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Heroes Community > Heroes 5 - Modders Workshop > Thread: [Mod TotE] First Aid Tent: 10 or 100 Turns
Thread: [Mod TotE] First Aid Tent: 10 or 100 Turns This thread is 2 pages long: 1 2 · NEXT»
magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted January 31, 2008 10:30 PM
Edited by VokialBG at 13:41, 01 May 2008.

[Mod TotE] First Aid Tent: 10 or 100 Turns

This was an old favourite from elrath.com and since all factions have triple ballista and flaming arrows, it is even more needed to make the First Aid tent/Plague Tent an interesting alternative.

There are two mods in the package one that gives the tent 10 shots and one that gives the tent 100 shots(=same as ballista). You can choose which you want to use.

I rebuild the mod in .h5u format for Toe but it should work for 1.6 and 2.2 too.

First Aid Power
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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted January 31, 2008 11:02 PM

Cool, magnomagus. It gets annoying only having 5 uses of the tent. Thnx!
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InfernoX880
InfernoX880


Promising
Famous Hero
posted January 31, 2008 11:04 PM

3 uses were actually the original. It definetly gets annoying, but I wonder if it is posssible to base the amount that a First Aid tent heals on Knowledge instead (the logic being the more knowledge you have, the more you know how to do things, such as heal)?

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted January 31, 2008 11:17 PM

And tie the Ballista into attack? But tying the First Aid Tent to knowledge would kill the Necromancers. Especially Kaspar.

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InfernoX880
InfernoX880


Promising
Famous Hero
posted January 31, 2008 11:31 PM

I guess. But wouldn't you say that somehow tying it into the stats would be at least a moderately good idea. Let's be honest, 100 HP doesn't make a difference in the late game...usually.

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okrane
okrane


Famous Hero
posted February 01, 2008 12:15 AM

yeah... but early game this is very strong.

I mean, you can heal 300 pts of damage in every early game battle.

Now, imagine that in all early game battles you lose 300hp worth of creatures. Where would you be.

About the mod: I think it makes the tent imba, and brings lots of abuses by like waiting around for the tent to heal everything...
It furthermore overpowers warmachines...

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted February 01, 2008 01:16 AM
Edited by magnomagus at 01:19, 01 Feb 2008.

Quote:
yeah... but early game this is very strong.


Don't forget you need expert war machines for 100 HP and the first aid skill to have resurrection ability.

Quote:
About the mod: I think it makes the tent imba, and brings lots of abuses by like waiting around for the tent to heal everything... It furthermore overpowers warmachines...


That's why I made the 10 turns mod, furthermore you must not forget that the first aid tent is very easy to destroy.

I think the ballista is still much more powerful, this mod only makes the tent somewhat better compared to the ballista.

Quote:
but I wonder if it is posssible to base the amount that a First Aid tent heals on Knowledge instead


I couldn't find an option to increase the healing power, not even without connecting it to knowledge.
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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted February 01, 2008 01:06 PM

Interesting solution for rebalancing. 10 turns are nice for Hero  without War Machines skill (and even with expert but no first aid ability). Kaspar is already strong and plus 7 (3+7 = 10) first aid turns he'll be able to cast 10 Raise Deads in early game. But why not? If we add only 2 more turns (totaly 5)? Or if we edit Kaspars specialization?
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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted February 01, 2008 10:05 PM

I say mod Kaspar's ability. The bonus is :checks site: "Embalmer -
The First Aid Tent will heal 5 more hit points per hero level. The damage in case of Plague Tent ability is also increased." Now, upping it to say, ten per hero level? Thats:

Level 5 - 50      Level 10 - 100
Level 15- 150     Level 20 - 200
Level 25- 250     Level 30 - 300

Maybe a little imba in early game, but levels out during late game.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted February 01, 2008 11:47 PM

I would like to mod Kaspar, but it cannot be done.
And changing the mod for him only, seems a little unimportant.
I know Kaspar is sometimes banned in multiplayer, even without this mod. So I think it doesn't really matter, people who are afraid of him ban him anyway, or they can play deleb vs kaspar.
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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted February 02, 2008 01:06 AM

Can the Embalmer ability not be changed? Or is it that you just won't do it. I myself have never personally tried to find the ability file in the labyrinth that is the data file .
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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted February 02, 2008 02:12 AM
Edited by Gnoll_Mage at 02:13, 02 Feb 2008.

No, I think that sort of thing is hardcoded I'm afraid. Just IMHO though, of course.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted February 02, 2008 12:21 PM

Gnoll mage is right, it cannot be done.
It's not that I don't want to do it, in fact I already tried it a lot.
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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted February 03, 2008 10:43 PM

I think even 10 is too much, there are factions where I'd weaken the enemy and then keep running around while the tent heals me.. It would make sense if you got another healing shot every x levels.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted February 03, 2008 11:24 PM

Quote:
I think even 10 is too much, there are factions where I'd weaken the enemy and then keep running around while the tent heals me.. It would make sense if you got another healing shot every x levels.


I agree this mod can cause abusement when controlled by a human player. But there are more things in the game that can cause abusement under control of a human brain (like invisibility). I try to see it from this perspective: when I don't have this mod installed I would always pick ballista+triple ballista+expert war machines first. After I have these skills I may pick first aid tent or catapult and I would never pick plague tent.
On the other hand, when I have this mod installed it just seems a good alternative to go for a tent skill buildup, which I would never have chosen otherwise. If it was possible to connect the amount of turns to levels or knowledge i would do it, but it isn't possible.
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okrane
okrane


Famous Hero
posted February 04, 2008 01:28 AM

Could you mod the tent that it gets 3 resurections and infinite healing to full hp afterwards? maybe by giving it a second ability similar to lay hands?

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted February 04, 2008 10:29 AM

Quote:
Could you mod the tent that it gets 3 resurections and infinite healing to full hp afterwards? maybe by giving it a second ability similar to lay hands?


I dont think so... but probably triple FA is possible.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted February 04, 2008 10:29 AM

I tried to add the lay hands effect to the tent, but it didn't work.

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InfernoX880
InfernoX880


Promising
Famous Hero
posted February 04, 2008 09:36 PM

Is there a way to change the amount of heals according to level? For example, at levels 1-10 you get three heals, leveles 11-20 you get five, levels 21-30 you get eight, and the rest you get 10.

I doubt if it's possible, but I haven't delved too deep in this stuff. Maybe you guys know something I don't.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted February 06, 2008 01:40 PM

I'm sorry I tried it again, but this is really the only thing that can be changed.
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