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I made a simplified Skill Wheel for quick games. At the same time, I changed the probabilities of skill drops for different races.
(Percentage is the probability of a skill dropping. 12% for a racial skill. Skills that need to be taken beforehand are in parentheses.)
I was too lazy to remember the tons of dependencies of the original 3.1 wheel, even though there is a mod for the built-in scheme. Now the races have become even more unique, and any skill is easy to predict.
The super-skill is just as easy to get, but you will have to collect abilities that are not typical for the hero.
P.S. Installation is as usual - change the extension to h5u, put it in the mods folder. One mod for the wheel, another for the probabilities.
A similar solution existed before version 3.0 (the last expansion with Orcs).
Its advantage is racial uniqueness, and its disadvantage is the monotony of upgrading a specific class. In each skill, there are only 4-5 perks, from which 3 are chosen (if the skill is fully upgraded). And this is equivalent to choosing 1-2 perks that you should NOT take.
In addition, the chances for skills of 6-10% are strongly aligned, which is illogical if the goal is to ensure racial uniqueness. There is a huge difference between 2 and 15, but a small difference between 6 and 10.
If you develop a similar concept (maximum uniqueness), you should completely limit the number of skills for each class, say, 6 out of 12 (only typical skills) + a racial skill, and set the rest to 0%. This would allow you to increase the number of perks in a skill from 4-5 (usually 4) to 5-6 (usually 6). And choosing 3 out of 6 is already not bad.
Grim Reaper
10 years ago
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Nargott
A similar solution existed before version 3.0 (the last expansion with Orcs). Its advantage is in racial uniqueness, and its disadvantage is in the monotony of upgrading a specific class. In each skill, there are only 4-5 perks, from which 3 are chosen (if the skill is maxed out). And this is equivalent to choosing 1-2 perks that you will NOT take.
But it makes it easier to plan a strategy. Nargott
In addition, the chances for skills of 6-10% are strongly aligned, which is illogical if the goal is to ensure racial uniqueness. There is a huge difference between 2 and 15, but a small difference between 6 and 10.
Uniqueness is mainly due to unique perks, when spell power is only for the Warlock, and initiative is only for the Knight, etc. And aligning the probabilities allows for more experimentation with upgrades.
atlant108
9 years ago
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Grim Reaper, didn't you think about improving the skill ring?
AstralLein
9 years ago
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What’s the point? The mod is clearly outdated.
atlant108
9 years ago
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Yes, you could say that a mod for the skill wheel is always relevant. The question is, each person envisions this wheel differently.
Rameliya
7 years ago
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. (The percentage represents the probability of the skill appearing. 12% for a racial skill. The prerequisite skill is indicated in parentheses.)
What principle was used to determine the percentages: 6, 8, 10, 12? Why were these specific numbers chosen?