.
The Stats:
Blood Knight:
Dread Knight:
Doom Reaper:
And the download link:
Dark Knights Mod
The mod is in PAK format, just copy to the Data folder to use.
Enjoy!
This version replaces the graphics of the Necromancer's Wight and Wraith with those of dark knights. Stats have been tweaked some, but abilities have not been changed. The Blood Knight, like the Wight has none, and the Dread Knight has the Wraith's Harm Touch.
The neutral Death Knight (with Deadly Strike) has been remade into a Tier 7 neutral creature, the Doom Reaper, using Wraith-like graphics. The unused Black Knight makes an appearance as a Revenant, the Doom Reaper's downgrade, using the stock Wight graphics.
Everything should work properly to my knowledge. All relevant texts have been edited, Necro transformation should work, creatures will appear correctly from random spawn points on maps.
The Stats:
Blood Knight:
Dread Knight:
Doom Reaper:
And the download link:
Dark Knights Mod
The mod is in PAK format, just copy to the Data folder to use.
Enjoy!
- Cunning Death
- Pixie
- Posts: 121
- Joined: 12 Jun 2006
- Location: Hungary
will try asap
thx for your work
doom reaper is a bit tough with deadly strike AND harm touch...
thx for your work
doom reaper is a bit tough with deadly strike AND harm touch...
warning! there might be documented features in Heroes V
Water Polo European Championships Hajrá magyarok!
Water Polo European Championships Hajrá magyarok!
I gave it both simply because I could (it was set up to properly animate the Harm Touch). I figured that Harm Touch would so very rarely be the better option to use that its addition was negligable, mostly for show.Cunning Death wrote:will try asap
thx for your work
doom reaper is a bit tough with deadly strike AND harm touch...
I didn't remove any, I only added Harm Touch to the former Death Knight. I was only able to do it successfully (wilth proper animation) because that creature was already coded to have that ability. It was done by adding the Harm Touch spell-ability to the creature stats xdb file in GameMechanics. You can give these type of abilities to any creature but it won't display an animation. Since the DK creature had code to run a spell ability animation, I was able to assign it one in "_(BasicSkelAnim)".
- -Shadow32-
- Leprechaun
- Posts: 19
- Joined: 07 Jun 2006
I'm not feeling this one... it's of course better than the original game.
But no Deadly Strike on the Dread Knight?!?! ... would have been better if you could change the ability to ... let's say.. double damage instead of killing half a stack.
Still good job though, even though I won't be using this version
But no Deadly Strike on the Dread Knight?!?! ... would have been better if you could change the ability to ... let's say.. double damage instead of killing half a stack.
Still good job though, even though I won't be using this version
Arstahd Mods
Arstahd , Remake the Blood/Dread Knight and forget for the harm touch bullshit ! it is completely usles skill ! i am agree that Deadly Strike is A little bit powerful for Tier 6 ! U must put Double damage ( or luck ) and pls untill Tier 7 is remaked put 25 - 35 dmg on the knight ! Do not make Wriath from Death Knight ! . And leave cursing attack !
It is a good idea to put doom reaper in Level 7 Necropolis With Population +1 Weekly and it will be ok ! agreed ? ( i have no idea how u can put +1 after a castle perhaps Base 0,5 - without a castle u are unable to get it )
I always hope to get The Death Itself Into necropolis Tier 7 ! It is good unit with Scythe that must be in necropolis . Trow Out the Spectaral Dragon like a neutral unit ... But Tier 6 !
It had a headache form laughing about this " Harm Touch " . To be a heavy armed Horse rider with a sword and shield and u throw the sword just to touch a enemy ! Cmon Its rediculous. Harm touch Is the last thing that must be in Dread Knigh Arsenal that screenshoot with that is good
Mod note: Use the Edit button when you're adding stuff to earlier posts.
It is a good idea to put doom reaper in Level 7 Necropolis With Population +1 Weekly and it will be ok ! agreed ? ( i have no idea how u can put +1 after a castle perhaps Base 0,5 - without a castle u are unable to get it )
I always hope to get The Death Itself Into necropolis Tier 7 ! It is good unit with Scythe that must be in necropolis . Trow Out the Spectaral Dragon like a neutral unit ... But Tier 6 !
It had a headache form laughing about this " Harm Touch " . To be a heavy armed Horse rider with a sword and shield and u throw the sword just to touch a enemy ! Cmon Its rediculous. Harm touch Is the last thing that must be in Dread Knigh Arsenal that screenshoot with that is good
Mod note: Use the Edit button when you're adding stuff to earlier posts.
Trust me dude, Harm Torch is a tough skill. Have you ever seen a warlock summon a 1khp phonix ~350-450 dmg, ~100atk, ~100 def and then devine str buffed? Image how many units u would loose to slay it just for your enemy to summon a new one and torture your army again? Harm touch guaranty no retaliation and 1 kill. That's the point and exactly designed for killing skillful summoner.
to Mad wolf
Oohh man this is the One and Only use of that bullshit skill that u pointed ! The same thing could be done By Vorpal Sword without skipping a turn of a Pit Lord ! In addition He can cast spells ! and it is Tough ! And what about Summon Elemental ! Harm Touch Sux HArd ! MAN HARD ! a skill with only one possible use VS Fenix ! Imagine u have 250 Wriaths ! and u shall skip their turn for this Bullshit !? !??@? It shall be good if it was PASSIVE SKILL NOT ACTIVE !
of course, if you have 250 wraiths you wouldnt use the skill, but just attack normally. however, that wasnt what MadWolf was talking about, was it? listen, if you dont like the skill, dont use it. if you want it taken from the death knight, then make your own mod. dont scream at people for having different opinions, but if you must argue you can try and talk instead of yelling.
- dallasmavs41
- Demon
- Posts: 331
- Joined: 14 Mar 2006
- Location: Fredericksburg, Virginia
- Sir_Toejam
- Nightmare
- Posts: 1061
- Joined: 24 Jul 2006
not true. any illusory stack is guaranteed wiped out as well. no more worry about missing that phantomed stack with a physical attack.a skill with only one possible use VS Fenix
also addresses the author's own concern:
I use it all the time on phantomed stacks.I figured that Harm Touch would so very rarely be the better option to use that its addition was negligable, mostly for show.
It's quite a useful ability. just right, imo.
I've seen the AI use it themselves when they only have a few wraiths, and they are trying to take out some of my higher level units.
I say, don't change a thing. It's just right.
I find HT quite useful as well. It is only in the context of the Doom Reaper that I said it was negligable. The Reaper's huge damage potential plus the chance of Deadly Strike make a physical attack the better way to go in all but a very few cases.Sir_Toejam wrote:I use it all the time on phantomed stacks.I figured that Harm Touch would so very rarely be the better option to use that its addition was negligable, mostly for show.
It's quite a useful ability. just right, imo.
I've seen the AI use it themselves when they only have a few wraiths, and they are trying to take out some of my higher level units.
I say, don't change a thing. It's just right.
- Sir_Toejam
- Nightmare
- Posts: 1061
- Joined: 24 Jul 2006
those few cases being the very ones I mentioned as being the reasons i use HT to begin with.The Reaper's huge damage potential plus the chance of Deadly Strike make a physical attack the better way to go in all but a very few cases.
makes no difference if it's on a reaper or a wraith.
one or two reapers ain't gonna take out a single phoenix with deadly strike, and can still miss entirely against phantoms.
If i have reapers, I'd rather be able to use them in my army under all circumstance, and simply have them replace wraiths enitrely.
leaving the HT on the reaper is the way to go.
i dont see what harm comes from not having it on them, since its not about balance... if you dont give it to them and then run into a super phoenix with very few of those guys you would wish you had HT. if you do give it to them, worst that can hapen is you never use it. i dont even see the argument.
just one question, why have you changed the stats ??
i like the idea of getting this good old fashionned death knight, but, i d like to keep thebalance of the game intact ... if you call it balance anyway
i like the idea of getting this good old fashionned death knight, but, i d like to keep thebalance of the game intact ... if you call it balance anyway
I support(ed?) Nival... flame on !!!
The truth pure and simple is seldom pure and never simple...
The truth pure and simple is seldom pure and never simple...
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