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Posts from SkillWheelUp - Простой SkillWheel мод

4.5 (2 ratings)
10 years ago
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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.)
Knight. Defense (10%) – Steadfast (Stance), Prepared (Steadfast) Leadership (10%) – Encouragement (Recruitment), Empathy (Encouragement) Logistics (6%) – Home Territory (Navigation) Summoning (6%) – Elemental Balance (Master Summoner) Light (8%) – Guardian Angel (Blessing) Darkness (8%) – Fallen Knight (Mind Control) Chaos (6%) – Fire Wrath (Master of Fire) Attack (8%) – Retribution (Battle Fury) Education (6%) – Mentorship (Scholar) Luck (6%) – Aschi’s Favor (Luck) Mechanics (8%) – Rapid-Fire Ballista (Ballista) Magic (6%) – Secret Advantage (Wisdom) “Unrelenting Force” (12%) - (Secret Advantage, Aschi’s Favor, Fire Wrath, Elemental Balance) Demon. Defense (6%) – Fire Retribution (Reflection) Leadership (6%) – Gate Lord (Diplomacy) Logistics (10%) – Quick Gate Opening (Navigation) Summoning (6%) – Fire Warriors (Master Summoner) Light (6%) – Fire Protection (Protection) Darkness (8%) – Debilitating Strike (Curse) Chaos (8%) – Withering Flame (Master of Fire) Attack (10%) – Devilish Strike (Battle Fury) Education (6%) – Secret Keeper (Lore) Luck (8%) – Wide Gates of Hell (Soldier’s Luck) Mechanics (8%) – Sulfur Rain (Catapult) Magic (6%) – Exploding Corpses (Mana Regeneration) “Urghash’s Call” (12%) - (Exploding Corpses, Fire Warriors, Fire Protection, Secret Keeper) Ranger. Defense (8%) – Battle to the Last (Stance) Leadership (8%) – Forest Leader (Recruitment) Logistics (10%) – Silent Hunter (Scouting) Summoning (6%) – Misty Veil (Earth Lord) Light (6%) – Storm Wind (Righteous Wrath) Darkness (6%) – Darkness Weakness (Mind Control) Chaos (8%) – Mana Burst (Master of Fire) Attack (6%) – Forest Fury (Battle Fury) Education (8%) – Forest Cunning (Lore) Luck (10%) – Elven Luck (Soldier’s Luck) Mechanics (6%) – Enchanted Ballista (Ballista) Magic (6%) – Secret Revelation (Wisdom) “True Luck” (12%) - (Darkness Weakness, Misty Veil, Storm Wind, Forest Fury) Warlock. Defense (6%) – Stone Resilience (Stance) Leadership (6%) – Speed Aura (Recruitment) Logistics (6%) – Sudden Attack (Navigation) Summoning (8%) – Exorcism (Master Summoner) Light (6%) – Secrets of Light (Blessing) Darkness (6%) – Dark Regeneration (Curse) Chaos (10%) – Secrets of Chaos (Master of Fire) Attack (10%) – Magic Speed (Tactics) Education (8%) – Dark Revelation (Magic Attraction) Luck (8%) – Lucky Sorcerer (Soldier’s Luck) Mechanics (6%) – Earth Shatter (Catapult) Magic (8%) – Shifting Mana (Secret Knowledge) “Fury of the Elements” (12%) - (Secrets of Light, Dark Regeneration, Earth Shatter, Sudden Attack) Wizard. Defense (6%) – Resistance (Reflection) Leadership (6%) – Devotion to Machines (Diplomacy) Logistics (6%) – Golem March (Navigation) Summoning (10%) – Banishment (Master Summoner) Light (8%) – Seal of Light (Protection) Darkness (8%) – Seal of Darkness (Mind Control) Chaos (8%) – Magic Drain (Storm Lord) Attack (6%) – Fire Arrows (Archery) Education (10%) – Graduate (Scholar), Magical Reward (Graduate) Luck (6%) – Trophies (Luck) Mechanics (6%) – Machine Mastery (Catapult) Magic (8%) – Counterspell (Wisdom) “Magical Omniscience” (12%) - (Devotion to Machines, Machine Mastery, Golem March, Trophies) Necromancer. Defense (8%) – Grave Chill (Reflection) Leadership (6%) – Herald of Death (Diplomacy) Logistics (8%) – Death’s March (Navigation) Summoning (10%) – Populated Mines (Life Lord) Light (6%) – Twilight (Protection) Darkness (10%) – Cursed Earth (Pain Lord) Chaos (6%) – Deadly Chill (Cold Lord) Attack (6%) – Cold Steel (Battle Fury) Education (8%) – Lord of the Dead (Lore) Luck (6%) – Deadly Misfortune (Soldier’s Luck) Mechanics (6%) – Plague Tent (First Aid) Magic (8%) – Undead Protection from Magic (Wisdom) “Scream of Horror” (12%) - (Twilight, Plague Tent, Herald of Death, Deadly Misfortune) Rune Priest. Defense (10%) – Defensive Hird (Stance) Leadership (8%) – Rune Harmony (Diplomacy) Logistics (6%) – Sharp Mind (Scouting) Summoning (6%) – Rune Shield (Earth Lord) Light (8%) – Eternal Light (Protection) Darkness (6%) – Darkness Weakness (Mind Control) Chaos (8%) – Pyrokinesis (Master of Fire) Attack (8%) – Attacking Hird (Tactics) Education (6%) – Rune Recall (Lore) Luck (6%) – Dwarven Luck (Magic Resistance) Mechanics (10%) – Rune Machines (Ballista) Magic (6%) – Diversion (Secret Knowledge) “Absolute Protection” (12%) - (Rune Shield, Rune Recall, Dwarven Luck, Darkness Weakness) Barbarian. Defense (8%) – Protect Us All (Stance) Leadership (8%) – Battle Frenzy (Recruitment) Logistics (10%) – Path of War (Navigation), Plunder (Path of War) Summoning (6%) – Return to the Void (Sustain Summon), Misty Veil (Sustain Summon) Light (6%) – Storm Wind (Sustain Light), Secrets of Light (Sustain Light), Fire Protection (Sustain Light) Darkness (6%) – Debilitating Strike (Darkness), Cursed Earth (Darkness) Chaos (6%) – Fire Wrath (Chaos), Mana Burst (Chaos) Attack (10%) – Stunning Strike (Battle Fury), Devilish Strike (Stunning Strike) Education (6%) – Dark Revelation (Endurance), Magic Attraction (Military Knowledge), Mentorship (Magic Attraction) Luck (8%) – Barbarian Luck (Magic Resistance) Mechanics (8%) – Goblin Aid (Catapult) Battle Cry (6%) – Mighty Cry (Battle Cry), Diversion (Mighty Cry) “Pure Fury” (12%) - (Return to the Void, Fire Protection, Cursed Earth, Mana Burst)

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.
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10 years ago
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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.
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.
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9 years ago
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Grim Reaper, didn't you think about improving the skill ring?
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9 years ago
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What’s the point? The mod is clearly outdated.
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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.
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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?
In reply to Rameliya
6 years ago
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Rameliya
What principle was used to distribute the percentages: 6, 8, 10, 12? Why these specific numbers?

It's simply an adjustment of the original probabilities.
Where there was 2%, it became 6%, and so on.
And to ensure that the total adds up to 100%.

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