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  #21  
Old August 6th, 2009, 03:31 PM
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SlipperyJim SlipperyJim is offline
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Default Re: What Makes a Good Hero?

How about a "support" hero? He's not going to do a lot of fighting on his own, but he's great to bring with your troops.

Combine any (or all) of the following:
  • Supply bonus
  • Standard
  • Healer
  • #onebattlespell a cool troop buff
  • Summon Allies
  • #domsummon

Many of these ideas have already been suggested, but not all of them. My point is to tie them together into a hero who should be out-and-about with your armies even though he isn't a Thug or SC in his own right.
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  #22  
Old August 6th, 2009, 11:59 PM
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Default Re: What Makes a Good Hero?

Also if you need any inspiration you can check out these heroes I did over a year back as an unofficial add-on to Worthy Heroes. It's amazing how the screenshots are still alive (xs.to is pretty good hosting site, it seems).

http://forum.shrapnelgames.com/showthread.php?t=36670&page=3&highlight=Worthy+Heroes

But to give this post more purpose, here are some more ideas on how to make melee heroes worthwhile.

1) They come pre-equipped. Giving hero a simple "Enchanted Sword" & "Enchanted Shield" has a nice effect on combat stats. The hero also could be a bit of a pimp and have excess slots for some extra "bling".

2) Custom weapons & armor. If you have hard justifying the hero, give him a weapon that will make him scary on the battlefield. Just give a look to the modding manual and you will see a lot of stuff that really isn't in major use (dt-large, dt-small , dt-raise). Also remember that by chainin secondareffects you can create absolutely terrifying weapons. Example: A holy paladin-type hero could a magic sword that deals extra damage against big foes, and have that weapon secondary effect into something anti-demon, which then secondaryeffects into "small area holyfire" or "Holy Scrounge". With that kind of weapon, even tartarians will piss their pants.

3) Onebattlespell help. The hero is always accompanied by an elemental (summon elemental spell)? Valkyries (summon valkyries)? Undead chaff (raise skeletons)? Sprites? Swarm? Imps?
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  #23  
Old August 7th, 2009, 12:18 AM
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Default Re: What Makes a Good Hero?

Quote:
Originally Posted by Burnsaber View Post
1) They come pre-equipped. Giving hero a simple "Enchanted Sword" & "Enchanted Shield" has a nice effect on combat stats. The hero also could be a bit of a pimp and have excess slots for some extra "bling".

Oh hell yes. Just to make things totally perfect, give him the crippled affliction to represent his pimp-limp-walk. If I ever make another nation mod thats totally going in.
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  #24  
Old August 7th, 2009, 04:00 AM

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Default Re: What Makes a Good Hero?

Quote:
Originally Posted by Burnsaber View Post
The hero also could be a bit of a pimp and have excess slots for some extra "bling".
That's a funny idea, but putting more items on a hero who's just likely to die due to lowish hp/mr isn't going to cut it. On a wizard, it could be awesome however: Imagine you get yoru typical national mage but with 4 misc slots? Room for more path boosters.
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  #25  
Old August 8th, 2009, 03:03 PM
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Default Re: What Makes a Good Hero?

Giant class heroes are frigging ridiculous. Balor one eyed versus scrub 22345245234 with a magic sword. Wheee...
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  #26  
Old August 11th, 2009, 02:23 PM

MaxWilson MaxWilson is offline
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Default Re: What Makes a Good Hero?

Quote:
Originally Posted by SlipperyJim View Post
Many of these ideas have already been suggested, but not all of them. My point is to tie them together into a hero who should be out-and-about with your armies even though he isn't a Thug or SC in his own right.
Ah. That brings back fond memories of MoM and Selena the Healer (+25% HP healed every turn) and Sir Harold the Knight (with that ability that gives tons of extra XP to all units in his stack), and all the other heroes whose function is less about going mano a mano with the bad guys (wielding a Flaming Axe +6/+2 of Magic Immunity) and more about supporting the regular units.

If there were a hero who had a #onebattlespell of Fog Warriors or Mass Flight I would consider taking luck just to get him.

-Max
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  #27  
Old August 11th, 2009, 08:48 PM

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Default Re: What Makes a Good Hero?

Thank you all for the feedback. I really like some of the ideas that are being floated about.

For the initial release of the mod, my approach is going to be fairly conservative and I am avoiding domsummons and autosummons. I think they add some additional balance considerations, and want to tackle them later, if it looks like they are needed....
I will be providing a multihero with a high leadership and standard effect. So, I certainly do not oppose auxiliary roles for heroes ...especially for the 10 HP squishies known as humans.

Quote:
Originally Posted by MaxWilson View Post
If there were a hero who had a #onebattlespell of Fog Warriors or Mass Flight I would consider taking luck just to get him.
Useful information. This is definitely one of the things I am looking for: what is someone's threshold for considering luck just to get hero events, assuming the heroes are generally somewhere between "Oh cool, this is an useful hero" and "YES!!! This hero is wicked good!"[1] on the awesomeness scale?

[1] http://forum.shrapnelgames.com/showp...58&postcount=5
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  #28  
Old August 12th, 2009, 05:29 AM

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Default Re: What Makes a Good Hero?

Some characters do seem to have a battlefield autosummon, sort of like carrying a bag of winds and getting an air elemental. There's a titan god chassis that every time it enters battles get about half a dozen free shades/shadows/whatevers that last only for that battle, not sure whether that's in CBM or vanilla, though.

A hero that does something similar could be useful. It means they can't build up chaff, but they get a decent advantage on the battlefield.
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