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Mods Armored Princess mods

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  #1  
Old 02-26-2012, 03:52 AM
MattCaspermeyer MattCaspermeyer is offline
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Default Heroes of Might and Magic 3 Tomes Alpha Mod Development for AP

I just want to announce that I'm going to be working on a new mod / mini expansion that is based on my Hereos of Might and Magic 3 Babies mod for The Legend for Armored Princess.

I'm going to be applying a lot of the same modifications and ideas that I applied to TL. Since you can't have children in AP, the babies will become "Tomes" or basically artifacts that you can equip on your hero that will have similar bonuses that they had in my babies mod.

I'll also most likely make it so that the tomes can be upgraded to get better and better bonuses. Also all 8 wives (the 6 original plus 2 I added) will also become tomes as well.

If anyone has any ideas or suggestions, feel free to post them here and if they make sense I may implement them in my mod.

I expect the alpha development phase to take several months as I spent over a year working on my babies mod.

I'm going to focus on making no loss on impossible exceedingly difficult and will apply my enemy hero bonus system to the enemy heroes in AP so that they will be much more difficult (especially at higher levels), the mana / rage generation limitation system based on combat round, unit difficulty and map location bonuses, long combat penalties, and many other features!

P.S. You can check out the various posts for my babies mod / mini-expansion for TL in these links:

Development Discussion
Beta Download Topic
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  #2  
Old 03-02-2012, 05:15 PM
Sir Whiskers Sir Whiskers is offline
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Posts: 149
Default

Quote:
Originally Posted by MattCaspermeyer View Post
I'm going to focus on making no loss on impossible exceedingly difficult and will apply my enemy hero bonus system to the enemy heroes in AP so that they will be much more difficult (especially at higher levels), the mana / rage generation limitation system based on combat round, unit difficulty and map location bonuses, long combat penalties, and many other features!
I'm really looking forward to trying out this mod in AP/CW, for the novelty and the change in tactics it will require.

One request, though. Please don't make non-Impossible games too difficult. I don't enjoy the tedium of attempting to play a strict Impossible/No Loss game, and I'm not looking for a mod that creates such tedium in the more normal difficulty levels. I suspect there are other players who approach the game the same way.

Lastly, thanks for all your efforts with the TL mod and now this one.
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  #3  
Old 03-03-2012, 02:05 AM
MattCaspermeyer MattCaspermeyer is offline
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Posts: 549
Smile Don't Worry...

Don't worry - the system I implemented in my TL mod is actually customizable so you can actually even make the game easier if you so desire!

For example, you can even derate the statistics of units if you specify a value less than 1 for the stat increase (I experimented with making easy have a 0.98 modifier so that creatures would have 2% less stats, but I ended up keeping it at 1.0).

I'll probably end up implementing similar scaling factors, here is what I used for The Legend:

Easy: 1.0
Normal: 1.0
Hard: 1.1
Impossible: 1.25

So you can see here, that Easy and Normal were not affected.

There is also another difficulty amplifier I used - based on the map difficulty that is also configurable. In The Legend, the maximum map difficulty level was 100 and so I used these divisors to set an additional map difficulty bonus:

Easy: 50 (100/50 = 2, so 1.02 modifier for Haas battle at the end)
Normal: 20 (100/20 = 5, so 1.05 modifier at end)
Hard: 10 (100/10 = 10, so with 1.1 above, a 1.2 modifier at end)
Impossible: 4 (100/4 = 25, so with 1.25 above, a 1.5 modifier at end)

These are changeable if you so desire to make it easier / harder depending on what kind of game you want to play and so serve as other knobs to twist when playing. What is really neat here is that both of these are independent and can be easily disabled as well.

/C\/C\
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  #4  
Old 03-03-2012, 03:21 AM
MattCaspermeyer MattCaspermeyer is offline
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Join Date: Aug 2010
Posts: 549
Default File Comparison between TL & AP

I'm just starting to go through and assess the file differences between The Legend and Armored Princess and so decided to list them here so that you can see which files changed in AP.

Pretty much all the unit ATOM files changed as far as I can tell and so I won't list those.

TXT Files:

Code:
Compare King's Bounty\ses with Armored Princess\addon\ses
3/2/2012 8:12:31 PM
Filename		Comparison result			Left Date		Right Date		Extension
arena.txt		Text files are different		8/1/2008 12:57:02 PM	* 8/16/2010 6:43:26 PM	txt
boss.txt		Text files are different		8/1/2008 12:56:56 PM	* 8/16/2010 6:43:26 PM	txt
config.txt		Text files are different		7/8/2010 10:01:36 PM	* 8/16/2010 5:42:50 PM	txt
cursors.txt		Text files are different		* 7/8/2010 10:01:36 PM	2/16/2009 4:19:46 PM	txt
effects.txt		Text files are different		* 7/8/2010 10:01:36 PM	2/16/2009 4:19:26 PM	txt
embryos.txt		Text files are different		8/8/2008 10:13:14 AM	* 8/16/2010 6:43:26 PM	txt
forms.txt		Text files are different		8/1/2008 12:57:02 PM	* 3/11/2009 3:56:40 PM	txt
hero.txt		Text files are different		8/1/2008 12:57:02 PM	* 8/16/2010 6:43:26 PM	txt
items.txt		Text files are different		7/8/2010 10:01:36 PM	* 8/16/2010 6:43:26 PM	txt
items_monster.txt	Text files are different		8/1/2008 12:56:56 PM	* 2/26/2009 7:21:20 PM	txt
items_quest.txt		Text files are different		8/1/2008 12:56:54 PM	* 2/16/2009 4:19:26 PM	txt
logic.txt		Text files are different		8/6/2008 5:40:46 PM	* 1/17/2010 10:00:06 PM	txt
morale.txt		Text files are different		8/6/2008 5:40:46 PM	* 8/16/2010 6:43:26 PM	txt
movie_cameras.txt	Text files are different		8/1/2008 12:57:02 PM	* 3/20/2009 7:10:24 PM	txt
params.txt		Text files are different		8/1/2008 12:56:54 PM	* 2/16/2009 4:19:26 PM	txt
records.txt		Text files are different		8/1/2008 12:57:02 PM	* 8/16/2010 6:43:26 PM	txt
records_score_calc.txt	Text files are different		8/1/2008 12:57:16 PM	* 3/18/2009 5:19:06 PM	txt
session.txt		Text files are different		8/1/2008 1:22:26 PM	* 3/17/2009 4:03:12 PM	txt
skills.txt		Text files are different		7/8/2010 10:01:36 PM	* 8/16/2010 6:43:26 PM	txt
special_params.txt	Text files are different		8/1/2008 12:56:54 PM	* 3/19/2009 6:10:46 PM	txt
specials.txt		Text files are different		8/1/2008 12:56:54 PM	* 8/16/2010 6:43:26 PM	txt
spells.txt		Text files are different		7/8/2010 10:01:36 PM	* 8/16/2010 6:43:26 PM	txt
troops.txt		Text files are different		8/1/2008 12:57:02 PM	* 2/16/2009 4:19:46 PM	txt
ui_effects.txt		Text files are different		8/1/2008 12:57:02 PM	* 3/21/2009 4:06:04 PM	txt
autoconfig.txt		Text files are identical		8/1/2008 12:57:02 PM	* 2/16/2009 4:19:46 PM	txt
camera.txt		Text files are identical		8/1/2008 12:57:02 PM	* 2/16/2009 4:19:46 PM	txt
gametime.txt		Text files are identical		8/1/2008 12:57:02 PM	* 2/16/2009 4:19:46 PM	txt
getsysindex.txt		Text files are identical		8/1/2008 12:57:16 PM	* 2/16/2009 4:20:10 PM	txt
lists.txt		Text files are identical		8/1/2008 12:57:02 PM	* 2/16/2009 4:19:46 PM	txt
unitbeh.txt		Text files are identical		8/1/2008 12:57:02 PM	* 2/16/2009 4:19:46 PM	txt
companion.txt		Right only: Armored Princess\addon\ses				* 1/10/2010 10:02:00 PM	txt
hidden.txt		Right only: Armored Princess\addon\ses				* 3/15/2009 12:47:58 PM	txt
medals.txt		Right only: Armored Princess\addon\ses				* 8/16/2010 6:43:26 PM	txt
skiplocs.txt		Right only: Armored Princess\addon\ses				* 3/11/2009 3:56:40 PM	txt
spells_adventure.txt	Right only: Armored Princess\addon\ses				* 3/17/2009 4:02:42 PM	txt
actors.txt		Left only: King's Bounty\ses		* 8/1/2008 12:57:02 PM				txt
embryos_old.txt		Left only: King's Bounty\ses		* 8/1/2008 12:57:02 PM				txt
intro_sequence.txt	Left only: King's Bounty\ses		* 8/1/2008 12:57:02 PM				txt
wifes.txt		Left only: King's Bounty\ses		* 7/8/2010 10:01:36 PM				txt
LUA Files:

Code:
Compare King's Bounty\ses with Armored Princess\addon\ses
3/2/2012 9:15:14 PM
Filename			Comparison result			Left Date		Right Date		Extension
arena.lua			Text files are different		7/8/2010 10:01:36 PM	* 8/16/2010 6:43:26 PM	lua
armygen.lua			Text files are different		8/1/2008 12:57:16 PM	* 2/23/2009 3:10:02 PM	lua
armywalk.lua			Text files are different		* 7/8/2010 10:01:36 PM	2/16/2009 4:20:10 PM	lua
boss.lua			Text files are different		8/1/2008 12:57:16 PM	* 8/16/2010 6:43:26 PM	lua
boxes.lua			Text files are different		8/1/2008 12:57:16 PM	* 3/11/2009 4:01:58 PM	lua
combat_log.lua			Text files are different		7/8/2010 10:01:36 PM	* 8/16/2010 6:43:26 PM	lua
default_idle.lua		Text files are different		8/1/2008 12:57:16 PM	* 2/16/2009 4:20:10 PM	lua
item_fight.lua			Text files are different		7/8/2010 10:01:36 PM	* 8/16/2010 6:43:26 PM	lua
item_use.lua			Text files are different		8/1/2008 12:57:16 PM	* 8/16/2010 6:43:26 PM	lua
items_hint.lua			Text files are different		8/1/2008 12:57:16 PM	* 3/18/2009 5:19:06 PM	lua
logic.lua			Text files are different		7/8/2010 10:01:36 PM	* 8/16/2010 6:43:26 PM	lua
logic_hero.lua			Text files are different		7/8/2010 10:01:36 PM	* 8/16/2010 6:43:26 PM	lua
logic_units.lua			Text files are different		8/1/2008 12:57:16 PM	* 2/23/2009 3:10:02 PM	lua
pawn.lua			Text files are different		* 7/8/2010 10:01:36 PM	1/3/2010 1:15:14 AM	lua
quest_log.lua			Text files are different		8/1/2008 12:57:16 PM	* 2/16/2009 4:20:10 PM	lua
quest_object.lua		Text files are different		8/1/2008 12:57:16 PM	* 2/16/2009 4:20:10 PM	lua
skills.lua			Text files are different		* 7/8/2010 10:01:36 PM	3/11/2009 3:56:46 PM	lua
special_attacks.lua		Text files are different		* 7/8/2010 10:01:36 PM	1/14/2010 5:38:48 PM	lua
special_hint.lua		Text files are different		8/1/2008 12:57:16 PM	* 1/9/2010 3:48:58 AM	lua
spell_effects.lua		Text files are different		* 7/8/2010 10:01:36 PM	10/30/2009 5:32:52 PM	lua
spells.lua			Text files are different		* 7/8/2010 10:01:36 PM	1/3/2010 1:15:14 AM	lua
spells_common.lua		Text files are different		7/8/2010 10:01:36 PM	* 8/16/2010 6:43:26 PM	lua
spells_hint.lua			Text files are different		8/1/2008 3:36:02 PM	* 3/19/2009 6:10:48 PM	lua
spells_power.lua		Text files are different		7/8/2010 10:01:36 PM	* 8/16/2010 6:43:26 PM	lua
spirit_lina.lua			Text files are different		7/8/2010 10:01:36 PM	* 8/16/2010 6:43:26 PM	lua
spirits_hint.lua		Text files are different		8/1/2008 12:57:16 PM	* 3/20/2009 7:10:24 PM	lua
textgen.lua			Text files are different		* 7/8/2010 10:01:36 PM	3/15/2010 3:16:14 PM	lua
unit_features.lua		Text files are different		* 7/8/2010 10:01:36 PM	1/9/2010 3:24:20 AM	lua
unit_morale.lua			Text files are different		* 7/8/2010 10:01:36 PM	3/15/2009 12:48:02 PM	lua
boxupd.lua			Text files are identical		8/1/2008 12:57:16 PM	* 2/16/2009 4:20:10 PM	lua
codelock.lua			Text files are identical		8/1/2008 12:57:16 PM	* 2/16/2009 4:20:10 PM	lua
common_army.lua			Text files are identical		8/1/2008 12:57:16 PM	* 2/16/2009 4:20:10 PM	lua
lift.lua			Text files are identical		8/1/2008 12:57:16 PM	* 2/16/2009 4:20:10 PM	lua
logic_boat.lua			Text files are identical		8/1/2008 12:57:16 PM	* 2/16/2009 4:20:10 PM	lua
logic_objects.lua		Text files are identical		8/1/2008 12:57:16 PM	* 2/16/2009 4:20:10 PM	lua
platformcaller.lua		Text files are identical		8/1/2008 12:57:16 PM	* 2/16/2009 4:20:10 PM	lua
scenario.lua			Text files are identical		8/1/2008 12:57:16 PM	* 2/16/2009 4:20:10 PM	lua
spirit_death.lua		Text files are identical		8/1/2008 12:57:16 PM	* 2/16/2009 4:20:10 PM	lua
spirit_slime.lua		Text files are identical		* 7/8/2010 10:01:36 PM	2/16/2009 4:20:10 PM	lua
spirit_therock.lua		Text files are identical		8/1/2008 12:57:16 PM	* 2/16/2009 4:20:10 PM	lua
spirits_common.lua		Text files are identical		8/1/2008 12:57:16 PM	* 2/16/2009 4:20:10 PM	lua
transport.lua			Text files are identical		* 7/8/2010 10:01:36 PM	2/16/2009 4:20:10 PM	lua
addon_agvares.lua		Right only: Armored Princess\addon\ses	* 8/16/2010 6:43:26 PM				lua
addon_arena.lua			Right only: Armored Princess\addon\ses	* 8/16/2010 6:43:26 PM				lua
addon_boss.lua			Right only: Armored Princess\addon\ses	* 8/16/2010 6:43:26 PM				lua
addon_pet.lua			Right only: Armored Princess\addon\ses	* 1/10/2010 9:22:48 PM				lua
addon_rewards.lua		Right only: Armored Princess\addon\ses	* 3/15/2009 12:48:02 PM				lua
addon_special_attacks.lua	Right only: Armored Princess\addon\ses	* 1/14/2010 10:14:22 AM				lua
addon_special_spell.lua		Right only: Armored Princess\addon\ses	* 2/16/2009 4:20:10 PM				lua
addon_spells.lua		Right only: Armored Princess\addon\ses	* 3/22/2009 5:26:24 PM				lua
addon_spells_adv.lua		Right only: Armored Princess\addon\ses	* 8/16/2010 6:43:26 PM				lua
addon_spells_common.lua		Right only: Armored Princess\addon\ses	* 8/16/2010 6:43:26 PM				lua
addon_spells_power_hint.lua	Right only: Armored Princess\addon\ses	* 6/28/2009 12:05:56 PM				lua
addon_textgen.lua		Right only: Armored Princess\addon\ses	* 2/16/2009 4:20:10 PM				lua
addon_unit_features.lua		Right only: Armored Princess\addon\ses	* 8/16/2010 6:43:26 PM				lua
cutscenes.lua			Right only: Armored Princess\addon\ses	* 3/20/2009 7:10:24 PM				lua
vars.lua			Left only: King's Bounty\ses		* 8/1/2008 12:57:16 PM				lua
LNG Files:

Code:
Compare King's Bounty\loc_ses with Armored Princess\addon\loc_ses
3/2/2012 8:30:12 PM
Filename		Comparison result				Left Date		Right Date		Extension
eng_!temp.lng		Text files are different			7/1/2008 4:23:00 PM	* 3/1/2010 2:49:46 PM	lng
eng_actors.lng		Text files are different			* 7/8/2010 10:01:34 PM	3/30/2010 8:41:24 AM	lng
eng_atoms_info.lng	Text files are different			* 7/8/2010 10:01:34 PM	3/1/2010 2:49:44 PM	lng
eng_credits.lng		Text files are different			7/8/2010 10:01:34 PM	* 9/3/2010 4:55:32 PM	lng
eng_enemy_heroes.lng	Text files are different			* 7/8/2010 10:01:34 PM	3/1/2010 2:49:44 PM	lng
eng_global_strings.lng	Text files are different			* 7/8/2010 10:01:34 PM	3/1/2010 2:49:44 PM	lng
eng_items.lng		Text files are different			* 7/8/2010 10:01:34 PM	3/1/2010 2:49:44 PM	lng
eng_map.lng		Text files are different			* 7/8/2010 10:01:34 PM	3/30/2010 8:33:32 AM	lng
eng_records.lng		Text files are different			7/8/2010 10:01:34 PM	* 9/3/2010 3:33:26 PM	lng
eng_windows.lng		Text files are different			7/8/2010 10:01:34 PM	* 8/11/2010 2:11:58 PM	lng
templates.lng		Text files are different			* 12/30/2010 3:04:12 PM	2/15/2010 9:32:46 AM	lng
common.lng		Text files are identical			* 7/8/2010 10:01:34 PM	11/3/2009 9:48:02 AM	lng
eng_base.lng		Text files are identical			* 7/8/2010 10:01:34 PM	3/1/2010 2:49:44 PM	lng
eng_battle.lng		Text files are identical			* 7/8/2010 10:01:34 PM	3/1/2010 2:49:44 PM	lng
eng_boss.lng		Text files are identical			* 7/8/2010 10:01:34 PM	3/1/2010 2:49:46 PM	lng
eng_hero.lng		Text files are identical			* 7/8/2010 10:01:34 PM	3/1/2010 2:49:44 PM	lng
eng_items_base.lng	Text files are identical			* 7/8/2010 10:01:34 PM	3/1/2010 2:49:44 PM	lng
eng_map_object.lng	Text files are identical			* 7/8/2010 10:01:34 PM	3/1/2010 2:49:46 PM	lng
eng_skills.lng		Text files are identical			* 7/8/2010 10:01:34 PM	3/1/2010 2:49:44 PM	lng
eng_spells.lng		Text files are identical			* 7/8/2010 10:01:34 PM	3/1/2010 2:49:46 PM	lng
eng_spirits.lng		Text files are identical			* 7/8/2010 10:01:34 PM	3/1/2010 2:49:44 PM	lng
eng_units.lng		Text files are identical			* 7/8/2010 10:01:34 PM	3/1/2010 2:49:46 PM	lng
eng_units_features.lng	Text files are identical			* 7/8/2010 10:01:34 PM	3/1/2010 2:49:44 PM	lng
eng_units_specials.lng	Text files are identical			7/8/2010 10:01:34 PM	* 8/13/2010 10:40:48 AM	lng
eng_windows_small.lng	Text files are identical			* 7/8/2010 10:01:34 PM	3/1/2010 2:49:44 PM	lng
eng_pet.lng		Right only: Armored Princess\addon\loc_ses	* 3/1/2010 2:49:44 PM				lng
eng_restart.lng		Right only: Armored Princess\addon\loc_ses	* 4/7/2010 10:54:18 AM				lng
eng_rewards.lng		Right only: Armored Princess\addon\loc_ses	* 3/1/2010 2:49:44 PM				lng
That's the end of the list for those file types.

/C\/C\
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  #5  
Old 03-06-2012, 04:00 AM
MattCaspermeyer MattCaspermeyer is offline
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Join Date: Aug 2010
Posts: 549
Exclamation Lots of work to do...

Well, okay, as you can see from the file list changes above, there are a lot of changes to the base files between The Legend and Armored Princess.

So I can't just copy files and be done, so I'll have to add in my changes to the AP / CW files, which is going to take quite a bit of time.

Nonetheless, I think I'll keep you appraised of my progress through the forum posts here and in the corresponding CW topic when I work on it so this will serve as a blog of sorts and should also give you insight into how the modding process works for me.

So I'm really starting at square one again, where I have to go through all the files, see where everything is and then go from there, but at least I have the experience garnered from my first mod so it should go more quickly!

With that stated, I've done some preliminary work on the SKILLS.TXT file and for the most part I like most of the skills in AP and so I don't see major changes there, except that I'm going to change the leveling model to something similar to how I did the skill advancement in my TL mod.

There are a couple of different skill leveling models to choose, but what I try to do is use the skill leveling model where you get a small amount for level 1, more for level 2, and the most for level 3.

Let's take the skill, Heroism, for example:

You can choose a model where each skill level gives the same increment, i.e. +2, +4, and +6 Attack for skill level 1 to 3. That would be a balanced model, but since you are getting the same increase in attack, there should really be no difference between the runes required for each level. That's a linear model based approach and actually a good one, and I may use it from time to time, based on the skill.

Another model type, that I used quite a bit in my TL mod is to give a small amount for the level 1 skill selection, then more for level 2, and then the most for level 3.

As it turns out, the way Heroism is implemented right now is exactly how I would do the increase: +1, +3, and +6 Attack. Note that in this skill increase model how you get a small amount for the first skill level, then twice as much for the second, and twice as much again for the third.

So what should the rune requirements for this skill be? Well the runes currently for this skill are:

Level 1: 4, 1, 0
Level 2: 9, 2, 0
Level 3: 13, 3, 0

Note that for 4 Might and 1 Mind runes you get +1 Attack so for another +2 Attack (total +3) it should be just twice as many runes as the level 1 rune requirement so I'd make it 8, 2, 0 instead. Lastly, the third level increase is the same as the first two levels (+ an additional 3 Attack) and so should be the total of the first two levels which would be 4 + 8 = 12 and 1 + 2 = 3 so we'd get 12, 3, 0 for the rune requirements for third level of that skill.

However, the big question to keep it consistent is how many runes should be required to increase the hero's attack and which runes should they be?

Well, I'd say that Might is for Attack, Mind for Defense, and Magic for Intellect. That's how I did it in my TL mod.

So with this skill, I'd make it so that it only required Might runes. The next question is how many? Note that the number we choose is going to be used the same for other skills and so the part I'm wrangling with right now is to determine what the number of Might runes should be to increase the hero's Attack 1 point.

To help me with this, I've catalogued all the rune requirements for the Might Tree: 368, 53, 12. So this is going to be my target for rune selections for modifying the Might Tree and so I might give 368±10, 53±5, 12±3 for some wiggle room with respect to meeting this target.

So what I'll do with Heroism, is start with 1 Might rune increases the hero's Attack +1. I'll then do this same sort of base rune requirement and see how far below the total targeted runes I fall for all the skills in the Might Tree. Then I simply start scaling up skills (all I need to do is change the first level as the other levels are parameterized based on the increase of the statistics) until I meet the target runes. Since the developers did significant playtesting with these total number of runes required, if I stay close then you still should be able to get roughly the same skills, but at least the requirements will be more consistent.

You might be thinking, well what's the point since the end point is the same. Well, for me it irks me when a game is inconsistent. With Heroism I just spent 4 Might and 1 Mind runes for +1 Attack, now I have to use an additional Might rune to get another +2? Doesn't seem fair to me. At least from level 2 to 3 it is just the sum of levels 1 and 2 so that is okay. So the idea is that I'll try to make the skill increases more consistent and it may help you choose some skills that you might not necessarily choose if the rune requirements are more consistent.

I do all this development in a spreadsheet so it is easy to see changes, and I'm also going to add where the SKILLS.TXT file is essentially populated with the values I choose - this should help reduce error, rather than me type in the rune and parameter values where it is easy to make a mistake.

That's going to be the big difference with respect to the AP / CW mods and my TL mod where I automate the text file changes more as Fatt_Shade will tell you I made quite a few errors typing everything in by hand - whoops!

The idea is to work on the AP file and then I'll go and work on the CW file - that way I can ensure that I'm making consistent progress with both expansions and since I just did one file it will be easier to do the same file for the other.

I'm probably going to do as many of the *.TXT files that I can before I start working with the *.ATOM and *.LUA files. The *.LNG files will most likely be change as I need to since they are based on the work with all the previous file types (like I'll probably go work on ENG_SKILLS.LNG after I finish the work with SKILLS.TXT).

When I get the SKILLS.TXT file laid out, I'll list or somehow provide what the runes and parameter values are so that comments can be made with respect to the changes...

/C\/C\
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  #6  
Old 03-06-2012, 11:01 AM
Fatt_Shade Fatt_Shade is offline
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Join Date: Nov 2010
Location: Serbia
Posts: 838
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Hello fellow KB fans
Thx for mentioning me, but i`m only glad to help finding osme of typo`s that were bound to happen since you did all work yourself.
I didnt think there will be so much work implementing HoMM 3-babies mod into AP/CW but i looks like it cant be escaped
Bunch of atoms , enemy hero , spells , items , .txt files shouldnt be much problem but i guess getting your own new skills, and changed spells mechanics will be time consuming.
Unit atom files that needs to be changed are plant mostly (you`re gift of life), and new talents for Giant/Archdemon. I don`t see any other that must be modded.
Enemy hero keep same mechanic as in tL just set bonuses for them Att/Def/Int depending of hero main attribute.
Spells you did great job in tL with displaying intellect bonus in spell book for each spell , i think only job now is to kick Gift/Last hero and couple of other old spells and add Time back and all new spells that were Rage spirit skills before ( Rock fall, Piranha shoal, Earth blades, etc ).
For items adding new HoMM3 tomes as you planed is biggest prob, old items.txt/eng_items.txt i dont think need any more modding.
As for skills lvlup rune cost , you`re over thinking it Matt. skills.txt is among easiest files to mod and every player can set his own lvlup rune price as he/she wish, so no need to crack you`re brain much on it. On skills note it would be great if you figure out how Onslaught/Adrenaline works toward orc`s and random adrenalin given on start of battle (this for CW only) since this 2 skills don`t work properly now. Also any idea how to add black knight/vampires to warrior counterstrike class skill ? To me it`s seems stupid that giants/trolls/huge orc units, even fairies have bonus retaliations from that skill and undead are excluded
Chat/quest also don`t need any changes i think.
As you said .lua will be most problematic to set because you plan to change some things to fit you`re mod and all those need to be set and checked to work properly.
If i can help anyway send message and i`ll try my best.
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  #7  
Old 03-06-2012, 04:52 PM
MattCaspermeyer MattCaspermeyer is offline
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Join Date: Aug 2010
Posts: 549
Smile Great points! Skill and Medal Thoughts...

Quote:
Originally Posted by Fatt_Shade View Post
On skills note it would be great if you figure out how Onslaught/Adrenaline works toward orc`s and random adrenalin given on start of battle (this for CW only) since this 2 skills don`t work properly now. Also any idea how to add black knight/vampires to warrior counterstrike class skill ? To me it`s seems stupid that giants/trolls/huge orc units, even fairies have bonus retaliations from that skill and undead are excluded
Yah, any areas that aren't working let me know and I'll see what I can do and also if there are any skill inconsistencies we'll find them and change them to make them more consistent.

Also, any same skills as TL will probably have that bonus brought over - like I'll make Holy Anger give bonuses to the Order spell tree even though Resurrection adds to Prayer and Resurrection and Glory will have the -Leadership Requirement bonus as well as the summon bonus that I implemented, etc.

By the way, I did peek quickly inside MEDALS.TXT and started to get the juices flowing on what to do there:

Since the medals have a "mods" section I can now add to overall Leadership % and so will make Grand Strategy have +200 / +2%, +500 / +5%, and +1000 / +10% to your Leadership. Guardian Angel will be +2 / 5 / 10% Resist All

I'm also thinking that there are 10 medals and 2 of those medals are for the class type, but I was thinking of making the first row (5) be generic and the second row (last 5) be class specific - thoughts? I was thinking it might be neat to toss in Archmage from TL for a Mage medal for example. We can even possibly transfer a skill there if we think of a better skill to reside in the specific tree for that class. Also, there might be Mage medals that make enemies less resistant to a certain attack (kind of like the enemy heroes in my TL mod), Paladin Medals that add more defense or resistance, etc.

The medals use long hexadecimal codes for their implementation, but hopefully the Crossworlds Editor or the King's Bounty Database Editor can help me decipher them and create my own new conditions. That is the only stumbling block right now to making medal changes.

Those are just some of the thoughts starting to flow through my brain on medals...

Here are some initial skill tree thoughts (if I say same as TL that means same as my mod that I did for TL, not original TL):

Might Tree:
Heroism: Keep same
Resistance: +1 / 3 / 6 Defense
Rage Control: same as TL
Onslaught: Just like in TL bonuses to Initiative, Speed, and then bonus to both - do we need the rage bonus?
Caution: This is just like Start Defense so I'll implement it the same way I did in TL
Quick Draw says: "The art of quickly shooting arrows enables you to strike first, dodging the shots of enemy archers". Well adding Initiative sounds reasonable, but I don't remember if they get a chance to dodge enemy shots, they don't do they? Instead their attack increases. This doesn't make sense so I'll either change the description or I can add a chance for the Archer to dodge an attack (and remove the Attack increase if I do) or increase their Defense or Resistance or something like that. I'll also heavily consider expanding this to all ranged units like I did for the Bowmen Commander -> Ranged Specialist in TL.
Nighttime Operations: same as for TL
Anger: same as TL
Frenzy: same as TL
The Power of Darkness: I'll probably make this the same as Dark Commander and have it expanded to include all "evil" or perceived as evil troops including: Demons, Wolves, Hyenas, Snakes, Spiders, Beholders, Robbers, Devilfish, Werewolves / Elves, Assassin's, and Demonologists. I included Orcs in TL, but I'm thinking that they are more neutral in AP / CW (well maybe not CW) and I think Lizardmen are neutral - thoughts?
Tactics: same as TL
Revenge: I need to check into this one more, but it looks like the Critical Hit increase is percent of current and not absolute, but it'll probably +5 / 10 / 20% Critical Hit.
Bloodthirst: This I'll make similar to +Rage Increase of Iron Commander where I made it +10 / 30 / 60 Rage and so those will be the maximum increases, but I'll probably make the percent increase +10 / 30 / 60% or something like that.

Mind Tree:
Scouting: same as TL
Holy Anger: same as TL but because of Absolute Balance (see below) I may move the Rage / Mana increaes to it and then use the Runic Stone defense increase here. Also because of Resurrection (see below), it may make sense to move the Order Spells bonus to Resurrection.
Glory: same as TL
Trophies: same as TL
Prayer: Here the Critical Hit increase is absolute, but I think I like a percent of current increase better as it is easier to scale with all units so it would probably be +5 / 15 / 30% Critical Hit
The Power of Spirit: same or double to +1 / +3 / +6 Attack / Defense
Learning: same as TL, not sure about Intellect...
Adrenaline: This will work just like TL Onslaught except for random troop at the beginning of the round like it says. Is this skill broken?
Neatness: +5 / +10 / +20 Mana or similar, may also consider +1 / +2 / +3 Defense
Persuasion: Keep same
Diplomacy: same as TL
Absolute Balance: +5 / +10 / +20 Rage / Mana - will have to see how this works with Holy Anger, I might move the Holy Anger bonus to here in which it would be +5 / +15 / +30 Rage / Mana.
Resurrection: +5 / +15 / +30% Resurrection / Prayer (it may make sense to simply implement the Order Spells bonus here instead of Holy Anger).
Voice of the Dragon: Keep morale bonuses the same, but may look into initiative or speed increases for the animals, Rage would probably be +2 / +5 / +10 or similar...
I don't see any +2 / 5 / 10 Resist All like I did in TL and so may consider that bonus to either Neatness, Resurrection,. or Absolute Balance

Magic Tree:
Wisdom: same as TL
Linguistics: Keep same
Alchemy: same as TL
Order Magic: same as TL
DIstortion Magic: same as TL
Magic Light: same as TL, but include new AP spells
Transmute: +5 / +10 / +15 Mana
Chaos Magic: same as TL
Meditation: same as TL, for Mana it would be: +5 / +15 / +30 Mana
Summoner: +10 / 25 / 50% to Summoning Spells / Skills
Destruction: same as TL
Concentration: same as TL
Thesis: like TL Higher Magic Intellect and Mana Increase, maybe make similar to Might Tree Bloodlust to include %Mana increase.
Higher Magic: 15 / 30 / 60 Mana

Those are just some preliminary thoughts, I need to sum up all the bonuses overall and see what the total increase of the statistics are going to be and assess. Then I'll change the Rune requirements to match the changes and we'll go from there!

/C\/C\
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  #8  
Old 03-06-2012, 06:29 PM
Fatt_Shade Fatt_Shade is offline
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Location: Serbia
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As far as i know Onslaught (might skill tree), and Adrenaline (mind skill tree) are supposed to give random adrenaline to orc units in hero army (if have nay) but it doesnt. I try many times and example : my army made of goblin, paladin, goblin shamans, blood shamans, catapults onslaught 3 lvl and adrenaline 3 lvl , on start of battle no adrenaline for my orc units. If i change places to units in army catapult, blood shaman, goblin, paladin , goblin shaman i get adrenaline on start of battle form onslaught, but adrenalin skill doesnt work, random unit get speed/initiative but no adrenaline for orc`s. That`s problem, passive bonus works, but in battle bonuses don`t work for those 2 skills.
For medals check adventure mod http://forum.1cpublishing.eu/showthread.php?t=22725 , bladeking777 there added 5th lvl for them, and didnt mess with hexdecimal part of code in medals.txt file just changing text part of file, and in editor added new lvl`s. If you have idea how to make 5 special medals for each hero class go for it. I always thought that only 2/10 different medals between classes isn`t enough to have new experiance playing new game with different class (they are to simmilar). You modding in the Legend with skills made bigger change in warrior/mage/paladin playthrough. As for changign medals i`m way ahead of you ,Modded fire mage and iron warrior long ago, when red sands got out
Code:
     {
      filter {
        belligerent=ally
      }
      dbonus=physical,0,4,0,-100,0,0
      attack_on=
      attack_off=
    }
  }
  mods {
    rage=limit,5
  }
for warrior medal get bonus rage/lvl and physical dmg%
Code:
     {
      filter {
        belligerent=enemy
      }
      rbonus=poison,-2,0,0,-100,0,0
      attack_on=
      attack_off=
    }
    {
      filter {
        belligerent=enemy
      }
      rbonus=magic,-2,0,0,-100,0,0
      attack_on=
      attack_off=
    }
    {
      filter {
        belligerent=enemy
      }
      pbonus=
      dbonus=
      rbonus=fire,-2,0,0,-100,0,0
      attack_on=
      attack_off=
    }
    {
      filter {
        belligerent=enemy
      }
      rbonus=astral,-2,0,0,-100,0,0
      attack_on=
      attack_off=
    }
  }
  mods {
    mana=limit,5
  }
for mage i added -res% for enemy units for fire/poison/magic/astral type of dmg. Didn`t change paladin medal since i almost never play her, but bonus defense% or lowering enemy undead/demon hp would be nice (or something like that).
Do you plan to move you`re -lds% requirements to certain groups like quick draw for archers, or simply leave +att/initiative bonus ,
And fighting type units to warrior special class skill counter strike ,
Or archmage -lds% for all magical units ?
I suggest dark commander to bonus to undead/demon/evil type units , orc and lizardman
get bonus from diplomacy ( hero is versatile diplomat, and neutral type troops fight better in her army, or something like that ...).
Try to keep mind tree balanced to give same bonus to mana as for rage.
Old inquisition now resurrection to give bonuses to all heal/revive type of unit : priest, inquisitor, paladin, demonolog, rune mage, shaman(if you plan to keep their dancing axes resurrecting ally orc talent).
Power of spirit leave it to +1/2/3 att/def +6 on lvl 3 would be to much.
In magic tree i see no problems, just move skills you modded in Legend here in AP/CW.
If you have time check fast http://forum.1cpublishing.eu/showthread.php?t=28724 , Csimby added 4/5 lvl for skills. I wanted to make it so warrior have 5th lvl might skill tree, paladin 5th lvl in mind, and mage 5th lvl in magic but couldn`t figure out how to block other classes form having more then 3 skill lvl in other tree.
And post 59 here http://forum.1cpublishing.eu/showthr...attackb&page=6 , i asked bladeking777 for idea to mod att/def bonus like int for spells (every 7 point 10% dmg, every 15 longer spells) just to add crit% and res%. I think you`ll figure out what he did there.
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  #9  
Old 03-11-2012, 02:01 AM
MattCaspermeyer MattCaspermeyer is offline
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Join Date: Aug 2010
Posts: 549
Default Thanks for the ideas and links...

Quote:
Originally Posted by Fatt_Shade View Post
As far as i know Onslaught (might skill tree), and Adrenaline (mind skill tree) are supposed to give random adrenaline to orc units in hero army (if have nay) but it doesnt. I try many times and example : my army made of goblin, paladin, goblin shamans, blood shamans, catapults onslaught 3 lvl and adrenaline 3 lvl , on start of battle no adrenaline for my orc units. If i change places to units in army catapult, blood shaman, goblin, paladin , goblin shaman i get adrenaline on start of battle form onslaught, but adrenalin skill doesnt work, random unit get speed/initiative but no adrenaline for orc`s. That`s problem, passive bonus works, but in battle bonuses don`t work for those 2 skills.
This is CW only, right? I'll look into what I can do here - seems like it should be fixable...

Quote:
Originally Posted by Fatt_Shade View Post
For medals check adventure mod http://forum.1cpublishing.eu/showthread.php?t=22725 , bladeking777 there added 5th lvl for them, and didnt mess with hexdecimal part of code in medals.txt file just changing text part of file, and in editor added new lvl`s. If you have idea how to make 5 special medals for each hero class go for it. I always thought that only 2/10 different medals between classes isn`t enough to have new experiance playing new game with different class (they are to simmilar). You modding in the Legend with skills made bigger change in warrior/mage/paladin playthrough.
Thanks for the link - I'll have to look into levels beyond 3, I never thought of going beyond three, but it's reasonable to let people continue as long as I keep it balanced.

With respect to the hexadecimal codes, they are needed if I'm going to do a new medal. Like you said, just changing the text files is all that is needed if the core medal goals stay the same.

I'd sure like to try to make the second row unique to each class so I'll probably work on medals after I finish the SKILLS.TXT files for AP then CW.

Unfortunately, my time right now is severely limited...

Quote:
Originally Posted by Fatt_Shade View Post
As for changign medals i`m way ahead of you ,Modded fire mage and iron warrior long ago, when red sands got out
Code:
     {
      filter {
        belligerent=ally
      }
      dbonus=physical,0,4,0,-100,0,0
      attack_on=
      attack_off=
    }
  }
  mods {
    rage=limit,5
  }
for warrior medal get bonus rage/lvl and physical dmg%
Code:
     {
      filter {
        belligerent=enemy
      }
      rbonus=poison,-2,0,0,-100,0,0
      attack_on=
      attack_off=
    }
    {
      filter {
        belligerent=enemy
      }
      rbonus=magic,-2,0,0,-100,0,0
      attack_on=
      attack_off=
    }
    {
      filter {
        belligerent=enemy
      }
      pbonus=
      dbonus=
      rbonus=fire,-2,0,0,-100,0,0
      attack_on=
      attack_off=
    }
    {
      filter {
        belligerent=enemy
      }
      rbonus=astral,-2,0,0,-100,0,0
      attack_on=
      attack_off=
    }
  }
  mods {
    mana=limit,5
  }
for mage i added -res% for enemy units for fire/poison/magic/astral type of dmg. Didn`t change paladin medal since i almost never play her, but bonus defense% or lowering enemy undead/demon hp would be nice (or something like that).
Well, sweet! I'll look into using that code if it makes sense, although I'm not going to change astral resistance since it is special and certain spells won't work properly if you start fiddling with it since they rely on astal damage to implement their function (Ghost Sword is one of those spells, but I think there are a few others) as well as Spirit abilities (I'll have to double check the Pet Dragon's damage here and there)...

Quote:
Originally Posted by Fatt_Shade View Post
Do you plan to move you`re -lds% requirements to certain groups like quick draw for archers, or simply leave +att/initiative bonus
We'll see how it goes, it certainly is an option and I'll probably implement it unless there is too much leadership reduction stuff elsewhere...

Quote:
Originally Posted by Fatt_Shade View Post
And fighting type units to warrior special class skill counter strike
I'll have to see what is going on with that skill, but certainly if there are units missing from the list that should be there, then I'll definitely add them.

Quote:
Originally Posted by Fatt_Shade View Post
Or archmage -lds% for all magical units ?
For this I was thinking of adding an "ArchMage" like medal for the Mage class, or if it makes sense to put it in a skill then put it there - we'll see...

Quote:
Originally Posted by Fatt_Shade View Post
I suggest dark commander to bonus to undead/demon/evil type units , orc and lizardman
get bonus from diplomacy ( hero is versatile diplomat, and neutral type troops fight better in her army, or something like that ...).
That is my thought as well, I might try to add in some bonuses for the "Good" units in the Paladin tree kind of like what I did for TL that mirror Dark Commander / The Power of Darkness.

Quote:
Originally Posted by Fatt_Shade View Post
Try to keep mind tree balanced to give same bonus to mana as for rage.
Yah - that's pretty much what I did with TL in the Paladin tree so I'll do the same here as you suggest...

Quote:
Originally Posted by Fatt_Shade View Post
Old inquisition now resurrection to give bonuses to all heal/revive type of unit : priest, inquisitor, paladin, demonolog, rune mage, shaman(if you plan to keep their dancing axes resurrecting ally orc talent).
That's a great idea!

Quote:
Originally Posted by Fatt_Shade View Post
Power of spirit leave it to +1/2/3 att/def +6 on lvl 3 would be to much.
Yah - I think you're right, it's just a thought and I'll re-evaluate after I make the skill changes when I look at total bonuses...

Quote:
Originally Posted by Fatt_Shade View Post
If you have time check fast http://forum.1cpublishing.eu/showthread.php?t=28724 , Csimby added 4/5 lvl for skills. I wanted to make it so warrior have 5th lvl might skill tree, paladin 5th lvl in mind, and mage 5th lvl in magic but couldn`t figure out how to block other classes form having more then 3 skill lvl in other tree.
Those are certainly interesting ideas, although I doubt if I'd extend the skills beyond level 3. I really do like your idea, though, of giving a specific class access to another skill level - would really help dilineate the classes even better!

If there was a way to implement it, I'd seriously consider it, but I don't know how to do it right now, but maybe I'll find a way as I go through adding in the changes and learn new things...

Quote:
Originally Posted by Fatt_Shade View Post
And post 59 here http://forum.1cpublishing.eu/showthr...attackb&page=6 , i asked bladeking777 for idea to mod att/def bonus like int for spells (every 7 point 10% dmg, every 15 longer spells) just to add crit% and res%. I think you`ll figure out what he did there.
That's an interesting idea - something to think about, and I know exactly how bladeking777 implemented it. It might make better sense to implement it as increased damage / increased resistance or there may be a way through the bonus system. I'll look into this further down the road...

Okay, those are some great comments - keep 'em coming!

/C\/C\
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  #10  
Old 03-28-2012, 07:18 PM
MattCaspermeyer MattCaspermeyer is offline
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Join Date: Aug 2010
Posts: 549
Lightbulb I think I know how to make class heros have higher skill level trees...

Quote:
Originally Posted by Fatt_Shade View Post
If you have time check fast http://forum.1cpublishing.eu/showthread.php?t=28724 , Csimby added 4/5 lvl for skills. I wanted to make it so warrior have 5th lvl might skill tree, paladin 5th lvl in mind, and mage 5th lvl in magic but couldn`t figure out how to block other classes form having more then 3 skill lvl in other tree.
Okay, I now have time to start working on modding in the weekday evenings again (whew! was super busy!).

I think I may have a solution to allowing class heros have their class-specific skill trees go higher - I need to experiment with my idea, but I think I know how to do it. I'll let you know how it goes...

The only thing is I'm not sure if I'll want to implement it in my mod, but I can identify how it can be done if my idea works so other people can still implement it in their mods if they wish.

So make a good case for why level 4 and possibly higher skill levels are a good thing. I often thought it would be neat for the Mage hero to have a 4th level of each magic school, but I wasn't sure how you'd be able to cast lower level spells with CTRL and SHIFT. Anyway, I probably won't need much convincing, but it just seems tougher to keep it balanced without simply making it so that you now have 4 levels to get to where you were with 3.

So, for example, take Heroism: +1 / +3 / +6 Attack for 3 skill levels, what should be the progression for 4? +1 / +3 / +6 / +10? Seems like that would be reasonable since the difference between each level increase is based on the skill level and consistent, but is this increase too big? And what about for level 5? +1 / +3 / +6 / +10 / +15? That would be the proper progression, but a total of +15 attack - wow! Do these sound reasonable, are they overpowered, and are they really needed? Another implementation could be: +1 / +3 / +5 / +7 / +9, but it seems like you're not getting as much progression from level 2 to 3 and beyond as you should and so this is kind of what I'm getting at with respect to skill power vs implementation: +1 / +3 / +6 / +10 / +15 is a proper progression due to getting more and more return for the higher levels (which seems to be what is needed to make higher levels desireable).

Of course the rune requirements would be tied to the increase to aid in balancing and so a simple implementation of Heroism would be:

Level 1: +1 Attack, 1, 0, 0
Level 2: +3 Attack, 2, 0, 0
Level 3: +6 Attack, 3, 0, 0
Level 4: +10 Attack, 4, 0, 0
Level 5: +15 Attack, 5, 0, 0
Totals: 15, 0, 0 so you would get +15 Attack for 15 Might Runes total. This would be a consistent progression with consistent rune use. If you start making the higher levels require more runes then it is simply not worth it to spend on that skill since you're getting less for the same number of runes.

By the way, Heroism will most likely have a +Hero Attack component and then a +Attack to certain level units, similar to how I did Training in TL. Depending on the number of skill levels I'd implement it something like this:

Level 1: +1 Attack, +2 Attack to units of level 1-2; 2, 0, 0
Level 2: +3 Attack, +3 Attack to units of level 1-3; 4, 0, 0
Level 3: +6 Attack, +4 Attack to units of level 1-4; 6, 0, 0

Adding a 4th level here wouldn't be too bad:

Level 4: +10 Attack, +5 Attack to all units; 8, 0, 0

A 5th level, though, would propably require a shift in the unit level requirement such that it would be:

Level 1: +1 Attack, +1 Attack to Level 1 units; 2, 0, 0
Level 2: +3 Attack, +2 Attack to Level 1-2 units; 4, 0, 0
Level 3: +6 Attack, +3 Attack to Level 1-3 units; 6, 0, 0
Level 4: +10 Attack, +4 Attack to Level 1-5 units; 8, 0, 0
Level 5: +15 Attack, +5 Attack to all units; 10, 0, 0
Totals: 30, 0, 0 for +15 Attack to your Hero and +5 Attack to all units (more beneficial to lower level units than higher level units).

This actually doesn't sound too bad, but the problem arises when I start looking at other skills, take Caution for example:

Level 1: +1 Defense, +10% Physical Resistance during first round, 0, 2, 0
Level 2: +2 Defense, +20% Physical Resistance during first round, 0, 2, 0
Level 3: +3 Defense, +40% Physical Resistance during first round, 0, 3, 0

The problem here is that I'd need to redo the progression noting that Resistance would be implemented exactly like Heroism except for +Defense instead of +Attack and that the Physical Resistance would be too high for level 4 and 5 so:

Level 1: +1 Defense, +5% Physical Resistance during first round, 0, 2, 0
Level 2: +2 Defense, +15% Physical Resistance during first round, 0, 3, 0
Level 3: +3 Defense, +30% Physical Resistance during first round, 0, 4, 0
Level 4: +4 Defense, +45% Physical Resistance during first round, 0, 4, 0
Level 5: +5 Defense, +60% Physical Resistance during first round, 0, 4, 0
Totals: 0, 17, 0 for +5 Defense and +60 Physical Resistance during the first round

Note that now it takes you to level 4 to get almost where you were at level 3 before and how it is also plateauing. So I'm not sure how useful it would be to have beyond level 3 here.

It seems like Resistance and Caution would work best with just 3 levels:

Resistance Level 1: +1 Defense, +2 Defense to Units Levels 1-2; 0, 2, 0
Resistance Level 2: +3 Defense, +3 Defense to Units Levels 1-3; 0, 4, 0
Resistance Level 3: +6 Defense, +4 Defense to Units Levels 1-4; 0, 6, 0
Totals Resistance: +6 Defense and +4 Defense for Unit Levels 1-4 for 0, 12, 0
Caution Level 1: +1 Defense, +5% Physical Resistance during round 1; 0, 2, 0
Caution Level 2: +3 Defense, +15% Physical Resistance during round 1; 0, 4, 0
Caution Level 3: +6 Defense, +30% Physical Resistance during round 1; 0, 6, 0
Totals Caution: +6 Defense and +30% Physical Resistance during round 1 for 0, 12, 0
Totals: +12 Defense, +4 Defense for Unit Levels 1-4, and +30% Physical Resistance during round 1 for 0, 24, 0. Seems like that is plenty and you get consistent progressions for both skills without it seeming to get too powerful. Doing it this way would allow us to extend to a 4th level for both skills if we thought going beyond level 3 would be a good idea and would look like:

Resistance Level 3: +10 Defense, +5 Defense to all Units; 0, 8, 0
Caution Level 3: +10 Defense, +50% Physical Resistance during round 1; 0, 8, 0

A 5th level would require the shift in +Unit Defense for Resistance (+1 Defense to Level 1 Units @Skill Level 1 instead of +2 Defense to Level 1-2 Units) and would get you to +75% Physical Resistance during the first round, which would be amazing.

What goes around, comes around, though, as the enemy heroes would use your skill system as the basis for their skill system and so you'd see similar bonuses for high-level enemy heroes so careful what you wish for!

I hope this gives you some insight into how I go about thinking about the skill level progressions and the thought that goes into the rune choice selection as well - nothing is arbitrarily chosen so that progression is consistent, rune requirements are consistent, and therefore balance has a better chance of being successfully implemented.

Certainly a nice thing about having more skill levels is that you certainly won't be able to get all the skills and so it would allow a player more flexibility in their skill choices and I think we'd find a lot more variability between player's hero skills at the end of the game (as well as more variability in the enemy heroes, especially at higher levels) since you'd choose higher skill levels based on how you played the game...

/C\/C\
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