Spin the Skill Wheel

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Palla
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Skill Wheel

Unread postby Palla » 22 Oct 2007, 03:13

Aurelain, is there any possibility to add a Save feature to save the current hero skills and abilities? Btw, thanx for the great job done making this wheel!!

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Aurelain
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Unread postby Aurelain » 22 Oct 2007, 22:41

I'll implement a save feature and fix the mentioned bugs in a few days. Thanks for the debugging!

B_Doomreaver
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Unread postby B_Doomreaver » 23 Oct 2007, 05:55

One more thing to check out on the Skillwheel. In a recent game of Tribes of the East as the Warlock, I gained Teleport Assault. Right clicking on it told me it required Pathfinding (which I had), not Scouting (which I did NOT have).

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Aletheias
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Unread postby Aletheias » 27 Oct 2007, 18:44

Why do the Necromancers have the Empathy perk? It's absolutely useless for them, since undead creatures are not subject to morale.
Edited on Sat, Oct 27 2007, 14:44 by Aletheias

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aaelgr
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Unread postby aaelgr » 27 Oct 2007, 20:03

The only reason (I can think of) for a Necromancer to take Leadership would be if they had living units in their army? Herald of Death would sort of negate it though...
"Losing isn't learning to be lost, it's learning to know when you're lost"
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emi_emi
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Unread postby emi_emi » 28 Oct 2007, 12:03

Demon lords get the most skills..... probably cause the super-racial skill is weak.....

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winterfate
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Unread postby winterfate » 29 Oct 2007, 00:07

@emi_emi: Welcome to the forums! ;)
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emi_emi
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Unread postby emi_emi » 01 Nov 2007, 15:36

there's a mistake at the runemage... he needs protection for defensive formation not vitality... but I haven't seen ToE yet so maybe I'm wrong

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ThunderTitan
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Unread postby ThunderTitan » 01 Nov 2007, 15:44

Au inclus roata in TotE la Fan Content...

Does HoF have the skill wheel included in the Start shortcuts too, or did they start doing that with TotE?!
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aaelgr
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Unread postby aaelgr » 01 Nov 2007, 18:06

Sadly not. They only added the Skill Wheel and the Fan Manual with TOTE.

@emi_emi: How can you say that Urgash's Call is really weak?
"Losing isn't learning to be lost, it's learning to know when you're lost"
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Muszka
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Unread postby Muszka » 02 Nov 2007, 01:00

Leadership for Necromancers? Just think at what Diplomacy can do with SoN. I think after a couple of weeks diplomacy can turn you invincible.



PS: Urgash's Call is undoubtedly strong.
"Rage against the system, the system, what kills the human spirit."

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agni77
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Unread postby agni77 » 02 Nov 2007, 07:52

anyone else tried getting Cold Steel, Fiery Wrath, Frenzy AND Retribution for knights? they can get all of them while going for their ultimate too (which i find relatively useless).



all of them work for both melee and ranged, and if you can just get basic destruction (not that easy, though a lucky hut is all you need) everything else just falls into place in a relatively short time too.



sure it's still not as powerful as getting luck (which you could take in place of defense if you try going all out on offense and skip the ultimate) but you ALWAYS do extra damage as opposed to luck which you may or may not roll.



anyway, that and getting vittorio/deleb triple flaming arrows for their ballistas are my favorites (until i meet the new academy lvl1s that stop my ballistas).

emi_emi
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Unread postby emi_emi » 18 Nov 2007, 12:29

I say it because even if it is instant AALGR it only moves it up the ATB a little it won't be able to attack right there and then....

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aaelgr
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Unread postby aaelgr » 24 Nov 2007, 14:27

I know that they don't attack right away, but seeing as you usually use gating to block large creatures and stop ranged attacks having them appear instantly is incredibly useful. Add things such as Swarming Gate and you can dramatically increase the size of your army very quickly!
"Losing isn't learning to be lost, it's learning to know when you're lost"
Idlewild, 'The Modern Way Of Letting Go'

emi_emi
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Unread postby emi_emi » 24 Nov 2007, 16:45

you made your point there... still if they can attack right there and then it will truely be an ultimate skill...:D
Edited on Sat, Nov 24 2007, 11:45 by emi_emi

emi_emi
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Unread postby emi_emi » 24 Nov 2007, 16:49

I think that the huge setback of 3 points at leadership for necromancers is easily complemented by herald of death and diplomacy...

kyoto
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Unread postby kyoto » 25 Nov 2007, 07:05

the wheel doesn respond properly when u try to develop your hero under 1.6 patch playing original HOMM5, for example Isabell receives Aura of Swiftness skill which is nowhere to be seen

kyoto
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Unread postby kyoto » 25 Nov 2007, 07:09

it says its provided by Benediction and Divine Guidance skills, as u can see according the wheel this is impossible

outsider84
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Unread postby outsider84 » 01 Dec 2007, 22:15

where can i get version 1.0 and 2.0 version of this skill wheel kind of started from ToE campaign and decided on starting from the beginning but i couldnt find the v1.0 of the skill wheel thanks in advance

Joakim Andersen
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Unread postby Joakim Andersen » 03 Dec 2007, 12:17

Where can I find older versions of the Skillwheel for older versions of H5?



Does skillwhell 3.0 apply to 1.6 and 2.1?



Thank you! : )
Edited on Mon, Dec 03 2007, 08:24 by Joakim Andersen


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