Post by stephanreiken on Sept 20, 2011 3:43:46 GMT -5
So, after some hours of work I have a working version of a modified heroes and empires 7.2 map that uses the HAE II alpha terrain that I popped out of its files.
I did some minor tweaks here and there and some major ones.
There are now three NPC camps all fully working with the quests randomly picking which camp(s) to use. It'll randomly pick the start and end points of a cargo and all three camps can be raided.
I'm not sure of the details of stamina rush for the Trader so I made a custom shop for him to summon which has the lowest quality consumable items for sale. Due to know exploits I couldn't allow it to have resources or sell anything craftable.
I tried making Kalenden harder by giving him the lich's meteor but he doesn't seem to want to cast it.
Also I knocked the difficulty up a notch by adding some abilities to certain units. Namely Kalenden and the generals all have the lich's meteor now.
Made harder by the fact that Kalenden stands with one of his generals. and a much more cocentrated army around him.
I've likely made it far too difficult but I want to see how it goes in a live game . But the aim of buffing heavily the final area is to force more players to be needed to kill it even at lower difficulties. I'm not too worried if the higher difficulties take many skilled players to accomplish.
As for changes to be done, I plan on buffing Int classes so that all of their possible spells deal damage based on their int or level. Int classes noticeably lack the sheer power of agi or str based classes.
I'd also like to add a +2 Int, +1 Str, +1 Agi or +2 Int +2 Agi option to the attributes at some point but I'm not sure they would end up getting used. I think the +2 Int, +2 Agi might.
The map is fully working as far as my limited testing can show and its ready for real game testing. But I still seek Final's approval directly before I go releasing this map to the public.
I did some minor tweaks here and there and some major ones.
There are now three NPC camps all fully working with the quests randomly picking which camp(s) to use. It'll randomly pick the start and end points of a cargo and all three camps can be raided.
I'm not sure of the details of stamina rush for the Trader so I made a custom shop for him to summon which has the lowest quality consumable items for sale. Due to know exploits I couldn't allow it to have resources or sell anything craftable.
I tried making Kalenden harder by giving him the lich's meteor but he doesn't seem to want to cast it.
Also I knocked the difficulty up a notch by adding some abilities to certain units. Namely Kalenden and the generals all have the lich's meteor now.
Made harder by the fact that Kalenden stands with one of his generals. and a much more cocentrated army around him.
I've likely made it far too difficult but I want to see how it goes in a live game . But the aim of buffing heavily the final area is to force more players to be needed to kill it even at lower difficulties. I'm not too worried if the higher difficulties take many skilled players to accomplish.
As for changes to be done, I plan on buffing Int classes so that all of their possible spells deal damage based on their int or level. Int classes noticeably lack the sheer power of agi or str based classes.
I'd also like to add a +2 Int, +1 Str, +1 Agi or +2 Int +2 Agi option to the attributes at some point but I'm not sure they would end up getting used. I think the +2 Int, +2 Agi might.
The map is fully working as far as my limited testing can show and its ready for real game testing. But I still seek Final's approval directly before I go releasing this map to the public.