Posted February 27, 2016
jamotide
Jack Keane 2016!
jamotide Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jul 2011
From Netherlands
draxvbion
New User
draxvbion Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jul 2009
From United States
Posted February 28, 2016
I love the archer that becomes a ring leader. So bowman/commander. Has great map movement speed and units get an extra movement point. Large army and the ringleader can do nice damage and cast some spells. I also like the commander that just stays with the commanding skills till lvl 30. His large army is unstoppable.
What is a strategist again? What two classes combined?
What is a strategist again? What two classes combined?
jamotide
Jack Keane 2016!
jamotide Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jul 2011
From Netherlands
Posted February 28, 2016
Strategist starts as commander and then becomes tactician, Archer path I think, the third choice. It is totally awesome because non magic ranged units get +2 range attack and +4 at level 20. Add to that Elf or Dwarf alliance and ,you can shoot down everything the first round.
PAK.569
Polish wargamer
PAK.569 Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Sep 2008
From Poland
Posted March 01, 2016
Did anybody notice that Siege Mode cancels the effect of shooting from the high ground? I'm not sure if this is something new or I just overlooked this.
When your shooting unit is on hills its range is increased by +1, but the description of the Siege Mode say that range cannot be larger than 3. So the Dwarven Pavissier placed on the hill with Siege Mode activated have the range of 3. But if human Sniper (T 1.5 level of Crosbowman) will use Siege Mode its range would be in fact lowered from 4 (5 on the hills) to 3? Or is the Siege Mode still available to units other than Dwarven Pavissier?
BTW, I lack the words to praise this mod. This is really something incredible. Excellent work!
When your shooting unit is on hills its range is increased by +1, but the description of the Siege Mode say that range cannot be larger than 3. So the Dwarven Pavissier placed on the hill with Siege Mode activated have the range of 3. But if human Sniper (T 1.5 level of Crosbowman) will use Siege Mode its range would be in fact lowered from 4 (5 on the hills) to 3? Or is the Siege Mode still available to units other than Dwarven Pavissier?
BTW, I lack the words to praise this mod. This is really something incredible. Excellent work!
Post edited March 01, 2016 by PAK.569
PAK.569
Polish wargamer
PAK.569 Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Sep 2008
From Poland
Posted March 04, 2016
If anyone is interested, I'e got an answer form NH folks on Drunken Dragon forum:
http://eador.com/B2/viewtopic.php?p=266698#266698
All of them (Siege Modes) are quite different, and only the Dwarven Pavisier has set range.
170. Siege Mode itself.
171. Siege Mode increases (or decreases) ranged damage by Power, if Power>1000 damage is instead set to Power.
172. Siege Mode increases (or decreases) range by Power, if Power>1000 range is instead set to Power.
173. Siege Mode grants Explosive Weapon ability (splash damage).
174. Siege Mode grants Chain lightning ability.
175. Siege Mode increases (or decreases) ranged damage by Power*10%.
My initial reaction - Sweet Jeeeesus, they even diffentiated Siege Mode functionalities for different units...
Awsome!
http://eador.com/B2/viewtopic.php?p=266698#266698
All of them (Siege Modes) are quite different, and only the Dwarven Pavisier has set range.
170. Siege Mode itself.
171. Siege Mode increases (or decreases) ranged damage by Power, if Power>1000 damage is instead set to Power.
172. Siege Mode increases (or decreases) range by Power, if Power>1000 range is instead set to Power.
173. Siege Mode grants Explosive Weapon ability (splash damage).
174. Siege Mode grants Chain lightning ability.
175. Siege Mode increases (or decreases) ranged damage by Power*10%.
My initial reaction - Sweet Jeeeesus, they even diffentiated Siege Mode functionalities for different units...
Awsome!
bavariankid
New User
bavariankid Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jan 2012
From Germany
Posted March 20, 2016
Hi guys,
Boon is considering to patch then next NH release with a predefined starting skill for each class.
Should heroes have one fixed starting skill for each class e.g. Scouts always start with skill "Marksmenship" - or do you prefer getting a random skill?
Which starting skill do you consider the "best" starting skill for each class?
Edit: BTW, 2.60b is up http://eador.com/B2/viewtopic.php?p=267632#267632
Boon is considering to patch then next NH release with a predefined starting skill for each class.
Should heroes have one fixed starting skill for each class e.g. Scouts always start with skill "Marksmenship" - or do you prefer getting a random skill?
Which starting skill do you consider the "best" starting skill for each class?
Edit: BTW, 2.60b is up http://eador.com/B2/viewtopic.php?p=267632#267632
Post edited March 21, 2016 by bavariankid
draxvbion
New User
draxvbion Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jul 2009
From United States
Posted March 21, 2016
Anything that adds more choices is a plus in my book. For the scout I would go diplomacy early on so I could snatch up land farther away.
UniversalWolf
Quasi-Teetotaler
UniversalWolf Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Aug 2011
From United States
Posted May 25, 2016
bavariankid: Should heroes have one fixed starting skill for each class e.g. Scouts always start with skill "Marksmenship" - or do you prefer getting a random skill?
Which starting skill do you consider the "best" starting skill for each class?
It's an interesting question. My first reaction was to be against changing this, but as I've thought more about it, I can see the logic. If it were set up with a fixed starting skill I didn't like I would just change it, but I'm the kind of person who has no qualms about tweaking things to my liking. It might be different for others. Which starting skill do you consider the "best" starting skill for each class?
For Scout I would say Diplomacy is the one I go for first, usually.
For Commander I would probably say Leadership (I think that's that's what it's called). The one that gives an XP bonus.
For Mage I would probably say the one with the scrolls icon (Scholarship?), because it also has an XP bonus.
For Warrior, either the crossed swords or the crossed axes.
Interestingly, none of the hero types has a single must-have-first skill. Not for me, anyway. In fact, I really only have a problem with random skill in two instances. The first, and the worst, is if I'm making a "good" wizard and I get Necromancy as the level 10 choice. That's just a waste, and it's always annoying. It's one of the few skills that only help certain types of heroes - necromancer wizards. At least a level 30 archmage can still max out all other skills if he only takes one level of Necromancy.
The second instance, which is still annoying but not quite as bad, is when I get Smithing on a character at level 10, and I don't want it. It's not that Smithing is a horrible skill, but when you first multi-class a hero, you can only choose a limited number of skills until you hit level 20. If I make an Adventurer (Scout -> Warrior), which I often do, I usually don't want Smithing. Smithing at least has some value, though, even if it wouldn't be my first choice.
Post edited May 25, 2016 by UniversalWolf
jamotide
Jack Keane 2016!
jamotide Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jul 2011
From Netherlands
Posted May 26, 2016
Yeah the level 10 thing can be very annoying!
Anyone know how hard it would be to change the loot tables of New Horizons back to the ones of Genesis? It is starting to annoy me that all but the special sites (like Lich or Conclave) give only the standard 350 gold and a medium-good item. Even if you defeat an army that has Vampires or the Devil you still get crap. I mean the loot at the end, not the spoils, those are good.
Anyone know how hard it would be to change the loot tables of New Horizons back to the ones of Genesis? It is starting to annoy me that all but the special sites (like Lich or Conclave) give only the standard 350 gold and a medium-good item. Even if you defeat an army that has Vampires or the Devil you still get crap. I mean the loot at the end, not the spoils, those are good.
Gremlion
Lol in one letter - Ы
Gremlion Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Dec 2012
From Russian Federation
jamotide
Jack Keane 2016!
jamotide Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jul 2011
From Netherlands
Posted May 27, 2016
Ok easy enough with notepads replace function. But that just seems to reduce the item colours, not exactly what I am looking for.
I looked into guard.var and guard_type.var but there seem to be no changes in the variables called loot. I wonder why the loot is so much smaller in New Horizons?
I looked into guard.var and guard_type.var but there seem to be no changes in the variables called loot. I wonder why the loot is so much smaller in New Horizons?
Gremlion
Lol in one letter - Ы
Gremlion Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Dec 2012
From Russian Federation
Posted May 27, 2016
jamotide: Ok easy enough with notepads replace function. But that just seems to reduce the item colours, not exactly what I am looking for.
I looked into guard.var and guard_type.var but there seem to be no changes in the variables called loot. I wonder why the loot is so much smaller in New Horizons?
I didn't mean variable itemrarity. I looked into guard.var and guard_type.var but there seem to be no changes in the variables called loot. I wonder why the loot is so much smaller in New Horizons?
Loot is based on variable shoplevel for items,
Problem with loot - game count as droppable only 0-6 shoplevel,
So, giving "1-2 Devils" possible loot like from lich does break game balance.
jamotide
Jack Keane 2016!
jamotide Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jul 2011
From Netherlands
Posted May 27, 2016
Interesting. For a test I set everything to shoplevel 1 and after the first few sites I got only spells and contracts. I see the problem now, if I just set all the shoplevel 6 items to level 5, there would be no items dropping at the level 6 sites.
Maybe I'll just play Genesis for a while.^^
Maybe I'll just play Genesis for a while.^^
Gremlion
Lol in one letter - Ы
Gremlion Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Dec 2012
From Russian Federation
Posted May 27, 2016
jamotide: Interesting. For a test I set everything to shoplevel 1 and after the first few sites I got only spells and contracts. I see the problem now, if I just set all the shoplevel 6 items to level 5, there would be no items dropping at the level 6 sites.
Maybe I'll just play Genesis for a while.^^
IIRC if the game rolled "shoplevel" lower than it should, it gives two items of tier-1. Maybe I'll just play Genesis for a while.^^
So, if you replace all 6 for 5, in the site you will get 2T5 instead of 1T6
jamotide
Jack Keane 2016!
jamotide Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jul 2011
From Netherlands