Heehee, I did that very same thing too.Metathron wrote: … I forgot to check the equilibris campaign editor.
Ideas for next mods
- HodgePodge
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- Metathron
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Heh! Assuming you've installed the Equilibris campaign editor later on, are there differences between it and the regular one in your case?HodgePodge wrote:Heehee, I did that very same thing too.Metathron wrote: … I forgot to check the equilibris campaign editor.
Mine are exactly the same size:
c_e_mod.exe 4.513.792
campaign_editor.exe 4.513.792
Jesus saves, Allah forgives, Cthulhu thinks you'd make a nice sandwich.
Here are some ideas regarding scouting radiuses.
1. Expand the "scouting radius" for lighthouses. This way they could be used as a sort of watch towers in addition to their main purpose.
I made a map where completing a quest would make you the owner of a bunch of lighthouses around the map. If you hadn't already discovered the area around the lighthouse when you became the owner, you could actually not see the top if it!
Lighthouses are actually quite tall, and it's "logical" that they would give more scouting radius. This brings me to the next one:
2. Watch towers. New adventure object, like garrisons without the gate and the ability to keep creatures inside. Slightly smaller and less scouting than Tower, Redwood Tree or Ice Spire.
3. When a hero is visiting a Tower, Redwood Tree or Ice Spire, not only is undiscovered parts of the map revielded, but the hero can also see enemy armies, as long as he stays in the tower.
To put it another way - The scouting radius from the Tower is "transfered" to the Hero as long as the Hero stays, and...
4. A Hero's scouting radius bonus, gained from scouting skill or different artifacts, also complies to the tower. So, a "scouting" hero will see more when visiting the tower, than a regular hero.
What do you think? These ideas are quite simple and should be easy to fullfill..?
1. Expand the "scouting radius" for lighthouses. This way they could be used as a sort of watch towers in addition to their main purpose.
I made a map where completing a quest would make you the owner of a bunch of lighthouses around the map. If you hadn't already discovered the area around the lighthouse when you became the owner, you could actually not see the top if it!
Lighthouses are actually quite tall, and it's "logical" that they would give more scouting radius. This brings me to the next one:
2. Watch towers. New adventure object, like garrisons without the gate and the ability to keep creatures inside. Slightly smaller and less scouting than Tower, Redwood Tree or Ice Spire.
3. When a hero is visiting a Tower, Redwood Tree or Ice Spire, not only is undiscovered parts of the map revielded, but the hero can also see enemy armies, as long as he stays in the tower.
To put it another way - The scouting radius from the Tower is "transfered" to the Hero as long as the Hero stays, and...
4. A Hero's scouting radius bonus, gained from scouting skill or different artifacts, also complies to the tower. So, a "scouting" hero will see more when visiting the tower, than a regular hero.
What do you think? These ideas are quite simple and should be easy to fullfill..?
The level of artifact in game (major, treasure etc.) and the tab in the editor are not connected. You can add artifacts to "heroes" tab, for example, if you want to.
It means, that artifacts are of some difinite level regardless of their position in tabs. If you want all artifacts to be placed correctly, download our 'equi.aop' file and replace your file in Data folder.
You can set some experiments, if you have doubts about artifact level. Place 200 "random minor" on test map and check what artifact it generates.
Sorry for this being not obvious, but we could not force install 'equi.aop', because it would harm those mapmakers, who have customised their map-editor a lot.
2 eekstah
Good ideas
It means, that artifacts are of some difinite level regardless of their position in tabs. If you want all artifacts to be placed correctly, download our 'equi.aop' file and replace your file in Data folder.
You can set some experiments, if you have doubts about artifact level. Place 200 "random minor" on test map and check what artifact it generates.
Sorry for this being not obvious, but we could not force install 'equi.aop', because it would harm those mapmakers, who have customised their map-editor a lot.
2 eekstah
Good ideas
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- HodgePodge
- Round Table Knight
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Mine are different. If you click on the "Addon" tab in the upper right corner, then look at the bottom and you will see the Equilibris - Adventure Objects & the Equilibris - Artifacts.Metathron wrote: Heh! Assuming you've installed the Equilibris campaign editor later on, are there differences between it and the regular one in your case?
Mine are exactly the same size:
c_e_mod.exe 4.513.792
campaign_editor.exe 4.513.792
Be sure you are clicking on the shortcut for the correct editor because at first, after I installed the Equilibris Editor, I mistakenly launched the regular editor instead.
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- Scout
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some ideas for level 3 creatures: (valuable for multi player game)
The creatures you can little change for better equilibris:
Haven: monks could cost lesser: 500gold
The famous crusader very big now!!! could cost more : 700 gold on growth 5 by week
Necropolis: vampire need be better, cost 1000 gold and growth 4 by week
Barbarians: ogremagy are good now could cost more 500 or 550 gold
Cyclopes better growth 4 by week
The creatures you can little change for better equilibris:
Haven: monks could cost lesser: 500gold
The famous crusader very big now!!! could cost more : 700 gold on growth 5 by week
Necropolis: vampire need be better, cost 1000 gold and growth 4 by week
Barbarians: ogremagy are good now could cost more 500 or 550 gold
Cyclopes better growth 4 by week
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- Leprechaun
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I still maintain that monks should be able to cast beneficial spells in addition to their ranged attack. The ranged attack animation would suffice for the casting animation. Their spells should be: bind wounds, exorcism, bless, celestial armour, and holy word. Haven really needs a spellcaster (I don't consider angels to be one), and the monk is a perfect canidate.
I once made a suggestion about granting efreeti certain spells to complement their weakness, and them being the opposite of genies. Firebolt, speed, sparks, disrupting ray, and misfortune would suffice.
I also remember posting a suggestion regarding the restoration of the "no retaliation" ability for the devils, but it didn't reach the ears of the equi team either.
-Galactygon
I once made a suggestion about granting efreeti certain spells to complement their weakness, and them being the opposite of genies. Firebolt, speed, sparks, disrupting ray, and misfortune would suffice.
I also remember posting a suggestion regarding the restoration of the "no retaliation" ability for the devils, but it didn't reach the ears of the equi team either.
-Galactygon
I tought that Efreti are strong until I became more expirienced in HOMM. Now, they seem like weakest lv. 3 unit. I would rather take the nightmare who can terorize enemies strongest stack until I get rid of other units.pacobac wrote:Glalactygon, i'm agree to give some spell to monks as holly word, or healing......
but efreeti are enough strong, and devil are very strong because of teleport, on multi player game the devil are maybe the best level 4, 2 stacks killed on the same turn the tactical heroe, and game is over.....
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i'm not experienced player, i'm h4 hard core gamer multi player, nightmare are too slow to be good on final battle, efrrety had 30 moove, 50 moove with GM pathding heroe (nigthmar only 40), losting 10 moove by turn is big lost, so effretys are realy strongest, efrretys fly and had big fire shield very interesting on final battle......com on my league i show you......
Efreti are good against small armies as the stronger army turns theme intio ash very quickly. And fire shiel should be a bit stronger.pacobac wrote: i'm not experienced player, i'm h4 hard core gamer multi player, nightmare are too slow to be good on final battle, efrrety had 30 moove, 50 moove with GM pathding heroe (nigthmar only 40), losting 10 moove by turn is big lost, so effretys are realy strongest, efrretys fly and had big fire shield very interesting on final battle......com on my league i show you......
Nightmares are nothing special against weak armies, but by playing tacticaly, you can turn enemy army thats twice stronger then yours into ashes when you use terror on their strongest stack (and terror lasts 3 turns which is enough to destroy the stack with archers or bring your meelee units to theme).
It mostly depends on situation.
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i see you are solo player, IA is very weack and stupid, playing nightmare can be good against the poor IA, try Human player you will see the big change ?!!!!
Last edited by pacobac on 19 May 2006, 21:11, edited 1 time in total.
Once I give the AI 100 black dragons, 50 angels and at least 10 megadragons and a lv 40 hero while I have nothing, then the AI isn't so poor any longer.pacobac wrote:i see you are solo player, IA is very, very, very weack and stupid, playing nightmare can be good against the poor IA, try Human player you will see the big change ?!!!!
BTW, what a hell is IA suposed to mean?
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I tought we are speaking on english. Does that mean that I can call Artifical Intelligence UI (Umjetna inteligencija)??? Pa zasto to niste prije rekli?!Crusard wrote:Probably IA means AI in french (In spanish it is "Inteligencia Artificial", for example )
Last edited by Anonymous on 19 May 2006, 21:52, edited 1 time in total.
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