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Heroes Community > Heroes 5 - Modders Workshop > Thread: [WIP]Another new faction
Thread: [WIP]Another new faction This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
Fauch
Fauch


Responsible
Undefeatable Hero
posted December 06, 2010 02:11 PM
Edited by Fauch at 14:46, 06 Dec 2010.

I could modify call lightning, so that will solve the problem for tier 5. it will have unlimited call lightning and call storm.

tier 3 are unoriginal yes, they just act as support units, and seeing that mark of fire affects only the searing aura so far, if demonic retaliation doesn't work, I may change them. oh, but I'm thinking, it should work with fiery wrath too.

with tier 2, what's the problem? the ability or the appearance?

I'm thinking of making them mechanical, that way, morale has no effect on them, and they can be repaired. but I was wondering if repairing an unit with blade barrier wasn't a bit strong?

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Disturbed-Gnu
Disturbed-Gnu


Supreme Hero
Pro Bacon Vodka Brewer
posted December 06, 2010 02:46 PM

Quote:
I could modify call lightning, so that will solve the problem for tier 5. it will have unlimited call lightning and call storm.
Yeah, cuz when you are in the situation where you only have the crystals left, they are useless :S

Quote:
tier 3 are unoriginal yes, they just act as support units, and seeing that mark of fire affects only the searing aura so far, if demonic retaliation doesn't work, I may change them.
Hmm, you could also add more fire abilities then? I don't know.. I usually go for the blinding attacker ;p

Quote:
with tier 2, what's the problem? the ability or the appearance?
That is a personal problem (Myself). I just don't like the visuals, and i think they are weak? I mean, they fall like flies..

---

But still, Awesome mod

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Fauch
Fauch


Responsible
Undefeatable Hero
posted December 06, 2010 02:54 PM
Edited by Fauch at 16:56, 07 Dec 2010.

they fall like flies? I had calculated that 10 arcane swords should be about as tough as 14 gargoyle, unless you attack them in melee, in which case they indeed fall like flies, but return a lot of damage. they have 75% damage reduction from spell and projectiles.

thought the axes had a decent defense for a tier 2, but since they are mainly defenders, I could lower the attack and give them more HPs.

level 2 : mechanical.
axes : 18 HPs, 2-4 damage

I'm considering flamestrike for the tier 3, but it's quite a troublesome ability to balance. it's so imba. but at least you are ensured that the enemy will suffer from mark of fire.

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Disturbed-Gnu
Disturbed-Gnu


Supreme Hero
Pro Bacon Vodka Brewer
posted December 08, 2010 06:54 AM

Oooh, i attacked with them :S I never used them as defenders :S
Hmm, Flamestrike on the level 3? That is kinda imba yes, but does it work with shooters?

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Fauch
Fauch


Responsible
Undefeatable Hero
posted December 08, 2010 03:33 PM
Edited by Fauch at 15:37, 08 Dec 2010.

actually, the idea would be to make it a melee unit. I can balance the power of his range attack but he will be able to attack in melee without penalty and without retaliation, which is quite an unfair advantage over the dreams guardian.

I calculated, if I give him an average of 5.5 damage, initiative 10 and flamestrike, his average damage for any distance will be the same than what it actually is.

short range shoot :
8 x 1.1 (initiative) = 8.8 damage

long range shoot : 8.8/2 = 4.4

8.8+4.4 = 13.2

with flame strike :

5.5 x 1 (initiative) x 1.2 (flamestrike) = 6.6

the damage is the same for any distance so 6.6 * 2 = 13.2

you attacked with axes? why not after all, but they have the aura of magic resistance, which means they are supposed to protect allies.

swords are clearly for intimidating enemies or dealing high damage, if you play kamikaze. they would be the perfect anti magma dragon weapon I guess.

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Disturbed-Gnu
Disturbed-Gnu


Supreme Hero
Pro Bacon Vodka Brewer
posted December 09, 2010 07:06 AM

Even so, i'm still going for the Dream Guardian :S I loove blindness, its a damn good combat advantage ;p
But you should change the alterntive upgrade if your calculations is correct ;p It would be much better with mark of fire ;p

And yes, i attacked with them.. But i think as you say, they do fit right next to shooters and casters you want to protect then ;p

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Fauch
Fauch


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Undefeatable Hero
posted December 13, 2010 05:45 PM
Edited by Fauch at 03:32, 14 Dec 2010.

ok, what about keeping mage arsonists the same way and adding fire proof 50% and +1 damage max?
you noticed they already deal more damage than the dream guardians?

ok, the 2nd duel hero is specialized in speed. mass haste and the possibility to use teleport assault several times per turn

the last duel hero is a super fast spellcaster.

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Disturbed-Gnu
Disturbed-Gnu


Supreme Hero
Pro Bacon Vodka Brewer
posted December 14, 2010 07:51 AM

Yeah they deal more damage, but i still think blindness is way better. You can push back some hardcore shooters or big-ass meelee the atb bar, and concentrate your damage on the other units.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted December 14, 2010 07:25 PM

do they blind often? chances should logically be lower than with the unicorn. but still better than a brute with brutality for example.

I still don't know if demonic retaliation works, I haven't done any tests for a while

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Disturbed-Gnu
Disturbed-Gnu


Supreme Hero
Pro Bacon Vodka Brewer
posted December 15, 2010 08:00 AM

Well i always blinds at least once or twice per battle, so i think it triggers often enough to be superior..

Do you mean the succubus ability, then yes..

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Fauch
Fauch


Responsible
Undefeatable Hero
posted December 15, 2010 04:01 PM
Edited by Fauch at 16:58, 15 Dec 2010.

not exactly, an inferno perk. 30% chances to deal additional fire damage with a retaliation.

great, they can't use imbue ballista. maybe I can give them imbue arrow...

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Disturbed-Gnu
Disturbed-Gnu


Supreme Hero
Pro Bacon Vodka Brewer
posted December 21, 2010 08:28 PM

I don't know about that...

But i have played with your town for a week now, and i found something that needs to be changed...

Mana Syphon doesn't work when the mystics are defending a garrison.

The Structure that produces the upgrades for Tier 6 can't be bought.
And still, the icon of the nebula is still the garudas.

Your army is allmost invincible when you have alot of the Tier 5a's and a hero with destructive magic... (I'm able to defeat huuuge armies just with to stacks of 30-50 Tier 5a's and armageddon/Fireball)..
Two hours ago i beat a deadly necromancer army with 107 Tier 5a's in one stack!!! And the enemy had some serious bad asses and the phantom forces on expert..
I could defend my tier 5a with blade barrier and its own invisibility. And when he lost life i could ofcourse boost the HP and restore the fallen while killing the enemies. (In late game they are way too overpowered)

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Fauch
Fauch


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Undefeatable Hero
posted December 22, 2010 01:24 AM
Edited by Fauch at 03:13, 22 Dec 2010.

what is the biggest problem? invisibility or enchanted obsidian?

I doubt the problem with mana syphon can be solved. when you say garrison, you mean a castle, or just a gate on the adventure map? I remember there were anti-magic garrison in H3

some new changes :

since imbue arrow is required to learn imbue ballista, they can't have imbue ballista anymore, nor triple ballista. in another they still have remote control and runic machine, so it's still not bad.

they can learn demonic fire which is now a destructive magic perk.

swift gating becomes a gating perk for inferno instead of demonic fire.

back to the old stats for mages arsonists. they can cast firewall with no mastery.

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Disturbed-Gnu
Disturbed-Gnu


Supreme Hero
Pro Bacon Vodka Brewer
posted December 22, 2010 08:38 AM
Edited by Disturbed-Gnu at 15:00, 22 Dec 2010.

I don't know wich is the bigger problem.. But enchanted obsidian is very powerfull in late game.. (Have you tried it yet? It's a better combo with Tier 5a and armageddon/Fireball than Blackies)

Nope, i think youve right.. Its not an anti magic gate, but it was a garrison on the adventure map ;p (I haven't tried it with the Vermins yet though)

Well. thats awesome ;p

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Fauch
Fauch


Responsible
Undefeatable Hero
posted December 24, 2010 03:02 AM
Edited by Fauch at 03:22, 24 Dec 2010.

tier 5a can't be healed anymore by fire, ice and earth spell.

that means chain lightning becomes even more valuable. don't forget to also pick nebulas and adamantium sentinels.

now the problem with invisibility might be that it is infinite. but I can't decrease it since call storm and call lightning are supposed to be infinite as well.

new academy

tier 7

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Disturbed-Gnu
Disturbed-Gnu


Supreme Hero
Pro Bacon Vodka Brewer
posted December 25, 2010 04:41 PM

Infinite Invisibility isn't overpowered at all. It was the healing by magic!! Invisibility only makes the creature the last man standing unless they are revealed by an adjacent enemy..


I do have to ask, the Infernal Chain, is that your work or is it another mod? Cuz that doesn't work at all?

----

Well, i do like the wisps alot now! In the early game i focus on hero magic, so i have splitted the Wisps up in many small stacks to get a hell lot of mana
Its awesome the way your town and creatures work together! Its really fun to play with, especially with Jhora..

Mystics supplying the Tier 5's and Tier 7's with mana, and hero with mana is cool. That makes Chain Lightning and Phantom Forces a vital combat advantage.

-----

One last thing, and i'm done with all the questions ;p

The 3rd upgrade for the academy units is still the old ones. Minor thing, but it could be awesome with a 3rd upgrade that fits your town

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Fauch
Fauch


Responsible
Undefeatable Hero
posted December 25, 2010 06:43 PM

Quote:
Infinite Invisibility isn't overpowered at all. It was the healing by magic!! Invisibility only makes the creature the last man standing unless they are revealed by an adjacent enemy..

ok, so since their defense is nothing special, then it's good? though, they must be pretty strong with treasure cave. hopefully, it isn't too easy to build.

Quote:
I do have to ask, the Infernal Chain, is that your work or is it another mod? Cuz that doesn't work at all?

an unused spell it seems. I remember it worked with the 3rd upgrade of the rune priest. what's the problem?


Quote:
Well, i do like the wisps alot now! In the early game i focus on hero magic, so i have splitted the Wisps up in many small stacks to get a hell lot of mana

I didn't think about that strategy so maybe they should give less mana? I had the idea they would allow you to cast about one free spell per battle and that's it

Quote:
Its awesome the way your town and creatures work together! Its really fun to play with, especially with Jhora..

you mean the one with the teleport spell, right? not the feather mage?

Quote:
The 3rd upgrade for the academy units is still the old ones. Minor thing, but it could be awesome with a 3rd upgrade that fits your town

for now, the 2 mods aren't supposed to be compatible. I might work on something that will allow all the new towns to work together.

did you download the last version? I'm not sure if you tried the garuda and nebula

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Disturbed-Gnu
Disturbed-Gnu


Supreme Hero
Pro Bacon Vodka Brewer
posted December 26, 2010 11:31 AM

Quote:
ok, so since their defense is nothing special, then it's good? though, they must be pretty strong with treasure cave. hopefully, it isn't too easy to build.

Its perfect now!

Quote:
an unused spell it seems. I remember it worked with the 3rd upgrade of the rune priest. what's the problem?

Well, i haven't tried it with the rune priest upgrade yet, but when the hero casts it, it doesn't work..
I can target a creature, and the succubus fire chain animation starts but doesn't hit. It just ends before hitting the target.. (Nathir used to start with fireball, and i miss that)

Quote:
I didn't think about that strategy  so maybe they should give less mana? I had the idea they would allow you to cast about one free spell per battle and that's it
No, no, no keep them as they are.. It gives alot of free mana though, but its only usefull in early game. The wisps and upgrades are weak, so i think it compensates for the mass free mana. Late game you hardly notice the difrence the wisps make, and you will only have room for one stack, so i always go for mystic because of syphon..

Quote:
you mean the one with the teleport spell, right? not the feather mage?

I don't follow?

Quote:
for now, the 2 mods aren't supposed to be compatible. I might work on something that will allow all the new towns to work together.

did you download the last version? I'm not sure if you tried the garuda and nebula

That sounds awesome!

I have now, and everything seems to be perfect

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Fauch
Fauch


Responsible
Undefeatable Hero
posted December 26, 2010 04:58 PM

I'm still thinking about nerfing the wisps. unlimited casting in early creeping might be a slightly too big advantage.

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Disturbed-Gnu
Disturbed-Gnu


Supreme Hero
Pro Bacon Vodka Brewer
posted December 27, 2010 11:24 AM

Maybe true, but i think its fair, cuz heros spells in early game isn't strong, and wisps aren't might creatures, so why change them?

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