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Re: New Heroic Abilities
Whirlwind would not necessarily give extra action points, that would mean someone could run across the field real fast which was not what i intended. and the combo you mentioned for the second isn't possible because you can only get one heroic ability, right?
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Re: New Heroic Abilities
I know that the second is impossible. I just noted that it's two existing abilities rolled into one. It could be a better combination, as just high Attack is rarely enough to make a mediocre commander useful.
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Re: New Heroic Abilities
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Good suggestions Careful Commander: I dont think they all have to be fantastic. It would useful for specific uses and a nice balance to so many great ones. Scavenger: I would immeadiately remove his items and use him this way. As for screwed by enemies I guess that would be a possibility in MP games if they knew you had him. (in MP games) Combat Mage: I did think it was abit powerful. But better than just raising his magic. It makes him a combat mage, and therfore a target of your enemies. But he could use some scaling I agree. |
Re: New Heroic Abilities
Legendary Beauty- gives the seduce ability and awe 2
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Re: New Heroic Abilities
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<b>Heroic Drunkard</b> -- bonus to hitpoints, morale and strength. Penalties to precision and attack. Resistant to afflictions (as drunkards never get seriously hurt, don'tcha know?), resistance to cold ("Just a little something to keep warm with") and poison (Iron liver.) Vulnerable to fire (on cause of the fumes.) |
Re: New Heroic Abilities
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Going from Attack-10 to Attack-5 against and enemy with Defence-10 means your chance to hit drops from 46% to 14%, much worse than the x2 number of attacks. (Just as a comparison the chance of one attack at 46% is 46%, the chance of hitting at all with two attacks at 14% each is merely ~26%) Unless ofcourse I misunderstood you http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: New Heroic Abilities
hmm, forgot about those tables. now that i've actually looked at them, how about double atacks, attack skill -10% (-1 with base 10), with an increasing bonus as the hero remains on the HoF
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Re: New Heroic Abilities
Before the thread's forgotten:
Magically Tuned: All leadership gains due to added experience stars goes instead to magic leadership-- even if the commander didn't have any to begin with. In addition, may uncover magic sites he "shouldn't" have been able to, chance of this scales. Living Right: Loses 4 HP, but gains Luck and ages at half speed. (Alt: aging slows to half as scaling factor) |
Re: New Heroic Abilities
<b>Dominions addict</b> Gains extra experience, but loses action points.
(Was fooling around with a Pangea game, and an early attack on an undead province put three of my dryads in the hall of fame. Two of them gained Unequaled Obesity. That was a strange mental image; I guess that's what they mean with 'vuluptuous'.) |
Re: New Heroic Abilities
fast talker -
-gain randomly awe or fear (fascinated w/ their speeches or afraid of getting their ear talked off)... -doubles number of spells that can be cast/turn -leadership halved (no one can understand what they're saying) medic - -ability to heal other units cruel surgeon - -sacrifice one unit to heal all battle afflictions of any unit, research +5 |
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