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Post by Boaster on Apr 26, 2005 19:17:57 GMT -6
Dragon Scale armor has a 2.5% chance of procing, rather than a 50% chance.
Dragon Scale armor in the original cannot be "overpowered" because that unit has low armor and has its own attack interrupted.
But all Warrior Armors grant a small chance to cast something when they're attacked.
· Feather Mail - Head Wind. · Obsidian Plate - Slow. · Dragon Scale - Flame Dart. · Armor of Inspiration - Lash attack. · Helm of Assymetry - Upon being attacked the wearer: randomly casts hand of fate, crush, rust, headwind, slow or primfear on attackers; randomly casts blink shimmering veil heal self flame sword feather sword rightoues cause, stone hands stone skin, unholy word or heal on the wearer. · Coral Shield - Rust. · Ebony Plate - Decay. · Elven Armor - (Aside from being the only armor granting combat regeneration) Spirit Arrow.
For future references, I had no intention of (greatly) changing missile, infantry, or cavalry units.
Cavalry beats Missile Missile beats Infantry Infantry beats Cavalry
Creatures fit as a mix of Infantry and Cavalry.
Also, the Creatures in the Mage tower that start at level 1 and reach level 5 are basically for players with Wizard Lords, so they can train some sort of combat units.
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Post by belial on Apr 26, 2005 21:12:52 GMT -6
I went through the list of artifacts and the procs all seem to powerful for me.
The best way to show it would be to customize a champion lord warrior and give him the artifacts you mentioned. Enter a cave and then have the unit solely defend.
Earlier, I had my chaos warrior with ebony shield soloing level 11s without a problem.
As far as what I currently see:
Coral Shield: Neat. Feather Mail: Neat. Obsidian Plate: Neat. Dragon Scale: Overpowered. Armor of Inspiration: Iffy. Helm of Assymetry: Random is interesting, however doing damage ultimately is a bad thing Ebony Plate: Overpowered. Elven Armor: Extremely overpowring.
Single lords are also devestating to player vs. player as well.
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Post by Boaster on Apr 26, 2005 21:25:16 GMT -6
Why is Dragon Scale, Ebony Plate, and Elven Armor overpowered? The chances of the spells procing are 1% or 2%.
At what level do these Lords solo level 11 dungeons? At level 10+ is when its all right because after level 10 experience gain is very very slow.
You may think Warrior Lords are overpowered vs the AI, but a player can use spells quite well. And beyond this, Warriors need to keep up with mages of the same levels.
As I understand it, Warriors are good at the begining, but weaker in the end. Mages are weak in the begining, but strong in the end. Thieves, in relation to the others are good through out the game, perhaps even overpowered.
Warriors rely on Artifacts. Mages rely on mana. Thieves rely on avoidance.
A Legendary Creature can easily dispatch a Level 15 Lord without artifacts. Legendary Creatures can even decimate armies.
There could, however, be a problem with the Ebony Plate. I may consider changing decay to "Poison."
Elven Warriors are the weakest in Urak, with no natural physical resistances. Over all, Elven Warriors cannot match other Warriors. Their armor grants them 25% physical resistance, a 1% chance to cast Spirit Arrow on attackers, and grants them regeneration. I may replace Spirit Arrow, it depends.
But like I said in a post previous to this one, I designed this mod more for player vs player.
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Post by belial on Apr 26, 2005 21:59:12 GMT -6
It's good vs. the AI -and- the player.
Think of how fast a warrior would level with the artifact and then consider trying to take one down. Legendary creature? Well, those take a while to create unless reasonable trading is within the game. Starting with few to no spells nearly eliminates the possibility to get one before day 21.
Also consider that it's not always one army vs. another but infact, I have only went lord to lord combat once in the many online games I have faced.
1 or 2% is not a lot, but there is little to no risk at all in clearing caves and what resides in a cave is what a player can potentially have.
Used differently? Likely so, but it's still relevant on how far into the game the player is.
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Post by belial on Apr 26, 2005 22:07:22 GMT -6
I believe my chaos warrior was around 8ish or possibly 9ish when he solo'd his first dungeon and then proceeded to hit every other dungeon.
Admittedly, the level 11 dragons lair with fafnir had an interesting outcome with having to flee fight it.
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Post by Boaster on Apr 26, 2005 23:01:09 GMT -6
Yes, Fafnir will halt any assault. Heh, it rhymes.
Anywas, I have tried putting legendary creatures at the strongholds, and it does not seem to work as I desire it to.
Active faiths would have legendaries in their capital garrison, and non-active faiths would have a tier3 creature instead. This does not appear to work, therefore I cannot do it.
I'm working on Ebony Plate and Elven Chain mail. Ebony Plate will do poison rather than decay now, and Elven Chain mail will do pacify. Dragon Scale will do scald, which in the next update does random damage between 1 and (caster level).
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Post by tem on May 14, 2005 12:46:18 GMT -6
i got an idea for your mod. is it possible to have it so that all the lesser units that can only level up to level 5 level up to level 10? because i would SO like to see this. oh, and, i really wish i could do this on my own, but would it be possible to have a modified GS0 with the new codes for the GS5? sorry for asking. ><
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Post by Boaster on May 14, 2005 17:26:03 GMT -6
Like which codes are you referring to?
I know one that you might want. I've recently changed the way the computer Death selects its lord. Death now randomly selects between Warlord, Assassin Lord, Necro Lord, Balkoth, and Lich. So 3 of the 5 picks is a spell caster.
Also, maybe you might want the Lich to have Natural life stealing, as well as the innate creature abilities... such as Fire Elementals having a chance to scald enemies.
But what were you thinking?
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Post by tem on May 14, 2005 18:01:50 GMT -6
hmm, that's neat. the codes i was referencing to: better bingo code powerup the summons the innate creature abilities would be nice. same with the lich. pretty much everything you suggested and what i just said would be just fine. thanks!
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Post by Boaster on May 14, 2005 18:06:47 GMT -6
Well, GS0's main purpose is to stay closely tied to the game as possible. The only thing I would really change to maintain its purpose is the computer's selection with the Death Lord, and possibly the Lich gaining the Life Steal ability.
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Post by tem on May 14, 2005 18:12:21 GMT -6
oh. perhaps a whole different GS then? because i WOULD do this on my own, but don't have any capabilities of doing it. .
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Post by Boaster on May 14, 2005 18:16:01 GMT -6
The tools to do MPQ Editing are available on my LOMSE website. Its got WinMPQ and the files necessary to run that.
All you would need after WinMPQ is the List Files, which are also available on my LOMSE site.
All files inside the GS.mpq can be opened with Notepad.
Its a learning process, but my MPQ Editing Guide can help aid you.
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Post by tem on May 14, 2005 18:20:24 GMT -6
ah. well..the only one i think i would need severe help with is the powerup and the modified bingo. those are the only two i REALLY need in the end.
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Post by Boaster on May 14, 2005 18:22:16 GMT -6
The cheats are found within the following patch in the GS.mpq.
gs/dlg/panels.gs
That is where you will find cheats. Open panels.gs and do a text search for bingo. There are also a lot of other cheats.
Open up my GS5B and look for the panels.gs, then extract it, save it to a folder. Then import it into a mod of your own.
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Post by tem on May 14, 2005 18:37:29 GMT -6
ah. thanks. working on it now.
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Post by Boaster on May 14, 2005 19:44:42 GMT -6
All righty. If you need help, just holler.
You wouldn't happen to have the GS5B before I increased temple difficulties did you?
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Post by tem on May 16, 2005 19:05:47 GMT -6
no, sorry. i didn't find this place until after you did that. [By the way], can you give a brief lowdown on how i can modify the max amount of levels specific things can get to? i'd like to have level 15 lords and level 12 normal champions and level 10 infantry, cavalry, and archers. edit: to clarify, i know how to add experience so they CAN level up more and all that, but i can't get their STATS to go up with these new levels.
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Post by Boaster on May 16, 2005 20:47:57 GMT -6
In each individual unit file, there are values which determine experience levels.
For instance:
250 500 1500 5000
This would be the apropriate set of experience points to allow a unit to reach level 5.
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Post by l'Ancien on May 17, 2005 0:55:13 GMT -6
More comments:
I think Slay Living is far too powerful. It's just like Lost Soul, except it works instantly. Sure, it only works on creatures (I tested) but killing a cyclops for 4 mana points is way too cheap.
My brother reported that he was unable to get Flood to work. He tried it at different ranges.
I offered a text for Pacify spellbook. I realize you had already written something, but I kind of wanted to see mine in there, since I suggested the spell. If it is too long, I can edit it, or make any changes you see appropriate. For some of the spells I suggested, if they can be implemented, I would like the chance to write the text. You can e-mail me anytime you are about to add Summon Demon (fire) or Walk the Paths (Chaos distance teleport spell).
My brother says he misses the Mind Control spell you had added. Maybe it could be called "Conversion" if you bring it back?
He also is wondering if you decreased the stealth settings for the elven thief. He felt like it was too easy for level 4 warriors to spot level 10 theives.
When you changed the results of towers (captives rescued), it seems like I don't get foreign units anymore, just somebody I could have trained at my own capital. Can you have the long-imprisoned captive be a random choice of the 21 foreign champions? In the original, it was a little tedious to always get someone from the same foreign faith, but it's even worse to get a unit that you could have trained yourself.
I really like the more difficult encounters, and even the extra scouts make it more challenging, because I have to make sure my archers aren't focusing on the scouts and letting the dangerous units close.
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Post by Boaster on May 17, 2005 1:20:19 GMT -6
More comments: I think Slay Living is far too powerful. It's just like Lost Soul, except it works instantly. Sure, it only works on creatures (I tested) but killing a cyclops for 4 mana points is way too cheap. My brother reported that he was unable to get Flood to work. He tried it at different ranges. I offered a text for Pacify spellbook. I realize you had already written something, but I kind of wanted to see mine in there, since I suggested the spell. If it is too long, I can edit it, or make any changes you see appropriate. For some of the spells I suggested, if they can be implemented, I would like the chance to write the text. You can e-mail me anytime you are about to add Summon Demon (fire) or Walk the Paths (Chaos distance teleport spell). My brother says he misses the Mind Control spell you had added. Maybe it could be called "Conversion" if you bring it back? He also is wondering if you decreased the stealth settings for the elven thief. He felt like it was too easy for level 4 warriors to spot level 10 theives. When you changed the results of towers (captives rescued), it seems like I don't get foreign units anymore, just somebody I could have trained at my own capital. Can you have the long-imprisoned captive be a random choice of the 21 foreign champions? In the original, it was a little tedious to always get someone from the same foreign faith, but it's even worse to get a unit that you could have trained yourself. I really like the more difficult encounters, and even the extra scouts make it more challenging, because I have to make sure my archers aren't focusing on the scouts and letting the dangerous units close. I do not deny the fact that Slay Living is powerful. I will consider revising the spell to not effecting the Great Temple creatures either, such as Dragons or Vampires. Flood is now an overland attack spell, like Pestilence once was (where it damages the army and then changes the Terrain to Water). I am considering changing the spell to just become a damaging spell, because changing a terrain location into Water just ruins the game for other players. I suppose I can take your manuscript for the Pacify spell. Email it to me at: mantera@dbzmail.com I changed the Tower prisoners to always be your own faith because of the spell changes I've made. Such as, Stone Skin gives Earth units +3 armor, rather than giving other units +2 armor. Air units would lose 2 armor. Also, it kind of blows when you have a mage of another faith spawned and then be unable to use it because you have no scrolls or spells of that mage's faith. Also, in the latest version of the GS5B you will see a significant cost increase on champion units. So I think from now on, you will appreciate gaining a level 5 or 6 unit of your own faith. And its not easy to take a unit into combat to level it up anymore either, since encounters are more difficult. Mind Control is still there, I think. Its just the very very last Offensive spell in the Order Library. Elven Thieves have decent Stealth factor, but not as good as the Earth Thieves. Between most Thief Lords, and their respective champions, there is a difference of 2 points. In the GS5B mod Earth, Air, and Fire Thieves have the best stealth capabilities (a value of Zero for the Lords, and a value of two for their champions). The rest are tied relatively close (a value of one for their Lords, a value of three for their champions. The way Stealth functions is not perfect, but it works pretty well. Hope this helps some.
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