|
|
|
|
|
November 24th, 2006, 06:13 AM
|
Sergeant
|
|
Join Date: Oct 2006
Posts: 386
Thanks: 13
Thanked 3 Times in 1 Post
|
|
Re: The problem of low hit points on humans
Quote:
Agrajag said:
'my uncle from america' is an expression, describing something obtained from dubious sources, specifically, pirated games.
|
If that is the case, then he was being a jack ***--pure and simple. Someone comes to a game forum looking for more information on the game before he buys it, and he is warrantlessly treated like a common thief?
WTF?
It also says a lot about the intelligence of such a person. If I actually had a copy of the full game (pirated or not) why would I be asking Endoperez and others for more photos of units that interest me--and ask other questions that clearly indicate that I do not know what happens in late-game?
But then I suppose behind the veil of anonymity online, you can throw out any kind of scurrilous accusations about someone, because you are not accountable.
|
November 24th, 2006, 06:17 AM
|
Sergeant
|
|
Join Date: Oct 2006
Posts: 386
Thanks: 13
Thanked 3 Times in 1 Post
|
|
Re: The problem of low hit points on humans
Endoperez,
I don't mind an HP boost via additional levels; in fact, I have already thrown out that suggestion.
Since you have broached the topic of what is possible and what is not possible in terms of modding, can base unit stats be easily modded by a computer illiterate like me?
|
November 24th, 2006, 06:20 AM
|
Corporal
|
|
Join Date: Nov 2006
Posts: 119
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Extra starting experience would make sense...
Quote:
Saarud said:
Isn't it possible to keep the commanders as they are and create a new unit for human nations that is called Hero.
|
There already are heroes, you get them with (at least) positive luck scales. That's the point (I think) of this thread to begin with that human heroes suck
|
November 24th, 2006, 06:23 AM
|
Sergeant
|
|
Join Date: Oct 2006
Posts: 386
Thanks: 13
Thanked 3 Times in 1 Post
|
|
Re: Extra starting experience would make sense...
Quote:
Hullu said:
I find it weird that people find this a problem.
If 10hp is the 'average human', I then personally know people in real life who have less than 5hp, and people who have way over 20hp.
Why don't our FANTASY heroes have the variety that is present even in our normal everyday life?
If someone failed to understand, I don't see any realistic, thematic, moral or balance reason why human heroes should have 15hp or so maximum. I just fail to see _ANY_ reason why they have to be so brittle.
|
Yes, Hullu. The "variety" argument is precisely why I said that it is actually "realistic" for some humans to have considerably higher HPs than the average man.
|
November 24th, 2006, 06:41 AM
|
|
Lieutenant Colonel
|
|
Join Date: Jul 2004
Location: Israel
Posts: 1,449
Thanks: 4
Thanked 8 Times in 2 Posts
|
|
Re: The problem of low hit points on humans
Quote:
Epaminondas said:
Quote:
Agrajag said:
'my uncle from america' is an expression, describing something obtained from dubious sources, specifically, pirated games.
|
If that is the case, then he was being a jack ***--pure and simple. Someone comes to a game forum looking for more information on the game before he buys it, and he is warrantlessly treated like a common thief?
WTF?
It also says a lot about the intelligence of such a person. If I actually had a copy of the full game (pirated or not) why would I be asking Endoperez and others for more photos of units that interest me--and ask other questions that clearly indicate that I do not know what happens in late-game?
But then I suppose behind the veil of anonymity online, you can throw out any kind of scurrilous accusations about someone, because you are not accountable.
|
Well, I did just say that's my guess as to what he thought.
Beyond that... The veil of anonymity is also a great way for someone with an illegal copy of the game to go unnoticed, and in this case make do without a manual.
Also, since the manual is one of the selling points of this game, I could see why we would not want to make manual knowledge available to those who don't pay for it.
Also, did you consider that option that Arralen just didn't see the part where you had no manual (and maybe even felt a bit upset at how lazy you are not checking the manual )
Either way I don't see why you have to get so upset, you did get your answer after all, and considering how you are just another anonymous person over here, there's no reason not to be suspicious. Other than being curteous to other people.
__________________
I'm in the IDF. (So any new reply by me is a very rare event.)
|
November 24th, 2006, 06:43 AM
|
Corporal
|
|
Join Date: Mar 2003
Location: Sweden
Posts: 131
Thanks: 4
Thanked 0 Times in 0 Posts
|
|
Re: Extra starting experience would make sense...
Quote:
Hullu said:
Quote:
Saarud said:
Isn't it possible to keep the commanders as they are and create a new unit for human nations that is called Hero.
|
There already are heroes, you get them with (at least) positive luck scales. That's the point (I think) of this thread to begin with that human heroes suck
|
Hey don't be rude.... I'm very well aware of the predone heroes that appears randomly. And I do agree that some of those human heroes do suck. In the initial post he also mention that commanders should have more HP than the regular guy, and I disagree with that I do think commanders feels quite good now, they are there to command. Getting free heroes is also great even if they aren't as good as they perhaps should be, but it would also be fun to have a recruitable hero with variable skills (such as some mages with magics).
|
November 24th, 2006, 06:44 AM
|
|
Captain
|
|
Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
|
|
Re: Extra starting experience would make sense...
Moddable xp effects would be good and please everyone (as it gives freedom to add more hp or other stats or not, or even reduce some actual effects if a modder want, and this in a mod far easier to do than one changing the base stats of dozens of units) it's in good place in my wishlist of mod commands.
|
November 24th, 2006, 07:18 AM
|
Private
|
|
Join Date: Nov 2006
Location: UK
Posts: 21
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: What about luck?
How much variety in hp is there really in real life? If your head is cut off you die. If you take an arrow in the lung then in real life you're not fighting any more, no matter how big and tough you are.
But I agree that human heroes need a boost. If some heroes had "super-luck" (80% or higher even)then that alone would greatly improve their survivability, and still be in character.
"Whether it is the favour of his God, the Fates, or the universe itself, X has an uncanny ability to trip over just as the fatal blow slices through the space where his head was moments before."
|
November 24th, 2006, 08:09 AM
|
Corporal
|
|
Join Date: Nov 2006
Posts: 119
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: What about luck?
Quote:
How much variety in hp is there really in real life? If your head is cut off you die. If you take an arrow in the lung then in real life you're not fighting any more, no matter how big and tough you are.
|
Depends a lot.
I know a guy in rl who feels almost no pain, I don't know how you could really model this into an mmorpg but a guy like that would certainly be combat-capable a _LOT_ longer than the average guy.
Then come blunt weapons, physical size helps a LOT against blunt weapons. Whereas a small guy fractures a bone a really big guy is hardly even hurt.
Piercing weapons? You need to pierce a LOT further on a 110kg Conan compared to a 45kg geek - again more durability.
Sharp cutting edges, even on those you need considerably more force to cut 'all the way to the bone' if there's triple the amount of flesh in the way.
The smaller it is, the easier it is to kill. I'd BET there's differences of hundreds of percentages when it comes to survibability from trauma when it comes to humans. Actually no need to bet on that, everyone knows that.
So back to your questions:
Quote:
If your head is cut off you die.
|
It is actually considerably harder to cut the head off a big man, than from a small man. If you 'only' cut to the bone, surviving is possible, with modern medicine, and certainly with healing spells.
Quote:
If you take an arrow in the lung then in real life you're not fighting any more, no matter how big and tough you are.
|
On the big man the arrow might not penetrate all the way to the lung, thus creating a 1-3hp damage instead of 100% hp damage.
|
November 24th, 2006, 08:09 AM
|
|
National Security Advisor
|
|
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
|
|
Re: The problem of low hit points on humans
Quote:
Epaminondas said:
Since you have broached the topic of what is possible and what is not possible in terms of modding, can base unit stats be easily modded by a computer illiterate like me?
|
Modding is done by editing text files. There is a syntax (simple rules). As an example, to give MA Ulm's Black Lord mounted commander 20 hp instead of 14, you'd have to :
1) select the correct unit
2) change the things you want
3) deselect the unit
In this case, it'd be just the matter of writing:
#selectmonster "Black Lord"
#hp 20
#end
into a valid mod file. A valid mod file is a text file with ".dm" ending instead of ".txt", and at least line #modname "Something".
To change Ulmish infantry units, you can't use just their name, as they all have the same name. You have to use their unit id number. You can see this number by pressing Shift+i (I) while viewing a unit's description. To change the hp of all MA Ulm's infantry, you'd have to change hps of units 67, 68, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80.
Demo doesn't support mods, and the modding.pdf only comes with the full version. All existing modding commands are described in there. If there's no command, you can't add or change the ability.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|