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Heroes Community > Library of Enlightenment > Thread: Not in the Manual
Thread: Not in the Manual This thread is 26 pages long: 1 ... 8 9 10 11 12 ... 20 26 · «PREV / NEXT»
Evil_Warrior
Evil_Warrior


Famous Hero
Duke of Demon
posted April 05, 2006 02:16 PM
Edited by Evil_Warrior on 8 Apr 2006

Thanks for Angelito (not for XarSmthn) for editing XarSmthn's post that not allow me to post here any longer. I'm still trying to make better post. Check this!!

First, I want to rewrite my previous post (excluding the inaccurate of them).

Previous Posts :
1. AI will never surrender.
2. Efreet Sultans will retaliate against empty space if the attacking monsters killed by their fire shield.
3. Armageddon's Blade doesn't always gives us Expert Armageddon spell like in the H3 index. But depends on the owner's Fire magic skill.
4. In battle, a Hero that has only Summoned elementals on his/her troops will disappear after battle ends although he/she wins.
5. Cure can't remove Dendroid roots, decreased morale and luck, and disrupting ray.

Next Rumour
6. Faerie Dragons can still cast spell in Anti Magic Garrison.






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LegendMaker
LegendMaker


Promising
Famous Hero
The Metal Specialist
posted April 05, 2006 02:35 PM

Quote:
The thing is, if it's this hard to explain, what's the best way to do it with a single line? Ideas anyone?
The day I run out of ideas, dude... Moos will have wings !

How about :

93. Though you can't have more than 3 morale bonuses at a time, the little angel on your right shoulder secretly holds the points you get beyond that cap, to hand them back to you if you were to lose some. Too bad the little demon on your left shoulder does exactlly the same for negative points !(a Zsa)

* Maximum Clonage (lmao) :

It doesn't "happen both ways". WHEN you cast Clone on a stack and there is no space to put the Clone, the ORIGINAL stack instantly disappears and the CLONE takes its place.

It will be a NORMAL CLONE, with the only particularity that it will duplicate the COLORS of its original instead of being all blue.

So, IF the Clone doesn't get attacked DURING the rest of the combat, like ANY Clone, it will disappear AFTER the battle. THAT's the scenario Shiva experienced.

But DURING the battle, if it takes even ONE point of damage (even if it's a LEGION of units) it WILL DISAPPEAR. Just like any fellow (blue) CLONE.

In the very specific case I showcased in my bigger screen cap, the Clone will appear as such (all blue). THIS is what Csarmi apparently experienced.

IN ANY AND ALL CASES (no matter when the colored CLONE disappears), the ORIGINAL unit disappears RIGHT WHEN YOU CAST CLONE ON IT ! ! !

How about :

6 If you clone a completely surrounded monster, it will fade away and the clone will take its place ! (Shiva the Drag Queen)

Clear now ?

Darn, I gathered so much data on that one bug I could publish a bloody Manual about it ! LMAO
Quote:
I'll tell you what, we both deserve beers, we'll arrange a time for an IM beer toast! Or play a game some time.
Hehehe Play a game sure, whenever you want, Bin !

Virtual beer, on the other hand, DOESN'T get you drunk ! (Trust me, I ran tests for that, along with Russ !)
Quote:
And speaking of neglected thank-yous. A big thanks to Supersonic for re-writing the tavern rumors. Although many have been modified, he wrote 70 of them.
I thanked the rewriter(s) for this excellent job without knowing who they were. Now I know, so : great job, Sonic ! Cheers to you as well !

Legendarily looking forward for the final product of our cumulative efforts to be released !
____________
LM

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted April 05, 2006 02:44 PM

Quote:
......5. Cure can remove all negative spells and enemy monster's effect, except Dendroid roots.

Angelito says that number 5 is wrong. but maybe these pics will prove that it is true.........


The problem is, u didn´t noticed WHAT is wrong in your statement. Therefor, i colored the word which makes your statement inaccurate.
I will give u one example for both:
1. Try to remove "disrupting ray" (which is a negative spell) with cure.
2. Try to remove "Bad moral" (from Ghost dragons, which is a monster effect) with cure.

If u think about it, maybe u will find even more...
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LegendMaker
LegendMaker


Promising
Famous Hero
The Metal Specialist
posted April 05, 2006 03:10 PM

The Screws are Loose Again ?

Quote:
I would say that some of the abilities (fire shield, bind, for instance) are not strong; they are just not magical, but physical effects. That's why magic immunity fails to prevent it.
Csarmi, dude, you must have missed the part of my "Tightening the Screws" post that dealt with Fire Shield !

If the Sultan's Fire Shield is a "physical effect", how come Protection From Fire MAGIC greatly reduces its effect ? Not to mention the fact that creatures specifically immune to Fire MAGIC are also immune to your so-called "physical effect"...

@Angel : May I advise another approach ? Just UNdelete Xarfie's post that asked POLITELY EW to refrain his flooding habits in this here thread !
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LM

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csarmi
csarmi


Supreme Hero
gets back
posted April 05, 2006 04:49 PM
Edited by csarmi on 5 Apr 2006

That is not protection from fire magic. That is protection from fire.

I remember my clone experience now.
I cast clone on my troops and it got placed on the enemy ogres (actually, on 760 ogres or such). The ogres disappeared forever AND both my clones and the stack i cloned worked perfectly. It was with in a siege fight and I don't remember exactly how much my troops were cornered.

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LegendMaker
LegendMaker


Promising
Famous Hero
The Metal Specialist
posted April 06, 2006 01:14 AM
Edited by LegendMaker on 5 Apr 2006

Bonuses, anyone ?

Even capped at 120 lines total, the current list might need a few fill-ins, due to the deletions.

Might as well pick some of those (all bulletproofly proposed, tested and approved by myself ) :

a) Rise from the Ashes

* Tavern style :

A scary Skeleton once told me why our kind called the Phoenixes' ability "AshTray" instead of "Rebirth". "Strike them deadly enough and nothing will ever rise from those ashes !" he said.

* Technical fact :

If you deal enough damage in a single blow to kill both the targeted Phoenixes stack AND the one that would normally rise from their ashes, their Rebirth ability won't even happen at all.

b) Spell Rivalry

* Tavern style :

The God of Magic created all Spells with equal chances at effectiveness, but the Mana Devil made a nasty twist behind his back : he gave ONE chosen Spell from EACH School enhanced power against their ONE counterpart from a rival school. Be careful when you cast one of the Speed Twins or the Damage Twins !

* Technical fact :

There is ONE spell from EACH School that has an “arch enemy spell” in another School. Contrary to other pairs of “twin spells”, each spell from these two particular pairs will DISPEL its counterpart on top of having its regular effect when it is cast on a unit previously affected by its opposing twin. The “Speed Twins” are Haste and Slow, and the “Damage Twins” are Bless and Curse.



FYI : This might sound obvious to most of us, but it isn’t stated anywhere in the Manual or the game itself, and it’s pretty specific. If (as I originally assumed) it had worked the same way with ALL Spells that “go by pair”, it might not have been noteworthy, but it’s NOT the case. A unit can be affected by both Mirth and Sorrow at the same time, or Fortune and Misfortune, for instance. But these FOUR spells are exceptions. Normally, one would expect to get normal speed when you cast Haste on a Slowed stack, but it’s not the case.

c Troyan Capitol

* Tavern style :

The Troyans were hungry for Gold and spotted a weak but rich opponent near their home town. They faked retreat and let the puny richmen take over their town and build a Capitol in it. When they took it back the next day, they had earned a free Troyan Capitol !

* Technical fact :

You can’t have more than one Capitol at a time per player. So if you already have a Capitol and take over your opponent’s Capitol city, you will automatically unbuild it. But, if you don’t have a Capitol yet, you can STEAL the one of your opponent !

Legendary Bonus.
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LM

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Binabik
Binabik


Responsible
Legendary Hero
posted April 06, 2006 02:04 AM

Here's the latest list.

It's been checked for line length and they should all fit in three tavern lines now. Several had to be rewritten to do this. A few other changes were made as well.

Hopefully, this is VERY close to the final version. If you suggest any changes, please remember the 150 character limit. (actually it's 165, but with word wrap, you can't count on that many, and with long words it may be less than 150). To give you some idea of length without counting, 20, 25 & 38 are VERY close to the limit.

@Legend, the one about Phoenix was added as #41 and rewritten to fit and more clarity. Also I split one of Angelito's because it was too long. The split half took slot 58. Slot 94 is still open.


1. The Pikemen's weapon allows them to resist a Cavalier's powerful charge. (Xarfax)
2. A bright hero discovered that by pressing the space bar, you revisit your location! (Consis)
3. The speed of a hero is determined by his artifacts and slowest creature in the morning, not by changes made later in the day! (Binabik)
4. In mines, dungeon heroes will have the advantage, because mines are treated like subterranean! (Consis)
5. I saw a Harpy fly next to an archer, but not attacking him. (LordZXZX)
6. Be careful cloning a creature who is comlpetely surrounded, it might disappear. (Medusa Queen Shiva)
7. A good tactician always remembers that pressing the "autocombat" key during the tactic phase will move his monsters one step further! (Xarfax)
8. I heard that ballistae never run out of shots. (Angelito)
9. Marksmen and Grand Elves are smart, they can shoot twice, even with one shot remaining! (Angelito)
10. Once I fought for a powerful hero in a dragon utopia. I had unlimited shots, even though I couldn't see the ammo cart anywhere! (Angelito)
11. Armor of the damned will not provide your hero with the disrupting ray, even though some authorities state so. (Angelito)
12. Sir Christian told me his badge of courage gave all his troops mind spell immunity. (Mike)
13. The Sea Captain's hat is a powerful artifact that will enable you to summon boats even if you didn't know how to do it before! (Xarfax)
14. Every Master Genie is a powerful wizard with spell power 5, and casts all spells on advanced level. (Xarfax)
15. Monsters in external dwellings are shielded from plague. (Mike)
16. Faerie Dragons are mighty warlocks, each one casts their spell with spell power 5, on advanced level. (Angelito)
17. You won't move in water by casting town portal. Dimension door, however, can move your boat elsewhere. (Angelito)
18. Tomes or spell scrolls can be used by heroes, even those who lack wisdom! (Angelito)
19. A seer will always ask you for a unique artifact. There are no copies anywhere! (Angelito)
20. In a boat, you will travel 15 tiles, no matter if you have a fast monster, or a walking dead. Only navigation and artifacts can improve it. (Binabik)
21. A Black Dragon is not immune to the Efreet Sultan's fire shield. (Consis)
22. Of course native creatures have no movement penalties on their native terrain, but did you know that nomads can take you through the desert? (Consis)
23. The Orb of Tempestuous Fire is a great artifact for Tower, because it increases the damage of the land mines. (Consis)
24. Gargoyles, Golems and Elementals do not live. Don't bother to sacrifice or resurrect them. (FireSpirit)
25. Remember to renovate your towns. Every new, non-upgrade building increases the damage of the main tower by 2-3, half that for lower towers. (Xarfax)
26. Crag Hack with expert offense won't increase the damage of ballista. But Orrin with expert archery will. (Xarfax)
27. Even though it is powerful, the orb of vulnerability won't break the resistance given by Unicorns. (Xarfax)
28. On the magic plains even creatures cast their spells on expert level! The only exception is Dragonflies' dispel. (Consis)
29. Those foul creatures Familiars, can give your hero more spell points than he normally could have! (Consis)
30. Did you know that adventure map spells can be cast from scrolls even without a spellbook? (Maretti)
31. Scorpicores can paralyze your creatures as though a mage has just cast a level 4 spell. (Zsa)
32. Ghost Dragons can age your creatures as though a mage has just cast a 5 level spell. (Zsa)
33. Solmyr is my good friend. He just told me his Chain lightning did very little additional damage to level 7 creatures! (Xarfax)
34. Ancient Behemoths can crush your defense, but only when they attack. Keep that in mind! (Xarfax)
35. A Silver Pegasi placed in front of a berserked Gold Dragon will confuse it, causing it to do nothing. (Xarfax)
36. Don't bother to put powerful creature spellcasters on cursed ground - no one has ever seen a creature spell work there yet. (Xarfax)
37. Even though you have higher speed, attack and defense on your native terrain, your creatures will have the same happiness and luck! (Xarfax)
38. My friend has just told me that an Archangel can resurrect 100 hit points! He also told me that one Pit Lord can raise up to 50 hit points. (Tigris)
39. You can't put the gate up again after something has fallen dead on it. (Tigris)
40. Rogues told me the prices at a trading post are as good as 5 market places! (Tigris)
41. Phoenix don't like to die and will resurrect themselves. But I hear if you kill them with enough strength, they won't resurrect. (Legend)
42. Faerie Dragons are a lottery - if you make them wait, they might completely change the spell they are casting! (Vlaad)
43. Dendroids are smart - they know that a harpy returns to its place, so they send the vines there to bound the harpy forever! (Greek_god)
44. A strange dark magic causes arrow towers to damage creatures even more if they have armourer or airshield. (Russ)
45. Without a tavern, you can't see what creatures inhabit an outside garrison! (Xarfax)
46. You can't implode a catapult, but don't worry! Other damage spells should work on it. (Xarfax)
47. A mourning hero who has lost all his creatures, will disappear as soon as he gets attacked! (Angelito)
48. If you buy a warrior with ballistics or first aid specialty, don't expect him to have level 2 creatures. (Angelito)
49. Each Mighty Gorgon has a 10% chance to kill with it's Death Stare. But don't expect more than one kill for every ten of them. (Xarfax)
50. Angellic Alliance will allow you to cast expert prayer, even if the red orb is brought into play. (LKru33)
51. Even with the slowest creature, ballistics will allow you to cast first spell in a siege, unless your opponent has artillery. (Russ)
52. Dig holes along the coast and no boat can land there. (Vlaad)
53. Hypnotized Hydras are smart enough to avoid hitting friendly creatures. (Russ)
54. My dear friend Astral told me that even if you hypnotize a creature and place it next to a shooter, the shooter won't care and fire anyway. (Russ)
55. If your hero class can't learn a certain skill by natural means, maybe a Scholar or Witch Hut can help. (Legend)
56. Dragons and Hydras, powerful creatures, will be turned into Bone Dragons, slaves of the undead, by the skeleton transformer. (Legend)
57. Necromancers also raise Skeleton Warriors if there is no room for normal skeletons, but they will only raise 2/3 as many. (Legend)
58. I hear if a creature in a castle moat casts a spell, they will not take moat damage. (Angelito)
59. Even if you kill your opponent's Arch Mage, your enemy will still suffer less drain of mana. (Legend)
60. Once you restore all your mana, the fuel of wizards, you can remove knowledge artifacts without loss of spell points. (Legend)
61. When fighting against tower, ensure to have expert dispel, my lord. It will destroy all land mines. (Legend)
62. An expert with the Remove Obstacle spell can use it to probe for mines, then cancel it to save mana for more important things. (Xarfax)
63. With Remove Obstacles you can destroy land mines, fire walls and force fields. But you can't remove Walls or obstacles that cross the field. (Xarfax)
64. Flying allows you to avoid terrain penalties, but did you know a road still increases flying distance? (Xarfax)
65. A catapult can deal 0-2 damage to the walls, which have 2 HP each. Ballistics will improve the chance of doing the most damage. (Xarfax)
66. A fire-hot type of moat will deal 90 points of damage, while others will deal 70. (Xarfax)
67. You only take damage when you go into or stay in a moat. Not when you leave it. (Xarfax)
68. Except for Tower's Land Mines, moat damage can not be avoided by magic spells, resistance, or spell immunity. (Xarfax)
69. My dearest friend, Thorgrim, told me that with his 100% resistance, mines exploded, but dealt no damage. Red orb was present on the battlefield too. (Xarfax)
70. A wise man once said: "The best way to shoot a wall down is to target the adjacent turret". (Xarfax)
71. According to Loynis, his specialty gives an extra +3 speed to level 1-2, +2 speed to Level 3-4, +1 speed to level 5-6, but no extra speed to level 7. (Xarfax)
72. Mages from all magic schools learn Magic Arrow. So any magic orb will increase its damage, and any Magic Protection spell will reduce its damage. (Xarfax)
73. Terek claims his specialty gives an additional +3 speed to level 1-2, +2 speed to level 3-4, +1 speed to level 5-6 and no extra speed to level 7. (Xarfax)
74. In a Utopia, the dragons already have mixed alignment, so bringing a Ghost Dragon inside can cause them to freeze up. (AndiAngelslayer)
75. You know if you carry two Legs of Legion, the second one does nothing. But if you give one to a another hero in the garrison, both will work (Djive)
76. A mage tried casting spells on Thorgrim's creatures with 100% magic resistance and dispel was the only one that worked. (Commando)
77. Did you know each level of Diplomacy lets your hero enter the Library two levels earlier? (Haile73)
78. If you attack a Naga Bank, but chicken out and don't go inside, you can see the number of Nagas by right clicking on it. (AndiAngelslayer)
79. Pit Lords can raise more Demons when health artifacts are used. (Destro23)
80. I once saw two beserked Dendroids attack each other. After the spell wore off, neither one could move. (Wub)
81. During a siege, Hypnotized creature will only do so much, like they won't open the gate for you. (Xarfax)
82. I once fought Ryland, and his Dendroids had me so tied up I had to teleport away. (Xarfax)
83. The Earthquake spell is a nice way to get inside a castle, but it will never knock down a wall with one casting. (Legend)
84. When all your allied creature are dead, your clones will disappear, but summoned creatures will keep fighting to the end. (Legend)
85. One nice thing about cloning or hypnotizing creatures with special abilities, their specials still work. (Legend)
86. Funny thing about Mass Counterstrike, even if dispelled it will continue to work until the end of the round. (Conanthebarbarian)
87. Windmills are a good way to gather any resource except wood and gold. (Vlaad)
88. It's best not to carry the Grail into a fight. If you lose, it will be lost forever. (Vlaad)
89. Disrupting Ray is a nasty spell and nothing can remove it, but Antimagic will prevent it from being cast in the first place. (Vlaad)
90. Magogs are not magical creatures, so no amount of immunity or resistance is protection from their fireball. (Supersonic)
91. Be careful leaving your creatures in a moat, they will take 10% more damage when attacked. (Binabik)
92. Wondering creatures tend to breed a lot, I've heard it's 10% each week. (Binabik)
93. The troops of a hero with expert leadership and the Crest of Valor will have +3 morale. If undead join the group, they will still have +3 morale. (Zsa)
95. Astral told me when creatures have spell immunity from artifacts, his Hypnosis cancels the immunity. (Xarfax)
96. A mage informed me he always knows which creatures his area spells will affect because he sees a blue halo around the targets. (Xarfax)
97. Rogues are good at picking their victims. Having them in your army is like having an expert Vision spell with 1 spell power. (Zsa)
98. Antimagic is highly effective against the abilities of Zombies, Unicorns, Thunderbirds and Mummies. (Binabik)
99. If your Archangels, Archdevils or Ghost Dragons die in battle, their morale and luck benefits remain. (Legend)
100. The Spirit of Oppression does wonders to keep the enemy from attacking again from high morale, but does nothing if their morale is negative. (Csarmi)
101. Generals always try to gain an advantage by fighting on their own terrain, but for a fair fight, the beach is best because it's neutral ground. (Consis)
102. I once saw a creature turned to stone by a Medusa and get high morale, but couldn't move the second time either. (Dimis)
103. Odd thing about the underground. It can have any type of terrain, but battles always take place on subterranean. (Vlaad)
104. The defender in a siege not only has the advantage of castle walls, but also fights on the towns native terrain. (Vlaad)
105. I was reading a manual on battle tactics that claimed damage is reduced by 2% for each point attack is less than defense. But it's really 2-1/2%. (Binabik)
106. I saw the strangest thing the other day. A creature in a moat froze from bad morale and didn't take any damage. (Angelito)
107. Boats at sea gain 5 more movement for each lighthouse owned. But be warned, you can't take advantage of it until the day after taking ownership. (Binabik)
108. Whirlpools will claim the lives of half your weakest unit. So if you only have a couple of them you won't lose much. (Consis)
109. Never play cards with a Halfling. No matter how bad the luck of everyone else, they always have positive luck. Unless the Hourglass is present. (William)
110. Minotaur Kings are happy creatures. Even mixed with 7 races, they still have positive morale. They don't like the Spirit of Oppression though. (Binabik)
111. Wyvern Monarchs are nasty creatures. They not only poison their victims, but age them as well - 10% each turn, up to half their health. (Zsa)
112. Even if your Elves have run out of shots, clones will start with a full supply of ammo. (the Evil Warrior)
113. If you are looking for a good deal at the Artifacts Merchant in your town, try waiting until you have more markets. (Binabik)
114. The vendors at the Black Market are a little shady, but they have good prices. About the same as the Merchant in town when you own five markets. (Binabik)
115. I don't trust Psychic Elementals and their level 5 mind spells. At least they only do half damage if you have mind spell immunity. (Csarmi)
116. The magic attack of a Magic Elemental is so strong, Black Dragons and other Magic Elementals are the only creatures who can reduce it by half. (Csarmi)
117. Somehow Elementals from the four schools of magic seem to get along in the same town, but on the battlefield they will do twice as much damage to the opposing school. (Csarmi)
118. In the book "Morale of 3 Heroes", it says a creature might freeze if it has negative morale. I happen to know it has twice the chance the book says. (Csarmi)
119. Even if you kill your opponent's Silver Pegasi, you will still have to pay more to cast spells. (Legend)
120. If you see a pack of creatures one week, and lots the next, you know there are 20-21 of them. (Xarfax)
121. The abilities of Efreets, Dendroids, Ghost Dragons, Medusa, Scorpicore, Basilisk and Wyvern Monarchs are so powerful, not even Antimagic will stop it. (Bin)

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Zsa
Zsa


Famous Hero
posted April 06, 2006 02:54 AM

94. Heroes Community Owns

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Solmyr77
Solmyr77


Hired Hero
noob
posted April 06, 2006 03:03 AM

93 isn't correct. +undead = -1, +new faction = -1

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LegendMaker
LegendMaker


Promising
Famous Hero
The Metal Specialist
posted April 06, 2006 03:23 AM
Edited by LegendMaker on 5 Apr 2006

Approval (along with last precisions)

Good job, Bin !

Seems very close to final to me indeed.
Quote:
@Legend, the one about Phoenix was added as #41 and rewritten to fit and more clarity. Also I split one of Angelito's because it was too long. The split half took slot 58. Slot 94 is still open.
Why don't you just renumber 121 as the new 94 ? Didn't you want to cap it at 120 ?

Two last precisions important to me :

1) If it's not "the Legendary Skel" anymore, I'd rather stick to my usual " LegendMaker " moniker, PLEASE. " Legend " is the friendly way people call me, not my actual nickname. Besides, out of the context of HC, it sounds way too vague to clearly credit me (while " Bin ", on the other hand, sounds specific enough).

Unless those 5 extra letters really can't fit for a particularly long line, of course (none of my credited lines seems that long).

2) It's not that I want to tease anyone, but I wasn't only joking about the credits, earlier.

That Xarfie gets the credit of my Magic Arrow line because it came up as a modification of his original MA line... I can live with that. Lol

But that William gets credited for line 109... THAT is really beyond me !

The only REMOTE link Will ever had with that line is the fact that he previously stated something along the lines of :

Tower units have a +1 Morale bonus. If you only have one Master Gremlin, it will have +1 Morale and in the creature screen it will say " all troops of the same alignment " even though you only have one troop !

Which was plain wrong, and followed by several counter posts in response.

THEN you, Bin, posted your Mino Morale thingie (that eventually became line 110 _ btw, about that line, I see you left "Kings" even though it's true for all Minotaurs).

And FINALLY, the line was brought by Angelito in this post I capped here :



So why the **** would William get the credit for it ?! I mean, does he have certain pics of you that you have to make him a favor to keep him from posting or what ?!

That said, and even though you clearly ignored most of my suggested rewordings (you even left the " my lord " part in line 61 ! sigh )...

I overall approve that version of the list !

Legendary Comments.
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LM

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csarmi
csarmi


Supreme Hero
gets back
posted April 06, 2006 07:47 AM

I am almost sure that your phoenix fact is not true.
I'll check it later today.

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FireSpirit
FireSpirit


Famous Hero
with warm hands
posted April 06, 2006 07:53 AM

Quote:
93 isn't correct. +undead = -1, +new faction = -1


True. Maybe it could be changed to "if a creature from another faction joins, etc." That would make it accurate.
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supersonic
supersonic


Famous Hero
being digested. E=mc^2, s=vt
posted April 06, 2006 10:02 AM

Tested it. If your army consists of troops of the same alligment, it will be (3+1+1) 1 skeleton negates the bonus for same allignment and makes a -1 penalty for the rest, which becomes (3+1-1 = 3)
-Supahsonic
____________
I am having a new style
Big, fat, naughty. Potential girlfriend - pm me.

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Binabik
Binabik


Responsible
Legendary Hero
posted April 06, 2006 10:15 AM
Edited by Binabik on 6 Apr 2006

Well, looks like the feedback is pretty good with only a few minor issues. So unless someone finds something completely wrong, Let's try to make the next list posting the final. I will acknowledge any changes before then. Then post the final when it's done.

Quote:
94. Heroes Community Owns

Wipe that grin off your avatars face.  OK. You guys get ONE, I repeat ONE more line to use for #94. Make it a good one. I won't pick it, it's majority rules. I will only decide who has the majority.

Legend, I didn't move 121 to 94 because I wanted the line number to be the same throughout discussions.

You are now LegendMaker again. #56 is your longest one and the length is OK (with 14 characters to spare)

#93 is correct the way it is. You do not get mixed race penalties with 2 races. Not until you have 3.

Edit:
What you guys are probably thinking of is the bonus for all one town type. With a 2nd race in the group you wouldn't get that bonus. So you start at neutral, add +3 for leadership, +1 for the art, then -1 for the undead. Total of +3.
/edit

I agree with Csarmi, I'd like to see some good testing on the Phoenix. I meant to mention it before, but forgot. It always "seemed" like something was going on with the number of Phoenix resurrected. But "seemed" ain't good enough. I don't play flux much, but it seems to me that even when they resurrect, the number varies. Maybe by total damage dealt. But it also seems like it has to do with how quickly they are killed. For example a stack of 10 killed in 2 rounds vs killed in 10 rounds, even though the final blow either way barely kills them.

Quote:
you even left the " my lord " part in line 61 !

Um, Jacques, I mean Legend, I think the French Revolution ended a while ago. So you can stop beheading nobility. But as a special gift to you, "my lord" was beheaded from the list.

About William. Either his posts got deleted during Angelito's purge, or he deleted them himself. So I can't say anything 100% sure. When I added the new ones, I read the thread word for word from the beginning. If I saw something to use, I added it when I came to it. So the credit would be the first one to post the idea. Yes I could have made a mistake. But my general rule is here and in RL, I will always go with what I did the first time, unless I know for sure otherwise. So unless someone has proof, the credit stays. Case closed.
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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted April 06, 2006 11:12 AM

I have recognized something very cool lately, which could (should) be part of these rumours, but i don´t want to reveal it already today, coz it is part of my current "Weekly Library Question".
I´m eager to see if anyone has recognized that before...
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Binabik
Binabik


Responsible
Legendary Hero
posted April 06, 2006 11:38 AM

Congratulations peeple. This is the 6th most viewed thread in the library. And in 150 more views, it'll pass the Forest Gump thread for 5th place. Go team go! Don't let that Gumpy guy stay ahead.
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LegendMaker
LegendMaker


Promising
Famous Hero
The Metal Specialist
posted April 06, 2006 02:52 PM
Edited by LegendMaker on 6 Apr 2006

No More Headaches (Line 94 ?)

* In the Battle Screen, if you enable the " Spells Only " option here :



As a stunning and unexpected bonus, it will change this :



into THAT :



When you point the mouse cursor over a creature you could attack !

Isns't that GREAT ?! (I only discovered it today while testing something else, but it's now a MUST for me !)

LegendMaker.

PS : I'm preparing some screen caps about the Phoenix AshTray special for you of little faith !
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Evil_Warrior
Evil_Warrior


Famous Hero
Duke of Demon
posted April 06, 2006 03:43 PM
Edited by Evil_Warrior on 6 Apr 2006

Next :

7. Azure Dragons are immune to level 1-3 spells and also Tower's land mine.

I just need little, not HUGHE pic to prove no.8. So, LegendSkel, I think you don't be disturbed of my post.



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Solmyr77
Solmyr77


Hired Hero
noob
posted April 06, 2006 04:07 PM

Well, 93 would be true if the army was of the same alignement, because the total morale would be +5 then. Adding undead to a living army will always result in a -2 penalty.

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LegendMaker
LegendMaker


Promising
Famous Hero
The Metal Specialist
posted April 06, 2006 04:37 PM
Edited by LegendMaker on 6 Apr 2006

* Thanks for the corrections I asked for, Bin !

* Would the credit case be re-opened if William himself posted here to clear the missunderstanding ? I think he owes me more than you owe him.

* Further AshTray testings :

Okay, once again I'm glad you guys are such perfectionnists ! Your disbelieving habits might be annoying every now and then (when you refuse to see the obvious Lmao ) BUT it's no less a hughe QUALITY that I greatly appreciate !

I had only tested it with a single Phoenix stack. Now that I tested it with a larger range of stacks, I see my line isn't precise enough as is.

Well, there definitely seems to be a Random factor in that phenomenon. Sometimes, the SAME blow on the SAME stack gives completely opposite results.

Darn, little did I imagine it would imply such an amount of work to test when I proposed that line !





I will test it yet some more (100+ tests already since yesterday ) and let you know if I clear the mystery. I'm open for suggestions and/or help !

Alternately, you could pick some other good forgotten line as a replacement if I fail to prove that one.

I really like Evil's Faerie Drags line, for instance (I'm dead serious here ! The guy posted loads of inaccurate stuff, but that one line makes up for it imho) :

* Faerie Drags can still cast in AntiMagic Garrisons ! (the Evil That Men Do)
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