Fireball: Rage of Magic MOD (H3)
Fireball: Rage of Magic MOD (H3)
All info about the mod is located in PDF file here:
http://www.gimpoz.hr/~dperko/fireball/F ... 0v0.9b.pdf
Since the mod is almost done (all that remains is doing a few installation procedure scripts and tuning some of the changes), i would welcome any feedback about the changes that are done (or that haven't been done but should be) in this thread.
Since this mod is not WoG based i suppose it fits into this subforum.
Thanks in advance.
http://www.gimpoz.hr/~dperko/fireball/F ... 0v0.9b.pdf
Since the mod is almost done (all that remains is doing a few installation procedure scripts and tuning some of the changes), i would welcome any feedback about the changes that are done (or that haven't been done but should be) in this thread.
Since this mod is not WoG based i suppose it fits into this subforum.
Thanks in advance.
I agree with him in all mentioned pointsvhilhu wrote:ive always thought that equilibrium was a balancement mod and wog was an UN-balancement mod. the changes in your mod seem quite good for a fair game.
I'll download your mod when it is released. Does it require WoG?
BTW, svaka čast brate!
I am back and ready to... ready to... post things.
- danijel1990
- Conscript
- Posts: 221
- Joined: 12 Feb 2007
- Location: Zrenjanin, SERBIA
- Contact:
Re: re:
Mod edits lod files directly so no text files are put in data folder (except the mod readme).doom3d wrote: The lod file will be replaced, or the installer will copy extracted files to data folder? When it will be out?
There will be 2 modules that will be ran as separate .exe files:
Fireball mode - for games where all players have the mod installed
Compatibility mode - for games where some people have plain sod or H3 complete so they dont desync.
Im thinking of making additional module support so players can change all statistics and incorporate them into their own module that works through its own .exe (that will prolly not be done in v.1 tho )
Since changes to spells and creatures are pretty much the easiest part of it all of that is still subject to change and opinions are welcome.
And about when it will be out... im planing on finishing it during next weekend (tho I cant promise it).
It does not require, nor it is compatible with WoGSauron wrote:Does it require WoG?
re:
If You could also provide the changed files separately, beside of the normal installer, I could use most of them(?) with WoG.
I could even create a *.wog update file with wog compatible changes, and host the package with a banner linked to your site.
(my "site" is really small, just look at http://doom3d.uw.hu )
I really would try it out, but not without commanders
Anyhow, thank You for detailed informations.
I could even create a *.wog update file with wog compatible changes, and host the package with a banner linked to your site.
(my "site" is really small, just look at http://doom3d.uw.hu )
I really would try it out, but not without commanders
Anyhow, thank You for detailed informations.
I want to add name change for certain creatures to the patch, and i could use suggestions for some creatures. Most of all i want to change Kings, Queens, Lords etc. since they sound lame.
So far i was thinking about this:
Vampire Lord replaced with Elder Vampire
Naga Queen replaced with Naga Myrmidon
Now i would need some good ideas about:
Cyclop Kings
Mino Kings
..
and all other creatures that you, o mighty forum dwellers, think they could use name change.
Btw, i think i am at the final version creature editions:
------------------------------------------------------------
FACTION BALANCE:
Castle:
Crusader damage decreased from 7-10 to 6-9
Griffin/Royal griffin base growth decreased from 7 to 6
Rampart:
Dendroid Arches now give +1 growth instead of +2
Dwarf horde building now gives +5 growth instead of +4
Tower:
Titan Attack skill increased from 24 to 26
Inferno:
Hell Hound/Cerberus base growth increased from 5 to 7
Pit Lord cost reduced from 700 to 600
Necropolis:
Skeleton/Skeleton Captain HP decreased from 6 to 5
Vampire/Vampire lord damage decreased from 5-8 to 5-7
Ghost Dragon HP increased from 200 to 240
Ghost Dragon defense increased from 17 to 20
Dungeon:
Black Dragon damage increased from 40-50 to 45-55
Black Dragon cost increased from 4000Gold+1S to 4500Gold+1S
Stronghold:
Wolf Raider cost increased from 140 to 150
Wolf Raider HP increased from 10 to 12
Fortress:
Wyvern/Wyvern Monarch HP increased from 70 to 75
Conflux:
Sprite damage reduced from 1-3 to 1-2
Air/Storm elemental cost changed from 250/275 to 200/225
Air/Storm elemental damage changed from 2-8 to 2-6
Air/Storm elemental HP decreased from 25 to 20
Earth/Magma elemental HP increased from 40 to 50
Physic/Magic Elemental cost increased from 750/800 to 900/1000
Firebird Phoenix damage reduced from 30-40 to 20-25
------------------------------------------------------------
So far i was thinking about this:
Vampire Lord replaced with Elder Vampire
Naga Queen replaced with Naga Myrmidon
Now i would need some good ideas about:
Cyclop Kings
Mino Kings
..
and all other creatures that you, o mighty forum dwellers, think they could use name change.
Btw, i think i am at the final version creature editions:
------------------------------------------------------------
FACTION BALANCE:
Castle:
Crusader damage decreased from 7-10 to 6-9
Griffin/Royal griffin base growth decreased from 7 to 6
Rampart:
Dendroid Arches now give +1 growth instead of +2
Dwarf horde building now gives +5 growth instead of +4
Tower:
Titan Attack skill increased from 24 to 26
Inferno:
Hell Hound/Cerberus base growth increased from 5 to 7
Pit Lord cost reduced from 700 to 600
Necropolis:
Skeleton/Skeleton Captain HP decreased from 6 to 5
Vampire/Vampire lord damage decreased from 5-8 to 5-7
Ghost Dragon HP increased from 200 to 240
Ghost Dragon defense increased from 17 to 20
Dungeon:
Black Dragon damage increased from 40-50 to 45-55
Black Dragon cost increased from 4000Gold+1S to 4500Gold+1S
Stronghold:
Wolf Raider cost increased from 140 to 150
Wolf Raider HP increased from 10 to 12
Fortress:
Wyvern/Wyvern Monarch HP increased from 70 to 75
Conflux:
Sprite damage reduced from 1-3 to 1-2
Air/Storm elemental cost changed from 250/275 to 200/225
Air/Storm elemental damage changed from 2-8 to 2-6
Air/Storm elemental HP decreased from 25 to 20
Earth/Magma elemental HP increased from 40 to 50
Physic/Magic Elemental cost increased from 750/800 to 900/1000
Firebird Phoenix damage reduced from 30-40 to 20-25
------------------------------------------------------------
wasnt demilich a giant floating skull? powerlich sounds too supervillainish, but it should be something something else imo.Sauron wrote:Right now, I can't come up with any good namechange besides this:
Power Lich -> Demilich (just tought that the old name sounds stupid)
PS. Ya5miel, you gotta make lizardmen stronger too. they are useless right now. apart from looking cool. if you want to keep fortress ranged power low(a good idea, probably), you can further increase their hp & defence.
Do you have updated version of SoD or complete?
If you check the lizardmen stats in 3.2 they are quite high.
6Att, 8Def, 2-5 damage, 14hp -- its better than even than un-upgraded Orcs. Its one of the best lv2 imho.
Btw, another feature i am thinking of adding is disabling evil heroes if you pick good aligned town, so for example if you pick castle you cant hire inferno, necropolis and dungeon heroes throughout the game. maybe some sort of alignment circle like in H4.
Now about the names, im still finding the best replacements but this is the "alpha" version:
Vampire Lord --> Elder Vampire
Naga Queen --> Naga Myrmidon
Wood Elf --> Elf
Power Lich --> Archlich
Crusader --> Swordmaster
Stone Gargoyle --> Gargoyle
Ghost Dragon --> Spectral Dragon
Walking Dead --> Ghoul
Basilisk --> Salamander
Greater Basilisk --> Basilisk
Evil Eye --> Spectator
Behemoth --> Gargantuan
Ancient Behemoth --> Behemoth
Arch Mage --> Sorcerer
Infernal Troglodyte --> Deep Troglodyte
Minotaur King --> Minotaur Guard
Medusa Queen --> Medusa Warden
Horned Demon --> Moloch
Cyclops King --> Veteran Cyclops
Pegasus --> Pegasus Rider(?)
Silver Pegasus --> Valkyrie
Centaur Captain --> Centaur Charger
However, im not extremely good with english so if some names dont fit, ill remove them
If you check the lizardmen stats in 3.2 they are quite high.
6Att, 8Def, 2-5 damage, 14hp -- its better than even than un-upgraded Orcs. Its one of the best lv2 imho.
Btw, another feature i am thinking of adding is disabling evil heroes if you pick good aligned town, so for example if you pick castle you cant hire inferno, necropolis and dungeon heroes throughout the game. maybe some sort of alignment circle like in H4.
Now about the names, im still finding the best replacements but this is the "alpha" version:
Vampire Lord --> Elder Vampire
Naga Queen --> Naga Myrmidon
Wood Elf --> Elf
Power Lich --> Archlich
Crusader --> Swordmaster
Stone Gargoyle --> Gargoyle
Ghost Dragon --> Spectral Dragon
Walking Dead --> Ghoul
Basilisk --> Salamander
Greater Basilisk --> Basilisk
Evil Eye --> Spectator
Behemoth --> Gargantuan
Ancient Behemoth --> Behemoth
Arch Mage --> Sorcerer
Infernal Troglodyte --> Deep Troglodyte
Minotaur King --> Minotaur Guard
Medusa Queen --> Medusa Warden
Horned Demon --> Moloch
Cyclops King --> Veteran Cyclops
Pegasus --> Pegasus Rider(?)
Silver Pegasus --> Valkyrie
Centaur Captain --> Centaur Charger
However, im not extremely good with english so if some names dont fit, ill remove them
I think it should stay Wood Elf becazse there are other elven races like Snow Elves and I think that I read somewhere that there are even Dark elves.Wood Elf --> Elf
Why do you wish to change that?Crusader --> Swordmaster
I always imagined ghouls like being fast and more dangerous then zombies. And canibals.Walking Dead --> Ghoul
And tallking about Hero hiring, I think that the idea you have is good. I never understod why would Castle by a demon hero.
I am back and ready to... ready to... post things.
I understand that this is ballance mod, but man ghost dragons upgrading does not make sence to me...
I actualy like Heroes to be even more unballanced, as much as possible that the differences would be vast between towns, therefore i play my own mod, but i will check out your's too! Looking nice sofar, though soem name suggestions sux...
I actualy like Heroes to be even more unballanced, as much as possible that the differences would be vast between towns, therefore i play my own mod, but i will check out your's too! Looking nice sofar, though soem name suggestions sux...
- parcaleste
- Pit Lord
- Posts: 1207
- Joined: 06 Nov 2007
- Location: Sofia - Vulgaria
- TheUnknown
- Pixie
- Posts: 102
- Joined: 03 Mar 2006
Very nice changes I like them except for some names like salamander.
I would like to see better first aid tent as it cannot be compared to the balista.
Yes the balista is more expensive and should be more powerful but putting one of your skill points
into first aid is the same as putting one skill point into artilery (the balista skill's name I think: )
I would like to see better first aid tent as it cannot be compared to the balista.
Yes the balista is more expensive and should be more powerful but putting one of your skill points
into first aid is the same as putting one skill point into artilery (the balista skill's name I think: )
Getting more familiar with the game executable (mostly thanks to BAD23ro), some additional skill changes will be put in the mod if it ever gets finished. (too busy playing H5 )
Here are the changes i currently made:
Mysticism:
Basic 4 (2 spell points are regenerated without mysticism)
Advanced 6
Expert 8
Scouting
Basic +2
Advanced +4
Expert +6
Sorcery:
Basic 10%
Advanced 20%
Expert 35%
Logistics:
Basic 5%
Advanced 10%
Expert 20%
Learning
Basic +15%
Advanced +30%
Expert +50%
Resistance
Basic 10%
Advanced 20%
Expert 30%
Eagle Eye
Basic 100%-lv2
Advanced 100%-lv3
Expert 100%-lv4
Necromancy
Basic 5%
Advanced 10%
Expert 15%
If something seems to need further buff/nerf, let the posts speak
Here are the changes i currently made:
Mysticism:
Basic 4 (2 spell points are regenerated without mysticism)
Advanced 6
Expert 8
Scouting
Basic +2
Advanced +4
Expert +6
Sorcery:
Basic 10%
Advanced 20%
Expert 35%
Logistics:
Basic 5%
Advanced 10%
Expert 20%
Learning
Basic +15%
Advanced +30%
Expert +50%
Resistance
Basic 10%
Advanced 20%
Expert 30%
Eagle Eye
Basic 100%-lv2
Advanced 100%-lv3
Expert 100%-lv4
Necromancy
Basic 5%
Advanced 10%
Expert 15%
If something seems to need further buff/nerf, let the posts speak
Vampire Lord --> Elder Vampire
Naga Queen --> Naga Myrmidon
Wood Elf --> Elf
Power Lich --> Archlich
Crusader --> Swordmaster
Stone Gargoyle --> Gargoyle
Ghost Dragon --> Spectral Dragon
Walking Dead --> Ghoul
Basilisk --> Salamander
Greater Basilisk --> Basilisk
Evil Eye --> Spectator
Behemoth --> Gargantuan
Ancient Behemoth --> Behemoth
Arch Mage --> Sorcerer
Infernal Troglodyte --> Deep Troglodyte
Minotaur King --> Minotaur Guard
Medusa Queen --> Medusa Warden
Horned Demon --> Moloch
Cyclops King --> Veteran Cyclops
Pegasus --> Pegasus Rider(?)
Silver Pegasus --> Valkyrie
Centaur Captain --> Centaur Charger
Vampire or Vampire Lord --> Vampire Count
Naga --> Naga Marauder/Myrmidon
Wood Elf --> Grand Elf (its the most fitting IMO)
Lich --> Archlich
Swordman --> Swordmaster or Crusader --> Templar ?? To low level for those titles ??
Stone Gargoyle --> Onyx Gargoyle
Bone Dragon --> Ghost Dragon (erm aint the Bone Dragon to bony to be called ghost? Stick with the old )
Walking Dead --> Zombie
Basilisk --> Salamander/ Basilisk Prime
Young Basilisk --> Basilisk
Beholder --> Spectator
Behemoth --> Gargantuan
Elder Behemoth --> Ancient Behemoth
Mage --> Archmage
Troglodyte Grunt --> Shadow Troglodyte
Minotaur --> Minotaur Guard
Medusa --> Medusa Warden
Demon --> Infernal Demon
Mountain Cyclops --> Cyclops Veteran
Pegasus --> Pegasus Elite
Silver Pegasus --> Valkyrie
Centaur Charger --> Centaur Captain
And yeah! This mod seems very promising, more firepowa and other neat updates
Those name changes were proposed long time ago.
Now, i think its best to keep everything as close to original game as possible.
Thus, there will prolly be no name changes.
Contents of a mod ATM:
---------------------------------------
Skill changes are a priority since this makes the most effect ingame. (still testing the balance)
There will be only few spell changes.
Very minor creature balancing (2-3 creatures overall, most likely no change to statistics, instead an ability change or addition)
Hero class edits as in v0.9 PDF.
-----------------------------------------
Now, i think its best to keep everything as close to original game as possible.
Thus, there will prolly be no name changes.
Contents of a mod ATM:
---------------------------------------
Skill changes are a priority since this makes the most effect ingame. (still testing the balance)
There will be only few spell changes.
Very minor creature balancing (2-3 creatures overall, most likely no change to statistics, instead an ability change or addition)
Hero class edits as in v0.9 PDF.
-----------------------------------------
- UndeadHalfOrc
- Cyber Zombie
- Posts: 1362
- Joined: 13 Mar 2007
Who is online
Users browsing this forum: No registered users and 28 guests