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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Global Modding: Ashan to the trashcan edition
Thread: Global Modding: Ashan to the trashcan edition This thread is 44 pages long: 1 10 ... 17 18 19 20 21 ... 30 40 44 · «PREV / NEXT»
The_green_drag
The_green_drag


Supreme Hero
posted June 27, 2016 04:36 PM

Some new racials would be wonderful...not a fan of meta magic or blood rage at all

What if diplomacy acted like "charm" from h4?

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ChrisD1
ChrisD1


Supreme Hero
posted June 27, 2016 05:01 PM
Edited by ChrisD1 at 17:05, 27 Jun 2016.

I think this is going too far for no reason. And i don't think wacries are op since they last only one round and consume the player's action for this turn. Mass spells last 3 rounds and the magic hero can cast a destructive spell in the meantime.
Just a slight tweaking in spells, diplomacy, warfare and  GMs and that's it. If you can do heroes' specials like in h5 even better. And if natalka wants h5 warfare just copy the h5 numbers to h7 warafare skill. Lets not act like every single skill is messed up completely.

@grenndragon
I still don't know what bloodrage does but i m in love with metamagic! Opinions everywhere i think only haven suffers a little with their racial, morale cap and all. All of them are fun imo.
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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted June 27, 2016 05:09 PM

Can all people agree on something, so I know what I should change?
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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted June 27, 2016 05:13 PM

natalka said:
excuse me but killing 6 liches is too little to be useful. The damage should be arround that of h5 ballista.

diplomacy should be a perk.

Can you make 4 magic schools?


I really don't think we need 4 magic schools. It would create a total mess between spells, and what do you want to reach? Only to go closer to previous games? Isn't much better possibility to add some more spells or to change some effect of useless/too similar spells?
I think it should not be so easy to get access to almost all of spells, and with 4 magic schools it is really easy to do it.
Bye bye, faction diversity.
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ChrisD1
ChrisD1


Supreme Hero
posted June 27, 2016 05:14 PM
Edited by ChrisD1 at 17:27, 27 Jun 2016.

My point is that opinions are opinions. Change the basic. Diplomacy,warfare,air gm, offense/defense gm and fix some spells(area of attack<single target). We all surely have problems with these.
Also creature stats. Apart from your mod they do need a revision. Movement,hp, might and defence. Also necromancy..

@antalyan
You are right. Already racials apply to othe creatures than your own and the identical creature stats make it harder.
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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted June 27, 2016 05:25 PM
Edited by Antalyan at 17:31, 27 Jun 2016.

There are some suggestions regarding Diplomacy

Link fixed
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ChrisD1
ChrisD1


Supreme Hero
posted June 27, 2016 05:27 PM

Antalyan said:
There are some suggestions regarding diplomacy

Check your link,leads nowhere
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The_green_drag
The_green_drag


Supreme Hero
posted June 27, 2016 05:49 PM

Disregard what I said, I'm not really looking for skills changes, the random skill change will help me enough there.

@Chris
I still don't think I understand meta magic but blood rage is just lame cause it forces you to rush in, kinda punishes you if you don't...and I can't help but feel like some creatures (the wyvern ) got snowy stats because of the extra attack it can give.

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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted June 27, 2016 05:52 PM
Edited by Antalyan at 17:53, 27 Jun 2016.

The_green_drag said:
Disregard what I said, I'm not really looking for skills changes, the random skill change will help me enough there.

@Chris
I still don't think I understand meta magic but blood rage is just lame cause it forces you to rush in, kinda punishes you if you don't...and I can't help but feel like some creatures (the wyvern ) got snowy stats because of the extra attack it can give.


Actually I have heard that there could be some official bloodrage rebalance.

Regarding the skill changes, I think only warfares are really weak now, no problem with most of the other skills
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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted June 27, 2016 06:12 PM

LizardWarrior said:
The more I find out about h7, the more I despise it. Here's the system I'm planning to do with some examples:

Very Slow 4: Zombies
Slow 5:     Skeletons, Mummies, Beholder
Average 6:   Lich, Paladin, Minotaur, Spider
Swift 7: Archlich, Haunted Armor
Very Swift 8: Cursed Armor, Wight, Vampire
Quick 9:Wraith, Vampire Lord
Very Quick 10: Red Dragon
Fast 11: Black Dragon
Very Fast 12: Phoenix


I am not sure if these speeds are not little bit too much
1 unit 3x faster than some other...

But still much better than "let's give all units speed 5 or 6"

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ChrisD1
ChrisD1


Supreme Hero
posted June 27, 2016 06:15 PM

@greendragon
Well metamagic essentially allows you to cast all spells in masrer rank even if that dpell school is not in your wheel!!
Metamagic does that gradually though. You build up to it with metamagic points you get from various actions depending on your choices on the metagic skill.

@antalyan
As people pointed out the GM offense/defense is too much. If i have the choice to eventually not care about my might stat due to GM offense,why bother building it? Same goes with defense.
And GM air magic is kind too powerful,have you encoutered it?
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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted June 27, 2016 06:37 PM
Edited by Antalyan at 18:37, 27 Jun 2016.

ChrisD1 said:

@antalyan
As people pointed out the GM offense/defense is too much. If i have the choice to eventually not care about my might stat due to GM offense,why bother building it? Same goes with defense.
And GM air magic is kind too powerful,have you encoutered it?


I play only singleplayer and I am usually the one with higher attack/defense so I don't need these GMs much but I agree they should not be in the game and replaced by st else.
GM air magic is really powerful but I like it to be, the same with prime one which allows you to cast 2 spells, I really like them
Grandmasters should be really powerful.
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ChrisD1
ChrisD1


Supreme Hero
posted June 27, 2016 06:51 PM
Edited by ChrisD1 at 18:54, 27 Jun 2016.

Antalyan as the devs described at first, GMs should be good but smth you  should not always go after. I think GM air is broken and can take a whole army apart. Also GM air applies to the warfare unit if that wasn't enough.
GM prime lets you cast two spells but the second one is with -20 magic so it's more balanced. GMs should not be that powerful. Because you can reach them at level 7 if you want.
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natalka
natalka


Supreme Hero
Bad-mannered
posted June 27, 2016 06:56 PM
Edited by natalka at 18:58, 27 Jun 2016.

Gm air is not OP. Just play it vs human.

A creature has 3x times speed of another and it sounds strange. In heroes 3 there were speeds from 3-21 and this is the norm. Not that bulashan thing Ubisoft created.
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ChrisD1
ChrisD1


Supreme Hero
posted June 27, 2016 06:58 PM

Why?what changes? At level 30 with a nice magic stat it wrecks,and also the small pyramid shootimg thrice is a nightmare!!!!
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Mageus
Mageus


Hired Hero
posted June 27, 2016 09:17 PM
Edited by Mageus at 21:21, 27 Jun 2016.

Before changing skills I'd suggest how they work out with bigger battlefield size.

For exemple with 12*15 fields there is just no excuse anymore for any player to have two adjacent units against someone with GM air and random creep won't touch each other more often than not. Since a bigger battlefield is already a huge nerf for that skill I would not change it much for now.

As for slow like spell I saw you asking a question. There are two :
Blizzard(water) : 4*4 zone and units that start in it have -1/3/5 movement (another skill make this effect last three turns)
Entrangle (earth): reduce speed 2/4/6 to single target for 3 turns (secondary skill add damage if the target does move)

Now obviously if you increase movement for every one these spells will be weaker as they are not % based.

As for movement you have quite a lot of work to do to adapt all the creatures to the speed you seem to want (and in that case +1 to natalka's suggestion with creatures having a speed from 3 to 15 or 17 to be more h3 like with battlefield change). And again the tactic skill could allow to place your unit more than in three tiles if you increase the battlefield size so much (more like 6 tiles).

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natalka
natalka


Supreme Hero
Bad-mannered
posted June 27, 2016 09:48 PM
Edited by natalka at 21:51, 27 Jun 2016.

Quote:
For exemple with 12*15 fields there is just no excuse anymore for any player to have two adjacent units against someone with GM air and random creep won't touch each other more often than not. Since a bigger battlefield is already a huge nerf for that skill I would not change it much for now.


ChrisD1 read first sentence, except I do it on 10x12 too.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted June 28, 2016 01:30 AM

Ashanities are everywhere, slowly but surely we can trash a bit more everyday.


A couple more screens for the wait.




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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted June 28, 2016 09:59 PM

Anyone for more creatures per town?

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natalka
natalka


Supreme Hero
Bad-mannered
posted June 28, 2016 10:28 PM

looks good. Can you remove town levels?

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