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Zitro 'Balspeed' / 'one' / 'mod of mod' Removed

What I wound up doing was removing ranged magical attacks from caster heroes. I'd rather have a variable cost -- something like '1 + max mana / 5' (which means a max of 4 shots from any hero, of any level).
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Last doc? I would hope so, I feel spent.

1) Ranged magic for 8 mp: These are a good number of changes, but don't be afraid, it will work all right.
I seem to have found a number of small 1.31 bugs during the preparation of the doc.


2) I have added a new diff file, HeroesStartMana.txt. I have fixed the possible Torin overflow bug (1.31). Also, I have added more modding possibilities:
8FE7D: 08 (08 is the starting mana, regardless of Caster profficiency)
8FE73: 05 (05 is the mana_multiplier_per_lvl, I'd probably suggest putting 04 here along with increased starting mana)
The equation is now
Mana = starting_mana + [Hero_lvl * (hero_caster_lvl+1) * mana_multiplier_per_lvl] / 2 (rounded_down) //...capped at 127.

(btw, the first page is now much better than it was; it is far superior to my own terrible Insecticide first page, surely wink)



(March 29th, 2015, 20:42)Anthony Wrote: What I wound up doing was removing ranged magical attacks from caster heroes. I'd rather have a variable cost -- something like '1 + max mana / 5' (which means a max of 4 shots from any hero, of any level).

Good shout (although there would be a lot more than 4 shots for higher heroes). The mana cost would increase along with the strength of damage dealt. But it is quite problematic to get in the code, there are many instances. A constant is far easier.


Attached Files
.txt   MountainwalkBattleRepaired.txt (Size: 477 bytes / Downloads: 10)
.txt   HeroesStartMana.txt (Size: 1,013 bytes / Downloads: 18)
.doc   Zitrodoc v7.doc (Size: 57.5 KB / Downloads: 22)
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zitro1947 Wrote:_Mage heroes transfer half as much 'skill' bonus if at capital

address BDFE0
2B..BB
C2..04
D1..00
F8..F7
89..FB
46..90
FE..90
8B..90
46..90
FE..90

The bold part is the denominator of the part added to the skill (original was 1/2, here it is 1/4 as you requested, or whatever you'll find suitable).
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(March 30th, 2015, 04:28)kyrub Wrote: Good shout (although there would be a lot more than 4 shots for higher heroes). The mana cost would increase along with the strength of damage dealt. But it is quite problematic to get in the code, there are many instances. A constant is far easier.
How difficult to have magic shots use ammunition instead of magic points?

Incidentally, the max mana possibly available to a hero in 1.31 is 195 (15 mp/level, level 9, three items of +20 mana).
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Couldn't heroes like Torin get to use their random picks on Caster attribute? So maximum would be 20 per level for him +15 from misc slot and 10 from weapon for 205mp.
Warrax could get to 17.5 per level, +35 from items would get him to 192.
Staff can get +20, armor can't get mana and misc can only go to 15. So maximum from items would be +50 for pure casters.
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(March 30th, 2015, 13:44)Lucean Wrote: Couldn't heroes like Torin get to use their random picks on Caster attribute?
Ah, true. Yramrag can get 17.5 per level (157 base), +50 from staff and 2*misc for a total of 207, which appears to be the max; Mystic X and Warrax can also get 17.5 but only 35 from items, Torin can get 20 but only 25 from items.
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(March 30th, 2015, 13:54)Anthony Wrote: How difficult to have magic shots use ammunition instead of magic points?

It seems possible but tricky. On the other hand, while limitting ranged magic, it would make mage heroes significantly stronger: they could both shoot and cast. I am not sure if that is the way to go.


Re: Torin. Could one of you guys see if the bug exists or not? Basically, a hero with natural (non-item) mana of 135 should be unable of ranged magic attack (or have some strange unlimited attacks). Other casting should work normally. You may even use the tweaker and give Torin full experience (I have not tweaker installed).
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I have not responded, but I'm letting you know mage heroes appear to function well. I may release a version within a day or so, thought it will take a handful of versions to get a good feel of mage heroes. The general notes:

*I ended up choosing 10mp per shot, as suggested here.
*Mage heroes start with 8mp + level modifier - your typical unequipped mage hero would have 8mp +8X which translates to 16mp at 0 experience, 24, 32, etc ... your typical 'champion' would be 8mp + 12X.
*The ranged shots are clearly more powerful from the start and generally worth the 10mp cost, particularly with a good staff. The attacks don't improve significantly throughout experience; however, with added mana you get to shoot more times.
*Djinn, my 40mp unit, has added [4] powerful ranged shots.

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(March 30th, 2015, 20:05)zitro1987 Wrote: *Mage heroes start with 8mp + level modifier - your typical unequipped mage hero would have 8mp +8X which translates to 16mp at 0 experience, 24, 32, etc ... your typical 'champion' would be 8mp + 12X.

I have one warning and two objections:
1. Warning: As I said, the code which I gave you will not let ANY hero to have more than 127 mana in combat. So no hero can have more than 12X + 8 (which is max 126). I did not understand from your statement if "typical champion" means "maximal". If you want to test the limits, 90 (e.g. nulify) these two bytes and see if bug appears (I think it will but I may be wrong).
8FE83: B0 90
8FE84: 7F 90

2. I find it wrong when typical starting hero has more magic skill than the wizard. With your setup, a Zaldron at turn 200 will be more skilled than his lord. It does not fit the game logic. The mage would surely overthrow the wizard and lead the armies, being more powerful?

3. There has to be a reason to pick up better heroes at later stages. If you give good mp to Valana (she goes from max 45 to 80mp!), why should I later hire unexperienced Yramrag who will become better in 150 turns, if he is not killed first? Or why should I hire Morgana who has the same limit? Starting heroes should have low ceiling (something like starters 6X- midtable 9X- endgame 12X). Also, leting all champions have the highest ceiling (12X) disallows receiving extra caster pick. There could be a middle group of heroes who have less casting power and more combat profficiency.
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Actually, Valana 8 + 4X (lowest I can possibly give), maxing out at 44. So far, all champion mages have 8 + 12X, which max out at 120 (near the maximum limit).

As for champions having more mana than non-champions, I may need to think this one out.

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