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HozzászólásElküldve: 2007 márc. 24 szomb., 18:58 
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Csatlakozott: 2004 márc. 10 szer., 14:16
Hozzászólások: 2375
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Mivel nem találom az angolozós topikot, gondoltam nyitok egyet.
És mivel nem az angol az egyetlen idegen nyelv, gondoltam, legyen az összesnek egy közös topik.
Idegen nyelvű cikkeket, érdekes linkeket oszthatunk meg itt egymással, illetve ide lehet nem magyar fórumozókat invitálni.
+bármi, ami nyelvekkel, nyelvtanulással kapcsolatos.

Néhány számomra érdekes angol cikk a Windosról:
http://www.cs.auckland.ac.nz/~pgut001/p ... _cost.html
http://www.joelonsoftware.com/articles/APIWar.html
http://www.vanwensveen.nl/rants/microsoft/IhateMS.html
http://www.lugod.org/microsoft/

Kedvenc szótáram: http://szotar.sztaki.hu
Szövegek több nyelvre lefordítva:
http://hu.wikipedia.org/wiki/Kezd%C5%91lap

UPDATE: Ha valaki még keresné(?), angol Heroes fórumok:
- http://www.celestialheavens.com/forums/index.php
- http://heroescommunity.com

És várok idegen nyelvű dalszövegeket is!! Például kinek van vmi az angol Bonanzától?(Depeche Mode) :)


A hozzászólást 2 alkalommal szerkesztették, utoljára doom3d 2007 márc. 25 vas., 14:13-kor.

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HozzászólásElküldve: 2007 márc. 24 szomb., 19:34 
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Csatlakozott: 2006 aug. 25 pén., 16:52
Hozzászólások: 2535
Tartózkodási hely: BP XIV.ker. Zugló
Good. :wink: It's not bad idea. :idea: :roll: But I not know,that to abide this topic. :? These topics are not to abide.To my mind. :wink: My of this kind topic is deceased. :( True,my topic is heat ex.Bye,

kisdacide,the absolute illiterate Heroes gamer. :lol:


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 Hozzászólás témája: re: Kisdacide
HozzászólásElküldve: 2007 márc. 24 szomb., 21:59 
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Csatlakozott: 2004 márc. 10 szer., 14:16
Hozzászólások: 2375
Tartózkodási hely: 60
Thank You for revealing the unforeseeable future of this page.
BTW, If You know anybody out there w/o native hungarian skills, please ask him/her to join and distribute deep thoughts in any language here.
Next time, after it's sure death I may reopen it renamed to Phoenix topic.
Just an idea- Do You wish to help WoG translation?
Your frazeology is simply exciting! ;)

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HozzászólásElküldve: 2007 márc. 24 szomb., 22:15 
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Csatlakozott: 2006 aug. 25 pén., 16:52
Hozzászólások: 2535
Tartózkodási hely: BP XIV.ker. Zugló
Not at all!
The Wog translation:
I speaking(or writing :) )English on advanced level.Pack of words from dictionary to this post. :P :oops: But pretty well know this language. :wink: Accordingly I certainly to help. :wink:

__________________________________________
kisdacide,the absolute illiterate Heroes gamer. :lol:


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 Hozzászólás témája: re:)
HozzászólásElküldve: 2007 márc. 24 szomb., 23:00 
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Csatlakozott: 2004 márc. 10 szer., 14:16
Hozzászólások: 2375
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You are welcome. I also used the dic mentioned above. :oops:
Greetings and Salutations, Great hero! Most of the tavern dwellers would deny it!

I will ask Jitay if the project could be restarted this year or not. He doesn't like to lead teams w/o members at all. :D

UPDATE: RE: Semmit nem kell, csak ha Te is akarod.. :D És ha a projekt újraindul Jitay-val.

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A hozzászólást 1 alkalommal szerkesztették, utoljára doom3d 2007 márc. 25 vas., 11:43-kor.

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HozzászólásElküldve: 2007 márc. 24 szomb., 23:20 
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Csatlakozott: 2006 aug. 25 pén., 16:52
Hozzászólások: 2535
Tartózkodási hely: BP XIV.ker. Zugló
I not understand it. :wink: Translation to Hungarian. :wink:

Ui:Mit kell majd fordítanom?

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HozzászólásElküldve: 2007 márc. 25 vas., 12:16 
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Csatlakozott: 2005 okt. 09 vas., 19:49
Hozzászólások: 509
Tartózkodási hely: Behemoth's Lair
What do you mean by RESTARTING the project? As far as I'm concerned, we've already translated the menus of WoG. I admit I'm not as active in the translation project as I used to be, but you must understand there are other important things in life beside Heroes (not too much though, if any :lol: ). I will try to help if i can, but I'm not promising anything.
Oh, and btw Kisdacide, i can't understand a word of your posts. I see you solely rely on the dictionary. But nevermind, you will learn to speak English sooner or later. I just hope it'll be sooner than later :lol:
Bye

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HozzászólásElküldve: 2007 márc. 25 vas., 12:59 
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Csatlakozott: 2004 márc. 10 szer., 14:16
Hozzászólások: 2375
Tartózkodási hely: 60
About restarting: I mean You have succesfully translated wogification menues,
and started to translate the game itself. First step was replacing SoD files in *.lod with hungarian complete version. Done. Thank You.
Next would be translation of wog-only files in lod, and erm scripts (after ertifying).
Translating a single erm file is an acceptable target for one person.
But, who will do it?
I am busy with new scripts for 3.59, and try to make them bilingual..
The rest should be translated by sby else.
Do You know anybody, who could join to you? I have created this topic - in part- to help the translation team.
I don't see any progress since approx. last october, that's why I said restarting.
If You are still working on that, than sorry.
I didn't want to hurt You. Forgive me. I'm just tired a little.
We have almost two thousand people here, and I can't manage to collect five (one) new people to do something.. maybe the problem is with me. :(

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HozzászólásElküldve: 2007 márc. 25 vas., 13:09 
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Csatlakozott: 2005 okt. 09 vas., 19:49
Hozzászólások: 509
Tartózkodási hely: Behemoth's Lair
Sry, i have been rude, not you. And the problem is to be found in those 2000 people, not you. No one cares a sh*t about the projects going here, including contests, translations and others. Sad, i know, but unfortunately you cant do anything about it :( . And i completely understand and support you for helping the official WoG team in making 3.59. Any ideas when it's gonna be finished? Bastion sounds tempting :wink: :P

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 Hozzászólás témája: re:
HozzászólásElküldve: 2007 márc. 25 vas., 14:23 
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Csatlakozott: 2004 márc. 10 szer., 14:16
Hozzászólások: 2375
Tartózkodási hely: 60
There is only one problem with Bastion- Slava has no time to work on WoG.
-> We have lost some Team members, who don't like to wait infinitly.
(Fnord(!) became inactive, for exemple)
New towns can't be implemented without additional programing.
It seems, that Forge Town and Drow Town projetcs are also dead.
At least, the new QS patch will be ready this year(?). Still in beta phase.

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 Hozzászólás témája: Angelito's HC post backup copy here :)
HozzászólásElküldve: 2007 ápr. 04 szer., 19:25 
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Csatlakozott: 2004 márc. 10 szer., 14:16
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How do the logistics and pathfinding skills work exactly?

Wishfully awaited, the "Explanation Series" continue here


Today i want to explain how the movement calculation of a hero works.

There are two skills which affect the movement of a hero (besides artifacts, buildings and terrain).
The first one is logistics, and the second one pathfinding.


Logistics

Expert logistics means, your hero get´s a 30% bonus on his daily movement.

First question: What criterions affect the amount of movement points of a hero?

Every hero has a daily base movement of 15 tiles.

The first affecting criterion is the speed of the slowest unit in his army.
The formula looks like this:

Slowest speed is 1-4 ---> no extra tile
Slowest speed is 5 ---> 1 extra tile
Slowest speed is 6-7 ---> 2 extra tiles
Slowest speed is 8 ---> 3 extra tiles
Slowest speed is 9-10 ---> 4 extra tiles
Slowest speed is 11 or more ---> 5 extra tiles

That means in practice, a hero with a pikeman in his army has 15 movement points, another one with only angels has 20.
How can u use this as an advantage for u?
Try to leave all your units except the fastest one from your hero at the garrison (e.g.) when u end your turn in a town. When it´s the next turn, your hero will have more movement points than if he would have had his whole army on..
Instead of leaving the units in garrison, u can "chain" them to another (second) hero and take them back on the next turn.

The next affecting criterions are artifacts and buildings.
If your hero carries the "equestrian´s gloves", he get´s a bonus of 3 tiles (---> 2 gloves won´t give u 6 tiles, it only counts one time).
If your hero has the "boots of speed" on, he get´s a bonus of 6 tiles
If your hero has visited the stables, he get´s a bonus of 4 tiles

Now u can see that huge difference.
If a hero has only a pikeman and no arties, he has a movement amount of 15 tiles, if he has only an angel, has the boots and the gloves, and has visited the stables, he has an amount of 33 tiles!!


The third and very important affecting criterion is the terrain.

There are 5 types of terrain, which don´t affect the movementpoints anyway:
Grass, Dirt, Lava, Subterranean, Native
Native means, that the hero has only creatures of the same native terrain in his army.

3 types of "terrain" increase the movementpoints:
Dirt road (gives 1/3 of normal movementpoints extra, or to say it in other words, movement costs are reduced to 75%)
Gravel road (gives 1/2 of normal movement points extra, or to say it in other words, movement costs are reduced to 66%)
Cobblestone road (doubles normal movementpoints, or to say it in other words, movement costs are halved)

Example:
A hero with 1 angel who travels his complete movement on a cobbelstone road, has a range of 40 tiles instead of 20 tiles.
A hero with a pikeman who travels his complete movement on a dirt road, has a range of 20 tiles instead of 15 tiles.


4 types of terrain lower the movement points

rough (stronghold) movementpoints cost 125%
sand (desert) movementpoints cost 150%
snow (tower) movementpoints cost 150%
swamp (fortress) movementpoints cost 175%

Example:
A hero with a pikeman on swamp has only 8 movementpoints (15/1.75)
A hero with an angel on swamp has only 11 movementpoints (20/1.75)
That means, a hero with a gnoll on swamp (native) has 15 tiles movement and has 4 more than the other one with the angel..


Last affecting criterion is a hero with speciality "logistics".
This means, a hero get´s 5% bonus on his logistic skill with every level he reaches.
If u have such a hero (Kyree, Gunnar, Dessa) on Level 20, he get´s 100% (20* 5%) bonus on his logistic skill, that means his bonus is doubled from 30% to 60%.

Example:
A hero with expert logistics, 1 angel, on grass, has a total movement of 26 tiles (15 base movement + 5 bonus coz of angel = 20, 30% of 20 = 6, 20 + 6 = 26)
Kyrre, Level 20, with expert logistics, 1 angel, on grass, has a total movement of 32 tiles (15 base movement + 5 bonus coz of angel = 20, 60% of 20 = 12, 20 + 12 = 32)


Now comes an interesting question:
How is this whole stuff counted, if more than 1 affecting criterion is present?

(Basic movement points) + (bonus coz of unit speed) = normal daily movement
normal daily movement * percentage of logistic skill = logistics bonus

So here is the final formula for evaluation of a hero´s movementpoints on a present day:

((normaly daily movement) + (logistics bonus) + (artifacts bonus) + (stables bonus)) * (terrain penalty)

To make this formula clearer, i give you an example with Kyrre, Level 20, 1 angel, all speed artifacts, stables visited, travelling whole distance on cobblestone road:

((20) + (12) + (9) + (4)) * 2 = 90

So u can see, in this special case, Kyrre would have a range on that day of 90 (!!) tiles. Now perhaps u can understand why log. spec. heroes r not welcome in the zone..



Pathfinding

This explanation will be much shorter than the one above

Pathfinding affects the hero´s movement only on 4 types of terrain:

Rough, Sand, Snow, Swamp

The penalties for travelling on those terrains r mentioned above, the pathfinding skill neutralizes a part, or the complete penalty.

With basic pathfinding
- the penalty for rough terrain is neutralized
- the penalty for sand and snow terrain is lowered from 150% to 125%
- the penalty for swamp terrain is lowered from 175% to 150%

With advanced pathfinding
- the penalty for sand and snow terrain is neutralized
- the penalty for swamp terrain is lowered to 125%

With expert pathfinding
- the penalty for swamp terrain is neutralized


So as a conclusion of these explanations, u can see that logistics is always a good choice as a secondary skill, and pathfinding depends strong on maps terrain. If u play against tower or fortress, i think it´s also a must..


Hope this removed some ambiguities


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 Hozzászólás témája: some more exact details about..
HozzászólásElküldve: 2007 ápr. 04 szer., 20:01 
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Csatlakozott: 2004 márc. 10 szer., 14:16
Hozzászólások: 2375
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After a long time of thinking,i decided to do my very best and translate the german post of Xarfax.
Please don´t blame for the hundreds of following typos..


______________________________________________________________________________

Here u are angelito, this is how it works exactly

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

Speed!

Let´s see if i can manage that on my old days. First of all, forget everything in the manual.
OK...here it goes:

The basicspeed depends on the battlespeed of the slowest creature on the day before.

Battlespeed of the slowest creature = basicspeed

3 Speed = 1500 movement points
4 Speed = 1560 movement points
5 Speed = 1630 movement points
6 Speed = 1700 movement points
7 Speed = 1760 movement points
8 Speed = 1830 movement points
9 Speed = 1900 movement points
10 Speed = 1960 movement points
>11 Speed = 2000 movement points

The basicspeed doesn´t raise anymore, when the battlespeed of the slowest creature is 11 or higher.
Those movement points will be reduced by every single "field value" depending on the terrain.

Field values:

Cobblestone road 50
Gravelstone road 65
Field road 75
(rivers don´t have any influence)

Dirt 125
Desert, Snow 150
Swamp 175
(cursed and holy ground don´t have any influence)

You don´t have to remind anything else. Every other kind of terrain reduces by 100 points.
For example: With a creature of speed 4, u can travel 15 times on Lava and one step on a cobblestone road (15 *100 + 50= 1550). The remaining 10 points aren´t to be used.

Additional to the basicspeed is the logistic skill. It is only calculated from the basicspeed.

If u have an angel with speed 13 for example, which means a basicspeed of 2000, and expert logistics, u have to add 30% of these 2000, which makes 600. U can use 2600 movement points though.

The raise of the logistic skill affects not before the next day, while raising the pathfinding skill affects immediately.

All further things which give movement points will be added aswell (stables, gloves, boots, miscellaneous buildings/places etc..)

Gloves 300
Boots 600
Stables 400
etc...

To wear 2 pair of gloves won´t give u more speed. And also artifacts which raise the battlespeed have no influence on the movement points (e.g. cape, ring).

Creature specialits don´t give a speedbonus on the battlefield for the creatures, but raise the basicspeed of them as well.

For example Ivor with creature speciality Elves:

Normaly, elves have a battlespeed of 6, which means a basicspeed of 1700. You would be able to travel 17 steps on grass though. However, Ivor raises the speed up to 7, which means a basicspeed of 1760. Ivor could travel 17 steps on grass and one more step on the cobbelstone.

Something special is Sir Mullich. He gives +2 speed to the battlespeed of all creatures, which is put in practice exactly like this.

Something special as well are the logistic specialists (Gunnar, Dessa, Kyrre):

Here u can see how it works exactly, the unprecise circumlocution in the game, on the means of an example:

Kyrre Level 20 with titans and expert logisics has visited the stables and wears the gloves.

Kyrre level 20 speciality:
20*5% = 100%
100% of 30% expert logistics = 30%
30% logistics + 30% speciality = 60%
Speed of titan = 11 is equivalent to 2000 basicspeed
plus the 60% makes 3200 movementpoints
additional the 300 points for the gloves and 400 points for the stables makes 3900 movement points in summary.

As a formula:

Movement points = basicspeed + (basicspeed * logistic skill) + (logistic skill * hero level * 5%) + miscellaneous)

3900=2000+2000*(30%+(30%*20*5%)+300+400
3900=2000+2000*(30%+30%)+700
3900=2000+2000*60%+700
3900=2000+1200+700

It´s normal that u don´t want to calculate everytime like this. But there are some reference points. For the fact, the hero should always be speed optimized (means = minimum speed 11), u could say he can travel

20 normal steps
26 with expert logistics
30 with expert logistics and stables

And a specialist has DOUBLED his skill when reaching Level 20!

A further speciality is the "Ghost hero". That´s a hero who travels without any troops. Without troops a hero has 1900 movement points. There are different ways to get a ghost hero, but up to 90% it happens when using known bugs, which i won´t explain here...that´s cheating for me.

There are many charts and calculation humbugs related to the pathfinding skill. But it is very easy. Every skill level reduces the distraction by 25 points, but it won´t fall below 100.

Just as easy:

Snow -150 points distraction

Advanced pathfinding (2*+25)

Snow only -100 points distraction

Personally, i rarely give pathfinding on my main, coz it influences only on 4 kinds of terrain, it is easy to prevent and it´s an ineffective skill in the endfight. (not to mention all the streets)

Easy to prevent, coz the distraction won´t count when u only have troops of that native terrain.

For example:

The main hero has used all his movement points and stands on snow terrain. At the and of the turn, a scout gives him creatures with a minimum of battlespeed 11.

At the beginning of the next turn he will have maximum movements though. To prevent the distraction of the snow terrain, the scout gives a Tower creature (e.g a gremlin) to the main hero. Now the main hero can travel without any distraction. With the help of a scoutchain, all the troops were given to the next and on the final to the main again. Summary:
Fullspeed without any distraction but without having lost a skill to pathfinding.

A little bit different are the movement points on water. It doesn´t matter which creatures the hero has, he will always have a basicspeed of 1500. The navigation skill does NOT raise the movement like described in percent (50, 100, 150), but is settled like this:

Without = 1500 movement points
Basic = 2250 movement points
Advanced = 3000 movement points
Expert = 3750 movement points
(As a comparison = expert logistics = 2600)

Sorry Xarfax, but this calculations are EXACTLY like the described ones... e.g.: 150% of 1500 = 2250, 1500 + 2250 = 3750..)

It will get extremely fast, when the navigation specialits show up (Sylvia, Voy). On level 20, the reduplication of the skill comes again, which means the hero gets added 300% of 1500 = 4500, 6000 in summary.
Additional there are the artefacts (necklace 1000, hat 600). Additional 500 for every lighthouse, as they work cumulative.

So you can see, those heroes can easily get 7000 to 8000 movement points. And here comes the big hit:
At the start of the turn, the hero flees from a battle on water and is rebought immediately from a tavern. You additional get those 400 points from the stables in the town eventualy (if it is castle) and can travel 83 (!!) steps across the adventure map, 3 circles around the enemy and back again.

You can see, these heros are brilliant suited for surprise attacks, even if they won´t be leveled up to 20, they still have 40-50 movement points (In comparison: Level 20 Kyrre with expert logistics, stables and gloves = 39)

The movement over land...

....can be imagined like this. Ater the movement points have been set by the troops on the day before, the movement point distraction depending on the terrain is made. Important to know, the steps don´t include the starting field, however, the distraction is calculated from the field the hero comes. If u walk on cobblestone and make the last step on swamp (-50) and want to travel back the same way, u start from the swamp with -175, which means you will have 3 steps less! That is important to know when u want to arrange a backchain.

You can imagine the whole thing like a distraction-chain. If u ran over snow, then a bit over cobblestone and finaly get to the swamp, it looks similar to this:

-150 -150 -150 -150 -150 -50 -50 -50 -50 -50 -175 -175 -175 -175 = 1700 movement points
(14 steps)

...if u get only swamp creatures at the end of the cobbelstone road (native terrain = no additional distraction), the whole thing changes and it looks like u have some additional movement points:

-150 -150 -150 -150 -150 -50 -50 -50 -50 -50 -100 -100 -100 -100 -100 -100 -100 = 1700 movement points (17 steps)

You would get 2 additonal steps if u would only have Tower creatures at the start of your turn.

It says, your movement gets reduced by 1 step when u collect resources, attack wandering creatures or an oponents´ hero. That´s not correct. If you collect resources or attack a hero, your movement gets reduced by the value of the field the resources/hero lays/stands on. So if u were in money problems and have different possibilities of collecting resources, you should remind that. If you want to block an opponents´ hero, sometimes it is better to place a scout on swamp than directly on the road. If the opponent attacks the scout now, he gets reduced his movement points by THREE. Wandering creatures don´t reduce movement points, no matter if the hero clicks directly on them or places him in front of them.

Buildings which u can travel "over" (e.g. magic shrine) don´t reduce your movement, on buildings which u have to visit (e.g. dwarven treasury), you will lose 1 extra step. But there are buildings which give you some movement points:

Stables = 400 per day during the week of visiting
Waterhole = 400
Fountain of Youth = 400
Ralley flagg = 400
Oasis = 800

It says, those places give the travel bonus per day, correct is, you can get some new movement points after every fight. Especially on the oasis u can get many movement points, if u refill after every fight. The other 3 are to be thought of to visit, coz u surely lose some movement points to get there.

I hope i don´t have forgotten anyhting on that topic......that´s all folks.

_________________________________________________________________________________


I hope this text is understandable for most of you. Now you should be informed exactly how the logistic and pathfinding skills work..

Greetings
angelito

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 Hozzászólás témája: New Tavern Rumors
HozzászólásElküldve: 2007 ápr. 06 pén., 21:47 
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Csatlakozott: 2004 márc. 10 szer., 14:16
Hozzászólások: 2375
Tartózkodási hely: 60
The Pikemen's weapon allows them to resist a Cavalier's powerful charge. (Xarfax)

A bright hero discovered that by pressing the space bar, you revisit your location! (Consis)

The speed of a hero is determined by his artifacts and slowest creature in the morning, not by changes made later in the day! (Binabik)

In mines, dungeon heroes will have the advantage, because mines are treated like subterranean! (Consis)

I saw a Harpy land next to an archer, but not attacking him. (LordZXZX)

Be careful cloning a creature who is completely surrounded, it might disappear. (Shiva)

A good tactician always remembers that pressing the "autocombat" key during the tactic phase will move his monsters one step further! (Xarfax)

I heard that ballistae never run out of shots. (Angelito)

Marksmen and Grand Elves are smart, they can shoot twice, even with one shot remaining! (Angelito)

Once I fought for a powerful hero in a dragon utopia. I had unlimited shots, even though I couldn't see the ammo cart anywhere! (Angelito)

Armor of the damned will not provide your hero with the disrupting ray, even though some authorities state so. (Angelito)

A knight once told me his badge of courage gave all his troops mind spell immunity. (Mike)

The Sea Captain's hat is a powerful artifact that will enable you to summon boats even if you didn't know how to do it before! (Xarfax)

Every Master Genie is a powerful wizard with spell power 5, and casts all spells on advanced level. (Xarfax)

Monsters in external dwellings are shielded from plague. (Mike)

Faerie Dragons are mighty warlocks, each one casts their spell with spell power 5, on advanced level. (Angelito)

You won't move in water by casting town portal. Dimension door, however, can move your boat elsewhere. (Angelito)

Tomes or spell scrolls can be used by heroes, even those who lack wisdom! (Angelito)

A seer will always ask you for a unique artifact. There are no copies anywhere! (Angelito)

In a boat, you will travel 15 tiles, no matter if you have a fast monster, or a walking dead. Only navigation and artifacts can improve it. (Binabik)

A Black Dragon is not immune to the Efreet Sultan's fire shield. (Consis)

Of course native creatures have no movement penalties on their native terrain, but did you know that nomads can take you through the desert? (Consis)

The Orb of Tempestuous Fire is a great artifact for Tower, because it increases the damage of the land mines. (Consis)

Gargoyles, Golems and Elementals do not live. Don't bother to sacrifice or resurrect them. (FireSpirit)

Remember to renovate your towns. Every new, non-upgrade building increases the damage of the main tower by 2-3, half that for lower towers. (Xarfax)

Crag Hack with expert offense won't increase the damage of ballista. But Orrin with expert archery will. (Xarfax)

Even though it is powerful, the orb of vulnerability won't break the resistance given by Unicorns. (Xarfax)

On the magic plains even creatures cast their spells on expert level! The only exception is the Dragonflies' dispel. (Consis)

Those foul creatures, Familiars, can give your hero more spell points than he normally could have! (Consis)

Did you know that adventure map spells can be cast from scrolls even without a spellbook? (Maretti)

Scorpicores can paralyze your creatures as though a mage has just cast a level 4 spell. (Zsa)

Ghost Dragons can age your creatures as though a mage has just cast a 5 level spell. (Zsa)

Solmyr is my good friend. He just told me his Chain lightning did very little additional damage to level 7 creatures! (Xarfax)

Ancient Behemoths can crush your defense, but only when they attack. Keep that in mind! (Xarfax)

A Silver Pegasi placed in front of a berserked Gold Dragon will confuse it, causing it to do nothing. (Xarfax)

Don't bother to put powerful creature spellcasters on cursed ground - no one has ever seen a creature spell work there yet. (Xarfax)

Even though you have higher speed, attack and defense on your native terrain, your creatures will have the same happiness and luck! (Xarfax)

My friend has just told me that an Archangel can resurrect 100 hit points! He also told me that one Pit Lord can raise up to 50 hit points. (Tigris)

You can't put the gate up again after something has fallen dead on it. (Tigris)

Rogues told me the prices at a trading post are as good as 5 market places! (Tigris)

An antimagic garrison prevents spell casting, but I heard a Faerie Dragon can still cast by using the "F" key. (Evil_Warrior)

Faerie Dragons are a lottery - if you make them wait, they might completely change the spell they are casting! (Vlaad)

Dendroids are smart - they know that a harpy returns to its place, so they send the vines there to bound the harpy forever! (Greek_god)

A strange dark magic causes arrow towers to do more damage to creatures if they have armourer or airshield. (Russ)

Without a tavern, you can't see what creatures inhabit an outside garrison! (Xarfax)

You can't implode a catapult, but don't worry! Other damage spells should work on it. (Xarfax)

A lonely hero who has lost all his creatures, will disappear as soon as he gets attacked! (Angelito)

If you buy a warrior with ballistics or first aid specialty, don't expect him to have level 2 creatures. (Angelito)

Each Mighty Gorgon has a 10% chance to kill with it's Death Stare. But don't expect more than one kill for every ten of them. (Xarfax)

Angellic Alliance will allow you to cast expert prayer, even if the red orb is brought into play. (LKru33)

Even with the slowest creature, ballistics will allow you to cast first spell in a siege, unless your opponent has artillery. (Russ)

Dig holes along the coast and no boat can land there. (Vlaad)

Hypnotized Hydras are smart enough to avoid hitting friendly creatures. (Russ)

My dear friend Astral told me that even if you hypnotize a creature and place it next to a shooter, the shooter won't care and fire anyway. (Russ)

If your hero class can't learn a certain skill by natural means, maybe a Scholar or Witch Hut can help. (LegendMaker)

Dragons and Hydras, powerful creatures, will be turned into Bone Dragons, slaves of the undead, by the skeleton transformer. (LegendMaker)

Necromancers also raise Skeleton Warriors if there is no room for normal skeletons, but they will only raise 2/3 as many. (LegendMaker)

I hear if a creature in a castle moat casts a spell, they will not take moat damage. (Angelito)

Even if you kill your opponent's Arch Mage, your enemy will still suffer less drain of mana. (LegendMaker)

Once you restore all your mana, the fuel of wizards, you can remove knowledge artifacts without loss of spell points. (LegendMaker)

When fighting against tower, ensure to have expert dispel. It will destroy all land mines. (LegendMaker)

An expert with the Remove Obstacle spell can use it to probe for mines, then cancel it to save mana for more important things. (Xarfax)

With Remove Obstacles you can destroy land mines, fire walls and force fields. But you can't remove Walls or obstacles that cross the field. (Xarfax)

Flying allows you to avoid terrain penalties, but did you know a road still increases flying distance? (Xarfax)

A catapult can deal 0-2 damage to the walls, which have 2 HP each. Ballistics will improve the chance of doing the most damage. (Xarfax)

A fire-hot type of moat will deal 90 points of damage, while others will deal 70. (Xarfax)

You only take damage when you go into, or stay in a moat. Not when you leave it. (Xarfax)

Except for Tower's Land Mines, moat damage can not be avoided by magic spells, resistance, or spell immunity. (Xarfax)

My dearest friend, Thorgrim, told me that with his 100% resistance, mines exploded, but dealt no damage. Red orb was present on the battlefield too. (Xarfax)

A wise man once said: "The best way to shoot a wall down is to target the adjacent turret". (Xarfax)

According to Loynis, his specialty gives an extra +3 speed to level 1-2, +2 speed to Level 3-4, +1 speed to level 5-6, but no extra speed to level 7. (Xarfax)

Mages from all magic schools learn Magic Arrow. So any magic orb will increase its damage, and any Magic Protection spell will reduce its damage. (Xarfax)

Terek claims his specialty gives an additional +3 speed to level 1-2, +2 speed to level 3-4, +1 speed to level 5-6 and no extra speed to level 7. (Xarfax)

In a Utopia, the dragons already have mixed alignment, so bringing a Ghost Dragon inside can cause them to freeze up. (AndiAngelslayer)

You know if you carry two Legs of Legion, the second one does nothing. But if you give one to a another hero in the garrison, both will work. (Djive)

A mage tried casting spells on Thorgrim's creatures with 100% magic resistance, and dispel was the only one that worked. (Commando)

Did you know each level of Diplomacy lets your hero enter the Library two levels earlier? (Haile73)

If you attack a Naga Bank, but chicken out and don't go inside, you can see the number of Nagas by right clicking on it. (AndiAngelslayer)

Pit Lords can raise more Demons when health artifacts are used. (Destro23)

I once saw two beserked Dendroids attack each other. After the spell wore off, neither one could move. (Wub)

During a siege, Hypnotized creature will only do so much, like they won't open the gate for you. (Xarfax)

I once fought Ryland, and his Dendroids had me so tied up I had to teleport away. (Xarfax)

The Earthquake spell is a nice way to get inside a castle, but it will never knock down a wall with one casting. (LegendMaker)

When all your allied creature are dead, your clones will disappear, but summoned creatures will keep fighting to the end. (LegendMaker)

One nice thing about cloning or hypnotizing creatures with special abilities, their specials still work. (LegendMaker)

Funny thing about Mass Counterstrike, even if dispelled it will continue to work until the end of the round. (Conanthebarbarian)

Windmills are a good way to gather any resource except wood and gold. (Vlaad)

It's best not to carry the Grail into a fight. If you lose, it will be lost forever. (Vlaad)

Disrupting Ray is a nasty spell and nothing can remove it, but Antimagic will prevent it from being cast in the first place. (Vlaad)

Magogs are not magical creatures, so no amount of immunity or resistance is protection from their fireball. (Supersonic)

Be careful leaving your creatures in a moat, they will take 10% more damage when attacked. (Binabik)

Wondering creatures tend to breed a lot, I've heard it's 10% each week. (Binabik)

The troops of a hero with expert leadership and the Crest of Valor will have +3 morale. If undead join the group, they will still have +3 morale. (Zsa)

An expert prayer spell normally adds 4 to creature speed, but when mixed with mass slow, it only adds half that. (Angelito)

Astral told me when creatures have spell immunity from artifacts, his Hypnosis cancels the immunity. (Xarfax)

A mage informed me he always knows which creatures his area spells will affect, because he sees a blue halo around the targets. (Xarfax)

Rogues are good at picking their victims. Having them in your army is like having an expert Vision spell with 1 spell power. (Zsa)

Antimagic is highly effective against the abilities of Zombies, Unicorns, Thunderbirds and Mummies. (Binabik)

If your Archangels, Archdevils or Ghost Dragons die in battle, their morale and luck benefits remain. (LegendMaker)

The Spirit of Oppression does wonders to keep the enemy from attacking again from high morale, but does nothing if their morale is negative. (Csarmi)

Generals always try to gain an advantage by fighting on their own terrain, but for a fair fight, the beach is best because it's neutral ground. (Consis)

I once saw a creature turned to stone by a Medusa and get high morale, but couldn't move the second time either. (Dimis)

Odd thing about the underground. It can have any type of terrain, but battles always take place on subterranean. (Vlaad)

The defender in a siege not only has the advantage of castle walls, but also fights on the town's native terrain. (Vlaad)

I was reading a manual on battle tactics that claimed damage is reduced by 2% for each point attack is less than defense. But it's really 2-1/2%. (Binabik)

I saw the strangest thing the other day. A creature in a moat froze from bad morale and didn't take any damage. (Angelito)

Boats at sea gain 5 more movement for each lighthouse owned. But be warned, you can't take advantage of it until the day after taking ownership. (Binabik)

Whirlpools will claim the lives of half your weakest unit. So if you only have a couple of them you won't lose much. (Consis)

Never play cards with a Halfling. No matter how bad the luck of everyone else, they always have positive luck. Unless the Hourglass is present. (Angelito)

Minotaur Kings are happy creatures. Even mixed with 7 races, they still have positive morale. They don't like the Spirit of Oppression though. (Binabik)

Wyvern Monarchs are nasty creatures. They not only poison their victims, but age them as well - 10% each turn, up to half their health. (Zsa)

Even if your Elves have run out of shots, clones will start with a full supply of ammo. (Evil_Warrior)

If you are looking for a good deal at the Artifacts Merchant in your town, try waiting until you have more markets. (Binabik)

The vendors at the Black Market are a little shady, but they have good prices. About the same as the Merchant in town when you own five markets. (Binabik)

I don't trust Psychic Elementals and their level 5 mind spells. At least they only do half damage if you have mind spell immunity. (Csarmi)

The magic attack of a Magic Elemental is so strong, Black Dragons and other Magic Elementals are the only creatures who can reduce it by half. (Csarmi)

Somehow Elementals from the four schools of magic seem to get along in the same town, but on the battlefield they will do twice as much damage to the opposing school. (Csarmi)

In the book "Morale of 3 Heroes", it says a creature might freeze if it has negative morale. I happen to know it has twice the chance the book says. (Csarmi)

Even if you kill your opponent's Silver Pegasi, you will still have to pay more to cast spells. (LegendMaker)

If you see a pack of creatures one week, and lots the next, you know there are 20-21 of them. (Xarfax)

The abilities of Efreets, Dendroids, Ghost Dragons, Medusa, Scorpicore, Basilisk and Wyvern Monarchs are so powerful, not even Antimagic will stop it. (Bin)

Do not expect your one Phoenix to resurrect without other troops or machines to back it up, Hero! You'd die before it can rise. (LegendMaker)


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HozzászólásElküldve: 2007 ápr. 07 szomb., 17:44 
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Csatlakozott: 2005 okt. 09 vas., 19:49
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Excellent collection of quotes, and pretty useful too. I would recommend them to everyone who knows a bit of English.

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And know, something different:

According to recent news, BULGARIANS are living near Bukarest.. khm.. sorry, Budapest!

****
Idézet:
:a bit more direct link:
http://heroes.hardwired.hu/heroes3/terkepek/palyak.php
Here click on "pálya keresõ, listázó" (=search map), and go for Arena.
It will be "Aréna", by Beorn, approx. the 4th map on the search list.


I very thank you for that map and other useful info.
It's really a pity that this map is not in English (why the best maps are not in English? )
Here
http://www.translation-guide.com/free_o ... to=English
I tried to translate text
"Ha elég bátornak érzed magad, válasz magadnak várost, fogadd fel kedvenc hõsödet, mert vár téged az {Aréna}, ahonnan csak keveseknek adatik meg a visszatérés!" (instead of vá here should be some Bulgarian words)
but I got no translation. Maybe you can provide some working free Bulgarian-English translator?

Damn, those Bularian maps looks very interesting.


WEll it wasn't in bulgarian. It was in hungarian. :D


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Mink nem bulgár lenni hanem magyar!

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HozzászólásElküldve: 2007 ápr. 09 hétf., 13:59 
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LOL :lol: . Can you provide the link of this page so I could see this conversation with my own eyes? You made me really curious, I cant believe so dump people like this one exist :lol:

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zolirobi írta:
LOL :lol: . Can you provide the link of this page so I could see this conversation with my own eyes? You made me really curious, I cant believe so dump people like this one exist :lol:


Actually, it was on HC (heroescommunity.com, ->WoG->XXL maps), but my second (reflection) post on that was accidentally deleted by an unknown moderator..

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Hoztam nektek munkát :lol:

-The game centers around 6 adventurers who are trying to discover the secret of the Inner Sanctum, a kind of "holy grail" quest in the land of VARN. While trying to discover the Inner Sanctum, the heroes discover information about Corak's hunt for the missing Sheltem and end up unmasking Sheltem, who had been masquerading as the King, and defeating his evil machinations[3]. At the end of the game they go through the "Gates to Another World" and travel to CRON, not knowing that Sheltem has also escaped to that world.


-After the events of Might and Magic 1, the adventurers who helped Corak defeat Sheltem on VARN take the "Gates to Another World" located in VARN to the land of CRON (Central Research Observational Nacelle). The land of CRON is facing many problems brought on by the encroachment of Sheltem and once again the adventurers must travel through CRON, the four elemental planes and even through time to help Corak stop Sheltem from flinging CRON into its sun.

While in many ways Might and Magic 2 is a fancier version of the original, the improved graphics help greatly with navigation, and the interface added several functions that facilitated gameplay, such as a "delay" selector which allowed for faster or slower response times, and a spinning cursor when input was required (the lack of this in the original could be rather frustrating).


-After defeating Sheltem and his forces on CRON in Might and Magic II, the party of adventurers next find themselves transported to Sheltem's homeworld of Terra. Here again, the adventurers must aid Corak in stopping Sheltem and putting an end to his evil machinations.

-After defeating Lord XEEN in Might and Magic IV, the villain Alamar reveals himself to be the true power behind Lord XEEN's scheming. Your band of brave adventurers must travel to the Darkside of the Nacelle world of XEEN, reawaken the long forgotten Corak, defeat Alamar and once and for all put an end to the intergalactic reign of terror instigated by the nefarious Sheltem. Although it can be continued in an additional "World of Xeen" ending, Darkside of Xeen brings us to the final conclusion of the battle between the mysterious Corak, and his arch-nemesis Sheltem.


-With the problem of Sheltem finally dealt with (see Might and Magic 1 - 5), the ancient war between the Ancients and Kreegans spills over into nearby planets. One of these is the planet on which the continent nation of Enroth lies. The king of Enroth has gone missing and his "Mandate of Heaven" is thought to be gone. There is a strange invasion of devils and a new band of adventurers must rise to the challenge and save Enroth from the demon invasion.

The four player characters come from the town of Sweet Water, which was attacked and overwhelmed by the demons. Falagar, a magician, intervened and saved the characters, teleporting them to safety in the distant town of New Sorpigal. From there the heroes gain experience and skills until eventually they are ready to take on the demons and restore the Mandate of Heaven.


-Having fled from Enroth after the events of Heroes of Might and Magic II, Archibald, brother to Roland Ironfist the King, takes up residence in Erathia, forging an alliance with the Necromancers of Deyja. Meanwhile, the wealthy Lord Markham announces a scavenger hunt on Emerald Isle - first prize is the deed to the somewhat neglected Castle Harmondale - and a new party of player characters takes up the challenge. From there, the party's status in Erathia escalates until, eventually, the fate of the world lies, as always, in their hands.

The battle between the Wizards and Necromancers are heating up, with Celestial and Demonic beings pulled into the fray. However, what seemed to be a mere struggle for power between Gavin Magnus, immortal ruler of the Wizards, and Archibald takes another twist yet again when some characters from a long-forgotten past re-emerge.

-Over a thousand years ago, the interstellar war between the Ancients and the Kreegan drove both races off of one of the Ancients' many colony worlds. During the millennium since, the natives of that world built their own society and culture from the ruin, the stories of the Ancients and the Kreegan having long since passed into legend. A few years ago, as depicted in Might and Magic VI: The Mandate of Heaven, the Kreegan invaded the world. The heroes of MM6 destroyed the Kreegan Queen and the last of the Kreegan were wiped out in Might and Magic VII: For Blood and Honor. The Ancients, however, anticipating disaster should the Kreegan manage to gain a foothold on the world, had already enacted their contingency plan: rather than let the world fall into the hands of their ancient enemies, they would see it destroyed outright.

A servant of the Ancients, the planeswalker Escaton, arrives in the village of Ravenshore on the continent of Jadame. Approaching the center of town, he unleashes an elemental storm across the three continents of the planet. There is widespread destruction and the boundaries to the four Elemental Planes are breached. Now monsters from beyond the boundaries are threatening to invade, fulfilling Escaton's plan, and the player must assemble a party of heroes to prevent this.

The four elemental gateways appear in the four corners of Jadame: the Gateway to the Plane of Earth on one of the Dagger Wound Islands (southeast), the Gateway to the Plane of Water in Ravage Roaming (southwest), the Gateway to the Plane of Air in Murmurwoods (northwest), and the Gateway to the Plane of Fire in the Ironsand Desert (northeast). In each case they cause an environmental disaster: a volcano in the Dagger Wound Island chain erupts and the tremors destroy the bridges that link the islands, the minotaur undercity in Ravage Roaming is flooded, the trees in a large area of Murmurwoods are uprooted by the winds, and much of the troll settlement in Ironsand is destroyed by an explosion of fire. Escaton raised an enormous crystal in the centre of the town of Ravenshore, which acts as the portal to the Plane Between Planes, where the Destroyer now resides.

The first character created by the player remains with the party for the entire game and is referred to as the 'Acknowledged Champion of Jadamé'. This character will lead the party through the adventures in the game. The following is an outline of the events which will unfold in the course of the game:

* The player begins on the Dagger Wound Islands at level 1, as a caravan guard employed by the Merchant Guild of Alvar. The pirates of Regna have used the cataclysm and resulting chaos to raid the Dagger Wound Islands. The pirates pose a threat to the player but are being continuously held at bay by the lizardman (the inhabitants of the Dagger Wound Islands) soldiers.
* The player must find a way off the Dagger Wound Islands and when they do, their next stop is Ravenshore, the capital of Jadamé, where their duty is to inform the Merchant Guild branch in Ravenshore of the events. More evidence is required, so the party is commissioned to 'persuade' the smuggling ring in Ravenshore to send boats to gather more information. The smugglers are required as the Regnan pirates and their navy pose an increasing threat to other ships.
* The player is next sent to the Merchant Guild of Alvar, in Alvar City. Here, Bastian Loudrin, the High Guildmaster, recruits the party into his service and requests that more evidence be brought to him of the Lake of Fire which allegedly formed in the Ironsand Desert. He asks that a witness be brought to Alvar.
* In the Ironsand Desert the player locates a witness in the troll-inhabited town of Rust. This witness will not accompany the party to Alvar until his deceased brother's ashes are placed in the family tomb, which is also now infested with hostile creatures.
* When the player returns to Alvar with the witness, a prophecy is explained - that the destruction of the world is imminent unless the land stands united. This said, the party must attempt to make alliances with the various 'factions' of Jadamé, many of which are at war with one another.
* The minotaur city of Balthazar Lair has become flooded and in order to gain an alliance with the minotaurs, the player must succeed in unflooding the lair. This must be done whilst fending off the hostile tritons, water dwellers armed with tridents.
* A choice must be made between allying with the dragons of Garrotte Gorge, or with the Dragon Hunters, who are at war with the dragons. This must be done by retrieving an egg from the ogres in Ravage Roaming. This egg contains the unborn heir to the King of the Dragons, Deftclaw Redreaver. Returning it to the Dragons ensures their cooperation; returning it to the Dragon Hunters will gain their trust.
* Finally, a choice must be made between the Necromancers of Shadowspire or the Temple of the Sun in the Murmurwoods. To ally with the Necromancers, the player must take with them the double-agent Cleric, Dyson Leland, who poses as a Necromancer, and steal the Nightshade Brazier, hidden in the Temple of the Sun, returning it to the Necromancer's Guild. To ally with the Temple of the Sun, the player, with Dyson Leland, must destroy the Skeleton Transformer in the bowels of the Necromancer's Guild.
* When this is accomplished, it is learned that the king and queen of Enroth are on their way to help, but are hindered by the Regnan fleet. The player must find a way to sink the fleet.
* When the fleet is sunk, king Roland Ironfist and his wife, Catherine, arrive at Ravenshore with their sage, Xanthor. Xanthor says that he is able to fashion a key to gain access to Escaton's crystal and hence the Plane Between Planes, but that in order to do this, he must use Heartstones of the four elemental planes.
* The player is sent ot the elemental planes and battles their way through hordes of raging creatures to take the heartstones. Upon the completion of this quest, Xanthor is able to fashion a 'Conflux key' to Escaton's crystal.
* In Escaton's crystal the party battles creatures constructed from crystal, which are difficult to destroy. At the end of the crystal, the player must complete a puzzle to operate the portal to the Plane Between Planes.
* The Plane Between Planes is a place of utter chaos, which has the effect of driving weaker creatures mad. The player battles creatures which are capable of causing insanity in the party members along with other hostile creatures.
* The player must seek out Escaton in his palace. When there, they learn that Escaton has imprisoned the Lords of the Elemental Planes. The player must answer three riddles in order to receive the keys to the prisons.
* When the lords of the planes have been freed, the player returns to Ravenshore to witness the destruction of Escaton's crystal and the restoration of peace to Jadamé.

In typical Might and Magic fashion, the game is fairly non-linear, so quests can be completed at the player's own leisure. In addition, side quests can warrant rewards if completed, but are not vital to the storyline. Also, promotion quests can increase the capabilities of particular classes of character.


-The Seers of Serenity, high in the southern mountains that separate Karigor from Jadame, are troubled. A prophet of their Guild has gone renegade, and is spreading the word that an apocalypse, caused by devilish horrors, is nearing and that Ceth himself, the Creator, will come to Karigor in a final effort to battle this evil and prevent the collapse. The prophet, who calls himself Thelmes, calls for the followers of Sun and Moon to unite and prepare a great sacrifice. As he follows the river Ebony downstream, more people believe his words every day.

What bothers the Seers even more, is that with all their foretelling powers combined, they cannot see if this prophecy has merit or not. Therefore, they cannot interfere. But there may be a way to discover the truth. Scattered over the land, are chapters of the Book of Ceth. Long ago, the book was cut up and the chapters hidden to the eyes of the common people because their contents were thought to be too dangerous for anyone in this age to know in its entirety. Now, so many centuries later, nobody even knows the location of the chapters. If the Book could be found and made whole again, the truth would surely be revealed. So they called a conference with the leaders of the Clerics and the Necromancers - and found out, much to their dismay, that neither side was interested. Obviously, both churches did not believe the prophecy, but each saw in the coming Sacrifice their chance to rule the world.

Now the Seers of Serenity are going to play a desperate gambit. Against all odds, a party of adventurers will be sent forth to gather the lost chapters of the Book of Ceth. They will have to go in stealth, yet they need to gain the favour of all the lords of Karigor in order to be able to search the sacred, guarded and perhaps even haunted places that might hold the chapters. Because of the necessary low profile, none of the great and famous can be asked to join in this venture. Instead, the Seers put all their hopes in the young and inexperienced. All they can do to prepare them is to set a short test of promise and loyalty, and any that will pass this test will simply have to do.

Still, the Seers are not without resources, and the party will find friends that can help them along the way. Often, these will be followers of the Stars, the third path that - in Karigor and about everywhere else - has been suppressed by the Sun and the Moon alike for as long as one can remember.

The chance that the party will succeed in time before the Sacrifice takes place seems slim. Eventually the prophet Thelmes will reach the shores of Terrax in the north, where the river Ebony flows into the ocean. It may be vital that the party is present at every major speech that Thelmes is going to make, because they may learn some important clues from his words.....


Ha vki nagyon unatkozik és van sok ideje és tenni szeretne vmit a Might and Magic maghyar fanjainak az fordítsa le ezeket :D

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BordoMavi!!!


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 Hozzászólás témája: New Magic system for WoG
HozzászólásElküldve: 2007 ápr. 20 pén., 21:10 
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Csatlakozott: 2004 márc. 10 szer., 14:16
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Hi,

I have seen many famous hero on many forums, stating that might is better, then magic.
After thinking a little, I have used their arguments, as a specification about how to create a new magic system that brings magic heroes at equal level.

Main arguments were:

- low lvl magic heroes run out of mana very fast. After that they can fight w/o spells (loosing more HP than might heroes) or going back to Town for mana (loosing time). So they will not have enough troops to continue fights, so they will acquire artifacts, resources and XP slower. As a consequence, might heroes will develop faster, and will have higher spellpower&knowledge, then magic heroes.

- in the endgame heroes have so big armies, that lvl1 mass spells are better than brute force direct damage spells. So high lvl magic heroes have more mana, than they could ever spend. Higher knowledge is a waste of primary skill points.

my TRANSLATION:

- New adventure spell: Shamanic Dance. It enables You to convert mana to movement, or vice versa.
Low lvl heroes can refuel mana w/o going back to Town, and high lvl heroes can use up any amount of mana for to increase speed. Conversion ratio can depend on hero lvl/primary skills.
It speeds up the game, when DD is disabled. (In fact, it can be a replacement for DD and waterwalk if used with fly and summon boat.)

- Masters of Spellcasting option, equalized version: enables heroes to cast more, than one spell per battle round. As Darkloke suggested with other words, it is possible to set up spellcasting time for each spell.
So we can -for exemple- set spellcasting time higher for mass spells. This way mass spells would be less powerfull. Or give time penalty for berserk.

I have most of the stuff ready to implement it.
Question is what do You think about it? Wich conversion factor meets your needs, how many spells per turn would you prefer (dpending on hero primary skills), spellcasting time- is it ok for You?
Dou You wish time penalty for mass spells, or for any overpowered spell?

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