Ideas for next mods
- DaemianLucifer
- Round Table Hero
- Posts: 11282
- Joined: 06 Jan 2006
- Location: City 17
You know,there is something there.Could you give the AI some bonus when fighting neutrals?Like +10 on luck.Or reducing the neutral stack.A player can beat these stacks with some efort,but AI has a lot of problems.ramparter wrote:I think they are and I'm sure they really are very powerfull for that pathetic AI.
- theGryphon
- Spectre
- Posts: 716
- Joined: 06 Jan 2006
Maybe you could make the AI unaffected by the increase in population of neutral stacks due to difficulty setting. In short, let AI play as if the difficulty setting is "easy".DaemianLucifer wrote:You know,there is something there.Could you give the AI some bonus when fighting neutrals?Like +10 on luck.Or reducing the neutral stack.A player can beat these stacks with some efort,but AI has a lot of problems.ramparter wrote:I think they are and I'm sure they really are very powerfull for that pathetic AI.
We all agree the AI has some difficulties with neutrals...
In my opinion, the best solution would be to apply advantages depending on difficulty level. It would be good to apply Luck and Morale bonuses (Adv:+3, Exp:+6, Chmp:+10), but I wonder if the 'battle simulator' takes those into account. If it does, then it sounds like a good solution to me.
In my opinion, the best solution would be to apply advantages depending on difficulty level. It would be good to apply Luck and Morale bonuses (Adv:+3, Exp:+6, Chmp:+10), but I wonder if the 'battle simulator' takes those into account. If it does, then it sounds like a good solution to me.
- Grumpy Old Wizard
- Round Table Knight
- Posts: 2205
- Joined: 06 Jan 2006
- Location: Tower Grump
I remember reading some time ago that there is a problem with giving 10 to morale in one lump sum. You have to give it in steps.Crusard wrote:We all agree the AI has some difficulties with neutrals...
In my opinion, the best solution would be to apply advantages depending on difficulty level. It would be good to apply Luck and Morale bonuses (Adv:+3, Exp:+6, Chmp:+10), but I wonder if the 'battle simulator' takes those into account. If it does, then it sounds like a good solution to me.
If on encounter scripts are run when the computer fights neutrals the mapmaker has several other options at his disposal. You could also penalize the morale and luck of neutrals opposing computer heroes.
Also, you could boost the defense and attack rating of the computer heroes in neutral combats to help them survive.
Bonus creatures could be given to the computer during the battle and then taken away after the battle.
Of course, these options are based on either having unique computer heroes or scripting each placed neutral stack. You could also take away creatures from the neutrals.
Edit: Well, I just did a quick test and on encounter scripts are run in computer vs neutrals whether placed on the computer heroe or the neutral stack. I did the test by giving creatures to the computer heroe on encountering a neutral stack and taking them away after the battle. Of course, I couldn't tell if morale/luck bonuses/penalties would be applied.
So the mapmaker can script a random creature stack for each level and copy and paste them if he wants to give the computer player a boost in combat against neutrals.
GOW
- DaemianLucifer
- Round Table Hero
- Posts: 11282
- Joined: 06 Jan 2006
- Location: City 17
The morale/luck bug has been a lot of trouble to me. I made some tests, and in the same castle I used a decrease morale/luck by 10. If I attack that castle on the first week, the script works fine. But then when I attack that castle about a month after the map started, the computer gets strange morale bonuses instead. It's pretty weird, and it shouldn't be easy to fix, but maybe it's possible.
Now back on the neutral stacks, yes there's unlimited ways for a mapmaker to make computers better against the neutrals, but you're not really cleaning the dust, you would just be hiding it under the carpet. The point of equilibris would be to make a whole nicer carpet
Now back on the neutral stacks, yes there's unlimited ways for a mapmaker to make computers better against the neutrals, but you're not really cleaning the dust, you would just be hiding it under the carpet. The point of equilibris would be to make a whole nicer carpet
- Black Ghost
- Conscript
- Posts: 219
- Joined: 06 Jan 2006
Well today I'll focus on artifacts. It's nothing about combination so I suppose this is a good topic to put it in:
As for old artifacts:
Well, mabye some little improvements and increasing power of some of them, which were overlooked:
Staffs, I know that they weren't strong enough to be major but IMO Saint Ranan's is more better than otheres, and they should be equal in power, so
chaos- +50% efectivness to chaos spells
order- +33% to evectiveness to order spells, order spells cost 33% less
death- +50% efectiveness to death spells, death spells cost 33% less
nature- +25% to efectiveness to nature spells, nature spells cost 33% less
life- +50% to all life spells (not 100% only to healing), +20% resurection
Staff of Power- +33% to efectiveness of all spells, all spells cost 33% less
of course none of spells can cost less than 1
As for relics, we should take into consideration that they are very rare, and have to find some oracles to get them. Additionally Reminding the power of the strongets artifact in ex. H2- Dragon Sword of Dominium +3 Att, and the ultimate Sword +12 the power of relics is awesome, so:
Adamantine shield- +100% to melee&ranged defence of our creatures and +10 m&r defence to our hero
(consider that gryphonheart shield has +40% and normally adamantin only 50%, it's ridiculous)
Scarab of summoning- greate artifact, but could also affect summoning menu (+50-100%)
T-Hammer- +15 to melee attack of the hero instead only 8, cant be worse than treasuer dwarfen hammer
Supreme crown of magic- hmm well, it's quite good but for relic could be +75mana and 10-15 regeneration of mana/day
Sword of gods [argh it's a crap for a relic!], i wont argue with anyone who claims that axe of legends is better (easier to find, more attack for the hero)
SoG should have +100% Attack of our creatures and +10 Melee attack for the hero
Bow of the elf king- in Eq is a hardcore bow (additional attack for hero as well), but shoul have +12-15 Ranged Attack instead only 5
Archmage codex- (and all other compediums) should have spells like:
1lev
1+2lev
1+2+3lev
1+2+3+4lev
all spells for AmC
of course only those which fit the magic school that the hero knows
Other old artifacts:
Tynan's dagger of despair- sorrow (+aging+ curse as dagger has no Attack bonus)
Giant slayer- should give +7 melee attack/+7 m&d def instead only 4 like soul stealer, bonus without changes
(soul stealer's bonus is far better than "slayer")
Brimstone Breastplate- why does it give "Fire Aura"?, I supposed it grants Efreet Fire Shield
Ring of Cobra's Eye and Poison Arrow should act like poisonous attack (doubled pioson spell) mabye also damaged increased by the hero's level
Ring of elementals- in addition to doubling their number in summon elemental spells should affect the elementals in summoning menu (+50-100%)
Some ranged weapon should be improved, as the Ranged Attack is usually much more less than Melee
Valder's crossbow of sloth- +7 RA instad only 5, bonus without changes
Snipers crossbow- +5 RA instead only 3, bonus without changes
Centaur Spear- +7 MA/RA instead only 5, bonus without changes
Throwing Spear- +10 MA/RA instead only 8
someone mentioned about the bug with magic resistance of cape of protection in Army screen, just reminding
And some new artifacts:
Shadow lance- 2 hands, gives charge, +15 Melee attack for the hero and allows to cast "Terror"
(some kind of Dark Champion's lance)
Mirror shield- +10% defence for the creatures, creatures granted with Magic mirror
Sword of Light- +10 MA for the hero, 40% to cast Blind (like unicorn)
Ghastly (Spectral) Armour- doubles Defence of the hero (insubstantial ability)
Gorgon Shield- +10% Def of friendly creatures, our creatures has Stone Gaze ability
Scythe of hades- 2 hands, +10 melee attack to the hero, No Retaliation, always kills (devourin or Hand of Death depend of the level of the hero)
Minotaur's Axe- +10 MA, 40% to block (like minotaur)
If any of the suggestions has appeared, sorry for repeating
Consider those changes, some aren't big, bu especially relics HAVE to be improved
As for old artifacts:
Well, mabye some little improvements and increasing power of some of them, which were overlooked:
Staffs, I know that they weren't strong enough to be major but IMO Saint Ranan's is more better than otheres, and they should be equal in power, so
chaos- +50% efectivness to chaos spells
order- +33% to evectiveness to order spells, order spells cost 33% less
death- +50% efectiveness to death spells, death spells cost 33% less
nature- +25% to efectiveness to nature spells, nature spells cost 33% less
life- +50% to all life spells (not 100% only to healing), +20% resurection
Staff of Power- +33% to efectiveness of all spells, all spells cost 33% less
of course none of spells can cost less than 1
As for relics, we should take into consideration that they are very rare, and have to find some oracles to get them. Additionally Reminding the power of the strongets artifact in ex. H2- Dragon Sword of Dominium +3 Att, and the ultimate Sword +12 the power of relics is awesome, so:
Adamantine shield- +100% to melee&ranged defence of our creatures and +10 m&r defence to our hero
(consider that gryphonheart shield has +40% and normally adamantin only 50%, it's ridiculous)
Scarab of summoning- greate artifact, but could also affect summoning menu (+50-100%)
T-Hammer- +15 to melee attack of the hero instead only 8, cant be worse than treasuer dwarfen hammer
Supreme crown of magic- hmm well, it's quite good but for relic could be +75mana and 10-15 regeneration of mana/day
Sword of gods [argh it's a crap for a relic!], i wont argue with anyone who claims that axe of legends is better (easier to find, more attack for the hero)
SoG should have +100% Attack of our creatures and +10 Melee attack for the hero
Bow of the elf king- in Eq is a hardcore bow (additional attack for hero as well), but shoul have +12-15 Ranged Attack instead only 5
Archmage codex- (and all other compediums) should have spells like:
1lev
1+2lev
1+2+3lev
1+2+3+4lev
all spells for AmC
of course only those which fit the magic school that the hero knows
Other old artifacts:
Tynan's dagger of despair- sorrow (+aging+ curse as dagger has no Attack bonus)
Giant slayer- should give +7 melee attack/+7 m&d def instead only 4 like soul stealer, bonus without changes
(soul stealer's bonus is far better than "slayer")
Brimstone Breastplate- why does it give "Fire Aura"?, I supposed it grants Efreet Fire Shield
Ring of Cobra's Eye and Poison Arrow should act like poisonous attack (doubled pioson spell) mabye also damaged increased by the hero's level
Ring of elementals- in addition to doubling their number in summon elemental spells should affect the elementals in summoning menu (+50-100%)
Some ranged weapon should be improved, as the Ranged Attack is usually much more less than Melee
Valder's crossbow of sloth- +7 RA instad only 5, bonus without changes
Snipers crossbow- +5 RA instead only 3, bonus without changes
Centaur Spear- +7 MA/RA instead only 5, bonus without changes
Throwing Spear- +10 MA/RA instead only 8
someone mentioned about the bug with magic resistance of cape of protection in Army screen, just reminding
And some new artifacts:
Shadow lance- 2 hands, gives charge, +15 Melee attack for the hero and allows to cast "Terror"
(some kind of Dark Champion's lance)
Mirror shield- +10% defence for the creatures, creatures granted with Magic mirror
Sword of Light- +10 MA for the hero, 40% to cast Blind (like unicorn)
Ghastly (Spectral) Armour- doubles Defence of the hero (insubstantial ability)
Gorgon Shield- +10% Def of friendly creatures, our creatures has Stone Gaze ability
Scythe of hades- 2 hands, +10 melee attack to the hero, No Retaliation, always kills (devourin or Hand of Death depend of the level of the hero)
Minotaur's Axe- +10 MA, 40% to block (like minotaur)
If any of the suggestions has appeared, sorry for repeating
Consider those changes, some aren't big, bu especially relics HAVE to be improved
- Black Ghost
- Conscript
- Posts: 219
- Joined: 06 Jan 2006
As for new ideas for Eq...
When it comes to new things in Eq, what about gaining some goodies after killing middle and large neutral armies? some gold (20-250 for middle armies and randomly) or mabye some resource 1-2 ore, ore 1 gem? Or mixed? And sometimes artifact, from items to minor (depends on the strength, and level of units)
And it would mabye occur only 33% or even 25%... As I said only sometimes...
Perhaps it's possible to script that, but I don't know how to select the current amount (I don't know how to select rangom goddie) for current army strengh level (scripts doesn't have creatures XP values, but I'm not 100%sure) Mabye good scripter could help me:)
Additionally, some market where you could sell artifacts. Only SELL. The guy who buys them would give 1/3 ore 1/4 of their really value, but if you have 3 Leathers, or 2 snowshoes which you don't need, or even a major artifact, but you won't use it, you could have additional gold source:)
and the idea is to sell any artifact, no matter if it's potion, item, or relic. And of course treasure won't be equal always to another treasuer, so each artifacy should have it's own price...
it won't be critical to the game play, but IMO nice, sometimes useful addon
Is it worth to add to 3.6, Equilibris Team?
And it would mabye occur only 33% or even 25%... As I said only sometimes...
Perhaps it's possible to script that, but I don't know how to select the current amount (I don't know how to select rangom goddie) for current army strengh level (scripts doesn't have creatures XP values, but I'm not 100%sure) Mabye good scripter could help me:)
Additionally, some market where you could sell artifacts. Only SELL. The guy who buys them would give 1/3 ore 1/4 of their really value, but if you have 3 Leathers, or 2 snowshoes which you don't need, or even a major artifact, but you won't use it, you could have additional gold source:)
and the idea is to sell any artifact, no matter if it's potion, item, or relic. And of course treasure won't be equal always to another treasuer, so each artifacy should have it's own price...
it won't be critical to the game play, but IMO nice, sometimes useful addon
Is it worth to add to 3.6, Equilibris Team?
Ok, I agree at some points, and disagree at some others:
1lev
1+2lev
2+3lev
3+4lev
4+5lev for AmC
Otherwise it would be a bit too much.
Minotaur's Axe could be part of a set (Minotaur's Axe+Minotaur's Armor+Minotaur's shield). Ech of these would be minor artifacts with standard abilities, but when mixed togheter they give the Block ability. What do you think?
The scythe sounds very powerful... yet appropiate for a relic/major artifact. I'd like to hear more opinions...
Now the next post...
It would be good for balance, but what you suggest is pretty much making them the same (Magic efficiancy). Though you're probably right it's unfair that some are more useful than others.chaos- +50% efectivness to chaos spells
order- +33% to evectiveness to order spells, order spells cost 33% less
death- +50% efectiveness to death spells, death spells cost 33% less
nature- +25% to efectiveness to nature spells, nature spells cost 33% less
life- +50% to all life spells (not 100% only to healing), +20% resurection
Staff of Power- +33% to efectiveness of all spells, all spells cost 33% less
Well, mapmakers (well, me, at least) don't only use relics as grail artifacts. They may be part of the story, or prize for a quest. So making them so much powerful isn't a good idea in my opinion.As for relics, we should take into consideration that they are very rare, and have to find some oracles to get them
Now this is a great idea. These kind of tomes can be VERY useless. What I'd prefer, however, would be something like this:Archmage codex- (and all other compediums) should have spells like:
1lev
1+2lev
1+2+3lev
1+2+3+4lev
all spells for AmC
of course only those which fit the magic school that the hero knows
1lev
1+2lev
2+3lev
3+4lev
4+5lev for AmC
Otherwise it would be a bit too much.
Hmm, maybe Sorrow+Aging would be enough (Unless there's another artifact that has this ability)Tynan's dagger of despair- sorrow (+aging+ curse as dagger has no Attack bonus)
+6 att/def is better, but yes, +3+3 is too poor for a magic swordGiant slayer- should give +7 melee attack/+7 m&d def instead only 4 like soul stealer, bonus without changes
(soul stealer's bonus is far better than "slayer")
Yes, those ranged weapons are pretty weak, but the spears are just fine as they are, sinec they also add Melee attack.Some ranged weapon should be improved, as the Ranged Attack is usually much more less than Melee
The lance and the sword of light sound fine, but the Mirror shield and Gorgon Shield are too much. Same with the armor (Also, it's probably impossible to code for 2x defense anyway).And some new artifacts...
Minotaur's Axe could be part of a set (Minotaur's Axe+Minotaur's Armor+Minotaur's shield). Ech of these would be minor artifacts with standard abilities, but when mixed togheter they give the Block ability. What do you think?
The scythe sounds very powerful... yet appropiate for a relic/major artifact. I'd like to hear more opinions...
Now the next post...
Well, you can script things like these by checking the number of units, for example, and giving different things for each. This kind of feature is too especific to be added in the mod as a whole, so it should be up to the map makers.When it comes to new things in Eq, what about gaining some goodies after killing middle and large neutral armies? some gold (20-250 for middle armies and randomly) or mabye some resource 1-2 ore, ore 1 gem? Or mixed? And sometimes artifact, from items to minor (depends on the strength, and level of units)
That'd be nice. I remember having a lot of spare artifacts in many maps. I remember on Heroes III there was a sacrificial pit where Haven and another faction could exchange artifacts for experience. This, however, would demand a whole new programming, so it would be pretty hard to make. Though again, it would be nice.Additionally, some market where you could sell artifacts. Only SELL
No. WoG changed the game almost completely. Equilibris is about improving it, and adding new content to heroesIV. I won't say it would be great to have the possibility, though, but it just won't happenCould you add stack experience (like WoG)?
-
- Leprechaun
- Posts: 14
- Joined: 23 Jan 2006
ordor spells domination
two ordor spells I think should be modified
berserk: should be line of sight so an opponent hereo won't commit sucide against his own guys even in tight formation
hypnotise: just too powerful, should only last for one round or atleast two
berserk: should be line of sight so an opponent hereo won't commit sucide against his own guys even in tight formation
hypnotise: just too powerful, should only last for one round or atleast two
- DaemianLucifer
- Round Table Hero
- Posts: 11282
- Joined: 06 Jan 2006
- Location: City 17
Re: ordor spells domination
Berzerk could be limited with LoS,but I like hypnotize the way it is.Hypnotize is strong,but it is limited by LoS,and not effecting some creatures.russianspy5727 wrote:two ordor spells I think should be modified
berserk: should be line of sight so an opponent hereo won't commit sucide against his own guys even in tight formation
hypnotise: just too powerful, should only last for one round or atleast two
Who is online
Users browsing this forum: No registered users and 0 guests