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-   -   new mod: stronger national heroes (http://forum.shrapnelgames.com/showthread.php?t=24160)

Turin June 12th, 2005 02:20 PM

new mod: stronger national heroes
 
1 Attachment(s)
I felt that most of the heroes in dom2 are not very useful, so I created this mod to make them more fun.
I have mainly raised stats, hp and magic paths and given some thematic abilities, so that they can play a greater role in the great dominion wars.
Donīt expect them to knock out devils without equipment.

I hope you enjoy the mod and let me know if there are any mistakes. Thanks

edit: uploaded version 1.1
added descriptions for new assassins, raised prec on most mages, gave out a few missing weapons( lances for ulmīs heroes, hoof attack for witchhunter general, empoisener weapons for master empoisener), added a herald lance for angelique dīarmant(anti-undead)
removed heal troops from brangwen, added researchboni on a few mages. Reduced machaka king to holy 4, raised awe.
raised leaderships on several heroes.

edit2: uploaded version 1.2
gave most melee heroes some basic magic equipment, like black steel plates/helmets/kiteshields for ulmīs heroes, gloves of the gladiator for the master of the games, etc. Others got enchanted spears/swords etc, nothing above const lvl 4.
added two missing heroes from GE arco, gave the maker of the maze forge bonus 20 and improved stats on the monster.

Turin June 12th, 2005 02:21 PM

Re: new mod: stronger national heroes
 
1 Attachment(s)
Since I guess you want to check the new heroes out before you play with them, here is a modified version of the blackunitview map, which lets you see only all the heroes.

I updated the map file to include Arcos Golden Era heroes.

Nerfix June 12th, 2005 02:30 PM

Re: new mod: stronger national heroes
 
Mmmm, Zaelinys...

Nice mod.

Endoperez June 12th, 2005 03:23 PM

Re: new mod: stronger national heroes
 
Interesting mod, and great idea! I agreed on most changes I noticed, and didn't notice anything that was overly boosted. Although I'm not sure if Angerboda was that good without this mod...

Any way, a suggestion for possible version 1.1: give Abasi the Log Wielder ability to Assasinate. And I think Stealth +0 suits him better. http://forum.shrapnelgames.com/images/smilies/happy.gif

Turin June 12th, 2005 03:30 PM

Re: new mod: stronger national heroes
 
he already has it http://forum.shrapnelgames.com/images/smilies/wink.gif. I should have put it clearly in the description.
Other new assasins are bartholomeus(description) and the member of the third tier(fits thematically).
angerboda just got +1 nature, cold aura and slighly better stats.
Other hidden changes are: gemproduction for the scythe wielder(one death) and the tienīchi healing hero(collects herbs, 1 nature).

If you want to compare the changes, just start a new game on the map with the mod disabled.

I realized one blunder already though, I gave brangwen heal troops, not realizing that it makes no sense for her to be blind then. So 1.1 will definitely come.

Endoperez June 12th, 2005 04:16 PM

Re: new mod: stronger national heroes
 
Oh, of course. I just thought he didn't have the ability, because he didn't get the order for it. Of course, he wasn't on enemy province, or even hiding/sneaking.

quantum_mechani June 12th, 2005 08:07 PM

Re: new mod: stronger national heroes
 
I'm not sure if the mage heroes needed boosting, but the melee ones do look better.

Cainehill June 12th, 2005 08:14 PM

Re: new mod: stronger national heroes
 

Cat's pajamas, albeit I do think that Machaka's "Yasini the King Triumphant" should be left at H4, not H5. I think all the other heroic priests are simply one level higher than the normal priestly maximum for their nations, leaving Pythium and Marignon as the only ones who get an H5 for their utmost priest-hero.

Looked through them all just now, and it really makes them look like you'd be happy to get any of them - previously _way_ too many were imperceptively better than normally recruitabale units. (Example : Vanheim's Farbaut the berserker - dies just like that when the unmodded one is used in combat, even if you trick him out with magic items, at which point he _still_ dies and you lose the items. http://forum.shrapnelgames.com/images/smilies/wink.gif )

Turin June 13th, 2005 08:52 AM

Re: new mod: stronger national heroes
 
I uploaded v1.1 in the original post.
The reason I buffed the mages is, because even though they were definitely useful before, many of them felt just like national mages with one extra magic level.

I wanted them to be always better than recruitable commanders to give them more of a larger than life feel.
But I definitely have to thank you qantum_mechani for the idea to add extra item slots. Itīs a subtle buff that doesnīt mess with early game balance.

Oversway June 13th, 2005 10:21 AM

Re: new mod: stronger national heroes
 

I havn't used the mod but I like the idea. In my mind, it is something to make a turmoil & luck scale just a little more desirable.

Turin July 17th, 2005 03:32 PM

Re: new mod: stronger national heroes
 
uploaded version 1_2 in the first post. Tell me if you like the changes.

GriffinOfBuerrig July 20th, 2005 04:20 PM

Re: new mod: stronger national heroes
 
What about posting the changes outside the attachment here?

Oversway July 20th, 2005 04:56 PM

Re: new mod: stronger national heroes
 

Compared to 1.1, looks like

- Added an image for the mod (very nice)
- Rago: set weapons
- Marius Lorca: reinvig 4 -> 3, set weapon
- Master of the Games: reinvig 2 -> 1, set weapon and armor, set poor leader
- Hierogallus: str, att 15 -> 16, expert leader, set armor
- Knight of the Stone: set weapons
- Brangwen: mr 15 -> 17
- Hanif: set weapon
- Ghoul Baron: ap 7 -> 12, set armor
- Raterik: set enc 4, changed weapon, set black steel helmet, black steel full plate, black steel kite shield
- Hildegard: att 17 -> 16, def 18 -> 17, enc 2 -> 3, set weapons, armor
- Barthulf: changed weapons, set armor
- Niklatu: expertleader, set ap 12
- Orokestes: str 15 -> 16, set weapon
- Caractor: set weapon, added pillagebonus 25
- Angelique d'Armand: set armors
- Ramshead: removed awe, set weapon
- Panicratos: set weapon
- Farbaute: set weapons
- Sporsnjall: def 14 -> 16, set weapons
- Ainra: removed fire 2

Turin July 21st, 2005 04:33 AM

Re: new mod: stronger national heroes
 
Quote:

Oversway said:(edited by Turin, the stuff in brackets)

Compared to 1.1, looks like

- Added an image for the mod (very nice)
- Rago: set weapons(2 evening stars)
- Marius Lorca: reinvig 4 -> 3, set weapon (sword of swiftness)
- Master of the Games: reinvig 2 -> 1, set weapon and armor, set poor leader (no changes except I had to clear him to give him gloves of the gladiator)
- Hierogallus: str, att 15 -> 16, expert leader, set armor(got full plate mail)
- Knight of the Stone: set weapons(got sword of sharpness)
- Brangwen: mr 15 -> 17
- Hanif: set weapon(this is the member of the third tier, got poison dagger)
- Ghoul Baron: ap 7 -> 12, set armor(got blacksteel outfit)
- Raterik: set enc 4, changed weapon, set black steel helmet, black steel full plate, black steel kite shield(got star of heroes)
- Hildegard: att 17 -> 16, def 18 -> 17, enc 2 -> 3, set weapons, armor(got enchanted spear, shield and blacksteel helmet)
- Barthulf: changed weapons, set armor(see raterik)
- Niklatu: expertleader, set ap 12
- Orokestes: str 15 -> 16, set weapon(actually itīs pathos, got sword of sharpness)
- Caractor: set weapon, added pillagebonus 25(got implementator axe)
- Angelique d'Armand: set armors(just got a helmet)
- Ramshead: removed awe, set weapon( got enchanted spear)
- Panicratos: set weapon (enchanted spear)
- Farbaute: set weapons (axe of sharpness)
- Sporsnjall: def 14 -> 16, set weapons (enchanted spear)
- Ainra: removed fire 2

thanks for doing my work oversway! . Some things to clarify:
Ramshead still has awe2, my modding lines were redundant. Pathos got strength buffed from 15 to 16, not orokestes. Ainra still has fire 3, I just removed the change on the spiderform, since it wasnīt needed.(she has 2f2d2e in spiderform)

I consider the mod to be pretty much finished now, unless you make some nice suggestions http://forum.shrapnelgames.com/images/smilies/wink.gif. The only heroes, which I still find pretty boring are hierogallus and niklatu. Maybe I will replace hierogallus with a sentient hydra and Niklatu with a Predator race type hero.

Nerfix July 21st, 2005 11:17 AM

Re: new mod: stronger national heroes
 
Sentient hydra with 9 bile breaths! And water magic! An organic artillery battery. http://forum.shrapnelgames.com/images/smilies/happy.gif

Endoperez July 21st, 2005 11:55 AM

Re: new mod: stronger national heroes
 
If Tien Chi didn't have so good heroes already, I would suggest Sun the Monkey. Immortal, guards the Stables of Heaven and befriended (IIRC) the soldiers (so magic paths to summon Celestial Servants/Warriors, whatever they are), has a shape-changing stick which has length 6 and special effect 'Log' on hit. The last one means that when the stick hits, the effect of weapon 'Log' (just damage without str) also hits.


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