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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 · «PREV
SirJohn
SirJohn


Adventuring Hero
posted February 16, 2008 02:01 PM

I also think FAT should be able to heal more points (perhaps double) but this mod is better than nothing so I'll take it.  Thank You.

I have tried this mod and give my approval and recommendation to others.
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SirJohn
SirJohn


Adventuring Hero
posted February 18, 2008 02:52 PM
Edited by SirJohn at 00:18, 19 Feb 2008.

Is it possible to change the tent's inititive to 14 or 15?  This would further improve it without having to find a way to increase healing points.

Edit: I did give the FAT a 15 inititive and it seems to work OK.
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okrane
okrane


Famous Hero
posted February 19, 2008 12:51 PM

How about giving it 10 000 hit point, init 35 and make it heal 10 000 hp every time for 1000 turns?

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SirJohn
SirJohn


Adventuring Hero
posted February 19, 2008 01:21 PM

Quote:
How about giving it 10 000 hit point, init 35 and make it heal 10 000 hp every time for 1000 turns?


That's the probem, there does not seem to be an easy way to increase healing power so the best we can do is increase frequency and duration.  I understand your frustration with it being so weak.  I feel the same way and that's why I resorted to the mod and enhanced it.  Just grab the mod from the first post and you can increase some of those things yourself.  Good Luck!
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okrane
okrane


Famous Hero
posted February 19, 2008 01:49 PM
Edited by okrane at 13:49, 19 Feb 2008.

Actually I was being sarcastic. The thing is, it is very good they way it is. I would say that it's even strong.

But it's not to be used as you might want it to. It's basically a creeping tool. Imagine how much damage, you normally take in a creep battle. the FAT reduces this damage by 300. Now because of it, you can have 0 losses in every creep fight. This is pretty good imo.

No need to buff it, or it would just be exploited. Of course for your AI smashing fun, you can empower whatever pleases you.

Cheers!

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted February 19, 2008 02:20 PM

I believe it is possible to change the initiative in the same file, so all you have to do is unpack it and adapt it to your own wishes. According to some of your other posts you have enough experience for this.

I agree with okrane that an initiative of 15 is really excessive. It also makes no sense to give the FAT a turn right at the beginning of the battle.

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SirJohn
SirJohn


Adventuring Hero
posted February 19, 2008 05:37 PM
Edited by SirJohn at 17:37, 19 Feb 2008.

Okie, next time please insert "WARNING: SARCASM" before and after your posts.  I just want to play enjoyable games either hotseat or againt the PC, I am not too worried about spoiling the pureness of the game so to speak.  That's why I also gave trapper goblins the land mine spell and beefed up witch doctors with cleansing.  I hope you don't hate me now.  

Mags, I did make the inititive modification and you are quite correct, it will trigger before any creatures take a turn.  However, with an itit of 10 it would usually come up before anyone on my side was damaged anyway so it's no loss IMO.  I'll test it some more and see how it goes.
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okrane
okrane


Famous Hero
posted February 19, 2008 06:06 PM

No offense, I hope.
By all means do what pleases you, as I said...

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SirJohn
SirJohn


Adventuring Hero
posted February 20, 2008 03:30 AM

FAT changes don't seem to alter the game much, after all it affects all sides.  But I will have to tone down my trappers.  I gave them land mine at advanced level and in retrospect basic would have been enough.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted February 20, 2008 12:20 PM

Quote:
FAT changes don't seem to alter the game much, after all it affects all sides.


It doesn't affect the neutrals. When the FAT becomes too powerful it is too simple to fight neutrals without making losses.

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SirJohn
SirJohn


Adventuring Hero
posted February 20, 2008 09:59 PM

Quote:
Quote:
FAT changes don't seem to alter the game much, after all it affects all sides.


It doesn't affect the neutrals. When the FAT becomes too powerful it is too simple to fight neutrals without making losses.



True, but neutrals don't have ballista or heroes either.  The odds keep stacking against them the whole game as your heroes gain experience so one more thing does not matter much IMO.  Hey, if you feel this way, why were you the one to make the mod to begin with?  
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted February 21, 2008 12:33 AM

I created the mod to balance it against the ballista, because I always preferred the ballista. I think the 10 turns edition is 'balanced enough' for singleplayer games.
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SirJohn
SirJohn


Adventuring Hero
posted February 23, 2008 01:07 AM

After testing this, I may tweak FAT back down to init 12.  A 50% increase in inititive seems to translate to it coming up twice as often, which I did not expect.  
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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted May 25, 2008 08:27 AM

Do I understand corectly that this mode makes that you can use First Aid Tent only 10 first turns of the battle, and for example if you clicked 2 times wait you can only use it only 9 time or it increase it uses from 3 to 10 , no matter when you use it.
Reading this forum made me a little confused

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted May 25, 2008 08:40 AM
Edited by Warmonger at 08:46, 25 May 2008.

The mod gves FAT 10 or 100 SHOTS, not turns. It's quite logical, isn't it?

BTW, this mod is my favourite by now, followed by Blood Dragon and Xazordous pack.

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted May 25, 2008 09:35 AM

Quote:
The mod gves FAT 10 or 100 SHOTS, not turns. It's quite logical, isn't it?

BTW, this mod is my favourite by now, followed by Blood Dragon and Xazordous pack.

thnx
Now the Plague Tent ability is a little bit more useful

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