"Castle" Types for new troops?

Official forum of the Wake of Gods mod to Heroes of Might and Magic III.
redwoodtreesprite
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"Castle" Types for new troops?

Unread postby redwoodtreesprite » 03 May 2007, 17:32

The guide that comes with WoG lists some of them. But others don't have what type they are. Like the Lava Sharpshooters.

And one needs to be careful when choosing what commander and henchman to use, as well as the troop types.

Some seem obvious, like the Santa Gremelin and the Sylvan Centaur.

But as the icon picture and the main troop picture for the Lava Sharpshooter have a different background, I'm not sure about some of them.

Are these all neutral?:
Ghost
Fire Messenger
Earth Messenger
Air Messenger
Water Messenger
Gorynych
War Zealot
Arctic Sharpshooter
Nightmare
Hell Steed
Werewolf
Sorceress
Emissary of War
Emissary of Peace
Emissary of Mana
Emissary of Lore

And what type is the Lava Sharpshooter? He has a Dungeon Background when you look at his stats, but a Neutral background for his icon.

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Paladin
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Re: "Castle" Types for new troops?

Unread postby Paladin » 03 May 2007, 20:24

redwoodtreesprite wrote:And one needs to be careful when choosing what commander and henchman to use, as well as the troop types.
Last time I checked, henchmen do not give mixed alignment morale penalties in battle (which is a feature I feel is missing), nor do they affect native terrain movement bonuses on the map.

As for commanders, I think they're pretty self-explanatory; one type of commander for each town.

But perhaps that's not what you meant? :?

These alignments are from the Enhanced Monsters script (script 50):
Castle - War Zealot, Peasant and Halfling.
Rampart - Sharpshooter and Sorceress.
Tower - Arctic Sharpshooter, Enchanter, Santa Gremlin, Gold Golem and Diamond Golem.
Inferno - Nightmare and Hell Steed.
Necropolis - Mummy and Ghost.
Dungeon - Lava Sharpshooter and Werewolf.
Stronghold - Boar, Rogue and Nomad.
Fortress - Troll and Gorynych.
Conflux - Messengers.

The information was found by opening the ERM script file. The Enhanced Monsters option must be enabled for these alignments to take effect. Without it, I think they're just neutral.

Someone working on WoG may have some better info, though.

redwoodtreesprite
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Unread postby redwoodtreesprite » 04 May 2007, 14:51

Ah, that's a big help. I haven't been using the Enhanced Monsters option. But it sounds like a good one to use for a different feel to the game. :)

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Unread postby Paladin » 04 May 2007, 19:30

Yes, I think it's one of the must-have scripts.


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