Ideas for next mods
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- Leprechaun
- Posts: 41
- Joined: 28 May 2006
- Location: Israel
Nice idea. I like it.klaymen wrote:what about adding charge ability to some creatures? (I mean white tigers, nomads, nightmares andmaybe griffins) - they attack with running into enemy, so the charge isn't bad idea, is it?
and next - give to the pikemen some kind of "anti charge" ability - charged units will recieve much more damage running into a wall of long pikes
And what about teleporting units (devils, earth elementals, and creatures with the Teleport spell) doing more damage when attacking from behind, because the defender doesn't see them coming?
Could only be activated from a certain range too.
- DaemianLucifer
- Round Table Hero
- Posts: 11282
- Joined: 06 Jan 2006
- Location: City 17
While talking about this,how does facing affect damage anyway?I never figured it out in the original heroes why sometimes attacking from a certain angle gave more damage,but not always.timagalant wrote: And what about teleporting units (devils, earth elementals, and creatures with the Teleport spell) doing more damage when attacking from behind, because the defender doesn't see them coming?
Could only be activated from a certain range too.
Also,can the MR gained by heroes leveling be changed?For example,if your MR is <15 it gives you +3 like it does now15<MR<30 gives you +2,30<MR<40 gives you +1,then it goes into fractions.But complete immunity should still be gained only by having GM MR.
I hope I'm not lost in translation.
What I understood from answer to this question by one of our teammembers, the carryover hero is placed on the next map as a hero, not as an army, and can not be assigned change owner script. (Hope it makes sence )
If it is very important, we can ask programmers to dig here a bit deeper.
What I understood from answer to this question by one of our teammembers, the carryover hero is placed on the next map as a hero, not as an army, and can not be assigned change owner script. (Hope it makes sence )
If it is very important, we can ask programmers to dig here a bit deeper.
"Not a shred of evidence exists in favour of the idea that life is serious." Brendan Gill
Have you ever played the, uh, pirates campaign from the original H4?
In the last scenario one of your main heroes (my most powerful one, in my case ) turns into your enemy. I guess this proves that it can be done to assign a change owner script
ps: Can you believe it's been so much time since I played this game that I don't even remember the "pirates" actual faction name
In the last scenario one of your main heroes (my most powerful one, in my case ) turns into your enemy. I guess this proves that it can be done to assign a change owner script
ps: Can you believe it's been so much time since I played this game that I don't even remember the "pirates" actual faction name
Shame on you!Crusard wrote:Can you believe it's been so much time since I played this game that I don't even remember the "pirates" actual faction name
They are ... Orange! No, wait, they are ... Demonic! Or.... Chaos!
Ok, let them be Asylum.
"Not a shred of evidence exists in favour of the idea that life is serious." Brendan Gill
Playing through the campaigns on EQ Champion, I found that I really liked AI heroes having the immortality potion cast on them before combat (except dispell, steal enchantment, etc. can really mess with this). However, I didn't like the endless neutral stacks, and the AI can sometimes pose a challenge on Advanced, which I play on now.
Can the AI heroes receive more pre-cast spells on them before the player fights them (if not immortality) on lower difficulty levels? Even if it's Dragon Strength or Hydra Health, that'd go a long way to making battles against the AI more exciting without unbalancing the game.
Similarly, I find that AI heroes on towers during seiges are way too easy to target and kill. Ironically, the player's hero benefits from LOS-blocking creatures while the AI is easily targetted. Can this be worked on? I think a resistance potion and a fire resistance potion would be a real big start towards making those tower AIs more formidable.
Can the AI heroes receive more pre-cast spells on them before the player fights them (if not immortality) on lower difficulty levels? Even if it's Dragon Strength or Hydra Health, that'd go a long way to making battles against the AI more exciting without unbalancing the game.
Similarly, I find that AI heroes on towers during seiges are way too easy to target and kill. Ironically, the player's hero benefits from LOS-blocking creatures while the AI is easily targetted. Can this be worked on? I think a resistance potion and a fire resistance potion would be a real big start towards making those tower AIs more formidable.
- Metathron
- Round Table Hero
- Posts: 2704
- Joined: 29 Jan 2006
- Location: Somewhere deep in the Caribbean...
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Having to manually cast endurance and pathfinding each turn is rather a bother, so it would be neat if some sort of auto-casting option existed. Would it be possible to implement it (with not too much effort, I don't want to put too much work on the programmers' shoulders)?
Jesus saves, Allah forgives, Cthulhu thinks you'd make a nice sandwich.
A great idea! I am sure that mapmakers would love thoseAqarius wrote:I just thought of something: if scripting new artifacts is complicated, can tokens be added? Tokens being artifacts with no abilities. For example, a feather, a piece of (specific)wood, a pelt, a coat, a necklace etc. Just miscellaneous items people could use for scripting.
I am back and ready to... ready to... post things.
- Metathron
- Round Table Hero
- Posts: 2704
- Joined: 29 Jan 2006
- Location: Somewhere deep in the Caribbean...
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I'd like to see the AI use the trade option in allied play. In HoMM III, I loved how your computer ally would give you resources along the lines of 'I rub your back, you rub mine', but in HoMM IV the AI just ignores your generous contributions.
Jesus saves, Allah forgives, Cthulhu thinks you'd make a nice sandwich.
- BrennusWhiskey
- Pixie
- Posts: 134
- Joined: 23 Feb 2007
- Contact:
We probably won't get any new creatures besides liches because Equi team can't make new models (liches use Baron von Tarkins model)BrennusWhiskey wrote: more new creatures (especially 2-3 lvl)
We will surely get theme.more new artifacts
Well, this mod IS the ballance modgood balancing is most important
I am back and ready to... ready to... post things.
- BrennusWhiskey
- Pixie
- Posts: 134
- Joined: 23 Feb 2007
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