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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: WoG/Era new script: Synergies
Thread: WoG/Era new script: Synergies
Siegfried
Siegfried


Famous Hero
posted October 30, 2014 02:13 PM

WoG/Era new script: Synergies

Hi,

i'm currently working on a quite large script for WoG/Era2. The main goal is to add dynamic changes to gameplay depending on hero development. So in some aspects this is adding some RPG features, since much depends on an optimal hero development. And to some degree the focus is on giving some unnecessary skills some real buff.

The main technic used here is to add some quite decent boni depending on skill combos. That is, you need 2 skills to get such a bonus. Currently implemented is:

Tactics/Offence: The attacking hero grants some AT+ to own living melee stacks of same alignment as hero depending on skills level and the distance moved (difference between initial and remaining movement points). Extra bonus if creature specialist for that creature.

Tactics/Archery: The same as above, but for shooters.

Tactics/Armorer: The defending hero gets some DF+ for all living troops of same alignment as hero depending on skills level and the remaining movement points. Increased if defending castle of own alignment. Extra bonus if creature specialist for that creature.

Tactics/Pathfinding: Hero grants a speed bonus to all living troops. Extra bonus if creature specialist for that creature.

Artillery/Ballistics: The ballista gets some extra maximum damage. Extra bonus if creature specialist for that creature.

Armorer/First Aid: If has tent, living troops get some HP+.

Learning/Offence or Archery: Hero learns some AT+ every month.

Learning/Armorer: Hero learns some DF+ every month.

Learning/Sorcery: Hero learns some Power+ each month

Learning/Intelligence: Hero learns some Knowledge+ each month.

And there is some speciality handling:

Spell specialists for beneficial spells start their troops with that spell after they got the appropriate magic school. Maybe i add another SS prerequisite).

Adelaide (Frost Ring specialist) starts her troops with a kind of "Frost Ring Shield", like Fire Shield, but with Frost Ring.

Many more are planned, but this may be discussed here. Each sunday i'll upload the script to my webspace for anybody to experiment with.

BTW: I know that currently the necro faction does not get much of it. This is intentional, since i have planned very different boni for them, like cursing or weakening the enemy and getting hordes of undead.
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bloodsucker
bloodsucker


Legendary Hero
posted October 31, 2014 08:58 PM

Siegfried said:

Adelaide (Frost Ring specialist) starts her troops with a kind of "Frost Ring Shield", like Fire Shield, but with Frost Ring.



Nice, I particularly like this one, I've tried to give to some shooters as EA ability some time ago. Can you post some code, please? At least this specialty.

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Siegfried
Siegfried


Famous Hero
posted November 01, 2014 01:53 PM
Edited by Siegfried at 13:55, 01 Nov 2014.

I've just put the current version online:

http://www.rorkvell.de/h3/85.erm

It is currently meant to be copied to the Mods/WoG/Data/s directory, although later it will become a complete Era mod. But for now it is just a WoG addition.

BTW, the trick for this very special spell is to give this "bonus" to the opposite stacks
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bloodsucker
bloodsucker


Legendary Hero
posted November 01, 2014 06:15 PM

Thank you, I'll check.

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Siegfried
Siegfried


Famous Hero
posted November 04, 2014 12:43 PM
Edited by Siegfried at 12:44, 04 Nov 2014.

Hi,

i've just reworked the First Aid Tent thing. I think it works now.

For necromancers (not class is checked, but the availability of the skill): If has Necromancy and First Aid then casts Animate Dead instead of healing (when cast on undead).

For Resurrection spell specialists: Casts resurrection instead of heal if has First Aid and Earth Magic when cast on living.

For Cure specialists, if has First Aid, casts cure before heal when cast on living. Same if has First Aid plus Water Magic.

Same download location.
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