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Heroes Community > Heroes 5 - Modders Workshop > Thread: [Mod ToTE] NecroPowerPack
Thread: [Mod ToTE] NecroPowerPack This thread is 2 pages long: 1 2 · NEXT»
Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted August 22, 2008 01:05 PM
Edited by VokialBG at 17:26, 15 Feb 2009.

[Mod ToTE] NecroPowerPack

Hi
This is a mod for ToTe v 3.1, changing gameplay. For a REAL Necro Faction lover(ONLY).

NecroPowerPack v.1.0

After some game expierience i change and release
NecroPowerPack v.1.06
To see what have changed read below(posted August 25, 2008 05:04 PM)

SpellBug fixed:
NecroPowerPack v.1.07
To see what have changed read below(posted August 25, 2008 05:04 PM)


Do you love Necro faction and it makes you mad that with every patch and new addon the Necro is further drained from power while the other have new extra abilities, creatures(overpowered) and so on ect. This patch will greatly increase the power of Necromancers faction(Yes Yes imbalance the gameplay, but i'm working on a mod more balanced))

List Of Changes:

Dark Energy Points
- Base Energy WAS 200 Is 400
- EnergyPerNecromancerLevel WAS 1 Is 3
- EnergyPerPillarOfBones WAS 150 Is 300
- EnergyForGrailBuilding WAS 150 IS 800 (hey it's an Tear Of Asha so it must give more power)
- CreaturePowerPointsForOneEnergy WAS 25 Is 50 (that means you can raise twice more undead with the same number of DEP)

Necromancy Skill
- Base Value WAS 10% Is 15%
- RaisePercentPerSkillLevel WAS 10% Is 15% (Basic Necromancy raises 30% now not 20%)
- LordOfUndeadBonus WAS 5% Is 10%
- GrailBonus WAS 50% Is 30%
- NecroPendantBonus WAS 10% Is 15%

Necromancer Abilities & Skills
- MoTN Mana per HP WAS 75 Is 50
- Banshee Howl WAS Luck&Morale -1, Init -10% Is Luck&Morale-2, Init -20

Other Skills
- Corrupted Soil Damage Per Hero Lvl WAS 3 IS 6
- Mentoring Exp Shared WAS 25% Is 33%

Creatures
- Plague Zombie & Rot Zombie Init +1
- ZombieWeakeningStrike WAS -2 IS -4
- WeakeningAura WAS Morale -1 Att -3 Deff Morale -2 Is -2,Att -4,Deff -4
- LifeDrainIntensity WAS 50% Is 80%

Spells
- Raise Dead Mana Cost WAS 9 Is 8
            HP Reduction WAS 20% Always Is 20%, 15%, 10%, 5%(Depending on Mastery)
Healing value     WAS
<Base>120</Base><PerPower>15</PerPower>
<Base>160</Base><PerPower>20</PerPower>
<Base>200</Base><PerPower>25</PerPower>
<Base>240</Base><PerPower>30</PerPower>
                  Is
<Base>120</Base><PerPower>15</PerPower>
<Base>200</Base><PerPower>20</PerPower>
<Base>280</Base><PerPower>25</PerPower>
<Base>400</Base><PerPower>35</PerPower>

- Resurrect HP Reduction WAS 10% Always Is 15%, 10%, 10%, 5%(Depending on Mastery)
 Healing value     WAS
<Base>20</Base><PerPower>5</PerPower>
<Base>40</Base><PerPower>10</PerPower>
<Base>60</Base><PerPower>15</PerPower>
<Base>240</Base><PerPower>30</PerPower>
   Is
<Base>50</Base><PerPower>5</PerPower>
<Base>100</Base><PerPower>10</PerPower>
<Base>200</Base><PerPower>15</PerPower>
<Base>300</Base><PerPower>30</PerPower>

- Holy Word Damage WAS
<Base>8</Base><PerPower>2</PerPower>
<Base>12</Base><PerPower>3</PerPower>
<Base>30</Base><PerPower>6</PerPower>
<Base>144</Base><PerPower>12</PerPower>
  Is
<Base>30</Base><PerPower>4</PerPower>
<Base>60</Base><PerPower>6</PerPower>
<Base>100</Base><PerPower>8</PerPower>
<Base>200</Base><PerPower>18</PerPower>

- Curse of the Netherworld same changes as for Holy Word

All Changes above are also in descriptions.
Updated Descriptions(Changes that have been made with 3.1 patch)
- Stormwind decreases flying units' ini by 20% and speed by 2. Was 10% and -1 respectively.
- Fog veil decreases ranged damage by 25% from initial 10%.
- Warpath bonus nerfed from 350 to 250 movement points.
- Spearwielder wound ability decreases now initiative by 20% and speed by 40% ( was: 30 and 50)
- Ghost dragons' sorrow Strike casts Sorrow on Expert level(was basic).

Have Fun
Feel free to give advices, bugs report, comments

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Disturbed-Gnu
Disturbed-Gnu


Supreme Hero
Pro Bacon Vodka Brewer
posted August 22, 2008 04:02 PM

Hmm, it's a cool idea! I'm a necro-fan
I love power and death! But this will make it way too easy to win!
No challenge at all! Unless you are playing against a necromancer!

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted August 22, 2008 04:20 PM

Quote:
Hmm, it's a cool idea! I'm a necro-fan
I love power and death! But this will make it way too easy to win!
No challenge at all! Unless you are playing against a necromancer!


Thnx for reply

Yeah i know it's LOOKS overpowered but it is 1.00 version and after i test it i will make a mod only changing DEP more balanced way. I wouldn't be so sure if this mod was used in multiplayer mode made necromancer unbeatable. The reason for making this mode was nostalgy for thousands of undead.
But the most important is that this mod only help raising the armies and all living factions have a lots of kinds of weapons and advantages over undead(Initiative, Light Magic, Morale, Empathy, Shrug Darkness, Seal Of Darkness, Eternal Light and so on).

If you want to find balance in you life you must first lose all balance.

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zamfir
zamfir


Promising
Supreme Hero
Allez allez allez
posted August 22, 2008 04:27 PM
Edited by zamfir at 16:27, 22 Aug 2008.

Necropolis is not my favourite faction, but I think it's not funny to play with an overpoered necro. Only for a short while.

This MOD seems like it can make us have good fun. But only for little time.
____________
5 Times TV

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted August 22, 2008 04:34 PM
Edited by Nebdar at 23:58, 23 Aug 2008.

Quote:
Necropolis is not my favourite faction, but I think it's not funny to play with an overpowered necro. Only for a short while.

This MOD seems like it can make us have good fun. But only for little time.


Thnx for comment
Like Disturbed-Gnu said it can only be interesting when playing another Necro or on multiplayer with another human.
Yeah and i agree battling agianst Ai or Neutrals with Necro with this mod or without it is not so amusing.(the are dead no morale, no emotions no amusment, jokes or something like that)
But like in real world undead should greatly outnumber the living ones beacause Necro creatures are weak(bad quality), meat shield some have said.

Oh i found my first mistake:
- i forgot to change the description for Banshee Howl
it should be saing -2 to Luck&Morale -20% Init

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted August 24, 2008 01:46 PM

Sorry, but I don't see a point in making Necropolis overpowered (again). Obviously, Necropolis was a lot of peoples favorite faction previously because it was easy to run everything head over heals with masses of skeletons - but seriously, what's the chalenge? New Necropolis might not be the best faction, but then again, it's not that badly off. Trippling their DE amount will just make them a joke.
____________
What will happen now?

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted August 24, 2008 02:13 PM

How about giving Taunt ot the Zombies?
____________
Coincidence? I think not!!!!

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted August 24, 2008 05:08 PM
Edited by VokialBG at 17:15, 24 Aug 2008.

Quote:
How about giving Taunt ot the Zombies?


For Taunt (also for Weakening Strike and Festering Aura) you need something what moves more often, with better initiative and speed, not the Zombie I'll like to give them 1 initiative and to replace Weakening Strike of the Plague Zombie with some kind of weak level 1-2 ability, like Mana Destroyer. You don't need to move with the creature, also the initiave is enough. It's not IMBA, since they will not transfer the mana to hero or creature. And with this low initiative it will trigger less times, than in Imps case. The Zombie will work like mana trap

The Rot Zombie is good as it is. Maybe I'll like to add 1 initiative.
____________

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted August 25, 2008 03:54 PM
Edited by Nebdar at 15:55, 25 Aug 2008.

Quote:
Sorry, but I don't see a point in making Necropolis overpowered (again). Obviously, Necropolis was a lot of peoples favorite faction previously because it was easy to run everything head over heals with masses of skeletons - but seriously, what's the chalenge? New Necropolis might not be the best faction, but then again, it's not that badly off. Trippling their DE amount will just make them a joke.


Thanx for comment Alcibiades

I agree that this mod is making Necropolis overpowered it is it's purpose(maybe i should name it Necro overpower pack), to know how to balance DEP only i had to out balance it(then when i know where the balance is i will create a another mod), and the second reason yes yes it was nostalgy for lots of undead and easier wins.

The actual amount of DE is FOURFOLD (four times)more DEP, and i am realising how much is it while testing
I see that the curse of first mistake made by Nival is still on Necropolis faction. IMO After implementing DEP solution overpowered Necro problem was solved because:
- there is a cap of DE that replenish weekly

After next patches and addons 1.4, 1.5, 1.6, 2.0, 2.1, 3.0 the living ones gained much more new skills and abilities which makes Necromancer forced to use DM & SM as strategy as a must(other combinations will not give them even a shade of chance for victory), it becomes easy to anticipate this strategy by opponents. Might of faction was so diminished so Necromancer is hero of magic & meat shields. And their is no fun in playing this faction when there is no variety of tactics and strategys that give a chance for victory.

Quote:
For Taunt (also for Weakening Strike and Festering Aura) you need something what moves more often, with better initiative and speed, not the Zombie I'll like to give them 1 initiative and to replace Weakening Strike of the Plague Zombie with some kind of weak level 1-2 ability, like Mana Destroyer. You don't need to move with the creature, also the initiave is enough. It's not IMBA, since they will not transfer the mana to hero or creature. And with this low initiative it will trigger less times, than in Imps case. The Zombie will work like mana trap

The Rot Zombie is good as it is. Maybe I'll like to add 1 initiative.

Hmm Mana Destroyer good idea
Someday i will tryto change thta, but for now i think that little upgrade of their origanll abilities and 1 to INIT is enough to make them a little more useful.
Thanx for advice VokialBG

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted August 25, 2008 04:13 PM

Nebdar, its actually quite easy to add abiilities to creatures.

-In the Game Mechanics folder, you follow the logical path to find the Disease Zombie's file. At the Necropolis file, look in "3rd"

- Find its file, and at the very end of the file, there's a list of abilities. Just add a new item in the same context as the others, and there you have it.

To find the right name for the ability, you can take the easy way and find the creature that has it and copy and paste.

There you go. In the mod, perserve the folder structure and just zip it into the rest of the mod.

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted August 25, 2008 05:04 PM
Edited by Nebdar at 11:46, 10 Oct 2008.

Quote:
Nebdar, its actually quite easy to add abiilities to creatures.

-In the Game Mechanics folder, you follow the logical path to find the Disease Zombie's file. At the Necropolis file, look in "3rd"

- Find its file, and at the very end of the file, there's a list of abilities. Just add a new item in the same context as the others, and there you have it.

To find the right name for the ability, you can take the easy way and find the creature that has it and copy and paste.

There you go. In the mod, perserve the folder structure and just zip it into the rest of the mod.


Ooo so easy Yes i thought that their will be more work but now it seems an child's play.

Thanx for an advice sith_of_ziost

Edit: Tried to do as you said but it doesn't seem to works for Plague Zombie Added an Poisonus Attack and it works but why Mana Destroy. Maybe it beacuse of animation

Edit: The Secret is discovered. In order to mana destroy(siphon, or steal) work in creature file folowing lines must be changed
From <SpellPoints>0</SpellPoints>
<SpellPoints1>0</SpellPoints1>
<SpellPoints2>0</SpellPoints2>
To <SpellPoints>0</SpellPoints>
<SpellPoints1>1</SpellPoints1>
<SpellPoints2>1</SpellPoints2>

-----------------------------------------------------------------------

After some game expierience i change and release
NecroPowerPack v.1.06

List Of Changes:
Dark Energy Points
- Base Energy reduced to 300
- EnergyPerPillarOfBones reduced to 250
- CreaturePowerPointsForOneEnergy reduced to 40

Necromancer Heroes Specialization change:
- Vlaad Reanimator The Raise Dead spell has increased effect. The spellpower of this spell is increased by +1 for every three(was 5) levels of hero, starting on first level.
- Naadir Soulhunter Every time the group of enemy creatures dies it is replaced by the group of friendly Ghosts for the duration of the combat. The number of the Ghosts is twice the hero's level.

Creatures Abilities:
- Spectral Dragon Death Stare abillity This creature decreases all enemy stacks Morale by -2.(WAS -1)

----------------------------------------------------------------------

I noticed i minor spell bug problem with Raise Dead and Ressurection reducing Health percantage. In my description was for RD 20%,15%,10%,5% but actualy it was 20%,14%,9%,4%. Same with Ress.

Fixed that:
NecroPowerPack v.1.07

That's all for now. I think

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Seraphim
Seraphim


Supreme Hero
Knowledge Reaper
posted October 12, 2008 02:52 PM

The champion charge does not work for some reason or does that happen just to me.
____________
"Science is not fun without cyanide"

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Fauch
Fauch


Responsible
Undefeatable Hero
posted October 12, 2008 10:01 PM

Quote:
From <SpellPoints>0</SpellPoints>
<SpellPoints1>0</SpellPoints1>
<SpellPoints2>0</SpellPoints2>
To <SpellPoints>0</SpellPoints>
<SpellPoints1>1</SpellPoints1>
<SpellPoints2>1</SpellPoints2>


<SpellPoints>0</SpellPoints> = amount of mana
<SpellPoints1>0</SpellPoints1> = number of times the creature can use his special ability(ies)
<SpellPoints2>1</SpellPoints2> = number of times the creature can use his racial skill (gating)

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted October 12, 2008 11:51 PM

Thanks for explanation Fauch

Quote:
The champion charge does not work for some reason or does that happen just to me.


@Seraphim is it because of my mod
____________

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ShinRA
ShinRA

Tavern Dweller
posted December 28, 2008 11:08 PM

Can you re-upload again please? The file was deleted
____________

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted December 29, 2008 11:23 PM

Links are updated
____________

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Me2666
Me2666

Tavern Dweller
posted April 18, 2009 06:55 PM

this is a great mod
but one thing that bothers me is plague week and disease(watever its called) should increase the # of undead made or at least keep it the same, I mean how many zombies die from pnemonia a year

plus I end up having 1/2 the number of undead troops any other faction has in theirs: +250 rakshaa v my 100 wrights that I saved up all game
____________

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rockgirl
rockgirl


Adventuring Hero
posted August 28, 2009 06:13 PM

this work with 3.1?i copy this mod in my usermod folder but i cant see any changed when i play .
____________
I will Live till I Die...I die, to become immortal....

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted August 29, 2009 12:49 PM

yes it works with 3.1 version.. if it didn't work for you maybe you have another mod that modifies on crucial file defaultstats.xdb....
____________

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rockgirl
rockgirl


Adventuring Hero
posted August 29, 2009 01:04 PM

Quote:
yes it works with 3.1 version.. if it didn't work for you maybe you have another mod that modifies on crucial file defaultstats.xdb....


thanks for answer .i will try to play without other mods.
____________
I will Live till I Die...I die, to become immortal....

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