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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: A try to equilibrate might & magic
Thread: A try to equilibrate might & magic This thread is 2 pages long: 1 2 · NEXT»
FfuzzyLogik
FfuzzyLogik


Known Hero
posted February 14, 2016 11:39 PM
Edited by FfuzzyLogik at 17:31, 15 Feb 2016.

A try to equilibrate might & magic

Hello !

As I've said somewhere in this forum, I'm beginning to mod Heroes 3.
For my first try I missed idea to begin with WoG and its tons of options, too much things changed and not known by me... Equilibration is very hard and need a good knowlege of all things... I have not this for WoG...
Very skilled programmers tryed to make hard files and begin in changing things in so much modifications is too hard for me now.
But, I'll still try to do something.

I begin in standard SoD and objectives are :
- Equilibrate Might and Magic ; I mean equilibrate strengh of might heroes and magic heroes.
- Equilibrate creatures ;
- Change standard buildings and creatures (I mean the look).

Why I wanna do this :
- Because its obviously unbalanced for heroes... I won't compare might and magic heroes again, its well done on on other topic of this forum...
- As the game advance, low level creatures are totally useless.
Here a little developpement : For example compare growth ans strengh of pikmen/halberders and arch/angels. 14 pikmen/week (x2 if town get a castle) and 1 angel (x2 if castle too). Lets compare damage ; i suppose statistic damage so half of min+max damage for calculation :
Pikmen : 14*(1+3)/2 = 28 this multiplicated by attack effect. On a creature with 0 of defense : 5/100*4 ; 4 is the strengh of pikmen. So add 20% : total 33,6.
Archangels do 50 damage and has 30 of attack... On a creature with 0 defense : 150 damage.
So imagine a fight of one week of angels and pikmen... In one attack, Aangel destroys the week production of pikmens.
(Versus pikmen one archangel do 25*5/100*50 damage because pikmen have 5 defense ; same for halberders so "only 125 damage" and not 150... So you kill 12,5 on 14 unlucky mens).
So is it intresting to build pikmen at end game ? Maybe they are not expensive at all ? And here again, answer is "they are not intresting" ; if you have something else to buy... If you have the choice between building low level creature or high, always buy high... They are more strong AND more efficient. I've done some calculations to see if troops are a good "rentability" ; I mean even if they are weak, they "conpense in number" and in price. Quite easy, buy for the same money of pikmen/halberders and Archangels... Same kind of result... For two angels you have 100 pikmen. Make a fight between them, angels wins with no angel lost. Its a bit better than 14 pikmen versus 1 archangel but... They still loose. You can also put 2 archangel versus 133 halberders same price)... My objective is to balance this.
- Many things are done to add some very nice things (creatures, new artifacts...) but standard game have ugly creatures, faces for heroes... So I'd like to begin to mod the standard game and change the buildings, look of creatures and artifacts... If this work is nicely done, it can be used "under" all others at will...

Some ideas :
- Decrease power of upper creatures (in damage) for they are still tanky but not just annihilating low level creatures in one attack.
- Decrease moove speed to make ranged attacker efficient even in late game with fast creatures ;
- Decrease the OVERPOWER of low level spells (haste, slow, bless...)
- Decrease the price of lower creature ;
- Increase effect of spell power & knowledge...

How to do that ?
I've done what I can with not wog game (I mean not era). There is some stuff anyway but unsatisfying for now.

To equilibrate damage I'm doing things like that for strengh :
- Increase strengh of archers and decrease the base damage. It "means" they'll do more damage on weak creatures, less on strong creatures and for "mega tanks" they'll do very few damage.
- Do opposite for low levelled creatures : they'll do more damage on méga tank creatures because over 28 of difference between attack and defense, you do 30% of damage (its a limit) so only the base damage is important here. One example ?
Making a new "pikmen" : att 0 damage 2-3 (instead of att 5 dam 1-3) do on ennemy with no defense exactly the same damage. But on very high creatures they'll do more...
- Lower the price of low creature and increase the "strengh" and the income per week...
- I try to equilibrate more the life of creatures*number for some are not "too weak"...
- I try to make the bonus of income (for skeletons, imps, dwarves...) more useful buildings.

For magic :
- Increase the effect of spell power (in increasing damage per point in spells text)
- Increase the mana cost of group spells and destroy they efficience !
I found a nice solution for curse and bless spell. Curse for example makes troop do 80% of the minimum damage (-1 if you're advanced or expert)... In general case, master curse destroys 40% of damage (except on creature with fixed damage)... And totally annihilate the damage of low creatures... BUT you can put negative values. I put -1 to normal curse. It means troops will do 80% of the minimal damage +1 ! So more the creature is numberous and has few damage, LESS the spell is effective. So it won't be totally destroying lower creatures...


Things I can't do for now : But I have ideas, hehe !
- Make spells more affected by spell power ! Many ideas for this !

> For damage spells :
Add an other bonus to damage depending of your spell power working like that : add "spellpower/100*damage". So a sorcerer with 20 spell power will do 120% of the normal damage of spell. Then more you have spell power more² it do damage. So at start spells won't be overpowered (its my actual problem for equilibrate creatures and damage spell effects in SoD).
For sorcery : add a NEW time the effect ! I suggest the usual 5% AND 1/3*Spellpower/100 for basic sorcery ; 10% +2/3*spellpower/100 for advanced and 3/3*Spellpower/100 for expert.
So a sorcerer with 20 spellpower 120% damage with spells.
An other with 20 spellpower and expert sorcery will do (100+15+20)%*120%=162%
For sorcerer with 30 Spellpower : 145%*130% = 189%
With 40 : 140% or with sorcery 217%
So you can see the intrest of having more Spellpower... And sorcery... But here, be more cautious with damage of spells (especially if you have orb of XXXElement spell).
- I suggest to replace the orb of inhibition by an artifact who boosts damage of ALL spells by 20% (including non damage spells maybe ?). It will so be a really nice artifact and won't make magic mages "useless in fight if ennemy have this relic"...

> For non damage spell :
- Make 2 kind of spells for boost and curse : Mass (slow, haste, cure...) and "NON mass" (same spells). So mass slow for example shall cost many manapoint and will NOT be a low level spell...

- Even for "boost/curse" spells, use spellpower. How ?
Add something like this... For curse you do not "80% of damage at all stages" but (100-Spellpower)% of damage... With a limit of 50% for 50 spellpower. So, having a "sorcerer" makes this spell more strong and wizards shall be of use on battlefield...

I'm a bit tired for now and if someone is intrested to work with me, tell me !

A last question, if someone is intrested by my try, how may I share it with them ?

Have fun,
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FfuzzyLogik.

If I'm crazy ? Sure, because its madness to be normal...

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robizeratul
robizeratul


Known Hero
posted February 15, 2016 08:36 AM

hey! There are few people who mod Heroes 3 these days... Your best chance is to try it and do it slowly,let it wait for weeks and months, no problem.  
 
After you made something maybe some people will help, if not, there are a few who would give you good advice at least, there are many guides on this forum.  
 
I'm curious what you will do, good luck!

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Baronus
Baronus


Legendary Hero
posted February 15, 2016 09:41 AM

Its a good idea playing Heroes another way. Why always only in one old mode. Yes. Why pikemens cant be strongest unit? It is no reson! I think the same. I suggest modding economy. Why citadel cost only 2500? Gives 50% ALL UNITS! It must be expensive building. Do what you want and dont hear haters.
Damage calculation it is not 5% x 4 points = 20 % . Correct is:
1.05x 1.05x 1.05x 1.05 = 1.2155 %
And .975x .975 = .950625 %
I wish you succes.

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FfuzzyLogik
FfuzzyLogik


Known Hero
posted February 15, 2016 03:57 PM
Edited by FfuzzyLogik at 17:31, 15 Feb 2016.

Baronus said:
Its a good idea playing Heroes another way. Why always only in one old mode. Yes. Why pikemens cant be strongest unit? It is no reson! I think the same. I suggest modding economy. Why citadel cost only 2500? Gives 50% ALL UNITS! It must be expensive building. Do what you want and dont hear haters.
Damage calculation it is not 5% x 4 points = 20 % . Correct is:
1.05x 1.05x 1.05x 1.05 = 1.2155 %
And .975x .975 = .950625 %
I wish you succes.


Hello,

Forst thanks a lot Baronus and Robizeratul for your words.
In days of hard work to understand well things and integrate all parameters, they're appreciated.

I'm not asking my wish is to put pikmen the strongest in army but I just want level 1 creatures be better and are not expensive in comparison to level 7.
I wish if you have for example 100.000 Golds and you have "unlimited" troops to buy, it's better to build tons of pikmen than few angels. BUT if you have unlimited money and the growth of town the level 7 will still be better.
But I want them to be better because of abilities and not just overdestroy in pure strengh/damage the level 1.

I think your're wrong Baronus for damage. When you look at function to calculate damage here for example : http://heroes.thelazy.net/wiki/Damage

Calculation is (just considerating attack-defense and not abilities) :
A1 = 0.05 × (Attack - Defense) (if A > D)
And R1 = 0.025 × (Defense - Attack) (if D > A)
As I remember in my tests a loooong time ago when wiki didn't exist, that was what I determinated... I tested with a number of 25 medusa queen (10A) [(6-8)*25 = 150-200 damage and halved if far of them] and hero with 0A and 0D on different creatures with 5D ; 10D ; 15D... And it worked like that.

I think I'm not "too far" of testing phase but I still don't know how to sahre my work if persons are intrested in.
If someone wants to try MP me since I haven't solution to share in an other way than dropbox or something...

See you,
____________
FfuzzyLogik.

If I'm crazy ? Sure, because its madness to be normal...

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Baronus
Baronus


Legendary Hero
posted February 15, 2016 07:45 PM
Edited by Baronus at 20:34, 15 Feb 2016.

I tested damage formula on Heroes I and bonus 10 % for 2 points is not 20% but 21% 1,1 x 1,1 =1,21.
Here is table:
http://www.tawerna.biz/forum/index.php/topic,9945.0.html
I think that Heroes II and III is the same method but I must calculate it.

....

Edited.
You are right that is 5 + 5 not 1.05 x 1.05. In Heroes I is another formula!

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FfuzzyLogik
FfuzzyLogik


Known Hero
posted February 15, 2016 08:36 PM
Edited by FfuzzyLogik at 20:42, 15 Feb 2016.

Baronus said:
I tested damage formula on Heroes I and bonus 10 % for 2 points is not 20% but 21% 1,1 x 1,1 =1,21.
Here is table:
http://www.tawerna.biz/forum/index.php/topic,9945.0.html
I think that Heroes II and III is the same method but I must calculate it.


Tested again 2 heroes with no damage specs nor armorer an 0A/0D :
10 Archangel (30A) so theroic 500 base damage versus :
- Angels (20D) : 750 (=500*(100+5*10)/100)
- Cavalers (15D) : 875 (=500*(100+5*15)/100)
- Zealots (10D) : 1000 (=500*(100+5*20)/100)
- Halberders (5D) : 1125 (=500*(100+5*25)/100)
Same fight but 100 medusa queen's damage (6-8)*100 they have 10A versus [not far distance of shoot ;damage non halved] :
- Angels (20D) : 450 to 600 [600*(100-2,5*10)/100=375 & 800*(100-2.5*10)/100=500]
- Cavalers (15D) : 525 to 700 [600*(100-2,5*5)/100=525 & 800*(100-2.5*5)/100=700]
- Zealots (10D) : 600 to 800 [600*(100-2,5*0)/100=600 & 800*(100-2.5*0)/100=800]
- Halberders (5D) : 800 to 1000 (but strangely only 375-500 when far and not 400-500)
I really tested damage done for Aangels but only what is written for medusa (not fixed damage so can't be sure).
So it don't look to work as it is in heroes 1&2 (I haven't done any test on them).
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FfuzzyLogik.

If I'm crazy ? Sure, because its madness to be normal...

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Baronus
Baronus


Legendary Hero
posted February 15, 2016 10:29 PM

I edited in the same time your replay. I tested it on peasants.
500 peasants plus 5 points from hero contra peasants. They do 625 damages.  25% bonus 5+5+5+5+5+5.
...

You know way how to change city order of building? First build eg. portal of glory and on end pikeman building?

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FfuzzyLogik
FfuzzyLogik


Known Hero
posted February 15, 2016 11:16 PM

For now, no. I don't know how to change building order and requirements. I'm sure with Era its possible not too hardly but as I posted at start, I'm not skilled with it for now.
But it would be something I'd like to do. That's one of my problem to equilibrate the quick progression of some factions...
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FfuzzyLogik.

If I'm crazy ? Sure, because its madness to be normal...

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Maurice
Maurice

Hero of Order
Part of the furniture
posted February 15, 2016 11:24 PM

Wouldn't that simply be a means of swapping the two buildings as well as which units they produce? Never really modded it, but that would seem like a straightforward way.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 15, 2016 11:28 PM

FfuzzyLogik said:
Hello !
For my first try I missed idea to begin with WoG and its tons of options, too much things changed and not known by me... Equilibration is very hard and need a good knowlege of all things... I have not this for WoG...



Because doing hex edit in SoD executable then refining it to every modification fail sounds to you easier than controlling all this with erm in a few lines? Is easier to mod HoTA style than WoG?

Then wog has no options in its pure form. Use SoD mod for Era then add to it your own modifications.

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FfuzzyLogik
FfuzzyLogik


Known Hero
posted February 16, 2016 02:28 AM
Edited by FfuzzyLogik at 11:38, 16 Feb 2016.

Salamandre said:
FfuzzyLogik said:
Hello !
For my first try I missed idea to begin with WoG and its tons of options, too much things changed and not known by me... Equilibration is very hard and need a good knowlege of all things... I have not this for WoG...



Because doing hex edit in SoD executable then refining it to every modification fail sounds to you easier than controlling all this with erm in a few lines? Is easier to mod HoTA style than WoG?

Then wog has no options in its pure form. Use SoD mod for Era then add to it your own modifications.


Did I just touch one line of hex for now ? No.
I'm able to change things ? Yes.

Without hex or Era or VCMI, I'll be blocked soon, sure. But FIRST, I begin with NO Era and NO hex editing meaning I'll be unable to change artifacts abilities, creatures abilites, heroes speciality...
But without doing this, I'm changing many things and I'm thinking about what I may do if I can change them too. And as you may notice, I got some ideas to make damage spells not too strong at start and of use at end... NO need of era to think... If in my project some persons are intrested to teach to me how to continue (with era or something else, no matter for me) and if my ideas are of use, I'll be happy to make things "progress".

That is what I was saying : I begin with NO era. Because I can't handle all things at same time and for now I wasn't able to lauch ONE game with the Era/Wog patch who worked normally (without a crash) when I disable options in WoG menu...

Don't think era or anything is a solution to mod, its a tool. No more and no less ! I think one of the most important thing is to begin to change one ameliorable thing then continue. If you want it to be finished, don't even think to begin, things can always be better... No end for perfectionnist.
If I want to change (and I do not need era at all for that) standard buildings by some other and make a better look for game, its an amelioration and if its well done, all other can use it at will...
If I want to reequilibrate races with same creatures abilities or the look of them, I needn't era too. That is what I'm doing for now.

But I encounter limitations. For example, one of my try to make level 7 creature not too strong is to make the weekly income is 1 even with a castle instead of 2. I try to put 0.5 income for level 7 creature but table don't accept these values (I tested with 1.5/2 ; 0.5 ; 0,5 ; none worked but I tryed). My idea is change boost of troops by 30% for citadel and 60% for castle and it'll be done. Its probably easy with era but for now I can't do that. So, I'll see LATER for this ; when I'll have finished all other things to do.

Is done for now :
- 80% of look of all artifacts is changed with all the stuff I found in tons of very nice mods aivable. Thanks to the authors and all persons who let aivable those datas ! The .def for map is changed too.
- I aslo changed the "position" of some of them and now spellpower items are cloaks and no armors (an armor of cyclops increasing spell power >(^.^)<. I tryed to reequilibrate them too without changing the effect they do because for now I can't.
- 80% of look of all creatures are changed (same manner) and I'm working on graphics & animations for them (Example, adding a magic effect when mages attack close ; it shall explain why "no melee penalty").
- I changed samly many of buldings are really ugly (in my opinion) ; for example windmills, water wheel, maletto tower, campfire, black dragon's dwelling... Here the datas you let were used too.
- Using faces are aivable, I changed heroes portraits. I'll have to do this again when faction will be finished because it won't correspond well to the "new factions". For example, there's no more troglodytes in subterranean so no need of troglodytes faces for heroes.
- I changed many spells to make them less/more strong. Curse and bless are now truly less strong ; same for haste/slow (decrease effect, increase manacost and spell level).
- I changed the .def of some spells and projectiles to make them more "beautiful" & according to the new "power" of the spell.
- Change price for buildings to equilibrate the cost for all races.
- Lower the price of troops for you're able to buy around 80% of them wihtout external income. Here the cost was not equilibrate between factions and you can't buy all with only town income (having tons of treasuries is the only way ^^)

Examples : you need for one town to buy all troops if I made no mistake (I taked care of all troops with a castle including bonus for imps, hell hounds, skeletons, ... extra growth) :
=> 29580 for castle
=> 26620 for rempart
=> 30800 for tower
=> 28090 for inferno
=> 26920 for undead
=> 27205 for subterran
=> 24530 for stronghold
=> 26660 for fortress
=> 28500 for conflux
Income with a town is 7*(4000+2000*N) with N the number of towns.
Even with 1 town 28000 may not be enough to build all (depending of factions). So with more towns, its truly problematic. And why some towns have SOOO much difference in needing of money ? I don't see how difference of more than 5000/week can make fair factions !
In my calculations, I choosed you're able to buy all with 3 towns so with 56000, you must be able to buy all troops for 3 towns (if no external nor income no cost). The cost to buy all is placed to 20000 per town for now and same for all factions ! Just exeption for rampart to compensate treasury & inferno/undead to compensate an income of skeletons to upgrade or horned demons. I'make a difference of 500 gold maximum.
It means in small maps you'll have extra money but that will not cause too much problems because normally you have no time to accumulate it and buildings cost maaaaaany money.

Not done for now :
- Finishing the reequilibration of troops and spells.
- change mini and micro icons for creatures (the .def corresponding)
- Finishing to change projectiles and I search to change beholder/evil eye & archamgi laser beam...
- I have not begin to change sounds for now but I'll have to do this after I finished the change of creatures (and maybe for buildings too). I won't need era for this.
- See price for buildings after modification of troops to make not too easy to have very strong upgrades more expensive and opposite...
- Think about reequilibration of heroes specialities and secondary skills. THEN, to change them, I'll need new tools.

And to finish, harder or not to make, I find HoTA truly more flexible for players and bugless than WoG. You may find they haven't choosed the easyer way to do but they did a magnificent job ! I won't say WoG is bad but it is NOT the only mean/way to do things. I'll see later.

Thanks to teach to me there is a "SoD mod" for WoG (in a way that's  quite strange huh... but nice !). I'll begin to see with this if I begin with era.
Nice advice Maurice. I haven't begin to change buildings but I'll see soon how it works in towns.
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FfuzzyLogik.

If I'm crazy ? Sure, because its madness to be normal...

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted February 17, 2016 12:16 AM

FfuzzyLogik, I just pop to wish you good luck on your modding thing!

What you try to achieve is really awesome and must be done to all heroes games in a row (1,2,3,4 and 5)!

Currently there is an effort for Heroes 5 called Heroes of Might and Magic 5.5 which is in quite advanced stage. More or less a lot of the changes were made due to community effort and feedback.

I hope a lot of people will contribute and help you with this mod!

Cheers!
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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted February 17, 2016 08:13 PM

Most important things for balance:

retailiation simultanous, not by turn... (sprites, Vampires, nagas e.g. retailiation AFTER turn not simultanous, same as it is yet)
fog of war...
equivalent balance might <-> magic heroes...

I think all of these points aren't possible to mod at all.

After that... creature- and resource-balance.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted February 17, 2016 10:27 PM

P4R4D0X0N said:
Most important things for balance:

retailiation simultanous, not by turn... (sprites, Vampires, nagas e.g. retailiation AFTER turn not simultanous, same as it is yet)
fog of war...



This will kill the game. It is not the problem in retaliation but the speed of units and excessive advantage of the one who charge first.

The correct mindset is to keep the gameplay but adjust stats.
The its a must change that I can totally advise is to lower attack/defense bonus per skill point. Currently you get 5% attack per point of attack. Make it 2.5%

Same goes for defense, reduce it from 2.5% to 1.25%.

This change will:
- slow down rapid might hero development.
- reduce the strength of Top tier units vs low tier units as currently high tiers rule the game.

Cheers!


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Ivorrus
Ivorrus


Hired Hero
modder
posted February 18, 2016 01:46 PM

FfuzzyLogik said:

- Increase the effect of spell power (in increasing damage per point in spells text)
- Increase the mana cost of group spells and destroy they efficience !

Ok. It can be easily done.

FfuzzyLogik said:

I found a nice solution for curse and bless spell.

Curse for example makes troop do 80% of the minimum damage (-1 if you're advanced or expert)...

You suppose that these spells are weak?
Now if I have expert curse I'll dare attack serpent hives and griffin conservatories even with weak army.

FfuzzyLogik said:

- Make 2 kind of spells for boost and curse : Mass (slow, haste, cure...) and "NON mass" (same spells). So mass slow for example shall cost many manapoint and will NOT be a low level spell...

- Even for "boost/curse" spells, use spellpower.

Well, if you will find the way to do this without ERM I'll applaud you.

FfuzzyLogik said:

Add an other bonus to damage depending of your spell power working like that : add "spellpower/100*damage". So a sorcerer with 20 spell power will do 120% of the normal damage of spell. Then more you have spell power more² it do damage. So at start spells won't be overpowered (its my actual problem for equilibrate creatures and damage spell effects in SoD).

For sorcery : add a NEW time the effect ! I suggest the usual 5% AND 1/3*Spellpower/100 for basic sorcery ; 10% +2/3*spellpower/100 for advanced and 3/3*Spellpower/100 for expert.

It's oversophisticated. Why are you don't want just to increase A coefficient in direct damage spell formula A*Sp + B? Or just increase sorcery skill up to 10/25/50% like archery skill?

In SoD there are no skills depends on primary hero parameters.
If you do this for sorcery why are you don't do the same with offence skill?
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FfuzzyLogik
FfuzzyLogik


Known Hero
posted February 20, 2016 12:54 PM
Edited by FfuzzyLogik at 12:56, 20 Feb 2016.

Ivorrus said:
FfuzzyLogik said:
I found a nice solution for curse and bless spell.
Curse for example makes troop do 80% of the minimum damage (-1 if you're advanced or expert)...

You suppose that these spells are weak?
Now if I have expert curse I'll dare attack serpent hives and griffin conservatories even with weak army.


Nope, I suppose they are too strong for level 1 spell and not considerating spell power. They cost few mana, does a great increase (for bless) and decrease (for curse) not considerating the spell power of caster. So no need to be a wizard to cast them efficiently... That's a problem in my opînion... Warriors can do this as efficiently as wizards AND that's the most powerful spells...

Ivorrus said:

For sorcery : add a NEW time the effect ! I suggest the usual 5% AND 1/3*Spellpower/100 for basic sorcery ; 10% +2/3*spellpower/100 for advanced and 3/3*Spellpower/100 for expert.

It's oversophisticated. Why are you don't want just to increase A coefficient in direct damage spell formula A*Sp + B? Or just increase sorcery skill up to 10/25/50% like archery skill?

In SoD there are no skills depends on primary hero parameters.
If you do this for sorcery why are you don't do the same with offence skill?


If you watch the damage fuction, it's more complcate ^^ In a way you're right, "offense" don't use primary skill directly but wrong in an other. More you have Attack more offense is efficient and its a really efficient "multiplicative" effect because more you've Attack more offense is efficient AND more you've troops more it is strong. You multiplicate by number of troops and by Attack skill. So its truly more efficient than spell power.
If, for example, you add 50% with sorcery, it will be truly better than 15%, sure, but more game advances, less it will be good because at end game, a curse diminishes a percentage of damage NOT considerating the number of army ; it is so more strong. But, damage is less efficient at end game because troops are truly more numberous.
If you make in modding spells efficicent for amount of (20 level7, 40level6)... army. Will it be for (60level7, 120level6...) army ? And will it "not" be overpowered for (5 level7, 10 level6)... army ?

Here the "complecate" function I suggest makes one of spell power of use even on end game. Imagine a spell who increase of 20 damage for 1 spellpower. May you have 50 or 51 spellpower, it will do 20 more damage (or 20+50*20% =30 if 50% bonus for sorcery). At end game, 20 or 30 damage is ridiculous. Even a +100% sorcery will be ridiculous. BUT 1 attack between 50 and 51 is VERY efficient ! You'll add 5% damage for all your troops and more they are numberous and strong, more its powerful. So even +1 at end game is really important. If they do 500 damage, it will do 520 per attack. If they do 5000, the effect is +200 damage. If its 50000, it adds 2000 damage ! Just for 1 of Attack skill... And offense add 30% of these incredible damages...
You understand why I search a "complecate" but efficient solution to make spellpower efficient at endgame ? Notice that at end, none needs to see the functions but just understand how they work.

P4R4D0X0N said:

Most important things for balance:
retailiation simultanous, not by turn... (sprites, Vampires, nagas e.g. retailiation AFTER turn not simultanous, same as it is yet)
fog of war...
equivalent balance might <-> magic heroes...


I don't think so ! If simultaneous retaliation, more you're powerful, more you destroy ennemy's army. If you've 50 defense skill, ennemy will do "nothing" and you'll bash his army and your magic won't be able to give you initiative for example...
Fog of war shall be nice but if so, we'll need some things to give ability for ppl to place "wards" on map...
For now, I'm unable to do this. But nice idea.

Yes, you're right Dredknight, halve effect of might shall be good.

For now I begin the testing phase and as you should imagine, I got some bugs ^^ You aren't surprised ? Me either ^^
- First, I've done few mistakes for artifacts (forget to change a shield for a ring...) but it will be quickly corrected.
- Second, its hard to equilibrate defense and life for creatures. I got a nice function to "see" damage fast in a table and so can be quickly equilibrated. But its not considerating well the defense no "visual" model to see if its too tanky or not and how to conpense life for defense or opposite. I'd like to make some creature with HIGH life but low defense, making they quite weak to attacks but strong against spells. And opposite, some creatures with HIGH defense and low life so weak against spells. For ewample I repolaced bone dragons to a kind of "wraith lord" for example and high defense for a wraith looks fine, not well affected by swords but sensitive to magic.
- Third, for some creature animation I got problems. Here if someone knows this, I'd appreciate tips. I explain : I got or modificate creature's animations (in fight) and replace the standard one by these ones. Then, they suddenly disappear during some animations. For one creature, its when it cast a spell (I taked care there is a 2hex/spell animation) for the other, its when you put mouse on it (same, it has animation). And I don't understand why. Someone knows something about that ?

Thanks for your intrest and answers,
____________
FfuzzyLogik.

If I'm crazy ? Sure, because its madness to be normal...

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FfuzzyLogik
FfuzzyLogik


Known Hero
posted March 02, 2016 05:57 PM

Hello,

I continue my attempt but I still have difficulties with some points. If someone know about that, thanks to teach to me how to do/how it works.
- In my attempts to change creatures, sometimes the colours are very different (between .def and ingame). I thought it was a problem of 256 colours in pictures... So I changed pictures with def tool (who have an option to prepare pictures). But when I change "picture extension" with def tool too, sometimes the colour (and dimension) of creature is changed... And I don't understand how and why... An other odd thing (for me), changing the non upgraded one modificates the upgraded's size and colours in game...
- I tryed to change phoenix by an other creature. As usual, I change the .def (for map and in game). Normally the "ingame" (in fight) name is "Cphx.def". I change it with MMArchive as I do for all other but ingame, its still the "normal phoenix". I search in all the file an other file (in .def) for phoenix (I tought an other def is used and this one is not of use...) but don't find some other. Someone know where/how the phoenix (in fight) is stored in datas ? (I tryed to change it in armageddon's blade files too with no sucess.)
- I still have difficulties for equilibration but its time to work & test again and again...
- For buildings, I changed some buildings by other (more small) then replace a more big building but now, the "size" of building is still "small". Notice that I changed .def AND .msk for files.
For example, I changed dragon utopia by a smaller building. Then take a new one who have same size than original but now some cases are considered as "empty" but in normal one they are "unaccesible".

If some persons have advices, I thank them in advance for answers.
See you,
____________
FfuzzyLogik.

If I'm crazy ? Sure, because its madness to be normal...

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Baronus
Baronus


Legendary Hero
posted March 02, 2016 08:17 PM

Are you using defmaker? It makes automaticaly.

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FfuzzyLogik
FfuzzyLogik


Known Hero
posted March 03, 2016 10:00 AM
Edited by FfuzzyLogik at 10:03, 03 Mar 2016.

Baronus said:
Are you using defmaker? It makes automaticaly.

I use H3DefTool (version 3.2.1) made by Sergey Rozhenko.
I thank him alot for all the tools he made to us !
Defmaker is an other tool ?
____________
FfuzzyLogik.

If I'm crazy ? Sure, because its madness to be normal...

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Baronus
Baronus


Legendary Hero
posted March 03, 2016 12:36 PM

Yes well known Grayface defmaker. Im using too and no problem? There is another program which names ,,Defmaker" but I use H3DefTool.
Get picture and make def.
You must extract pictures AND DEF LIST!
I dont now what else?
If you change size game def its maximum easy... Coloros are the same.
You can see in color controls.

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