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Thread: Heroes III Wog(script57update) | This thread is pages long: 1 2 3 4 · «PREV / NEXT» |
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BAD
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Promising
Known Hero
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posted June 18, 2008 10:14 PM |
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Yes, but I resent you once again.
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T2_2112
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Supreme Hero
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posted August 18, 2008 03:46 PM |
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I have problem with Bigupload , can u upload for other host , thanks you
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T2_2112
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Supreme Hero
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posted August 20, 2008 05:07 PM |
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BAD
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Promising
Known Hero
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posted April 18, 2009 03:37 PM |
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I just started to make a new code for "Starting Hero Boost" and I'm willing to do some improvements for spells using some hero's stats and this will work for all, not just neutrals.
For instance:
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1. Improvements for stone skin:
This spell at expert will add 6 defense +10% using hero's level, 10% from his spellpower and knowledge.
If the hero has level 30, expert earth, 25 spellpower and 20 knowledge, then stone skill will give 13 defense.
Hope this will help in longer fights and remember, units that cast spells and will have a hero, will use this formula too.
This is just an example and nothing is finished yet, but hope is for better gameplay and more tactic in future.
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Ednaguy
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Supreme Hero
My water just broke! No, wait.
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posted April 18, 2009 03:57 PM |
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Yes! Formulas like that is exactly what we need to improove magic heroes
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"Edna, there's a special, tiny, tiny place in hell, waiting just for you... "
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BAD
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Promising
Known Hero
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posted April 21, 2009 11:58 AM |
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Edited by BAD at 06:34, 22 Apr 2009.
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If everything is ok, then I'll make an update for the rest of important spells like: shield, curse, bless, prayer and so on...
These spells will use a new formula because are more powerfull that the rest, specially curse and bless.
I made changes for all spells and I think is possible to improve Prayer without speed.
Well, the formula for prayer will be 5% spell power + 5% knowledge+10% hero's level.
That means if you hero is 30 and has 20 spell power, 20 knowlege, the prayer will improve your units stats by 9 instead of default that is 4.
Speed can be a problem for default magic system because haste gives 5 speed at expert, but in my "Balance Wog Script" that I haven't posted yet, haste gives only 3 speed.
Some changes that are for balance:
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*Units have maximum 10 speed from start and maximum 8 shots(12 for top units)...They can gain more per levels
*Classes have been revamped totaly( for instance: cleric has 2 0 2 2 and 30% chance for attack, 5% for defense, 30% for power and 35% for knowledge). Also, every class has something that can improve per level.
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Alustor
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Famous Hero
ooo da :)
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posted April 22, 2009 10:46 AM |
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whare you are doing bad is really great but...since it will be included in 3.59,why are u making it for 3.58f?i mean can t u do smth else if u finished your part of job,helping others to finish thei part/3.59?
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BAD
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Promising
Known Hero
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posted April 22, 2009 12:49 PM |
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Quote: whare you are doing bad is really great but...since it will be included in 3.59,why are u making it for 3.58f?i mean can t u do smth else if u finished your part of job,helping others to finish thei part/3.59?
Can't because are their scripts and the problem for 3.59 aren't scripts if I'm awared.
I want to share a part from my work even for 3.58f....that's all
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Alustor
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Famous Hero
ooo da :)
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posted April 22, 2009 12:55 PM |
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this may be a little off topic but if we got caught in this...what are the problems of 3.59?
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BAD
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Promising
Known Hero
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posted April 22, 2009 02:01 PM |
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Edited by BAD at 14:01, 22 Apr 2009.
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Lack of time and the new towns aren't finished and this is the problem...We can't launch 3.59 without new towns.
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BAD
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Promising
Known Hero
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posted May 27, 2009 11:49 AM |
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Edited by BAD at 11:52, 27 May 2009.
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Soon will be an update for Starting Hero Boost and will be a support for new spells and the main change will be that all heroes can improve ballista, first aid and ammo cart.
For instance:
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For ballista will be 5 hp for each of hero's level and starting from 100 hp instead of 250.
For first aid will be 2 hp each of hero's level and starting from 50 hp instead of 100.
For ammo cart will be 10 hp each of hero's level and starting from 75 hp.
Keep in mind that every class can have more ballistae, but less powerfull that a barbarian.
Same thing will be for first aid, but less powerfull that heroes from Rampart.
This change was made to improve overall gameplay for all classes.
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Paulemile
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Known Hero
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posted May 28, 2009 03:37 PM |
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Well, your patch seems very interesting, strange I didn't notice this topic before. Since you are planning to give new specialties to heroes, I'm interested a lot.
Another forumer (beholder) and I wanted to change specialties to seome heroes to make them more unique. We made some changes too for classes, secondary skills progression... etc. Only in theory though.
If you want to check what we have done so far, I can send you the excel file related to it. This was kind of a forgotten idea to me, but i'm still thinking about it sometimes.
Would be glad to help you if you need it
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BAD
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Promising
Known Hero
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posted May 30, 2009 12:33 AM |
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Edited by BAD at 00:38, 30 May 2009.
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Quote: Well, your patch seems very interesting, strange I didn't notice this topic before. Since you are planning to give new specialties to heroes, I'm interested a lot.
Another forumer (beholder) and I wanted to change specialties to seome heroes to make them more unique. We made some changes too for classes, secondary skills progression... etc. Only in theory though.
If you want to check what we have done so far, I can send you the excel file related to it. This was kind of a forgotten idea to me, but i'm still thinking about it sometimes.
Would be glad to help you if you need it ![](images/smilies/wink.gif)
Indeed, I like to make new improvements.
I created unique spells using hero's level and his stats and many more.
For now "Starting Hero Boost" is a part from "Neutral Units Bonuses"(make neutral units stronger each month) and is an alternative script that will improve gameplay when "Neutral Units Bonuses" is enabled:
** New Formula for movement is based on hero's level including AI (22 movement from start +1 movement at every 3 levels);
** All Heroes with spell book have magic arrow from start;
** Extra Experience from Bonuses(using original formula from script 57 and just for level 5,6,7 and 8 creatures for now):
-20% extra experience from bonuses for level 4 creatures;
-50% extra experience from bonuses for level 5 creatures;
-100% extra experience from bonuses for level 6, 7 and 8 creatures;
** *Units have maximum 10 speed from start and maximum 8 shots(12 for top units)...They can gain more per levels
*Classes have been revamped totaly( for instance: cleric has 2 0 2 2 and 30% chance for attack, 5% for defense, 30% for power and 35% for knowledge). Also, every class has something that can improve per level.
** Improvements for spells using some hero's stats and this will work for all, not just neutrals.
For instance:
==============
1. Improvements for stone skin:
This spell at expert will add 6 defense +10% using hero's level, 10% from his spellpower and knowledge.
If the hero has level 30, expert earth, 25 spellpower and 20 knowledge, then stone skill will give 13 defense.
Hope this will help in longer fights and remember, units that cast spells and will have a hero, will use this formula too.
P.S Well, I don't know what you guys done, but I worked alone and already have a version at home for unique skills(improvements for now) and spells are already improved and posted here, but will make unique ones too.
After this script will pass beta, I'll take a look at your ideas and perhaps we will make more improvements ![](images/smilies/smile.gif)
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HipAlbatross
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Hired Hero
Rawr
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posted May 30, 2009 01:59 AM |
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Wow, I love this, the improving spells idea is just great. Definitely adds more RPG flavor to H3.
Keep up the awesome work, BAD!
Also, if I think of any new specialties for heroes I would be glad to share them with you.
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Paulemile
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Known Hero
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posted May 30, 2009 11:30 AM |
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Quote:
P.S Well, I don't know what you guys done, but I worked alone and already have a version at home for unique skills(improvements for now) and spells are already improved and posted here, but will make unique ones too.
After this script will pass beta, I'll take a look at your ideas and perhaps we will make more improvements ![](images/smilies/smile.gif)
It seems that we had the same kind of ideas.
Act the way you want of course, feel free to ask for our ideas in the the future
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BAD
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Promising
Known Hero
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posted May 30, 2009 12:43 PM |
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Quote:
It seems that we had the same kind of ideas.
Act the way you want of course, feel free to ask for our ideas in the the future ![](images/smilies/wink.gif)
I'll ask for sure, but as I quoted"my alternative script" is to improve my main script.
Imagine that you are fighting with 80 supreme archangels in month 4, that have over 1560 hp and over 88 attack.
Without new system, will be very hard and even so, will be, but the rewards are after fight.
80 supreme archangels will give 84800 extra experience because of extra bonuses and 2-5% to an artifact(relic or commander) + resources and gold equal to 20% of units.
This is just an example.
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BAD
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Promising
Known Hero
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posted July 10, 2009 12:27 PM |
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Edited by BAD at 12:30, 10 Jul 2009.
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Seems that I added by mistake a check when hero will collect attack, defence, spellpower or knowledge and will lose 75% from total movement.
That was for testing purpose and will be removed in version 1.4
Sorry ![](images/icons/icon9.gif)
Anyway, I succeed to make something for every terrain and every race won't need pathfinding on own territory and in additional will get 1% movement on native terrain for every hero's level. That will make game more tactic.
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Salamandre
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Admirable
Omnipresent Hero
Wog refugee
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posted July 10, 2009 12:30 PM |
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What means "won" territory? How can you limit it?
Edit: ops, you corrected a typo error, haha
I still have a question: most often players choose a non native hero as main. Playing stronghold will make you choose mostly stronghold heros, while playing inferno/tower not. So I guess some races will get a huge advantage here?
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Era II mods and utilities
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BAD
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Promising
Known Hero
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posted July 10, 2009 01:10 PM |
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Edited by BAD at 13:18, 10 Jul 2009.
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Of course, you need to play native class to have no penalities and additional movement on that territory. Using other classes or other units, will force you to get pathfinding(only if needed)
Every race will have a boost on movement on native terrain and this is just the beginning....
I created unique classes for every race(for instance: knight can't get knowledge and spell power from map and only from level up and artifacts, cleric can't get defense from map and only from level up and artifacts). This will prevent and make every class unique, but will be artifacts and improved spells and other things that will make that class good and balance. Already improved spells using a new formula in version 1.3
I'll post more info later.
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Salamandre
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Admirable
Omnipresent Hero
Wog refugee
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posted July 10, 2009 01:47 PM |
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IMO a better way would be to check for hero owner, then accord its movement regardless player faction. It would be a nightmare to plan and combine native bonus with natural bonus and with creatures bonus.
So, a beastmaster will travel quicker on snow if owned by tower faction but will anyway need pathfinding if traveling on swamp/rough.
It will make the game more accessible instead of forcing you to recruit a bad native hero just to have a huge movement bonus. But anyway, you are doing great. This script, as well Sagamosa one will open new possibilities.
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Era II mods and utilities
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