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 [Unknown Mod] Adjustments for Ghosts

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Unknown_Hero
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PostSubject: [Unknown Mod] Adjustments for Ghosts   [Unknown Mod] Adjustments for Ghosts Icon_minitime2016-04-09, 07:18

Adjustments for Ghosts.

Some changes I would like to make for the Ghosts, and Artifacts.

1) When she gets the play, a troop of Ghosts (controlled by a hero/captain or garrisoned in a town without a captain (controlled by a human or an AI player)) has 10% chance to automatically attack an allied troop (the Ghosts in neutral towns/castles and on the adventure map are not affected).

2) If the combined power of the Ghosts (even if the Ghosts are divided in several groups) present in the hero's army (hero/captain or garrisoned in a town without a captain (controlled by a human or an AI player)) is the greater threat (the higher damage potential in the hero's army), or if there is only Ghosts in the hero's army, at start of combat or during the combat (they can be a lesser threat at the start of combat, and become a greater threat during combat), then there is 10% chance the Ghosts decide to vanish (the starting animation of the Teleport spell can be used when this arrives), and so disappear from the combat area.
If the hero has no other troops, then he loses the combat, and he goes in the hero pool with the standard troops as usual.

A symbol is displayed over the sprite of the Ghosts troop (over all the Ghosts troops if several groups) in the hero screen, to inform the player that the Ghosts are the greater threat in his army, so he can make decision about it.

Unknown_Hero wrote:
Ghost is an undead creature and must be immune to the Lich/Power Lich ranged attack effects (7 hexes attack) and only take damage by direct hit.

Month of the transformation of the Ghosts: When the "Month of the transformation of the Ghosts" come, all the ghosts in towns/castles and in the armies led by human and AI players are transformed into Peasants.
The Ghosts in neutral towns/castles and on the adventure map are not transformed.

Simply, make the "Month of the transformation of the Ghosts" is replaced by the "Week of the Peasant". When the "Week of the Peasant" comes, all the Ghosts in towns/castles and in the armies led by human and AI players are transformed into Peasants.
The Ghosts in the neutral towns/castles and on the adventure map are not transformed.

Unknown_Hero wrote:
Ring of Ghosts Hunter: gives the ability to cast Ghosts Annihilation spell (the hero must have a Magic Book).

Ghosts Annihilation.

Level: 3
Cost: 12
Type: Combat
Target: 1 Ghosts stack
Duration: Instant

Destroys 1 Ghosts creatures stack no matter the number.

Ring of Ghosts Hunter: gives the ability to cast Ghosts Annihilation spell (the hero must have a Magic Book).

Ghosts Annihilation.

Level: 3
Cost: 12
Type: Combat
Target: 1 stack of Ghosts, allied or enemy.
Duration: Instant

Destroys 1 stack of Ghosts allied or enemy, no matter the number.

Unknown_Hero wrote:
Peace of Soul Ring: protects the troops against Ghost creature ability (creatures eliminated by Ghosts become Ghosts), Ghosts make damage only.

Peace of Soul Ring: protects the allied troops (so, only the troops of the hero with the artifact) against Ghost creature ability (creatures eliminated by Ghosts become Ghosts), allied or enemy Ghosts make damage only.

*

New Artifacts.


Necromancer Shield: +2 Knowledge, cancels the Ghosts 10% chance to automatically attack an allied troop (but not the Ghosts 10% chance to vanish from the combat).

*****

Cape of Reincarnation: +1 Spell Power, +3 Knowledge, allows to "reincarnate" Ghosts to another type of creature present in the hero's army.

The ratio is 1 Ghost to generate 1 other creature.
The player must pay the base cost of the creature he wants to reincarnate.
The player has to pay with spell points for each creature he wants to reincarnate depending the level of the creature.

Cost in spell points works this way:

Creatures Level 1: no cost in spell points.
Creatures Level 2: no cost in spell points.
Creatures Level 3: 5 spell points per creature.
Creatures Level 4: 10 spell points per creature.
Creatures Level 5: 15 spell points per creature.
Creatures Level 6: 20 spell points per creature.

Example:

The hero's army is composed with Goblins, Veteran Pikemen, Black Dragons and Ghosts.
He can reincarnate the Ghosts to Goblins, Veteran Pikemen and Black Dragons.

He has to pay 40 gold for each Goblin.
He has to pay 250 gold and 5 spell points for each Veteran Pikeman.
He has to pay 4000 gold, 2 Sulfur and 20 spell points for each Black Dragon.

The player makes a double click on the sprite of the Ghosts in the hero screen, an Upgrade button is available in the creature window (as usual), he can select the type of creatures among those present in his army, he selects the numbers of creatures he wants (depending the resources and the spell points he has), and the Ghosts are upgraded to the desired creatures.
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Darmani
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PostSubject: Re: [Unknown Mod] Adjustments for Ghosts   [Unknown Mod] Adjustments for Ghosts Icon_minitime2016-04-09, 12:09

Got it. Thanks!
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Unknown_Hero
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PostSubject: Re: [Unknown Mod] Adjustments for Ghosts   [Unknown Mod] Adjustments for Ghosts Icon_minitime2016-04-10, 08:24

To celebrate this, a new artifact. Smile

Helmet of Hopefulness: Defense +1, prevents the Ghosts to vanish from the combat area, instead they are reincarnated into Peasants (ratio 1 for 1).

Edited:

It would be nice to add info about the numbers of Ghosts transformed in Peasants in the message window for the Week of the Peasant:

"xxx Ghosts transformed this week!"

Just for fun. Smile
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GodRage
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PostSubject: Re: [Unknown Mod] Adjustments for Ghosts   [Unknown Mod] Adjustments for Ghosts Icon_minitime2016-04-18, 21:21

I like it [Unknown Mod] Adjustments for Ghosts 589285140
Just hope to not be turned into a peasant ... Razz
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http://homm2.free.fr
Unknown_Hero
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Registration Date : 2015-09-06

[Unknown Mod] Adjustments for Ghosts Empty
PostSubject: Re: [Unknown Mod] Adjustments for Ghosts   [Unknown Mod] Adjustments for Ghosts Icon_minitime2017-01-14, 09:36

Additional rule for Ghosts.

During combat, at the beginning of a new turn, if there is only Ghosts stacks on the battlefield (even in different armies), and all these Ghosts stacks have go crazy (so, not controled by hero anymore and even if present in the two different armies), the combat ends and the two heroes lose the combat.

The two stacks of Ghosts become a single neutral stack of Ghosts on the map, located where the defending hero was located.
If the defending hero was located on an active object on the map (ex: Mine, Fort, Hill Fort, Temple, Magic Well, Witch's Hut, Tree of Knowledge, etc.), the location is guarded by the Ghosts and the Haunt spell animation is used on the location. To enter the guarded location, the hero must fight the Ghosts.
If the combat was a siege, the town/castle becomes neutral and the Ghosts defend the town/castle (in garrison).

*

Now that they are quite dangerous, we can play with them at our own risk, beware! Smile

New artifacts related to Ghosts.

Helmet of Spirits: +1 Defense, +1 Knowledge, gives the ability to cast Raise Ghosts spell (the hero must have a Magic Book).

Raise Ghosts.

Level: 5
Cost: 20
Type: Combat
Target: allied or enemy decimated troop (corpse), one time per decimated troop
Duration: Combat

Effect: Raises a troop of Ghosts corresponding to the number of creatures present in the decimated troop.
The spell can only be used once per decimated troop.
The hero with the artifact controls the generated Ghosts.
The decimated troops can still be resurrected with spells (Resurrection True, Resurrection, Animate Dead).
The Ghosts vanish at the end of combat, except if transformed into another creatures during combat.
If there is no free slots in the hero's army (or in the extended inventory for creatures) to receive the creatures (ex: Peasants), the creatures vanish.

Belt of Necromancer: +1 Defense, +2 Knowledge, gives the ability to cast Summon Ghosts spell (the hero must have a Magic Book).

Summon Ghosts.

Level: 5
Cost: 30
Type: Combat
Target: na
Duration: Combat

Effect: Summons 5 Ghosts per Spell Power point (5 Spell Power generates 25 Ghosts).
The Ghosts vanish at the end of combat, except if transformed into another creatures during combat.
If there is no free slots in the hero's army (or in the extended inventory for creatures) to receive the creatures (ex: Peasants), the creatures vanish.

Shield of Equity: +1 Defense, +1 Knowledge, gives the ability to cast Rebirth spell (the hero must have a Magic Book).

Rebirth.

Level: 4
Cost: 15
Type: Combat
Target: 1 stack of Ghosts, allied or enemy
Duration: Instant

Effect: Transforms an entire stack of Ghosts to Peasants.

Purse of Greediness: +100 Gold per day, and generates 1 Gold per Ghost for all the Ghosts present in the army of a hero, in the garrison of a town/castle of all the players on the map (human and AI players), but not for the neutral Ghosts on the map.
(ex: blue player has the artifact, blue player has 100 Ghosts in his armies and towns/castles, red player has 200 Ghosts in his armies and towns/castles, blue player receives 300 Gold for the Ghosts.)

Crown of Gathering: +1 Attack, +1 Knowledge, the Ghosts (generated only by Haunt spell, or generated after a combat of "crazy" Ghosts) who guard locations on the map (ex: Mine, etc.) propose to join the hero when he enters the location to fight them. The hero has the choice to recruit them for 500 Gold per Ghost, or to fight them.

Staff of Conversion: +1 Spell Power, on the adventure map,
allows to transform Ghosts to skeletons, allows to transform Ghosts to Peasants,
allows to transform Skeletons to Ghosts, allows to transform Skeletons to Peasants,
allows to transform Peasants to Ghosts, allows to transform Peasants to Skeletons,
present in the army of the hero who possesses the artifact.
The ratio is always 1 creature for 1 creature and at no cost.
The player chooses the number of creatures he wants to transform.
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Unknown_Hero
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PostSubject: Re: [Unknown Mod] Adjustments for Ghosts   [Unknown Mod] Adjustments for Ghosts Icon_minitime2017-01-15, 04:50

Functioning of Ghosts' rules during combat.

At the beginning of the combat, the state of the groups of Ghosts is set to "normal".
So, the heroes control the groups of Ghosts normally.

When a group of Ghosts gets the hand, there is 10% chance that the group of Ghosts go crazy.
If this happens, the state of the group of Ghosts is set to "crazy".

If the group of Ghosts, or the sum of all groups of Ghosts present in the hero's army is the biggest threat in his army, there is 10% chance that the group of Ghosts decides to vanish.
If this happens, the state of the group of Ghosts is set to "vanish".

If the state of the group of Ghosts is "normal", the hero controls the group of Ghosts normally, he can cause them to move, attack or skip.
The state of the group of Ghosts remains "normal".

If the state of the group of Ghosts is "crazy", the group of Ghosts attacks an allied troop of the hero's army.
The state of the group of Ghosts remains "crazy".

If the state of the group of Ghosts is "vanish", the group of Ghosts decides to vanish from the battlefield.
If it was the last troop of the hero, he loses the fight.
If the hero possesses the artifact "Helmet of Hopefulness", the group of Ghosts don't vanish, but the Ghosts are transformed into Peasants (ratio 1 for 1).
At the end of the combat, the group of Peasants is conserved.
If there is no free slot in the hero's army (or in the extended inventory for creatures) to receive the Peasants, the Peasants vanish.

At the beginning of each turn, if there are only groups of Ghosts present in the two heroes' armies on the battlefield, and the state of all groups of Ghosts is "crazy", then the combat ends and the two heroes lose the combat.

The Ghosts are then generated (sum total of the number of Ghosts present in all groups of Ghosts at the end of the combat) on the map at the location of the defending hero.
If the location is an active object on the map (ex: Mine, Fort, Hill Fort, Temple, Magic Well, Witch's Hut, Tree of Knowledge, etc.), the location is guarded by the Ghosts and the Haunt spell animation is used on the location. To enter the guarded location, the hero must fight the Ghosts.
If the combat was a siege, the town/castle becomes neutral and the Ghosts defend the town/castle (in garrison).

Ghosts' rules apply to all Ghosts directed by heroes on the battlefield (human or AI players), even those generated by "Raise Ghosts" and "Summon Ghosts" spells.
Ghosts' rules don't apply to neutral Ghosts.

New cursed artifact related to Ghosts.

Horn of Madness: At start of combat, automatically summons 10 Ghosts per Spell Power point (5 Spell Power generates 50 Ghosts).
The group of Ghosts is considered as neutral (so, Ghosts' rules don't apply to this neutral group of Ghosts).
When he gets the hand, the group of neutral Ghosts attack systematically a troop of the hero's army who possesses the cursed artifact.
Depending his speed, the group of neutral Ghosts always play before the troops of the two heroes' armies.
All the spells related to Ghosts can be used on the group of neutral Ghosts (ex: Ghosts Annihilation, Rebirth, etc.), the group of neutral Ghosts is considered enemy.
If the Rebirth spell is casted on the group of neutral Ghosts, the group of Peasants is considered neutral and he attacks systematically a troop of the hero's army who possesses the cursed artifact.
The hero's army must decimate the group of neutral Ghosts (or the group of neutral Peasants if the Rebirth spell has been casted on the group of neutral Ghosts) to end the combat if the enemy hero's army is already decimated.
If the hero who possesses the cursed artifact has no more army, the group of neutral Ghosts vanish (or the group of neutral Peasants if the Rebirth spell has been casted on the group of neutral Ghosts), and the enemy hero wins the combat.
The group of neutral Ghosts is affected by the artifact Peace of Soul Ring (protects the allied troops against Ghost creature ability (creatures eliminated by Ghosts become Ghosts), allied or enemy Ghosts make damage only).

Correspondence of cursed artifact "inverted" in the Alchemist's Tower.

The Horn of Madness becomes the Belt of Spirits.

Belt of Spirits: At start of combat, automatically summons 10 Ghosts per Spell Power point (5 Spell Power generates 50 Ghosts).
The group of Ghosts is controlled by the hero who possesses the artifact (so, Ghosts' rules apply to this group of Ghosts).
The group of Ghosts vanishes at the end of combat, except if transformed into another creatures during combat.
If there is no free slots in the hero's army (or in the extended inventory for creatures) to receive the creatures (ex: Peasants), the creatures vanish.
All artifacts and spells work normally with this group of Ghosts.
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