Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Enhanced secondary skills
Thread: Enhanced secondary skills
shimmy2
shimmy2

Tavern Dweller
posted November 30, 2022 11:14 AM
Edited by shimmy2 at 21:25, 08 Dec 2022.

Enhanced secondary skills

I want to create a mod base on some of RerryR's Enhanced Magic Skills. Basically some secondary skills will have some extra effects if combined. The skills need to be at atleast advanced level. I am just starting ERM and this is just a draft so I will appreciate any suggestions.


Fire magic + Water magic + Air magic + Water magic
-one extra cast per turn in battle

Archery + Offense + Armorer + Tactics
-all units have a 30% chance for an extra strike (or shot)

Logistics + Pathfinding + Scouting + Navigation
-hero can fly, no landing/ embarking penalty
-(alternate bonus) you can visit objects from afar (Sorcery I from wog scripts), no landing/ embarking penalty

Wisdom + Sorcery + Mysticism + Intelligence
-adds your current spell points to your magic damage

Artillery + Ballistics + First Aid
-summon a stack of Cyclops equal to your hero lvl, that can cast resurrect once per combat

Diplomacy + Learning + Estate + Scholar
-increase creature growth of one town by 50% (right click on skills to select town)

Leadership/Necromancy + Luck + Resistance + Eagle Eye
-whenever one of your units gains luck or morale increase all your units defense by +1 (+2 if Necromancer since they can't get morale)

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Khadras
Khadras


Famous Hero
posted November 30, 2022 03:09 PM
Edited by Khadras at 15:18, 30 Nov 2022.

shimmy2 said:

Fire magic + Water magic + Air magic + Water magic
-one extra cast per turn in battle

Archery + Offense + Armorer + Tactics
-all units have a 30% chance for an extra strike (or shot)

Logistics + Pathfinding + Scouting + Navigation
-hero can fly

Wisdom + Sorcery + Mysticism + Intelligence
-adds your current spell points to your magic damage

Artillery + Ballistics + First Aid
-summon a stack of cyclops kings with total hp=50*hero lvl, that can cast resurrect once per combat

Diplomacy + Learning + Estate + Scholar
-increase creature growth of one town by 50% (right click on skills to select town)

Leadership + Luck + Resistance
-whenever one of your units gains luck or morale increase all your units defense by +1


It would be interesting to create new skills from the combination of old ones. For example:
Fire magic + Water magic + Air magic + Water magic = Cosmic Magic (one extra cast per turn in battle, more spell damage and less spell cost);
Archery + Offense + Armorer + Tactics = Superior Power (all units have a 30% chance for an extra strike (or shot), more ranged damage and melee damage, less enemy inflicted damage)
Logistics + Pathfinding + Leadership + Navigation = Strategist (hero can fly, more movement points, less movement penalties, long sight)
Scouting + Artillery + Ballistics = Range Expert (kill some enemy creatures before battle, more ballista and catapult shots, more damage for ballista and catapult.)
First Aid + Luck + Resistance = Taumaturg (More powerfull healing, curring, dispelling and ressurection spells, revive some dead army after every turn in battle).
First Aid + Necromancy + Resistance = Death Pact (More powerfull healing, curring, dispelling and animate dead spells, animate some dead army (friend or foe) after every turn in battle).
Diplomacy + Learning + Estate + Scholar = Ambassador (increase creature growth of one town by 50% (right click on skills to select town), decrease monster agressivity and reduce cost of surrender and buying cost of all creature with some percent).
Wisdom + Sorcery + Mysticism + Intelligence = Sacred Path (More spell regeneration, zero magic resistance for enemy hero, decrease spell points every battle turn for enemy hero, decrease chance for spell hit, increase chance for triple spell damage).

All these new skills will replace the component skills in the hero and thus make room for additional skills, but only when they are at Grand Master level.

What do you say about that?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
shimmy2
shimmy2

Tavern Dweller
posted November 30, 2022 04:57 PM

@Khadras

Seems to complicated to create new skills that replace the old ones and create additional space, I am not that good with ERM, I don't even know if it's possible to do that.

I feel like some of your suggestions are already implemented in wog scripts and they don't seem different enough from the original scripts. Also Necromancers can't learn First Aid.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
ArdentWyrm
ArdentWyrm


Famous Hero
King of the Elder Dragons
posted December 06, 2022 01:21 AM

shimmy2 said:
I want to create a mod base on some of RerryR's Enhanced Magic Skills. Basically some secondary skills will have some extra effects if combined. I am just starting and this is just a draft so I will appreciate any suggestions.


Fire magic + Water magic + Air magic + Water magic
-one extra cast per turn in battle

Archery + Offense + Armorer + Tactics
-all units have a 30% chance for an extra strike (or shot)

Logistics + Pathfinding + Scouting + Navigation
-hero can fly

Wisdom + Sorcery + Mysticism + Intelligence
-adds your current spell points to your magic damage

Artillery + Ballistics + First Aid
-summon a stack of cyclops kings with total hp=50*hero lvl, that can cast resurrect once per combat

Diplomacy + Learning + Estate + Scholar
-increase creature growth of one town by 50% (right click on skills to select town)

Leadership/Necromancy + Luck + Resistance + Eagle Eye
-whenever one of your units gains luck or morale increase all your units defense by +1 (+2 if Necromancer since they can't get morale)


It doesn't make sense to have unit-summoning skills, like why does skill in catapults summon cyclopes to your side?
this does not make sense.
____________
Torment is blinding. It lies. Its pollution steals my sense. It promises: destroy everything and the pain will cease.
- Kralkatorrik
https://dragcave.net/user/ArdentWyrm

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted December 06, 2022 07:30 AM

http://wforum.heroes35.net/showthread.php?tid=5338

A russian mod that is called "Combined Skills" it goes in same direction.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
AlexSpl
AlexSpl


Responsible
Supreme Hero
posted December 06, 2022 12:52 PM

All those combinations and their effects can be implemented in 1-2 evenings via plugins. Some of them are doable in a matter of minutes.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Ghost
Ghost


Undefeatable Hero
Therefore I am
posted December 06, 2022 01:21 PM

Classy same as Salamandre and RerryR. But I don't know how to question the script. I know that in mapeditor, tools etc When I'm good at edit, so I could get a HoMM8 in H3 engine..
____________
Fight MWMs - stand teach

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted December 06, 2022 04:42 PM
Edited by NimoStar at 16:45, 06 Dec 2022.

ArdentWyrm said:


It doesn't make sense to have unit-summoning skills, like why does skill in catapults summon cyclopes to your side?
this does not make sense.


T me it makes sense. Cyclops launch boulders to walls just like catapults. They are ballistic.

Having the4 cyclops resurrect is harder, but would probably need a special cyclops unit with Angel ability.

Overall I think this is very creative

Easier to make it 1 cyclops per hero level

***

The "hero can fly" is the one I would censor, this would break many custom and campaign maps by allowing not to do quests or killing monsters on the road. There is a reason fly is normally banned.
____________
Never changing = never improving

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
shimmy2
shimmy2

Tavern Dweller
posted December 08, 2022 08:54 PM

NimoStar said:


T me it makes sense. Cyclops launch boulders to walls just like catapults. They are ballistic.


That was what I was going for.

NimoStar said:

Easier to make it 1 cyclops per hero level


Seems like a good idea.

NimoStar said:

The "hero can fly" is the one I would censor, this would break many custom and campaign maps by allowing not to do quests or killing monsters on the road. There is a reason fly is normally banned.


That is true, it seemed like a big enough price to play having those 4 skills for a flying hero. An alternative could be just to add Sorcery I script that lets you visit objects from afar and no embarking penalty.

I am still reading through ERM help and learning how to script.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 08, 2022 09:32 PM

NimoStar said:

The "hero can fly" is the one I would censor, this would break many custom and campaign maps by allowing not to do quests or killing monsters on the road. There is a reason fly is normally banned.



No no, let him code it. I want to see how he does it, because imo there is no way by erm only.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
shimmy2
shimmy2

Tavern Dweller
posted December 08, 2022 09:44 PM

Salamandre said:

No no, let him code it. I want to see how he does it, because imo there is no way by erm only.


Give fly spell at start of every turn, give spell points, cast fly, delete fly spell.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 09, 2022 04:39 AM

I see a problem there, since it requires to set the active hero, so how will work when 2 or more heroes have the combination required? Also at every turn, you will have to highlight a precise hero, regardless his position in heroes list. That will look and feel weird, and can cause also bugs if by mistake that hero is hidden in some town garrison.




 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread »
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0433 seconds