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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Heroes III Wog(script57update)
Thread: Heroes III Wog(script57update) This thread is 4 pages long: 1 2 3 4 · «PREV
BAD
BAD


Promising
Known Hero
posted July 11, 2009 07:28 AM

For now, the changes are only for native heroes and their towns. After all, I need to encourage gameplay with all factions and I never said or perhaps posted long ago, but I have a new script in progress, called"Wog Balance" and new stats for all creatures. All will be revealed at the proper time.

Won't be huge movement bonus for any class. Formula is 27 steps from start + 1 movement every 3 levels. This is for overall.
Now, let's presume, you have a level 10 hero(he will have around 30 average movement without logistics or artifacts) and his native terrain is snow, he will get additional 3 movement and no penality on that terrain(on snow, he will get 33 average movement at his level), but if he goes to other places, he will get is usuall movement.

Nothing is finished and can be changed in time.


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 12, 2009 01:21 PM

This is the eternal dilemma for any WoG modder. If you do too little, no one will notice or exploit your script. If you do too much, a horde of HoMM pure, fanatics and hardcore player will knock at your door armed with blasters.

I have only one thing to point: so far, WoG is not a MP game. Well, it could be, but all attempts failed, bugs, crashes, errors sending data and such.

So, searching for MP balanced things is not a priority in my opinion. Some extraordinary things can still be achieved, as visual effects, improved stories, unusual artefacts, multi abilities creatures, and scripts as yours or Sagamosa. Just don't be shy

So far, the improved neutrals script was awesome. Of course, taking it in a random map has no purpose, but on "time of prophecy" map, it was the core of the story (because finely tested). Every script may look dumb in random settings, but if used well and wisely it becomes a true force.
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BAD
BAD


Promising
Known Hero
posted July 13, 2009 02:14 AM

Neutral Units scripts has been improved and I decided that mosters not to be savage anymore in next versions.
Also, Level 1-3 will be in small groups from start(like 5-15) and will grow around 30% per week, so the game to be faster at the beginning and in time will rise the difficulty.
About level 4-8 will be around 15-25 from start and a growth of 20% per week.
Also, computer will get too extra experience from bonuses.

Only one problem remains for me right now and I contacted Angelito to help me...I can't edit 1st post and hope this issue will be solved.

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted July 13, 2009 12:44 PM

Quote:
Only one problem remains for me right now and I contacted Angelito to help me...I can't edit 1st post and hope this issue will be solved.
No problem. You just have to send me your whole new post by HCM, and I will copy paste it into the opening post of your thread.
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Better judged by 12 than carried by 6.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 15, 2009 08:22 PM
Edited by Salamandre at 20:28, 15 Jul 2009.

What would be interesting IMHO would be to restore the balance between might and magic heros.

As it is now, no one bothers to recruit and use magic as main. For me, an interesting option would be to keep the might out from being able to understand mass spells concept, so their haste/slow/cure will work only on a single unit.

On the other side, a magic hero would not be able to understand concepts as armorer or offense. Exactly as in the series Might and Magic, where a knight could not cast spells, while a sorcerer could not develop body building (more HP) and plate armor.

The small damage of the spells and the over developed damage of the armorer/offense make the actual game very unbalanced between the 2 main factions.

Of course, implying that might can't learn expert earth, the town portal should be in another school, let's say fire. Not very realistic, but I can't see where it could go. Or create a new general magic school, cosmos, as in Age of Wonders, where TP was in cosmos, thus available to all at expert level.
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Paulemile
Paulemile


Known Hero
posted July 15, 2009 08:53 PM

This is exactly how I see the possible new hero system working.

I already made a text file which explains that some classes can learn 4 magics, some other only 3 and so on. Same thing for "might" secondary skills...

I'm waiting for BAD to send them to him as he told me

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted February 08, 2010 05:54 PM

Any chance to get Extra Experience script?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 08, 2010 09:44 PM

I think no. Fnord created 72 scripts in one year, Bad is promising one since 2 years ago. I am pretty sure it will never come out, as well as 3.59 or whatever.

Those guys got disconnected from Heroes. I guess every of us will get too, sooner or later.
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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted February 12, 2010 05:10 PM

If BAD is in the WoG team,well,he can tell us if there will be new units and if the Wog Team has intention to tell us how to add new units.I am not asking you to reveal how these things are done,they are secrets of the WoG Team of course,I am asking only will these things be done or not.

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alustor
alustor


Famous Hero
ooo da :)
posted February 12, 2010 10:30 PM

Quote:
how to add new units

wait fot vcmi

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted February 13, 2010 09:45 AM

You mean that VCMI will allow us to add units?THANKS ALUSTOR.

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alustor
alustor


Famous Hero
ooo da :)
posted February 13, 2010 12:24 PM

add units,new towns and lots of stuff

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Rahkshi
Rahkshi


Hired Hero
posted February 15, 2010 08:20 AM

BAD, can you fix this bug ? It's from A Life of Adventure campaign. It makes me not complete this campaign , so I must use cheats.
When go to this gate to back to surface, the bug appear





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Felipe
Felipe


Known Hero
Editing Heroes Without Limits
posted November 08, 2012 10:55 PM

Quote:
As I said, will be an extra script when Neutral Units Bonuses is enabled.

One of the things will be:

- Extra Experience from Bonuses(using original formula from script 57 and just for level 5,6,7 and 8 creatures for now);
doesnt work for Dragon Utopia, Creature Banks, Crypt, Creature Generators and so on...

-10% extra experience from bonuses for level 5 creatures;
-20% extra experience from bonuses for level 6 creatures;
-100% extra experience from bonuses for level 7 and 8 creatures;


Here is a sample with extra experience:


Extra Experience


Second thing will be:

- Unique Spell Boost for casters(in this script casters like: druid,cleric, wizard and so on..) will gain extra spell damage against  neutral units using the hero's level, spell power and day(casters will have a small chance to gain attack, defense, but can get more spell damage). Also, as you can see more info for every spells is added(this is for all type of heroes):


Unique Spell Boost


Third thing will be:

- Every race can improve spells after hero's level and spell power(for instance: Evil Towns can improve curse(this spell will reduce damage and health by 1% of hero's level);

Improve Spells


P.S This script is ready, but unfortunely just for 3.59.

If have any questions or suggestions, feel free to post






The links are all broken. Could you repost it?
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