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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: The Dragon Slaughter
Thread: The Dragon Slaughter This thread is 53 pages long: 1 10 20 30 ... 33 34 35 36 37 ... 40 50 53 · «PREV / NEXT»
JimV
JimV


Responsible
Supreme Hero
posted March 19, 2012 09:39 PM

[quoteChosen creature by whom?


Chosen by the player by right-clicking the Sleep/Wake Hero Button, as described at the start of a game as the Doctor and in the Help Menu:

!!IF:M^The Doctor has the technology to summon elementals using the life-energy of dead enemies in battle - but only if one of the options for Neutral Creature Growth is selected at the start of this quest.  If you cancel out of this menu, many special features are disabled.

The creatures summoned are elementals, or else members of the Hidden Race if that race has been selected.  At the end of the battle, a percentage of the total summoned life-force is used to create permanent creatures who can join the Doctor's army.  The type of creature can be selected before battles by right-clicking on the Sleep/Wake Hero button.  If the Doctor already has the upgraded version of the selected creature, the upgraded type will be summoned.  Otherwise, the un-upgraded type will be summoned.  If the Doctor wears the Ring of the Magi or the Suit of the Celestial Warrior, a 6th-level creature will be summoned 95% of the time, or a 7th-level creature 5% of the time.

The percentage of the total life-energy which can be summoned is 10 plus bonuses from wearing the Ring of the Magi, any of its components, the Suit of the Celestial Warrior, or some of the Suit's components.  Right-clicking on the Sleep/Wake Hero button will display the current rate.^;

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master_learn
master_learn


Legendary Hero
walking to the library
posted March 19, 2012 09:50 PM

Patience

Thanks for your patient explaining,JimV!
Shame on me to forget this!
Will read more the next time!

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JimV
JimV


Responsible
Supreme Hero
posted March 20, 2012 12:43 AM

I have forgotten much more important things than that, so don't feel any embarrassment.  In fact, my statement was not clear, as "chosen" could have referred to the random choosing of a level-7 creature.  To be more precise, what I meant was, instead of a level-7 creature (5% of the time), perhaps the bonus should be twice as many of the creatures which the player has chosen to accumulate.

Currently level-6 creatures are not part of the selection menus but are selected by equipping the Ring of the Magi or the Suit of the Celestial Warrior.  I would also propose to add these creatures to the selection menus when the RoM or SotCW are equipped, so the player could continue to accumulate a lower type of creature (which the player may already have a large number of, and may have upgraded at an Emerald Tower or Palace of Dreams), or else decide to switch to the more powerful level-6 creatures.

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daoanhanhdung
daoanhanhdung

Tavern Dweller
posted March 20, 2012 04:58 PM
Edited by daoanhanhdung at 17:00, 20 Mar 2012.

I played HULK's the latest version (the Dragon Slaughter v2.07 Dr, to be exact), and I just want to say that: HULK's the second henchman is unimaginable. Nothing can stop him from going ahead because of that. I even find HULK much easier to play than Azreal.
Now I am considering to pick up another Hero, perhaps Gem.
Btw, thank you, JimV, once again for the version

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JimV
JimV


Responsible
Supreme Hero
posted March 20, 2012 08:44 PM

Thanks for your comment, Daoanhanhdung.  So far in my own play-test I have cleared the Hulk's territory and conquered the territories of Inteus and Gem with only my first and second Henchmen and Commander (and one Ghost Behemoth).  However, I expect I will need to accumulate a large army before facing such challenges as Fiona, the guards of the Emerald Towers and Palaces of Dreams, Dr. Doom, and so on.

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daoanhanhdung
daoanhanhdung

Tavern Dweller
posted March 21, 2012 03:18 PM
Edited by daoanhanhdung at 15:19, 21 Mar 2012.

Bug???

I am not sure if it is a bug (I was playing with Lord Hart)
[url=http://www.upanh.com/untitled_upanh/v/2rb70r7ybwp.htm][/url]

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JimV
JimV


Responsible
Supreme Hero
posted March 21, 2012 05:35 PM

Yes, it is a bug of some sort, since it occurred during Orange's turn while playing as Red.  This indicates that the Heroes 3 program attemped to do some normal AI event, and an ERM script was not able to process that event.  The error message states the problem that the program detected, but does not give sufficient information (to me) to find where or how the bug happened.  It says a Castle (Town) receiver (!!CA) was used with bad parameters, but there are many !!CA commands in the TDS scripts.  It gives an "ERM line number", but I have never known how to use that number.  (ERM scripts are basically text files, not one but several, and the order they appear in the saved game file is not the order of Timed Events.)

The author of ERM, Slava, knew that number was not very useful to scripters, so the next message (and the WOGCRASHLOG) gives context which can be used to find the specific script command where the error ocurred.  The parameters used in that command are probably contained in variables whose contents can then be checked.  At this point the debugger may think, "Yes, those are bad parameters - now how the heck did they get used?"

The best way for me to learn all that can be learned about the bug is to have the Autosave file which was saved just before the error occurred.  This will also allow me to test hypotheses which might explain what caused the bug, by applying fixes for these guessed causes to the Autosave file and then running the game and seeing if the error still occurs.

That assumes that the error is deterministic - that it will always occur when the Autosave is loaded and End Turn is clicked (until the Autosave file is modified to fix the error).  In such cases, the bug can always be fixed, given enough time and energy.  If the error is random - does not always occur, then debugging it will be much more difficult.

If you can upload the Autosave file for this bug at some site where I can download it, I will do my best to find and fix the error.  At a quick look, I see that most of the !!CA commands in TDS are in WoG scripts, such as the Henchman script and War Machines I, so the fix might help a lot of WoG maps besides TDS.

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daoanhanhdung
daoanhanhdung

Tavern Dweller
posted March 22, 2012 06:00 AM

Quote:

If you can upload the Autosave file for this bug at some site where I can download it, I will do my best to find and fix the error.  At a quick look, I see that most of the !!CA commands in TDS are in WoG scripts, such as the Henchman script and War Machines I, so the fix might help a lot of WoG maps besides TDS.


Honestly, after the bug occurred I switched another hero, Orrin to be exact, because i did have some crazy ideas on him, I guess. Never care of the bug any more.
I am sorry about that

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JimV
JimV


Responsible
Supreme Hero
posted March 25, 2012 05:58 PM

Speaking of Orrin, his Archery Specialty can also be enhanced similar to the Specialties of the Doctor and the Hulk, so I have added him to the Super Heroes in version 2.07Dr.  Also I have simplified the menus for that version so that it can only be played at the highest level - neutral creatures quadrupling every Monday, and AI players gaining 40% more strength per week.  The Super Doctor, Super Hulk, and Super Orrin are rather easy to play even at that level, but they might be useful to gain familiarity with the map before trying the standard versions.  Also they give The Dragon Slaughter the distinction of having the greatest Sorcerer, Melee Fighter, and Archer in all of (unhacked) WoG 3.58f (that I know of).

The update is at http://www.box.com/shared/bj1eh6b50e as usual.

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master_learn
master_learn


Legendary Hero
walking to the library
posted March 25, 2012 07:32 PM
Edited by master_learn at 19:41, 25 Mar 2012.

:)

A bottle of beer to you,JimV!
You rule again!

Maybe its time to add SuperGem to the Dr version.Just give her the life combo back!(I didnt have the chance to try her at the time before removing it)

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JimV
JimV


Responsible
Supreme Hero
posted March 25, 2012 10:39 PM

Master_Learn, you can make your own Super Gem version by opening version 2.07J in the WoG Map Editor and placing the Elixer of Life artifact near her Town, then saving the map under a new name.  This might get you started in a career of map-making, if you haven't tried it yet.

At the moment I can't think of an ERM enchancement that matches Gem's or Lord Haart's Specialties and would have as big an effect as the increased level bonus has for the Doctor, the Hulk, and Orrin.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 25, 2012 11:05 PM
Edited by Salamandre at 23:12, 25 Mar 2012.

She could get vampiric strike, regardless her level (lev 10 = 10% from damage returns in HP), a bit like Azrael blood dragon but permanent. A nice bonus for Haart would be the possibility to add 1 hex obstacles on battlefield (level = obstacles number, each turn available action, one possible obstacle/turn). Probably a game breaker in late stages, but earlier would rock. Just some crazy ideas.
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JimV
JimV


Responsible
Supreme Hero
posted March 26, 2012 04:05 AM

Those are interesting ideas which might take some development, but are do-able.

My preferred criteria would include:

1. The benefit at the start should be enough to make the 4x creature growth playable without a lot of difficulty.

2. The benefit should increase with level.

3. The type of benefit should be consistent with the character and/or role of the Hero, in some way.

My random thoughts for Gem are:

1. Gem can use gems to increase her Primary Skills temporarily (effects end at the start of each new month), at the rate of, perhaps, 11 minus her level divided by 10 for +1 in a single Primary Skill (right-click the skill icon in her Hero Screen), plus a starting bonus of 55 gems.

Or,

2. Gem has a chance to hypnotize a random enemy stack once per battle round.  The chance is, perhaps, (10 + her-level-divided-by-two)%, and her (automatic) Hypnotize spell works for (20 + her-level-divided-by-five) times the normal hit points.  Possibly this is a little-known martial art of the Wudan School.

For Lord Haart I see leadership as his characteristic quality:

Each of his troops gets additional (his level, +9, all divided by 10) experience levels at the start of a battle.  The additions are permanent, but limited to ten total, of course.  For each level above ten which is calculated by this formula (plus the starting experience level of the troop), the troop will get +10% HP, +1 Speed, and +5% Damage, but these will be for the battle stacks only (not permanent).

These are of a somewhat simpler nature and would not require much development - I have done similar things before.  Of course, for any such change it is difficult to judge in advance whether the effect would be too much or too little.

Perhaps others have different proposals.  (My ideas tend to be constrained by my estimate of how long it would take to implement them.)

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daoanhanhdung
daoanhanhdung

Tavern Dweller
posted March 26, 2012 03:19 PM

Quote:
Speaking of Orrin, his Archery Specialty can also be enhanced similar to the Specialties of the Doctor and the Hulk, so I have added him to the Super Heroes in version 2.07Dr.  Also I have simplified the menus for that version so that it can only be played at the highest level - neutral creatures quadrupling every Monday, and AI players gaining 40% more strength per week.  The Super Doctor, Super Hulk, and Super Orrin are rather easy to play even at that level, but they might be useful to gain familiarity with the map before trying the standard versions.  Also they give The Dragon Slaughter the distinction of having the greatest Sorcerer, Melee Fighter, and Archer in all of (unhacked) WoG 3.58f (that I know of).

The update is at http://www.box.com/shared/bj1eh6b50e as usual.


Such a wonderful idea.

you switch Orrin's Commander to Orge Leader. Then let's see the result

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alisapa1211
alisapa1211


Famous Hero
posted March 26, 2012 07:42 PM

I think each heroes should focus on each specific area, liek DR with magic (- magic resist, troops can cast x spell after attack, can make them scale with DR's SP to be more powerful, spell has more effects, etc), Hulk with attack, Orrin with range, etc... Follow that Gem should focus on healing/def/regeneration or something. I also found Dragon King's bonus is extremely boring, just stats and stats. How about focusing on Weath instead (like + golds, mithrils, resources each battle), and of course has the ability to use resources to upg stats to go along with it...

And some tweaks for the Commanders to follow the heroes' theme would be even better (since there isn't any buffs for them anyway), because the Commander of a Super heroes should obviously be much stronger and different from normal one. Especially DR's Astral Spirit, so boring that I just don't mind casting Armageddon and blowing him off together with the enemies. Also, he starts with Magic Pedant, giving Magic Power after wins which absolutely doesn't have any use. I hope at least you could make him like Fairie Dragons with the ability to cast random offensive spells each turn (scale with Magic Power and Docter's speciality of course), or like a Living Scrool, everytime your troops attack someone he will have a chance to cast a spell at that target, something like that...

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JimV
JimV


Responsible
Supreme Hero
posted March 26, 2012 11:56 PM

Lord Haart the Obstacle-Maker, beta-test version:

One obstacle-placement per level would not enable me to clear Lord Haart's province of 4x creatures, so the test version gives him four to start, then one more for every four levels (5 at level 4, 6 at level 8, etc.).  In the following example, cloud-holes (O88) were used for the obstacle, but in the test version clovers (O71) are used.



A better use of obstacles in the early battles is to surround Lord Haart's big cannon, and try to stay far away from enemy creatures with his Arch Angels and Commander:



This will work against slow creatures who cannot shoot.  The trick will be to build up some levels against such creatures, and hope that Lord Haart's Henchmen and Commander will be strong enough by the time he has to face Titans or fast flyers.  I am not sure this will be enough of a bonus to make Lord Haart a Super Hero, although it will be useful, but he might need more help.

This new ability for Lord Haart (suggested by Salamandre, above) has been added to TDS version 2.07Dr at http://www.box.com/shared/bj1eh6b50e as a beta-test version.  I have not added it to the text which describes LH's special abilities, since it may be tweaked more.

In order to use this ability, when Lord Haart is in combat, right-click the Cast Spell icon during the turn of one of his creatures.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 27, 2012 01:23 AM

Very nice. My opinion is that it should remain at one obstacle/level and one/battle turn. Of course, the first fight should be done by hit&run several times, but if we get 3 levels from, then will be a lot easier for next. 4 obstacles turn will allow creating the perfect permanent force field, which will make the game too easy and finally not challenging later. Or obstacles should be placed randomly, but then player can reload until he gets a good placement...
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JimV
JimV


Responsible
Supreme Hero
posted March 27, 2012 03:15 AM
Edited by JimV at 03:18, 27 Mar 2012.

Super Heroes never hit and run, but I have changed the formula for the number of obstacles to (L/3)+2, so if LH gets three levels after the first battle, he will have three obstacles to place in the next battle, vs. four at one per level, and it will take him until level 12 to get six obstacles, which is enough to enclose his troops plus his cannon.  (After that, he doesn't need any more obstacles.)  Of course this will not help him against shooters, or creatures that are fast enough to cross the battlefield before he can complete a barrier, or Fairie Dragons.  I think I would prefer a bonus which works against all enemies.

Obstacles are placed one per turn (not including Tactics turns), but perhaps you meant round?  (After each creature has had a turn, another round starts, or in other words, BG0 triggers at each turn, BR at each round.)

As I said, this will take some development - I don't think complex, immaculate design ex nilho exists, just evolution at different rates of speed.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 27, 2012 03:41 AM

Well, it is only a matter of given name. Most of super generals or Heroes would never have survived enough if they did not knew when to make a strategical reply and strike more effective later.

It seems to me that the obstacles ability will create a very easy/enjoyable game later if Haart, so maybe the early phase could be more tricky than with other leaders. If 3-4 obstacles/battle turn, the academy can be taken as soon as the commander gets shoot ability, and this is not doable with others. Or force field scroll. I will test it, it is very hard to find the right thing, everyone wants a bit of this and that. Anyway it looks very nice and interesting.
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JimV
JimV


Responsible
Supreme Hero
posted March 27, 2012 04:50 AM

At some point I plan to remove the menu option for giving a starting bonus to the main Hero in version 2.07Dr and make it standard for that version, and perhaps make the University standard also, which would free some menu slots which could be used for different variations such as 1 obstacle per level versus L/3+2 - or perhaps that should be a sub-menu for Lord Haart.  I might want to have an option for an additional bonus also - battle loot to be randomly selected from the following types:  1) a small amount (e.g 2-4) of every resource except gold and mithril; 2) gold (300-500?); 3) mithril (3-5); 4) a small percentage of increased troops (2%-5%) (minimum of 1 for creatures of level 4 or less); or 5) nothing.

But I will let Lord Haart stew for a while and tomorrow I will do some work for Gem.

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