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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: EMPIRE of the WORLD IV, play
Thread: EMPIRE of the WORLD IV, play This thread is 97 pages long: 1 10 20 30 40 50 60 ... 69 70 71 72 73 ... 80 90 97 · «PREV / NEXT»
alisapa1211
alisapa1211


Famous Hero
posted March 25, 2013 11:17 AM
Edited by alisapa1211 at 11:20, 25 Mar 2013.

From Sal's Zydar save looks like you try to have as many Morale and Luck bonus as possible. Yet I thought the Morale and Luck bonus are capped at 3 max just like they are shown in the icons (hell even asked this somewhere in this forum). Oh and have you ever thought about implanting Bad Luck mechanic for this map Sal (Reduce half damage if suffer Bad Luck). Could make Misfortune spell appears again and be useful.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 25, 2013 11:21 AM
Edited by Salamandre at 11:25, 25 Mar 2013.

The problem is that there is no animation or action when bad luck works (if it does). There is no way so far to make this working I think. The only way would be to trigger half damage for every creature having misfortune spell applied but this will make the game too easy. Still I could manage to change misfortune to single target, I will think about.
Maybe replace weakness with it. But then MoE will have an incredible advantage, behind blind.
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alisapa1211
alisapa1211


Famous Hero
posted March 25, 2013 11:31 AM
Edited by alisapa1211 at 11:33, 25 Mar 2013.

Well MoE has always had incredible advantage since the buffs, Misfortune is still nothing compared to Blind, not to mention there is always Cure.

And since Morale bonus can exceed 3, does that mean the penalty from Bad Morale can too?! I wonder what would happen if enemies -10 Morale or something (in Heroes it is possible to get this low with the right gears and skills/spells) .

And have just realized that Enchanted mechanic can be used as debuffs too, this way you can curse the enemies ignoring their resistance and Dispel/Cure because it keeps reapplying due to being Enchanted.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 25, 2013 11:52 AM

Yeah some interesting ideas but all those mechanics are not supported by the engine. It would need manual scripting after thinking a lot of possible exploits.

So far all I could do is change the less interesting bonus to something you will like: is not one secondary skill which is granted but all at once (except the crap ones of course). Then bonus is disabled and converted to devils if comes again, for that hero.
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alisapa1211
alisapa1211


Famous Hero
posted March 25, 2013 12:37 PM
Edited by alisapa1211 at 12:45, 25 Mar 2013.

Can you make popular spells being bound to number keys, for example 1 = Resurrection, 2 = Armageddon, 3 = Clone, 4 = Implosion, etc (Not F(x) though because Mac users have to press fn + F to use it). My hand hurts when I constantly have to switch between spells. For example the enemy has Mirror enchanted, so I have to Dispel them, in then I have to open Earth magic book and find Implosion, the next turn Dispel again, and Implosion again....

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 25, 2013 12:48 PM

I will ask around about but will be hard, because double cast probability. You have noticed that double cast requires opening magic book the second time, from key "C" doesn't work, game engine blocks.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 25, 2013 04:06 PM
Edited by Salamandre at 17:12, 25 Mar 2013.

TEW IV V4.0

(will not fully work on saved games, some instructions were modified as AI growth time triggers)

Here it is, I added changes in in-game help and in readme text files. Unless one finds something I screwed, this will be final version. For even more crazy things, learn erm and add them yourself, I have enough of gibberish codes, writing same script differently for each faction will drive me crazy.
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alisapa1211
alisapa1211


Famous Hero
posted March 25, 2013 04:18 PM

Can I just copy the Commodus.erm and paste in the old one or need to extract the whole on again?!

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 25, 2013 04:20 PM
Edited by Salamandre at 16:28, 25 Mar 2013.

I think is better to delete old then install next. New graphics were added in .pac, mainly for changing old abilities to new as bless + in-game help text which is in .pac too. Map also changed, skills as ballistic were added in home area, fire was moved near Jaegar as we don't need it early. Tactics is now near Gerwulf. The mercury pile near home town is always 10 now, so you can buy the devils day 8.

Playing MoW now and Solmyr forgot something behind:

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alisapa1211
alisapa1211


Famous Hero
posted March 25, 2013 04:42 PM

Kinda forget what does Week of the Imp give, more Familiar growth or something?!

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 25, 2013 04:45 PM

Won't work in tew, is about spawning creatures.
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master_learn
master_learn


Legendary Hero
walking to the library
posted March 25, 2013 04:46 PM
Edited by master_learn at 16:53, 25 Mar 2013.


Imagine many little groups of imps waiting to join you!

The confluxes should be made with low faith,if they are not already.
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"I heard the latest HD version disables playing Heroes. Please reconsider."-Salamandre

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 25, 2013 04:52 PM

Holy ****, it works. Just passed week and now bunch of imps spawned on map, must find a fix. Strange that no week of code is gone after building grail, didn't know that.
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master_learn
master_learn


Legendary Hero
walking to the library
posted March 25, 2013 04:54 PM

Though you could allow to build the grail structure in tower.
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"I heard the latest HD version disables playing Heroes. Please reconsider."-Salamandre

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alisapa1211
alisapa1211


Famous Hero
posted March 25, 2013 04:55 PM

Actually, it could be quite a fun feature. Like Master learn said, you can make all of them have Compliment aggression and always join your heroes, can make the growth/spawn rate extremely low to make up, because right now the Grails only increase growth and nothing more (5000 per day doesn't mean much with MoW).

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted March 25, 2013 05:07 PM

The problem is that Imps would block many special spots when you need to use boat / water walk.
I wouldn't say that 5K per day is not a lot, especially since you can get multiple Grails. Looks tempting
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 25, 2013 05:11 PM
Edited by Salamandre at 17:20, 25 Mar 2013.

Yes, if they block way, map is dead as so many SoD maps I played, too risky. I added a script which will remove all imps stacks on map on every day 1 of the week, tested and ok.

Looks like I missed erm explanation of:

Set up *new week* property.
  K1/$ - disable ($=1) all *week of ...* (monster +5, Imp*2) or enable ($=0) as usual.
  K2/$ - set the message of new week to string variable $.

Note: it will not disable weeks/months generated by Deities of Fire imps/familiars will get extra growth and be spawned all over the map regardless

Added new link in previous post, sorry. This is a must to fix for VCMI, add some option in map editor or before load map.
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master_learn
master_learn


Legendary Hero
walking to the library
posted March 25, 2013 05:19 PM

I remember something about removing stacks that block the way with right click.I think it was in TDS,but I am not sure.
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"I heard the latest HD version disables playing Heroes. Please reconsider."-Salamandre

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 25, 2013 05:27 PM
Edited by Salamandre at 17:31, 25 Mar 2013.

I won't let it in anyway, as it could lead to major AI spanking. You can get 1000 imps of more/week by joining spawned stacks on 252x252 map, and even more if you are clever and wait them to grow. Income and extra growth is enough of a bonus for MoW.
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted March 25, 2013 05:40 PM

Quote:
Added new link in previous post, sorry. This is a must to fix for VCMI, add some option in map editor or before load map.

This should be very easy once map editor is up
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