Suggestions of the day.
1) Adjust the position of the "hover box" so that it never covers the creature sprite.
Retaliation: 1, the "hover box" also shows the state of the troop retaliation.
1, the troop still has its retaliation (Griffin has always 1).
0, the troop has already used his retaliation for the current turn.
2) The yellow cross symbol, in the troop box in the action bar, shows that the troop still has its retaliation, but it will not use it.
The "hover box" appears with delay, the yellow cross symbol appears instantly.
1) The "hover box" shows the estimated damage and the estimated number of eliminated creatures in the attacker troop by defender troop retaliation.
Goblin attack: 3(9), defense: 1(5), hp: 3, dam: 1-2
Swordsman attack: 7, defense: 9, hp: 25, dam: 4-6
First swordsman in the troop has only 15 hit points left. Crag Hack has graciously casted a magic arrow spell, with 1 spell power, for the purposes of the demonstration.
Goblins attack min: 21 x 1 = 21 damage, it remains 4 swordsmen.
Goblins attack max: 21 x 2 = 42 damage, it remains 3 swordsmen.
Swordsmen retaliation min min: 3 x 4 = 12 + 20% = 14.4 = 14. 4 goblins perish.
Swordsmen retaliation min max: 3 x 6 = 18 + 20% = 21.6 = 22. 7 goblins perish.
Swordsmen retaliation max min: 4 x 4 = 16 + 20% = 19.2 = 19. 6 goblins perish.
Swordsmen retaliation max max: 4 x 6 = 24 + 20% = 28.8 = 29. 9 goblins perish.
Swordsmen retaliation min min: 4 goblins perish, and Swordsmen retaliation max max: 9 goblins perish, are conserved for the "hover box".
2) The red cross symbol, in the creature box in the action bar, shows that the troop still has its retaliation, and it will use it.
1) Mouse cursor over friendly troop (question mark sprite). The "hover box" shows the state of the troop retaliation.
2) The green square symbol, in the creature box, shows the troop position in the action bar. Green colored symbol, the troop still has its retaliation, orange colored symbol, the troop does not have retaliation.
Useful when several friendly troops with the same number of creature are scattered on the battlefield.
1) The "hover box" is also displayed for the spells. (400), the info bar also shows the damage.
1) When a spell is ready to be cast, the damage area is displayed, depending on the selected spell.
1) The "hover boxes" are displayed for all the troops affected. With Fireball the troop of Sprites is affected.
1) The "hover boxes" are displayed for all the troops affected. With Cold Ring the troop of Sprites is safe.
1) The "hover box" is also displayed for the spells.
Hit points: 800, the number of hit points restored.
Stack HP: 120, the number of total hit points of the decimated troop of rangers.
Rise: 12, the number of rangers restored in the troop (all in this case).
Retaliation: 1, the troop still has its retaliation for the current turn.
2) (800), the info bar also shows the hit points restored.
1) In original Heroes 2, only the last decimated troop located on a hexagon, can be resurrected.
In this case, a troop of rangers is decimated, and a troop of master swordsmen is decimated just over it. So, you have no choices, only the troop of master swordsmen can be ressurrected.
2) A way to remedy this is to cut hexagons in several areas in order to choose which troop to resurrect (areas are not shown to the player).
3) In the presented case, there are 2 troops, thus the hexagon is divided in 2 areas.
Now, you can move the mouse cursor (Resurrect True sprite) over each area and select to resurrect the troop of rangers or the troop of master swordsmen. The "hover box" and the info bar are updated for each area. (In addition it may be also possible to use the mouse wheel to make the choice).
This can be used for the Animate Dead spell to choose what type of creature will be resurrected.
E.g. The Crusader can be transformed in Skeleton, Zombie, Mummy or Undead Crusader. In this case, divide the hexagon in 4 areas and you can choose in what type of creature he will be resurrected.
(See Necromancer's Castle. Building Suggestions, and paragraph: "There is also another way to transform living creatures into undead creatures." in this thread http://sourceforge.net/tracker/?func=detail&aid=3570172&group_id=96859&atid=616183 ).
4) The shooters should have the choice to shoot or attack in melee (when they have enough movement points). So divide the hexagon in areas to allow shoot attack or melee attack for the shooters.
1) You can choose the hexagon destination when you cast the mirror spell (first ring of hexagons, second ring of hexagons if the first ring is fully occupied, etc.).
Just like the Teleport spell, select your troop, then select the destination.
The range of movement of the mirror troop is shown.
(15), the info bar also shows the number of units.
1) You can choose the hexagon destination when you cast the Summon Elementals spells (first column of hexagons, second column of hexagons if the first column is fully occupied, etc.).
The range of movement of the troop of Elementals is shown.
(9), the info bar also shows the number of units.
1) The total number of troop hit points is displayed.
Stack HP: 585/9 (425/7)
585: the total number of troop hit points at the beginning of the combat.
9: the total number of troop units at the beginning of the combat.
425: the current number of troop hit points.
7: the current number of troop units.
4) When a troop is in the moat, the defense skill number is updated.
5) In this case, the option "the moat reduces troop speed" is activated. The moat reduces the troop speed (as long she remains in the moat), the speed is updated.
When troops characteristics are changed (Bone Dragon lowers enemies morale by 1, Tavern morale bonus, etc.), this should be updated in the card.
When the Dragon Slayer spell is active on a troop, the bonus should be displayed.
The defender's troops should not stop at the moat when they leave the castle (when they will return, the drawbridge opens). If a troop can move 6 hexagons, she can continue its movement. The drawbridge closes behind her.
1) Right click on a decimated troop shows informations.
2) The info bar shows this.
1) The creature special abilities are displayed.
1) When a troop can attack several troops, all the "hover boxes" are displayed.
Move the mouse cursor over a friendly troop or an opponent troop shows the range of movement of the troop.
Press and hold ctrl keyboard and move the mouse cursor over a friendly troop shows the ranges of movement of all the friendly troops.
Press and hold ctrl keyboard and move the mouse cursor over an opponent troop shows the ranges of movement of all the opponent troops.
Also, a "hover box" is displayed if the retaliation will affect 2 friendly troops.
E.g. a swordsman wants to attack a dragon, the dragon will retaliate and will hit the swordsman and an archer behind him (the dragon attack affects 2 hexes).
1) The creature special abilities are taken into account in the "hover box".
In this case, some Vampires lords will return.
Rise: 7 - 9, 7 to 9 Vampires Lords will return.
1) The troops with 2 hexagons on the ground (e.g. the Wolf) should show 2 red hexagons for the destination.
An optional combat mode is activated.
The troop of 15 Trolls, the troop of 6 Goblins and the troop of 15 Goblins will all play before the troops of 16 Orcs Chieftains.
So the player has the choice to decide which troop will play first.
1) 3 hexagons are selected (yellow color). By default, the troop of 15 Trolls is the first to play.
2) The yellow triangle symbol, in the creature box in the action bar shows this.
Simply click on the troop you want to play first, e.g. the troop of 6 Goblins, the yellow triangle symbol in the action bar is updated (may be it would also be possible to click on the troop in the action bar).
Then you can move, attack, wait, skip or select another troop (troop of 15 Trolls or troop of 15 Goblins in this case).
When the troop of 6 Goblins has played, the troop of 15 Trolls and the troop of 15 Goblins are selected (yellow color) and the player can choose witch troop will play first.
Some other suggestions:
During combat, an option allows the player to control the catapult and the castle turrets (and ballista). No need to have a secondary skill.
21% chance per wall of hitting the selected wall.
5% chance per turret of hitting the selected turret.
4% chance of hitting the drawbridge.
2% chance of hitting the ballista.
Here, the total is 100%, but it is not mandatory, it can work well with different values.
30% chance per wall of hitting the selected wall.
15% chance per turret of hitting the selected turret.
10% chance of hitting the drawbridge.
5% chance of hitting the ballista.
The player decides to shoot a wall, a test is performed to determine if the shot is successful, there is a 30% chance that the shot reaches the selected wall, else the catapult shoots as usual.
The number of shots, damage and Ballistics secondary skill remain unchanged and works as before.
Castle turrets and ballista (defender):
The player chooses which troops the turrets will shoot, nothing else changes.
The attacker controls the catapult at the beginning of combat (first to shoot as usual), the defender controls the turrets just before his first troop can play (as usual), or after his last troop if all its troops can not play (e.g. blind spell).
A "hover box" is displayed when the player controls the catapult or the turrets (and ballista) and selects the target.
E.g. for the catapult (the player choose to hit a wall) (the numbers are just for example, I do not know exactly how it is managed):
Hit points: 1000
Chance to hit: 30
Damage: damage caused by the catapult.
Hit points: remaining hit points of the wall.
Chance to hit: percentage chance of hitting the selected wall.
E.g. for the turret (as for a troop):
The option has two ways to work.
H3 style, the player can cast a spell when he controls the catapult or the turrets.
H2 style, the player can cast a spell only when his first troop can play.
Tweaks in xml:
siege catapult turret style: 0
(default: 0, 0 for H2 style, 1 for H3 style)
siege catapult wall hitting: 30
siege catapult turret hitting: 15
siege catapult drawbridge hitting: 10
siege catapult ballista hitting: 5
The ballista fires with the strength of "X" archers.
"X" is determined by the number of buildings built in the castle, each building add 1 archer (upgraded dwellings and Mage Guild levels above the first level don't count).
The Mage Guild adds 1 bonus point to the attack skill per level.
Each turret fires with half the strenght of the ballista.
It would be nice if we could tweak the values (the numbers are just for example, I do not know exactly how it is managed):
Tweaks in xml:
siege ballista building archer: 1
(default: 1, 1 for add 1 archer for each building, 2 for add 2 archers for each building, etc.)
siege right turret strength: 50
(default: 50, the percentage of damage compared to those of the ballista)
siege left turret strength: 50
(default: 50, the percentage of damage compared to those of the ballista)
siege wall hit points: 1000
siege turret hit points: 1000
siege drawbridge hit points: 1500
siege ballista hit points: 2000
siege upgraded dwelling add archer: 0
(default: 0, 0 for upgraded dwellings and Mage Guild levels above the first level don't adds archer, 1 for upgraded dwellings and Mage Guild levels above the first level adds archer)
siege mage guild level bonus attack skill: 1
(default: 1, 1 for add 1 bonus attack skill for each level, 2 for add 2 bonus attack skill for each level, etc.)
siege catapulte damage: 500, 1000, 2000
(default: 500, 1000, 2000)
500: catapult standard damage.
1000: catapult extra damage (with basic and advanced Ballistics secondary skill).
2000: catapult max damage (with expert Ballistics secondary skill).
siege knight fortifications wall add hit point: 2000
(default: 2000, the castle knight fortifications toughens castle walls in a siege (and perhaps the turrets, the drawbridge and the ballista??))
siege knight fortifications turret drawbridge ballista add hit point: 0
(default: 0, 0 for don't add hit point to the turrets, the drawbridge and the ballista, 1 for add hit point to the turrets, the drawbridge and the ballista)
Again, I do not know exactly how it is managed, perhaps the catapult adds some random damage.
siege catapulte add random damage: 0, 500
(default: 0, 500)
0: min added damage
500: max added damage
If the defender hero is attacked on a river on the adventure map, it may be possible to use the moat sprites to include a river on the battlefield.
River stops the troops and reduces the speed just as the moat.
Save during combat would be nice. I love trying different tactics for the same combat. ;-)
That's all for this time.