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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Life and Freedom Empire
Thread: Life and Freedom Empire This thread is 3 pages long: 1 2 3 · «PREV
RerryR
RerryR


Promising
Known Hero
posted August 14, 2018 10:48 AM

It's made for VCMI, right? I could only help you with ERM code. Maybe you can take some ideas for coding from my spell leveling mod because I pretty much coded what you suggested in your spell section, in fact, I took some ideas from you  

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phe
phe


Famous Hero
Life and Freedom
posted August 14, 2018 11:28 AM
Edited by phe at 12:56, 14 Aug 2018.

Desired features for VCMI and ideas…

most common features:
WoG recreation
new players' colours
settable levelling (x1.5, x2, every two levels)
settable hero price, also depending on level
settable upgrading cost (hiring cost difference in gold x1.5, x2)
limit of heroes available to hire in town per week, however different heroes in every town
new resources(blue crystal, green crystal, purple crystal, amber)
multilevel underground
fog of war (Warcraft 2 or 3 style)
construction time
larger battlefields
each unit should have its own movement limit on adventure map...no more chains...
short text instead of icons for creatures' abilities(sometimes lot of them)
default variation of towns at start where we have map settings...
mixed neutral stacks
abolition of 7 days limit of getting a town to exist  
double side simultanous damage in melee and ranged projectiles (H4)

LAFE ideas

MAGIC SYSTEM
-spells splitted in single and mass versions (like in H2)
-cast cost should be dependable to amount of affected total HP...due to formula:
base cost if HP <=1000...
new cost = base cost x (1+(HP-1000/1000))
-counters of every spell casted should be implemented to give the some bonuses after some amount of casts

New magic schools and new spells

http://lafe.co.nf/spells.html

SPELLCASTERS
For spellcaster creatures in general should be feature that after casting one spell it regenerates for example 3 rounds(using non-magical attacks during them), and after casting other spell it could regenerate for example 5 rounds…
example Lich has Death Ripple and Animate Dead in spellbook…in 1st round it has to choose: regular attack, Death Ripple after which it regenerates 2 rounds to cast again or Animate Dead after which it regenerates 4 rounds to cast again spell…during regeneration it can only use its regular weapon…no mana needed…can cast endlessly or limited number of casts…
maybe not for every caster but for some…
also switching between melee/range/cast attack should be implemented…

resource transport from mines and other objects by horse wagons(to build in Blacksmith) and by boats...

boat constuction time or hiring boat instead...

Shooters(but not telestrikers) and casters can shoot when enemy comes in full damage range regardless of speed of shooters and casters
-so when enemy unit comes in full range it pop up question "Shall we shoot/cast?" and "which target?" if we have full range across the battle (sharpshooters, casters)...
-but double shooters should have only one shot then...the other one should be in after-waiting turn...
-double shooters should have splitted shots in base and after-waiting turn anyway (or half of movement in one of those turns)
-if morale happens in base turn one extra shot in at the end of basic turn, if in waiting turn extra shot at the end of after-waiting turn

If morale happens just after movement in base turn...stack can make use of it not rightaway but in after-waiting turn...

As only half of shooters projectiles hit targed at more than 10 hexes, the rest of projectiles should hit adjacent hex of target so 1/12 of them hit every hex around...  
Tall units standing in front of shooter take some ranged damage from projectiles instead of them...

Limited range for shooters and telestrikers(for telestrike range varied due to experience level)

Also double melee attack should be splitted between base and waiting turn...move and one strike in base turn, move (if some left from base turn) and second strike in waiting turn...if morale happens the same like for double shooters...  

Distinction of straight line shooters(Mages, Monks, Zealots and Titans) and ballistic shooters (Archers, Elves, Master Gremlins, Cyclopes)...
straight line shooters would not shoot through obstacles...
also meaning if some other stack stands(or Force Field) in the way of straight shooters…

possiblility for ballistic shooters  of area attack…

obstacles on battlefield which cannot be crossed and shoot by projectiles(target standing on the other side couldn't even been targeted)...(i.e. pillars in underground working like rock in underground on adventure map)

no more tiny creatures surrounding stack taking whole damage...they would be no more obstacle and can be crossed by attacking powerful stack...only that part of damage needed to kill tiny creature would be deducted from total damage done by attacking creature on main target...    

TELESTRIKE
Telestrike-attack by melee weapons by teleport...limited range (usually less than shooters), no ammo needed, always full range, never obstacle penalty, never melee penalty...
also as new secondary skill and hero's speciality(Peredur-Slothlux)...also could be good solution for Pit Fiends, Wrights, Genies, Basilisks, Energy Elementals...  

NECROMANCY
Necromancy costs movement points(settable (i.e. 1HP=1MP), different ratio for Death Knights and Necromancers, maybe different for each necrohero)


SECONDARY SKILLS

settable amount of secondary skills for one hero...

Logistics slot for every hero or Logistics no more as secondary skill but movement point done by hero dependend (i.e. this hero was on 100 diffrent tiles in this grass zone getting 300MP for turn bonus, if he will be on 100 different tiles on other kind of zone he will get next 300HP for turn and so on...; also for every kind of roads separetely regardless of terrain)
some less usufull secondary skills can become third-kind skills and can be got free only depending on hero level...so Scouting levels get every might hero at 5,10,15 hero level...magic hero could also got them but on 10,20,30 level...magic heroes get Eagle Eye, Scholar and First Aid at 5,10,15 level...might hero(or some of them) would get them at 10,20,30 level...    

Scouting no more works on water and in undeground through rock...

Navigation would have Scouting ability on water…

Pathfinding - as hidden third-kind skill lessen terrain penalty depending on amount of tiles on which hero was on this kind of terrain...might hero would have some bonuses and can require 50% less tiles visited to get the same bonus...    

ADVENTURE MAP
Each round of battle costs movement points to both sides...

Logistics's movement point bonus should not work when flying...

Town Portal, View Air, View Earth should have limited range...

View Water spell…

weather like in Panzer General...however each zone separately...

in multilayer underground there should be lakes and rivers of fire and tar, more and more common in deeper underground layers where Inferno towns are located...
It would need special boats to go through...also new spells Firewalk and View Fire, View Tar...

possibiliy of constructing impassable by ground units Walls and Garrisons which should have the same defense battle like town...
also possiblility of constuction of Garrisons guarding mines and dwellings...

possibility of construction of watching towers/observatories...

possibility of make terrain immune to Dimension Door and Fly casting, passing, landing by proper ablilities and price in resources...  

As we have possibility to create huge maps we can now:
-let minimap doesn't show us our possition and our main town be always in the centre of minimap...let make our map surround by natural obstales like forests and mountains..some of them impassable....
-as we have generated XL map 144x144 let transform it into 288x288 or larger map creating new kind of templates to:
1)make from every XL terrain tile 4 same terrain tiles on 288x288...
-exept for roads which should be single tile wide...
-amount of objects and creatures on map remains the same like in XL
-however needs adjustment and some terrain refillments when monster stack guards narrow passages ot some fillment by terrain when guarding treasures...
2)after making 288x288 map we copy unaltered zones with all objects and monsters from XL but we make natural barriers between them wider...
-so less possible intrusion by Dimension Door and Fly...
-this would need saving road connections between zones...
-this tiny zones in the middle of the map could be enlarged now...  

some volunteers for coding it?

slothlux@o2.pl  

Life and Freedom Empire

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phe
phe


Famous Hero
Life and Freedom
posted August 14, 2018 11:39 AM
Edited by phe at 12:34, 14 Aug 2018.

RerryR said:
It's made for VCMI, right? I could only help you with ERM code. Maybe you can take some ideas for coding from my spell leveling mod because I pretty much coded what you suggested in your spell section, in fact, I took some ideas from you  

just ideas...not made stuff… they are free to use (exept new towns)...I'm not a coder...would need some time to learn...which I prefer to spend on drawing new creatures, some simple mods and general content ideas…

I already took one idea from you either of giving spell damage bonus to most of the magic heroes regardless of Sorcery…however it was inspired by my idea of independent mana regeneration for magic heroes...

so if you can make stuff from it in ERM...would be nice...for ERA or original WoG(are you able to implement Slothlux to WoG? (not replacing one of the towns))...currently I use WoG version 3.58f with changed portraits and bit different settings(found on torrent...961MB) with HD mod, seems more stable...how would it go with this one?...however would be even nicer if somebody would implement those features in VCMI code...

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RerryR
RerryR


Promising
Known Hero
posted August 14, 2018 03:47 PM

Add a new town without replacing one? No, I can't do that ofc. That would be like the holy grail of ERA

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phe
phe


Famous Hero
Life and Freedom
posted December 01, 2018 09:11 PM
Edited by phe at 00:45, 09 Dec 2018.

Lafe Mods 0.1.5

-free Fire Wall and Land Mines with Expert Fire Magic, free Frost Ring with Expert Water Magic

-Genies, Master Genies, Energy Elementals, Greater Basilisks, Wraiths, Pit Fiends, Pit Lords and heroes of speciality in them have now telestrike ability

-all heroes got free bonuses depending on level in Scouting, Scholar, First Aid, Pathfinding and Tactics

-Scholar skill has mana channelling depending on level as well

-Eagle Eye skill increases spell cost for enemy

-Eagle Eye specialists increase spell cost for enemy +1 and +1 every 10 levels

-Learning decreases spell cost

-new First Aid and Tactics

-Archery, Artillery, Ballistics, First Aid stenghten their war machines

-Resistance combined with presence of some creatures drains mana (Monks, Dwarfs, Gargoyles, Beholders, Orcs, Basilisks, Psychic/Magic Elementals, Spheres). Mana Drain depends on level as well.

Lafe Mods

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