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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Emerald Tower - Resource Cost Balancing Help Requested
Thread: Emerald Tower - Resource Cost Balancing Help Requested
Fnord
Fnord


Promising
Famous Hero
posted April 29, 2003 04:59 AM

Emerald Tower - Resource Cost Balancing Help Requested

This is a new script that will appear in 3.58 (or an interim script update) and already appeared in the standalone map "Painted Face: the Misfit", but I would like some help with balancing the costs.

You're welcome to test the script and give opinions/suggestions too, however I think it's pretty well finished so I probably WON'T be making any changes to it now besides balancing the resource costs. In fact, I don't really even want to change the resource NEEDED, just the amounts of them so as to be more balanced (unless everyone agrees it's balanced now).

Of course, if you discover any bugs, please report them.

The script is for an object: the "emerald tower" that, for a price, lets you give a bonus to all creatures of a given type on a map -- e.g, +1 attack to all Centaurs in the game. While this could benefit multiple players, if you play different town types it's more likely to benefit the player choosing the bonus.

For now, you'll have to place emerald towers on maps yourself since they're not currently part of WoGify (it's the tower at the end of the list of new objects with the golden/green roof).

Here's the current costs for upgrades:

Entry to the tower: 7 gems

+25% to Attack: 15 Sulfur
+25% to Defense: 30 Ore
+25% to Damage: 10 Gems
+25% to Health: 20 Crystal
+25% to Speed: 30 Mercury
+50% to Growth: 30 Wood
Increase shots (shooters only) to 24: 12000 Gold
+1 Additional Spellcasting per combat (spellcasting creatures only): 20 Mithril

New special abilities:
- Ignore Obstacles (Flying): 25 Mithril
- Extended 2-Hex Attack Depth (Breath attack): 15 Mithril
- Undead: 20 Mithril
- Unaffected by Morale: 15 Mithril
- Two Attacks: 30 Mithril
- Attack All Adjacent Creatures: 25 Mithril
- No Retaliation: 25 Mithril
- Immune to Mind Spells: 25 Mithril
- Immune to Fire Spells: 15 Mithril
- No Close-Combat Penalty (for shooters): 15 Mithril

Again, these are the resources I want to use and I'm not really looking for suggestions for other changes either, only for the amounts. Also, I don't want to charge multiple resources for anything.

The script follows:

ZVSE
_WARNING_#1=IMPORTANT! This file is not in a plain text format. NEVER use any editor except ERM_S for making any kind of changes!
ERMS_PoweredBy=ERM Scripter v. 2003.3.29.2145

** Emerald Tower Script Version 0.3 Created by Timothy Pulver
** with thanks to Steve Hanna for extra naming ideas
** Requires WoG version 3.57 or later using ERM version 2.6 or later.
** WoGify Name: script44.erm

** This script makes all green roofed towers in the game (object type 63,
** subtype 65) into Emerald Towers where the Wizard who dwells there will
** improve any creature type in your army for a price. The price is a lot of
** resources of a specific type, depending on the improvement. In addition,
** one of the creatures of the type being improved must also be left for the
** Wizard.

** The improvement number is usually a percentage of the existing score. For
** example, 50% growth bonus, or 25% attack bonus. In addition to standard
** stat improvements, new special abilities may be added. Special abilities
** all cost mithril.

** Each Emerald Tower may only be visited once per day. A maximum of 12
** types of creatures may be improved in any game, but each creature type
** may have many improvements made to it. A creature cannot be improved
** during a "Week of" that creature type, if the "Week of Monsters" script
** is active.

------------------------------------------------------------------------

Permanent Variables: z816-z841, v1240-v1252 (not v1253--used by Garrison script))
Temporary Variables: v1-v7, v360-v369, z1-z9, z480-z490
Tempoary Flags: 1-4
Functions: 10900-10911
Timers: 38
Dialogues: 3

-----------------------------------------------------------------------

[Setup]

!#UN:B0/1; [Enable Mithril]

!#VRv1240:S0; [Initialize changed species counter to 0]

!#VRz816:S^Emerald Tower

(Not Visited)^;

!#VRz817:S^Emerald Tower

(Visited)^;

!#HT63/650/816;
!#HT63/651/817;

!#TM38:S8/999/7/255;

-----------------------------------------------------------------------

[Timer resets the Emerald Towers' non-visited status each day]

!?TM38;

!!UN:U63/65/?v1; [Number of Emerald Towers: v1]
!!DO10910/1/v1/1&v1>0; [Loop through all Emerald Towers]

-----------------------------------------------------------------------

[Reset non-visited status for each Emerald Tower]

!?FU10910;

!!UN:U63/65/x16/1; [Coordinates in v1/v2/v3]
!!POv1/v2/v3:N0; [Set PO:N to 0 to reset hint text]

-----------------------------------------------------------------------

[Tower with turret is trigger]

!?OB63/65;

!!PO998:N?v1; [Check if tower has been visited this week: v1=1 if visited]

!!IF&v1=1/1000:M^{Emerald Tower}

You knock on the gate and a small gnomish man answers.

"Go away! The Wizard's busy!" shouts the rude little gnome, slamming the gate in your face.^;


[Continue object trigger if Tower hasn't been visited yet this week]
!?OB63/65&v1=0;

!!IF&1000:Q2/5/7/2^{Emerald Tower}

You knock on the gate and a small gnomish man answers.

"Do you have an appointment with the Wizard?"

A sign above the door reads:
'APPOINTMENTS WITH THE WIZARD BOOKED FOR SEVEN GEMS'

Do you book an appointment?^;

!!OW&2:R-1/5/?y1; [Player's current gem total: y1]
!!VRz9:S^^;
!!VRz9&2/y1<7:S^You don't have enough gems. No gems, no appointment. ^;
!!IF&y1<7:V2/0; [Set flag 2 to false if player doesn't have at least 7 gems]

!!OW&2:R-1/5/d-7; [Remove seven gems from player's total]
!!IF&2:Q1/21/35/1^The gnomish man takes the gems, glares at you and then ushers you inside. The enormous foyer is gloomy and full of weird paraphenalia, spiderwebs, and thousands of old dusty tomes.

Before you can poke about too much, the Wizard appears, dressed in long flowing robes.^;

!!FU10900&2; [Choose species to improve]

!!IF&-2/1000:M^"%Z9No appointment, no entrance!" shouts the gnome, rudely slamming the gate in your face.^;

-----------------------------------------------------------------------

!?FU10900;

 [Build a listing of different creature types in hero's army (v360-v366), v1=total number]
 [Store creature names in z480-z486]
!!FU10901;

!!VRz1:S^"Hmmph," says the Wizard. "What species do you wish to improve?"^;
!!VRz2:S^Nothing. I've changed my mind.^;
!!IF&v1>0/1000:G1/367/0/1/480/481/482/483/484/485/486/2/0/0/0/0;

!!IF&v1=0/1000:M^"You have no creatures with you so I'm afraid I can't help you. Goodbye."^;

[Determine which box was checked - store result (creature number) in v2]
!!VRv2:S0;
!!VRv2&v367=1:Sv360;
!!VRv2&v367=2:Sv361;
!!VRv2&v367=4:Sv362;
!!VRv2&v367=8:Sv363;
!!VRv2&v367=16:Sv364;
!!VRv2&v367=32:Sv365;
!!VRv2&v367=64:Sv366;
!!VRv2&v367=128:S-1;

!!IF:V4/1; [Set flag 4 to true]
!!IF&v2=-1/1000:Q4^{The Wizard seems annoyed.}

"You don't need my services? Fine! Then go away and stop wasting my precious time!"

Do you leave the Emerald Tower?^;

[Check for "Week of Monsters" script activated and if it's the monster of the week.]
[Flag 56 will be true if script is active, v170 is monster of the week]
!!UN&v2>=0:N3/3/v2/0; [Store monster name (singular) in z3]
!!UN&v2>=0:N3/4/v2/1; [Store monster name (plural) in z4]
!!IF&56/v170>=0/v170=v2/1000:Q4/21/v2/1^{The Wizard appears agitated.}

"This is a Week of the %Z3 and that interferes with my magic. I'm unable to enchant %Z4 right now. Return next week."

Do you leave the Emerald Tower?^;

!!VRv2&56/v170>=0/v170=v2:S-1; [Set v2 to -1]

 [Check if this is a new creature (if it is and if v1240>12, set v2 to -1)]
 [If this is a new creature, set v6 to -1, if not new, set v6 to loop index number]
!!VRv6:S-1;
!!DO10908/1/v1240/1&v2>=0/v1240>0;
!!IF&v1240>=12/v6<0/v2>=0/1000:Q4^{The Wizard looks perturbed.}

"Oh no, this won't do at all. %V1240 species have already been enchanted in this land. Any more and the magic will become unstable and very dangerous. I will not do it! Bring me a species already enchanted and I can safely enchant it further, but do not ask me to enchant a new one."

Do you leave the Emerald Tower?^;

!!VRv2&v1240>=12/v6<0:S-1; [Set v2 to -1 if v1240 = 12 and creature isn't new]

!!FU10902&v2>=0; [Display improvement options]

!!FU10900&v2=-1/-4; [Choose species to improve]

-----------------------------------------------------------------------

[Store unique creature numbers in v360-v366 (-1 equals no creature)]
[v1=number of unique creature numbers in hero's army]

!?FU10901;

!!VRv1:S0;
!!VRv360:C-1/-1/-1/-1/-1/-1/-1;
!!VRz480:S^^;
!!VRz481:S^^;
!!VRz482:S^^;
!!VRz483:S^^;
!!VRz484:S^^;
!!VRz485:S^^;
!!VRz486:S^^;

!!HE-1:C0/0/?y1/?y2;   [Slot 0]
!!VRv1&y2>0:+1;
!!VRv360&y2>0:Sy1;
!!UN&y2>0:N3/480/y1/1;

!!HE-1:C0/1/?y1/?y2;   [Slot 1]
!!VRy4:S0;
!!VRy4&v1=1/y1=v360:S99;
!!VRv1&y2>0/y4<>99:+1;
!!VRy3&y2>0/y4<>99:S359 +v1;
!!VRy5&y2>0/y4<>99:S479 +v1;
!!UN&y2>0/y4<>99:N3/y5/y1/1;
!!VRvy3&y2>0/y4<>99:Sy1;

!!HE-1:C0/2/?y1/?y2;   [Slot 2]
!!VRy4:S0;
!!VRy4&v1>=1/y1=v360:S99;
!!VRy4&v1=2/y1=v361:S99;
!!VRv1&y2>0/y4<>99:+1;
!!VRy3&y2>0/y4<>99:S359 +v1;
!!VRy5&y2>0/y4<>99:S479 +v1;
!!UN&y2>0/y4<>99:N3/y5/y1/1;
!!VRvy3&y2>0/y4<>99:Sy1;

!!HE-1:C0/3/?y1/?y2;   [Slot 3]
!!VRy4:S0;
!!VRy4&v1>=1/y1=v360:S99;
!!VRy4&v1>=2/y1=v361:S99;
!!VRy4&v1=3/y1=v362:S99;
!!VRv1&y2>0/y4<>99:+1;
!!VRy3&y2>0/y4<>99:S359 +v1;
!!VRy5&y2>0/y4<>99:S479 +v1;
!!UN&y2>0/y4<>99:N3/y5/y1/1;
!!VRvy3&y2>0/y4<>99:Sy1;

!!HE-1:C0/4/?y1/?y2;   [Slot 4]
!!VRy4:S0;
!!VRy4&v1>=1/y1=v360:S99;
!!VRy4&v1>=2/y1=v361:S99;
!!VRy4&v1>=3/y1=v362:S99;
!!VRy4&v1=4/y1=v363:S99;
!!VRv1&y2>0/y4<>99:+1;
!!VRy3&y2>0/y4<>99:S359 +v1;
!!VRy5&y2>0/y4<>99:S479 +v1;
!!UN&y2>0/y4<>99:N3/y5/y1/1;
!!VRvy3&y2>0/y4<>99:Sy1;

!!HE-1:C0/5/?y1/?y2;   [Slot 5]
!!VRy4:S0;
!!VRy4&v1>=1/y1=v360:S99;
!!VRy4&v1>=2/y1=v361:S99;
!!VRy4&v1>=3/y1=v362:S99;
!!VRy4&v1>=4/y1=v363:S99;
!!VRy4&v1=5/y1=v364:S99;
!!VRv1&y2>0/y4<>99:+1;
!!VRy3&y2>0/y4<>99:S359 +v1;
!!VRy5&y2>0/y4<>99:S479 +v1;
!!UN&y2>0/y4<>99:N3/y5/y1/1;
!!VRvy3&y2>0/y4<>99:Sy1;

!!HE-1:C0/6/?y1/?y2;   [Slot 6]
!!VRy4:S0;
!!VRy4&v1>=1/y1=v360:S99;
!!VRy4&v1>=2/y1=v361:S99;
!!VRy4&v1>=3/y1=v362:S99;
!!VRy4&v1>=4/y1=v363:S99;
!!VRy4&v1>=5/y1=v364:S99;
!!VRy4&v1=6/y1=v365:S99;
!!VRv1&y2>0/y4<>99:+1;
!!VRy3&y2>0/y4<>99:S359 +v1;
!!VRy5&y2>0/y4<>99:S479 +v1;
!!UN&y2>0/y4<>99:N3/y5/y1/1;
!!VRvy3&y2>0/y4<>99:Sy1;

-----------------------------------------------------------------------

[Choose the type of improvement]

!?FU10902;

!!UN:N3/3/v2/0;

!!MA:Av2/?y1; [Calculate 25% Attack bonus: y2]
!!VRy2:Sy1 :4;
!!VRy2&y2=0:S1;

!!MAv2/?y1; [Calculate 25% Defense bonus: y3]
!!VRy3:Sy1 :4;
!!VRy3&y3=0:S1;

!!MA:Ev2/?y1; [Calculate 25% Damage bonus: y4]
!!VRy4:Sy1 :4;
!!VRy4&y4=0:S1;

!!MAv2/?y1; [Calculate 25% Health bonus: y5]
!!VRy5:Sy1 :4;
!!VRy5&y5=0:S1;

!!MA:Sv2/?y1; [Calculate 25% Speed bonus: y6]
!!VRy6:Sy1 :4;
!!VRy6&y6=0:S1;

!!MA:Gv2/?y1; [Calculate 50% Growth bonus: y7]
!!VRy7:Sy1 :2;
!!VRy7&y7=0:S1;

!!MA:Nv2/?y8; [Determine number of shots: y8]

!!MA:Bv2/?y10; [Determine number of spell castings: y10]

!!VRz1:S^"How would you like the %Z3 species improved?"^;
!!VRz2:S^Forget it. I've changed my mind.^;
!!VRz480:S^+%Y2 ATTACK for 15 Sulfur^;
!!VRz481:S^+%Y3 DEFENSE for 30 Ore^;
!!VRz482:S^+%Y4 DAMAGE for 10 Gems^;
!!VRz483:S^+%Y5 HEALTH for 20 Crystal^;
!!VRz484:S^+%Y6 SPEED for 30 Mercury^;
!!VRz485:S^+%Y7 GROWTH for 30 Wood^;
!!VRz486&y8<24:S^24 SHOTS for 12000 Gold^;
!!VRz486|y8<1/y8>=24:S^^;
!!VRz487&y10>0:S^+1 SPELL CASTING (per combat) for 20 Mithril^;
!!VRz487|y10<1/y10>12:S^^;
!!VRz488:S^A new SPECIAL ability^;

!!IF&1000:G1/368/0/1/480/481/482/483/484/485/486/487/488/2/0/0;

[Determine which box was checked (bonus type) - store result in v3]
!!VRv3:S0;
!!VRv3&v368=1:S2;
!!VRv3&v368=2:S3;
!!VRv3&v368=4:S4;
!!VRv3&v368=8:S5;
!!VRv3&v368=16:S6;
!!VRv3&v368=32:S7;
!!VRv3&v368=64:S8;
!!VRv3&v368=128:S9;
!!VRv3&v368=256:S10;
!!VRv3&v368=512:S-1;

!!VRv5:S0;
!!FU10906&v3=10; [Give choice of Special Bonus]

!!VRv4:S0;
!!FU10903&v3>1;  [Ask player to pay for Bonus: v4=1 if player pays]

!!VRy9&v3>=2/v3<=7:Syv3; [Bonus amount: y9]

!!FU10905&v4=1y9; [Add bonus to creature type if player paid for it]

!!VRv1240&v4=1/v6<0:+1; [Increment Changed Creature Counter if v4=1 and v6<0]
!!FU10909&v4=1; [Change species name to reflect ability/bonus just gained]

!!PO998&v4=1:N1; [Set hint text to "visited"]

!!IF&v3=-1/1000:Q4^{The Wizard seems annoyed.}

"You don't need my services? Fine! Then go away and stop wasting my precious time!"

Do you leave the Emerald Tower?^;

!!VRv3&v3>1/v4=0/-4:S-1; [Set v3 to -1 if player can't pay but doesn't leave]
!!FU10900&v3=-1/-4; [Choose species to improve]

-----------------------------------------------------------------------

[Player pays for bonus]
[v2=creature type, v3=bonus type]

!?FU10903;

[Determine resource type and cost: y1=resource type, y2=resource amount]
!!VRy1&v3=2:S3;  [Attack]
!!VRy2&v3=2:S15;
!!VRz1&v3=2:S^sulfur^;
!!VRy1&v3=3:S2;  [Defense]
!!VRy2&v3=3:S30;
!!VRz1&v3=3:S^ore^;
!!VRy1&v3=4:S5;  [Damage]
!!VRy2&v3=4:S10;
!!VRz1&v3=4:S^gems^;
!!VRy1&v3=5:S4;  [Health]
!!VRy2&v3=5:S20;
!!VRz1&v3=5:S^crystal^;
!!VRy1&v3=6:S1;  [Speed]
!!VRy2&v3=6:S30;
!!VRz1&v3=6:S^mercury^;
!!VRy1&v3=7:S0;  [Growth]
!!VRy2&v3=7:S30;
!!VRz1&v3=7:S^wood^;
!!VRy1&v3=8:S6;  [Shots]
!!VRy2&v3=8:S12000;
!!VRz1&v3=8:S^gold^;
!!VRy1&v3=9:S7;  [Spells]
!!VRy2&v3=9:S20;
!!VRz1&v3=9:S^mithril^;
!!VRy1&v3=10:S7;  [Special]
!!VRy2&v3=10/v5=1:S25;  [Flying]
!!VRy2&v3=10/v5=2:S15;  [Extended Attack]
!!VRy2&v3=10/v5=3:S20;  [Undead]
!!VRy2&v3=10/v5=4:S15;  [No Morale]
!!VRy2&v3=10/v5=5:S30;  [Two Attacks]
!!VRy2&v3=10/v5=6:S25;  [Attack All Adjacent]
!!VRy2&v3=10/v5=7:S25;  [No Retaliation]
!!VRy2&v3=10/v5=8:S20;  [Immune to Mind Spells]
!!VRy2&v3=10/v5=9:S15;  [Immune to Fire Spells]
!!VRy2&v3=10/v5=10:S15; [No Close Combat Penalty]
!!VRz1&v3=10:S^mithril^;

!!IF:V4/1; [Set flag 4 to true]
!!OW:R-1/y1/?y3; [Check if player can afford resource cost: y3=player's amount of resource]

!!IF&y2>y3/1000:Q4/y1/y2/2^{The Wizard seems annoyed.}

"You don't have enough %Z1. Go away and stop wasting my time!"

Do you leave the Emerald Tower?^;

[Calculate number of creatures that must be left: y7]
!!MA:Lv2/?y6; [Level of creature: y6]
!!VRy7&y6=0:S64;
!!VRy7&y6=1:S32;
!!VRy7&y6=2:S16;
!!VRy7&y6=3:S8;
!!VRy7&y6=4:S4;
!!VRy7&y6=5:S2;
!!VRy7&y6>=6:S1;
!!VRy7|v2=56/v2=57:S128;

!!VRz8&y7=1:Sz3; [One]
!!VRz8&y7>1:Sz4; [More than one]
!!VRz9&y7=1:S^s^; [One]
!!VRz9&y7>1:S^^; [More than one]

!!IF:V3/0;
!!VRy5:S65536 *y7; [Set number text for creature picture]
!!VRy5:+v2; [Set number text for creature picture]

!!IF&y3>=y2/1000:Q3/21/y5/2^"In addition to the %Y2 %Z1, I'll need %Y7 %Z8 for the magic ritual. The %Z8 won't be returning to your army after."

"Agreed?"^;

!!VRv3&-3/y3>=y2:S-1; [If the player doesn't agree, set v3 to -1]

!!VRv7:S0;
!!DO10904/0/6/1&3; [See if hero has enough creatures of the type to be enchanted]
!!DO10911/0/6/1&v7>=y7/3y7; [Remove the creatures (if enough)]

!!IF&v7<y7/3:Q4/21/y5/2^{The Wizard seems irritated.}

"This just isn't enough. I must have %Y7 of your %Z4 to complete the ritual. Now go away and stop wasting my time or I'll turn you all into warty old toads!"

Do you leave the Emerald Tower?^;  [If not enough creatures, display this]

!!UN&3:N3/4/v2/1;
!!IF&3/v7>=y7/1000:Q1/21/y5/y1/y2/1^The gnome takes your payment of %Y2 %Z1 and leads %Y7 of your %Z4 away down a dark hallway. The %Z8 turn%Z9 to look at you with frightened eyes and whimper%Z9 softly before vanishing from sight into the gloomy depths of the sorcerer's lair.

"You can leave now," says the Wizard, brusquely. "The enchantment will be completed shortly."^;

!!VRy4&3/v7>=y7:Sy3 -y2; [y4 = player's new amount of resource after payment]
!!OW&3/v7>=y7:R-1/y1/y4; [Set player's resource amount to y4]

!!VRv4&3/v7>=y7:S1; [Set v4 to 1 to indicate the bonus should be given]

-----------------------------------------------------------------------

[Check if hero has enough creatures of specified type for "payment"]
[v2=creature type, x16=slot number]
[At end of loop, v7=total creatures of type v2 in hero's army]

!?FU10904;

!!HE-1:C0/x16/?y1/?y2; [y1=type, y2=number]
!!VRv7&y1=v2/y2>0:+y2; [Add number of creatures of right type in slot to v7 total]

-----------------------------------------------------------------------

[Add bonus to creature type]
[v2=creature type, v3=bonus type, x1=bonus amount]

!?FU10905;

!!MA&v3=2:Av2/dx1; [Attack bonus]
!!MA&v3=3v2/dx1; [Defense bonus]
!!MA&v3=4:Ev2/dx1; [Damage high bonus]
!!MA&v3=4:Mv2/dx1; [Damage low bonus]
!!MA&v3=5v2/dx1; [Health bonus]
!!MA&v3=6:Sv2/dx1; [Speed bonus]
!!MA&v3=7:Gv2/dx1; [Growth bonus]
!!MA&v3=8:Nv2/24;  [Shots bonus]
!!MA&v3=9:Bv2/d1;  [Spell casting bonus]

!!FU10907&v3=10; [Special]

-----------------------------------------------------------------------

[Choose Special Ability: v2=creature number]

!?FU10906;

!!VRz480:S^^; !!VRz481:S^^; !!VRz482:S^^; !!VRz483:S^^; !!VRz484:S^^;
!!VRz485:S^^; !!VRz486:S^^; !!VRz487:S^^; !!VRz488:S^^; !!VRz489:S^^; !!VRz490:S^^;

!!MA:Xv2/?v369; [Existing special abilities of monster v2: v369]

!!VRy1:Sv369; [Flying]
!!VRy1:&2;
!!VRz480&y1=0:S^Ignore Obstacles (Flying) for 25 Mithril^;
!!VRz480&y1=2:S^^;

!!VRy1:Sv369; [Extended Attack]
!!VRy1:&8;
!!VRz481&y1=0:S^Extended 2-hex Attack Depth (Breath attack) for 15 Mithril^;
!!VRz481&y1=8:S^^;

!!VRy1:Sv369; [Undead]
!!VRy1:&262144;
!!VRz482&y1=0:S^Undead for 20 Mithril^;
!!VRz482&y1=262144:S^^;

!!VRy1:Sv369; [No Morale]
!!VRy1:&131072;
!!VRz483&y1=0:S^Unaffected by Morale for 15 Mithril^;
!!VRz483&y1=131072:S^^;

!!VRy1:Sv369; [Two Attacks]
!!VRy1:&32768;
!!VRz484&y1=0:S^Two Attacks for 30 Mithril^;
!!VRz484&y1=32768:S^^;

!!VRy1:Sv369; [Attack All Adjacent]
!!VRy1:&524288;
!!VRz485&y1=0:S^Attack all Adjacent Creatures for 25 Mithril^;
!!VRz485&y1=524288:S^^;

!!VRy1:Sv369; [No Retaliation]
!!VRy1:&65536;
!!VRz486&y1=0:S^No Retaliation for 25 Mithril^;
!!VRz486&y1=65536:S^^;

!!VRy1:Sv369; [Immune to Mind Spells]
!!VRy1:&1024;
!!VRz487&y1=0:S^Immune to Mind Spells for 20 Mithril^;
!!VRz487&y1=1024:S^^;

!!VRy1:Sv369; [Immune to Fire Spells]
!!VRy1:&16384;
!!VRz488&y1=0:S^Immune to Fire Spells for 15 Mithril^;
!!VRz488&y1=16384:S^^;

!!VRy1:Sv369; [No Close Combat Penalty]
!!VRy2:Sv369;
!!VRy1:&4096; (Check No Close Combat Penalty)
!!VRy2:&4;    (Check Shooter)
!!VRz489&y1=0/y2=4:S^No Close Combat Penalty for 15 Mithril^;
!!VRz489|y1=4096/y2=0:S^^;

!!VRz1:S^"What new ability do you wish to bestow upon %Z4?"^;
!!VRz2:S^Forget it. I've changed my mind.^;

!!IF&1000:G1/368/0/1/480/481/482/483/484/485/486/487/488/489/2/0;

[Determine which box was checked - store result in v5]
!!VRv5:S0;
!!VRv5&v368=1:S1;
!!VRv5&v368=2:S2;
!!VRv5&v368=4:S3;
!!VRv5&v368=8:S4;
!!VRv5&v368=16:S5;
!!VRv5&v368=32:S6;
!!VRv5&v368=64:S7;
!!VRv5&v368=128:S8;
!!VRv5&v368=256:S9;
!!VRv5&v368=512:S10;
!!VRv5&v368=1024:S-1;

!!VRv3&v5=-1:S-1; [If player changes his or her mind, set v3 to -1]

-----------------------------------------------------------------------

[Add Special Ability: v2=creature number, v5=bonus number]

!?FU10907;

!!MA&v5=1:Xv2/d2;       [Add Flying]
!!MA&v5=2:Xv2/d8;       [Add Extended Attack]
!!MA&v5=3:Xv2/d262144;  [Add Undead]
!!MA&v5=4:Xv2/d131072;  [Add Unaffected by Morale]
!!MA&v5=5:Xv2/d32768;   [Add Two Attacks]
!!MA&v5=6:Xv2/d524288;  [Add Attack All Adjacent]
!!MA&v5=7:Xv2/d65536;   [Add No Retaliation]
!!MA&v5=8:Xv2/d1024;    [Add Immunity to Mind Spells]
!!MA&v5=9:Xv2/d16384;   [Add Immunity to Fire Spells]
!!MA&v5=10:Xv2/d4096;   [Add No Close Combat Penalty]

-----------------------------------------------------------------------

[Check if this is a new creature species to be enchanted]
[If new, v6=-1, if not new, set v6 to loop index number (x16)]

!?FU10908;

!!VRy1:S1240 +x16;  [Index of v variable, holding creature numbers]
!!VRv6&vy1=v2:Sx16; [If not new, set v6 to loop index number (x16)]
!!VRx16&vy1=v2:S99; [If not new, exit loop]

-----------------------------------------------------------------------

[Change species name to reflect ability or bonus just gained]
[v2=creature number, v3=standard bonus type, v5=special bonus type (if v3=10 or v5>0)]
[v6=loop index number, v1240=changed creature counter]

!?FU10909;

!!VRy1:S1 R3;   [y1=random number from 1 to 4]
!!UN:G1/v2/0/0; [Restore original singular name of species]
!!UN:G1/v2/1/0; [Restore original plural name of species]

[If a new species, store creature number in v(1240+v1240)]
!!VRy4:S1240 +v1240;
!!VRvy4&v6<0:Sv2;

[Set index number for singular name z variable (y2) and plural name z variable (y3)]
!!VRy2&v6<0:Sv1240 *2;
!!VRy2&v6>0:Sv6 *2;
!!VRy2:+816;
!!VRy3:Sy2 +1;

[Store standard singular species name in z6 variable, plural in z7]
!!UN:N3/6/v2/0;
!!UN:N3/7/v2/1;

[Generate descriptor word to preface name: z5]
!!VRz5&v3=2/y1=1:S^Mean^;  [Attack]
!!VRz5&v3=2/y1=2:S^Mighty^;
!!VRz5&v3=2/y1=3:S^Fierce^;
!!VRz5&v3=2/y1=4:S^Aggressive^;

!!VRz5&v3=3/y1=1:S^Thick-skinned^;  [Defense]
!!VRz5&v3=3/y1=2:S^Steadfast^;
!!VRz5&v3=3/y1=3:S^Toughened^;
!!VRz5&v3=3/y1=4:S^Armoured^;

!!VRz5&v3=4/y1=1:S^Sharp and Pointy^;  [Damage]
!!VRz5&v3=4/y1=2:S^Powerful^;
!!VRz5&v3=4/y1=3:S^Dangerous^;
!!VRz5&v3=4/y1=4:S^Annihilating^;

!!VRz5&v3=5/y1=1:S^Bulky^;  [Health]
!!VRz5&v3=5/y1=2:S^Sturdy^;
!!VRz5&v3=5/y1=3:S^Reinforced^;
!!VRz5&v3=5/y1=4:S^Healthy^;

!!VRz5&v3=6/y1=1:S^Speedy^;  [Speed]
!!VRz5&v3=6/y1=2:S^Fast^;
!!VRz5&v3=6/y1=3:S^Quick^;
!!VRz5&v3=6/y1=4:S^Rapid^;

!!VRz5&v3=7/y1=1:S^Fertile^;  [Growth]
!!VRz5&v3=7/y1=2:S^Prolific^;
!!VRz5&v3=7/y1=3:S^Promiscuous^;
!!VRz5&v3=7/y1=4:S^Multiplying^;

!!VRz5&v3=8/y1=1:S^Loaded^;  [Shots]
!!VRz5&v3=8/y1=2:S^Well-stocked^;
!!VRz5&v3=8/y1=3:S^Energized^;
!!VRz5&v3=8/y1=4:S^Elite^;

!!VRz5&v3=9/y1=1:S^Enchanted^;  [Spells]
!!VRz5&v3=9/y1=2:S^Magical^;
!!VRz5&v3=9/y1=3:S^Mystical^;
!!VRz5&v3=9/y1=4:S^Divine^;

!!VRz5&v5=1/y1=1:S^Floating^;  [Flying]
!!VRz5&v5=1/y1=2:S^Flying^;
!!VRz5&v5=1/y1=3:S^Levitating^;
!!VRz5&v5=1/y1=4:S^Gliding^;

!!VRz5&v5=2/y1=1:S^Garlic Breath^;  [Extended Attack]
!!VRz5&v5=2/y1=2:S^Bad Breath^;
!!VRz5&v5=2/y1=3:S^Dragon Breath^;
!!VRz5&v5=2/y1=4:S^Long-Reaching^;

!!VRz5&v5=3/y1=1:S^Dead^;  [Undead]
!!VRz5&v5=3/y1=2:S^Undead^;
!!VRz5&v5=3/y1=3:S^Soulless^;
!!VRz5&v5=3/y1=4:S^Spectral^;

!!VRz5&v5=4/y1=1:S^Unflappable^;  [No Morale]
!!VRz5&v5=4/y1=2:S^Stoic^;
!!VRz5&v5=4/y1=3:S^Unfeeling^;
!!VRz5&v5=4/y1=4:S^Unemotional^;

!!VRz5&v5=5/y1=1:S^Energetic^;  [Two Attacks]
!!VRz5&v5=5/y1=2:S^Furious^;
!!VRz5&v5=5/y1=3:S^Frenzied^;
!!VRz5&v5=5/y1=4:S^Combative^;

!!VRz5&v5=6/y1=1:S^Whirlwind^;  [Attack All Adjacent]
!!VRz5&v5=6/y1=2:S^Deadly^;
!!VRz5&v5=6/y1=3:S^Ferocious^;
!!VRz5&v5=6/y1=4:S^Circular^;

!!VRz5&v5=7/y1=1:S^Vicious^;  [No Retaliation]
!!VRz5&v5=7/y1=2:S^Overwhelming^;
!!VRz5&v5=7/y1=3:S^Savage^;
!!VRz5&v5=7/y1=4:S^Unstoppable^;

!!VRz5&v5=8/y1=1:S^Stubborn^;  [Immune to Mind Spells]
!!VRz5&v5=8/y1=2:S^Strong-willed^;
!!VRz5&v5=8/y1=3:S^Strong-minded^;
!!VRz5&v5=8/y1=4:S^Intelligent^;

!!VRz5&v5=9/y1=1:S^Soggy^;  [Immune to Fire Spells]
!!VRz5&v5=9/y1=2:S^Non-Combustible^;
!!VRz5&v5=9/y1=3:S^Fire Resistant^;
!!VRz5&v5=9/y1=4:S^Watery^;

!!VRz5&v5=10/y1=1:S^Fist Fighting^;  [No Close Combat Penalty]
!!VRz5&v5=10/y1=2:S^Brawling^;
!!VRz5&v5=10/y1=3:S^Sparring^;
!!VRz5&v5=10/y1=4:S^Combat Trained^;

[Set new names for species]
!!VRzy2:S^%Z5 %Z6^; [Singular]
!!UN:G1/v2/0/y2;
!!VRzy3:S^%Z5 %Z7^; [Plural]
!!UN:G1/v2/1/y3;

-----------------------------------------------------------------------

[Remove creatures of specified type from hero's army for "payment"]
[v2=creature type, x1=number of creatures needed, x16=slot number]

!?FU10911;

!!HE-1:C0/x16/?y1/?y2; [y1=type, y2=number]

!!HE-1&y1=v2/y2>0/y2<=x1:C0/x16/-1/0; [Remove entire stack if less than or equal to # needed]
!!VRy4&y1=v2/y2>0/y2<=x1:Sx1 -y2; [Reduce x1 (y4) by amount in stack]

!!VRy3&y1=v2/y2>x1:Sx1 *-1; [Store negative value of x1 in y3]
!!HE-1&y1=v2/y2>x1:C0/x16/d/dy3; [Remove x1 (y3) troops from stack if more than # needed]
!!VRy4&y1=v2/y2>x1:S0; [Reduce x1 (y4) to 0]

!!VRx1&y1=v2/y2>0:Sy4; [Set x1 to y4]


** End of Script **


____________

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Arstahd
Arstahd


Adventuring Hero
posted April 29, 2003 06:20 AM

Quote:
Entry to the tower: 7 gems

+25% to Attack: 15 Sulfur
+25% to Defense: 30 Ore
+25% to Damage: 10 Gems
+25% to Health: 20 Crystal
+25% to Speed: 30 Mercury
+50% to Growth: 30 Wood
Increase shots (shooters only) to 24: 12000 Gold
+1 Additional Spellcasting per combat (spellcasting creatures only): 20 Mithril

New special abilities:
- Ignore Obstacles (Flying): 25 Mithril
- Extended 2-Hex Attack Depth (Breath attack): 15 Mithril
- Undead: 20 Mithril
- Unaffected by Morale: 15 Mithril
- Two Attacks: 30 Mithril
- Attack All Adjacent Creatures: 25 Mithril
- No Retaliation: 25 Mithril
- Immune to Mind Spells: 25 Mithril
- Immune to Fire Spells: 15 Mithril
- No Close-Combat Penalty (for shooters): 15 Mithril


+25% Damage should cost more than +25% Attack because a) the damage bonus will always be present regardless of vastly differing Att/Def values and b) to get the same damage bonus through Attack would require 5+ Attack points or in other words a creature with a base Attack rating of 20 or more, limiting it's usefulness to level 7's.

+50% growth seems a bit cheap.

Actually for Attack, Defence, and Speed I suggest that you add a static value rather than a percentage. The way you have it now they are only useful on creatures that already have high values in these stats, limiting any applications  to high level creatures. Why spend 15 sulfur to give pikemen +1 Attack when the same would yield +5 on angels.

+1 Spellcastings is a tough one, it's suitably priced for Archangels but way too expensive for all other spell casters.

Undead seems a bit overpriced. Did you realize that it could be used to screw up the morale of your opponent by choosing one of his creatures.

Immune to Mind Spells is very overpriced.

No Morale and No Close Combat Penalty aren't terribly useful and could be dropped a bit.


Overall it looks like a great script, one can have a lot of fun creating "super-monsters", I'll have to give it a try.

One last suggestion, could you add a +1 Retaliations option? Unfortunatly there is no global command to increase retals, but you could do it through battle triggers like I did in my Enhanced Creatures script. It's a bit tricky, you have to set a flag in a Start of Battle Turn trigger (!?BR) then loop through all stacks in a Pre-Action trigger (!?BG) and add the extra retal and then reset the flag to prevent it from triggering again until the next turn. You can't just add it at the Start of Battle Turn trigger since the retal's are restored after the trigger.

If you go for the + Retaliations idea you could use the same loop structure to give creatures latent spell abilities, like Anti-Magic, Prot from Air, Slayer, ect...

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Promising
Famous Hero
posted April 29, 2003 07:29 AM

Hi Arstahd. Thanks for the fast feedback.

Quote:

+25% Damage should cost more than +25% Attack because a) the damage bonus will always be present regardless of vastly differing Att/Def values and b) to get the same damage bonus through Attack would require 5+ Attack points or in other words a creature with a base Attack rating of 20 or more, limiting it's usefulness to level 7's.



Okay, so what do you think would be a fair number of gems for Damage (bearing in mind that you've already spent 7 gems to enter the tower, so you'll likely have fewer available anyway)?  And for that matter, a fair amount of Sulfur for Attack?  (Yes, I am asking for specific numbers here, although I may adjust them based on overall feedback.)

BTW, I think you already noticed this, but there's a minimum bonus of "+1" even if 25% would result in less than one.

Quote:

+50% growth seems a bit cheap.



Yes, it may be. I like giving a 50% bonus though, so if 30 wood is too cheap, how many wood would you suggest? 40 or 50 maybe?

Quote:

Actually for Attack, Defence, and Speed I suggest that you add a static value rather than a percentage. The way you have it now they are only useful on creatures that already have high values in these stats, limiting any applications  to high level creatures. Why spend 15 sulfur to give pikemen +1 Attack when the same would yield +5 on angels.



A static bonus seemed like it would either be too high for low level units or too low for high level units. I played around with the idea of static values vs. percentage for awhile until eventually settling on percentages as the most workable solution.

I partly agree that a percentage bonus is more useful for higher level creatures, but I forgot to mention a very important point -- in addition to the resource cost, you must leave a certain of creatures of the chosen type with the Wizard. Here's the current numbers (and these could possibly be adjusted too):

- Level 1: 64 creatures must be left
- Level 2: 32 creatures must be left
- Level 3: 16 creatures must be left
- Level 4: 8 creatures must be left
- Level 5: 4 creatures must be left
- Level 6: 2 creatures must be left
- Level 7: 1 creature must be left
- Skeletons: 128 must be left as they tend to proliferate and any bonuses given to them will be quite a bit more valuable than normal.

So the point is, you may only have a scout who visits the Emerald Tower and thus, won't have the right creatures, or enough of them, to leave.

Another point is that while level 7's will get a higher bonus, you'll be producing a lot more lower level creatures, so any bonus given to them will me more effective en masse.

Quote:

+1 Spellcastings is a tough one, it's suitably priced for Archangels but way too expensive for all other spell casters.



Yes, I agree. Enchanters and Faerie Dragons rarely run out of spells (I'm not even sure if Enchanters use this counter), and Ogre Magi's "Bloodlust" spell probably isn't useful enough to bother with most of the time, even if it was considerably cheaper. Likewise for the "Protection of <element> spells for the Elementals. So what does that leave? Master Genies I guess. For them, I think it might actually be worth it, if a tad high, as you usually have enough of them to split into several stacks, or for armed scouts, several stacks of 1, so getting an extra spell out of each stack is quite nice.

Actually, I think it would be easy enough for me to tailor the number of bonus spells to the spell casting creature since there aren't very many of them. In that light, would you like to suggest Mithril numbers for each?

Quote:

Undead seems a bit overpriced. Did you realize that it could be used to screw up the morale of your opponent by choosing one of his creatures.



Right. A sneaky tactic. :-) But since you would need to have enough undead with you to do it, it's not so easy (and I realise you probably didn't know this since I forgot to mention that before). Again, I'd appreciate an actual number suggestion here if you have one.


Quote:

Immune to Mind Spells is very overpriced.

No Morale and No Close Combat Penalty aren't terribly useful and could be dropped a bit.



Sure. Again, some numbers for me to consider would also be useful here if you would be so kind. :-)

Quote:

Overall it looks like a great script, one can have a lot of fun creating "super-monsters", I'll have to give it a try.



The towers only operate once per week, however, and there's a limit of 12 creatures changed at once time (mostly due to a limit on permanent z variables for the names), but you can put multiple bonuses on each monster type.


Quote:

One last suggestion, could you add a +1 Retaliations option? Unfortunatly there is no global command to increase retals, but you could do it through battle triggers like I did in my Enhanced Creatures script. It's a bit tricky, you have to set a flag in a Start of Battle Turn trigger (!?BR) then loop through all stacks in a Pre-Action trigger (!?BG) and add the extra retal and then reset the flag to prevent it from triggering again until the next turn. You can't just add it at the Start of Battle Turn trigger since the retal's are restored after the trigger.

If you go for the + Retaliations idea you could use the same loop structure to give creatures latent spell abilities, like Anti-Magic, Prot from Air, Slayer, ect...



Interesting idea and I may pursue it sometime but there are a few reasons why I won't right away. The creature abilities shoudl all work correctly in online multiplayer human vs. human battles (as far as I know) since they're changed for the creature internally. It's possible that on a given turn, some z variables might not transfer immediately, but in this case it will just mean the name wouldn't be updated right away, and that's a rare case anyway.

Using the battle triggers would mean that these new abilities almost certainly wouldn't work for human vs. human battles and I'm reluctant to have most working but some not.

Also, I would need to add extra v variables and way to keep track of the extra abilities which would require some extra coding, although I'm sure this could be done.

And finally, there's only one extra position left, so while extra retaliations could be added here, adding anything else would require another full screen of choices -- again it could be done but would add a fair bit to the script.

So because of the multiplayer problems, I don't think I'll do it. If that wasn't an issue, I would probably consider adding retatliations and other abilities at some point, but most likely not right away.

Thanks again for the comments.


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Arstahd
Arstahd


Adventuring Hero
posted May 03, 2003 07:36 AM

Well let me start off by saying that I haven't had the time to try it out yet, so I'm not sure if your overall cost range is right. I wouldn't know if the tower is over/under costed as a whole, that's partly why I only gave rough ideas on which costs should be adjusted. Well assuming that most of the costs are about right, here is what I would do...


+5 (fixed) to Attack: 15 Sulfur
+5 (fixed) to Defense: 30 Ore

I think that a set bonus of lets say 5 would be better than the percentage. +5 Attack will yield between +10-25% increase (depending on Att/Def values) in a stack's damage regardless of it's level or quantity. The +5 is still a bit more useful on higher level creatures than low levels since they generally have higher stats, so will usually be on the winning side of the Att/Def comparison and therefore recieve the full bonus.


+25% to Damage: 20 Gems

Even with spending 7 to get in, it's still one of the best choices. Why charge an entrance fee anyway? Why not let the hero browse for free. It's not like you get anything just for entering, and the cost can be defered to the actual ability purchases.


+25% to Speed: 20 Mercury

Increased speed while nice doesn't deserve to be the highest costed stat boost. It would probably still be workable at 15 Mercury.


+50% to Growth: 50 Wood

More creatures = more damage, more lasting power = best upgrade. It's the equivalent of both +25% Damage and +25% Health at the same time, the only drawback being that it costs gold (for the extra creatures).


Increase shots by +12: 12000 Gold

It's not that great of an upgrade, most upgraded creatures already have 24 shots anyway. By adding 12 instead it would actually make this upgrade usable by them.  


All of the special abilities are very expensive, especially with mithril being scarcer than it once was. I have lowered the costs of all special abilities in addition to any other changes. If you feel that they are too cheap, adding 5 to all costs should work.

- Ignore Obstacles (Flying): 20 Mithril
- Extended 2-Hex Attack Depth (Breath attack): 10 Mithril
- Undead: 10 Mithril
- Unaffected by Morale: 5 Mithril
- Two Attacks: 25 Mithril
- Attack All Adjacent Creatures: 20 Mithril
- No Retaliation: 15 Mithril
- Immune to Mind Spells: 5 Mithril
- Immune to Fire Spells: 10 Mithril
- No Close-Combat Penalty (for shooters): 10 Mithril

Since you have one slot left open, how about adding "Make Alive" to the list. This could be useful on golems/elementals to allow resurrection.

- Make Alive: 10 Mithril


One last thing, I know that you mentioned that you probably won't be adding AI functionality to this script, but I figured that I might as well offer my opinion on it anyway.

First off I feel that it important that the AI gets the same if not better benefits as a human, the comp struggles as it is without stacking the deck in our favor.

My idea would be to allow each AI color a chance of one upgrade per game. The AI can randomly pick a suitable upgrade for a stack in it's army. The stack chosen could be based on highest strength (quantity x AI value?). To help compensate for it being a random choice, no creatures would be lost from the AI hero and no entrance cost would be charged.



Well that's about it, I hope it helps.

____________
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Promising
Famous Hero
posted May 03, 2003 09:00 PM

Thanks again. Yes, this is very helpful and I appreciate it. My commments on your comments are below. Of course, the values can still be adjusted later.

Quote:
Well let me start off by saying that I haven't had the time to try it out yet, so I'm not sure if your overall cost range is right. I wouldn't know if the tower is over/under costed as a whole, that's partly why I only gave rough ideas on which costs should be adjusted. Well assuming that most of the costs are about right, here is what I would do...


+5 (fixed) to Attack: 15 Sulfur
+5 (fixed) to Defense: 30 Ore

I think that a set bonus of lets say 5 would be better than the percentage. +5 Attack will yield between +10-25% increase (depending on Att/Def values) in a stack's damage regardless of it's level or quantity. The +5 is still a bit more useful on higher level creatures than low levels since they generally have higher stats, so will usually be on the winning side of the Att/Def comparison and therefore recieve the full bonus.


Okay, I'll give it a try. It just seems to me that getting +5 Attack (rather than a percentage which is lower) for Pixies or Goblins or Peasants or some other cheap level 1 would be a bit unbalancing due to the numbers available and the cheap cost of buying them, but perhaps it wouldn't be too bad since they would have other low abilities (hit points, defense, damage) that would take a long time to improve. On the other hand, on subsequent weeks you could boost Attack still further to get some pretty nasty little fighters! Anyway, I'll trust your judgement for now and give it a try.

Quote:

+25% to Damage: 20 Gems

Even with spending 7 to get in, it's still one of the best choices. Why charge an entrance fee anyway? Why not let the hero browse for free. It's not like you get anything just for entering, and the cost can be defered to the actual ability purchases.



I implemented the appointment fee based on another tester's feedback. I would have to dig out his email for all the reasons he gave (we debated it for awhile), but essentially he was arguing that a single resource was too easy for a game-changing boost, and so he wanted an additional resource. Since I didn't want to charge two resources, both due to the scripting difficulties and the fact that I wanted to associate each basic bonus with one type of resource, one of us came up with the idea of an entrance fee instead. And since gemes seem to be one of the more used special resources, gems it was.

I could give a refund if you didn't buy anything, but that wouldn't make much sense, since you're dealing with the very busy wizard. Unless...perhaps I could have a sneaky but friendly employee of the wizard slip the refund back to you if you leave without a purchase--or maybe just 5 of the gems.

Quote:

+25% to Speed: 20 Mercury

Increased speed while nice doesn't deserve to be the highest costed stat boost. It would probably still be workable at 15 Mercury.



I feel that speed is really one of the most useful things for many units; if you can increase their speed sufficiently all the time you can cross the map or use them for pre-emptive strikes. But perhaps 20 is too much anyway, so I'll certainly give 15 a try.

Quote:

+50% to Growth: 50 Wood

More creatures = more damage, more lasting power = best upgrade. It's the equivalent of both +25% Damage and +25% Health at the same time, the only drawback being that it costs gold (for the extra creatures).



Yes, you're right. And Wood is often plentiful, especially later in the game.

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Increase shots by +12: 12000 Gold

It's not that great of an upgrade, most upgraded creatures already have 24 shots anyway. By adding 12 instead it would actually make this upgrade usable by them.  



There is a reason for this: I found that adding additional shots to creatures with 24 didn't seem to work. I don't remember exactly what happened now but I think it may have shown the extra shots but not given them or something. I haven't tested with 3.57f, however, so if it's working correctly now I could do it, but I think it's likely that this would have changed.

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All of the special abilities are very expensive, especially with mithril being scarcer than it once was. I have lowered the costs of all special abilities in addition to any other changes. If you feel that they are too cheap, adding 5 to all costs should work.



I think you're right that overall the mithril costs are too high so I'll give your suggested numbers a try.

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- Ignore Obstacles (Flying): 20 Mithril
- Extended 2-Hex Attack Depth (Breath attack): 10 Mithril
- Undead: 10 Mithril
- Unaffected by Morale: 5 Mithril
- Two Attacks: 25 Mithril
- Attack All Adjacent Creatures: 20 Mithril
- No Retaliation: 15 Mithril
- Immune to Mind Spells: 5 Mithril
- Immune to Fire Spells: 10 Mithril
- No Close-Combat Penalty (for shooters): 10 Mithril



Note: Undead doesinclude immune to mind spells in this case but I don't think it includes the no moreale penalty.

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Since you have one slot left open, how about adding "Make Alive" to the list. This could be useful on golems/elementals to allow resurrection.

- Make Alive: 10 Mithril



Yes, I wanted to include this but it didn't work. I tried making golems and elementals alive and they still couldn't be resurrected.

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One last thing, I know that you mentioned that you probably won't be adding AI functionality to this script, but I figured that I might as well offer my opinion on it anyway.

First off I feel that it important that the AI gets the same if not better benefits as a human, the comp struggles as it is without stacking the deck in our favor.

My idea would be to allow each AI color a chance of one upgrade per game. The AI can randomly pick a suitable upgrade for a stack in it's army. The stack chosen could be based on highest strength (quantity x AI value?). To help compensate for it being a random choice, no creatures would be lost from the AI hero and no entrance cost would be charged.



It's a possibilty and I'll consider it.

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Well that's about it, I hope it helps.



Yes, quite a bit. Thank you.


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