MONSTER
ATTRIBUTES
(MA)
RECEIVER
Used to modify all creatures of a given type.
!!MA:XXXX; |
Globally changes the
characteristics of a monster type for all monsters on the map of that type. all commands allow also to get and check values |
OPTIONS
A#/$; |
Monster # (Format C) has an Attack of $. |
B#/$; |
Monster # (Format C) with spell can cast it $ times per combat. |
C#/#2/$; |
Monster # (Format C) Costs resource #2
(Format R) to buy. |
D#/$; |
Monster # (Format C) has a Defence of $. |
E#/$; |
Monster # (Format C) has a Damage High of $. |
F#/$; |
Monster # (Format C) has a Fight value of $. |
G#/$; |
Monster # (Format C) has a Grow rate of $. |
H#/$; |
Monster # (Format C) has an Adventure Map High of $ |
I#/$; |
Monster # (Format C) has an AI value of $. |
L#/$; |
Monster # (Format C) is now considered a Level $ monster (0-6). Monster level is always one less than the actual level, so a level 1 monster is represented by a value of 0 and a level 7 with a value of 6. Monsters above level 7 will also have a value of 6. |
M#/$; |
Monster # (Format C) has a Damage Low of $. |
N#/$; |
Monster # (Format C) has $ Number of Shots. |
O#/$; |
Monster # (Format C)
belongs to Castle $ type (Format T). |
P#/$; |
Monster # (Format C) has $ Hit Points. |
R#/$; |
Monster # (Format C) has a Grow H of $. |
S#/$; |
Monster # (Format C) has a Speed of $. |
T#/$; |
Manage Skeleton Transformer |
U#/$; |
Monsters can be upgraded to any other monster at a
hill fort (or hill fort dialogue box) or at any town where that monster could
normally be upgraded. Monster # (Format C) will be upgraded to a monster $. If $=-2, do not upgrade, $=-1, use the default upgrade. Comments: You can set a sequence to upgrade: !#MA:U0/1U1/2U2/3U3/4..... It looks funny and you can upgrade them all. If you set a circled sequence of the same level creatures, the player can choose the best creature set (town) to play with. You can use a loop (it's fast) to go through all creatures and set an upgrade for each (to the next) in sequence. In a town, you can only upgrade what you could normally upgrade. So you could set Pikemen to be upgraded to any other creature but they can only be upgraded in a Castle town or at a hill fort. If you set Halberdiers to be upgraded to another creature, this will only work at a hill fort since there's no normal town upgrade allowed for them. To make an upgrade cost nothing, change each monster's level to a value of 0 (level 1 monster) and then you have no cost at a hill fort. |
V#/$; |
Monster # (Format C) has an Adventure Map Low of $ |
X#/$; |
Set flags to $ for monster # (Format
C). 0x00000002 = 2 - fly 0x00000004 = 4 - shooter 0x00000008 = 8 - extended attack radius (2
square) 0x00000010 = 16 - alive 0x00000020 = 32 - CATAPULT 0x00000040 = 64 - SIEGE WEAPON - cannot move 0x00000080 = 128 - KING_1 0x00000100 = 256 - KING_2 0x00000200 = 512 - KING_3 0x00000400 = 1024 - immune to mind spell 0x00000800 = 2048 - monster: 35,74,75 0x00001000 = 4096 - no penalty in close combat 0x00002000 = 8192 - ---- 0x00004000 = 16384 - IMMUNE_TO_FIRE_SPELLS 0x00008000 = 32768 - shoot twice 0x00010000 = 65536 - no enemy retaliation 0x00020000 = 131072 - no moral penalty 0x00040000 = 262144 - undead 0x00080000 = 524288 - attack all enemies around 0x00100000 = 1048576 - extended radius of
shooters 0x80000000 - 2147483648 - Dragon Example: |
Notes:
You must not set cost of gold (resource
number 6) to 0.
If you set more than one other resource (0...5) the only the first one
will be used.
If you want to change a second resource (in addition to gold) from one to
another, set the previous resource to 0.
Example:
C1/2/3 set Ore to 3 (gold+ore)
C1/2/0C1/0/5 set Wood to 5 and Ore to 0 (gold+wood)
Monster Damage Ratios
This is mostly for Tim, due to the idea of +20% monster growth per combat round,
but the statistics might be useful for other things, so I'm providing them for
everybody.
The important thing to note is that any creature with a ratio smaller than 5:1
(greater 20% of health done in damage) will eventually finish a battle against
itself. Any creature which allows retaliation will finish a battle with itself
if the ratio is smaller than 10:1 (10%). Any creature with a larger ratio than
10:1 (5:1 if no retaliation) will most likely only finish
an even battle with itself if there are several morale boosts. Any creature with
a larger ratio than 20:1 (and there is one such- the faerie dragon, after magic
is used up) will NEVER finish a battle.
Note that if the hero's defense is greater than the enemy offense, then the
ratios get larger.
My personal opinion is that if it is reduced to 10% growth per round, and level
7+ creatures are excluded, then there should be no problem. Note that most
ranged troops that have melee penalties have fairly high ratios if they run out
of ammo.
All damages are considered by the average of the range, when the creature is
attacking.
Ranged attacks assume no distance penalty.
(any) indicates the ratio does not change if upgraded.
percentages are the percentage of health that average damage does Only special
abilities considered are multiple strike, charging and Lord of Thunder's
lighting strike. (since the LoT lightning is a guaranteed hit, as opposed to the
Thunderbird which does not always work)
Castle:
Pikeman |
5:1 |
20% |
Halberdier |
4:1 |
25% |
Archer (ranged) |
4:1 |
25% |
Archer (any, melee) |
8:1 |
12.5% |
Marksman (ranged) |
2:1 |
50% |
Griffin (any) |
50:9 |
18% |
Swordsman |
14:3 |
21.4% |
Crusader |
35:17 |
48.6% |
Monk (any, ranged) |
30:11 |
37% |
Monk (melee) |
60:11 |
19% |
Zealot (melee) |
30:11 |
37% |
Cavalier (normal) |
5:1 |
20% |
Cavalier (max. charge) |
10:3 |
30% |
Champion (normal) |
40:9 |
22.5% |
Champion (max. charge) |
80:27 |
33.8% |
Angel |
4:1 |
25% |
Archangel |
5:1 |
20% |
Supreme Archangel |
20:3 |
15% |
Dungeon:
Troglodyte |
5:2 |
40% |
Infernal Troglodyte |
3:1 |
33.3% |
Harpy (any) |
28:5 |
17.9% |
Beholder (any) |
11:2 |
18.2% |
Medusa |
25:7 |
28% |
Medusa Queen |
30:7 |
23.3% |
Minotaur (any) |
25:8 |
32% |
Manticore (any) |
80:17 |
21.3% |
Red Dragon |
4:1 |
25% |
Black Dragon |
20:3 |
15% |
Darkness Dragon |
80:9 |
11.3% |
Fortress:
Gnoll (any) |
12:5 |
41.7% |
|||
Lizardman (range) |
28:5 |
17.9% |
|||
Lizardman (melee) |
56:5 |
8.9% |
|||
Lizard Warrior (range) |
30:7 |
23.3% |
|||
Lizard Warrior (melee) |
60:7 |
11.7% |
|||
Serpent Fly (any) |
40:7 |
17.5% |
|||
Basilisk |
35:8 |
22.9% |
|||
Greater Basilisk |
5:1 |
20% |
|||
Gorgon (any) |
5:1 |
20% |
|||
Wyvern |
35:8 |
22.9% |
|||
Wyvern Monarch |
7:2 |
28.6% |
|||
Hydra |
5:1 |
20% |
|||
Chaos Hydra |
50:7 |
14% |
|||
Hell Hydra |
500:53 |
10.6% |
Inferno:
Imp (any) |
8:3 |
37.5% |
Gog (any, ranged) |
13:3 |
23.1% |
Gog (any, melee) |
26:3 |
11.5% |
Hell Hound (any) |
50:9 |
18% |
Demon |
35:8 |
22.9% |
Horned Demon |
5:1 |
20% |
Pit Fiend (any) |
3:1 |
33.3% |
Efreeti (any) |
9:2 |
22.2% |
Devil |
32:7 |
21.9% |
Archdevil |
40:7 |
17.5% |
Antichrist |
160:21 |
13.1% |
Necropolis:
Skeleton (any) |
3:1 |
33.3% |
Walking Dead |
6:1 |
16.7% |
Zombie |
8:1 |
12.5% |
Wight (any) |
9:2 |
22.2% |
Vampire |
60:13 |
21.7% |
Vampire Lord |
80:13 |
16.3% |
Lich (ranged) |
5:2 |
40% |
Lich (melee) |
10:2 |
20% |
Power Lich (ranged) |
40:13 |
32.5% |
Power Lich (melee) |
80:13 |
16.3% |
Black Knight (any) |
16:3 |
18.8% |
Bone Dragon |
4:1 |
25% |
Ghost Dragon |
16:3 |
18.8% |
Blood Dragon |
800:113 |
14.1% |
Rampart:
Centaur |
16:5 |
31.3% |
Centaur Captain |
4:1 |
25% |
Dwarf (any) |
20:3 |
15% |
Wood Elf (ranged) |
15:4 |
26.7% |
Wood Elf (any, melee) |
30:4 |
13.3% |
Grand Elf (ranged) |
15:8 |
53.3% |
Pegasus (any) |
30:7 |
23.3% |
Dendroid Guard |
55:12 |
21.8% |
Dendroid Soldier |
65:12 |
18.5% |
Unicorn |
9:2 |
22.2% |
War Unicorn |
11:2 |
18.2% |
Green Dragon |
4:1 |
25% |
Gold Dragon |
50:9 |
18% |
Diamond Dragon |
200:27 |
13.5% |
Stronghold:
Goblin (any) |
10:3 |
30% |
Wolf Rider |
10:3 |
30% |
Wolf Raider |
10:7 |
70% |
Orc (ranged) |
30:7 |
23.3% |
Orc (melee) |
60:7 |
11.7% |
Orc Chieftain (ranged) |
40:7 |
17.5% |
Orc Chieftain (melee) |
80:7 |
8.8% |
Ogre |
40:9 |
22.5% |
Ogre Mage |
20:3 |
15% |
Roc (any) |
60:13 |
21.7% |
Cyclops (any, ranged) |
35:9 |
25.7% |
Cyclops (any, melee) |
70:9 |
12.9% |
Behemoth |
4:1 |
25% |
Ancient Behemoth |
15:2 |
13.3% |
Ghost Behemoth |
10:1 |
10% |
Tower:
Gremlin |
8:3 |
37.5% |
Master Gremlin (ranged) |
8:3 |
37.5% |
Master Gremlin (melee) |
16:3 |
13.7% |
Stone Gargoyle (any) |
32:5 |
15.6% |
Stone Golem |
20:3 |
15% |
Iron Golem |
70:9 |
12.9% |
Mage |
25:8 |
32% |
Archmage |
15:4 |
26.7% |
Genie (any) |
80:29 |
36.3% |
Naga |
11:2 |
18.2% |
Naga Queen |
11:3 |
27.3% |
Giant |
3:1 |
33.3% |
Titan |
6:1 |
16.7% |
Lord of Thunder (ranged) |
40:9 |
22.5% |
Lord of Thunder (melee) |
240:31 |
12.9% |
Conflux:
Pixie |
2:1 |
50% |
Sprite |
3:2 |
66.7% |
Air Elemental |
5:1 |
20% |
Storm Elemental (ranged) |
5:1 |
20% |
Storm Elemental (melee) |
10:1 |
10% |
Water Elemental |
6:1 |
16.7% |
Ice Elemental (ranged) |
6:1 |
16.7% |
Ice Elemental (melee) |
12:1 |
8.3% |
Fire Elemental (any) |
7:1 |
14.3% |
Earth Elemental |
20:3 |
15% |
Magma Elemental |
5:1 |
20% |
Psychic Elemental |
5:1 |
20% |
Magic Elemental |
4:1 |
25% |
Firebird |
30:7 |
23.3% |
Phoenix |
40:7 |
17.5% |
Sacred Phoenix |
160:21 |
13.1% |
SoD Neutrals:
Peasant |
1:1 |
100% |
Halfling (ranged) |
2:1 |
50% |
Halfling (melee) |
4:1 |
25% |
Rogue |
10:3 |
30% |
Boar |
6:1 |
16.7% |
Nomad |
15:2 |
13.3% |
Mummy |
15:2 |
13.3% |
Troll |
16:5 |
31.3% |
Sharpshooter (ranged) |
5:3 |
60% |
Sharpshooter (melee) |
10:3 |
30% |
Enchanter (ranged) |
15:7 |
46.7% |
Enchanter (melee) |
30:7 |
23.3% |
Gold Golem |
50:9 |
18% |
Diamond Golem |
5:1 |
20% |
Ballista |
100:attack & artillary skill |
attack skill% (minimum) |
Other War machine |
0% |
|
Faerie Dragon (spell) |
500: |
10% to 115% |
Faerie Dragon (melee) |
20:1 |
5% |
Rust Dragon |
15:1 |
6.7% |
Crystal Dragon |
320:27 |
8.4% |
Azure Dragon |
40:3 |
7.5% |
WoG Neutrals:
Fire Messenger |
140:31 |
22.1% |
Earth Messenger |
35:6 |
17.1% |
Air Messenger |
35:6 |
17.1% |
Water Messenger |
20:3 |
15% |
Sharpshooter (any, ranged) |
5:3 |
60% |
Sharpshooter (any, melee) |
10:3 |
30% |
War Zealot |
40:11 |
27.5% |
Gorynych |
50:7 |
14% |
Nightmare |
11:2 |
18.2% |
Santa Gremlin (spell, 1 SG) |
1:4 |
400% |
Santa Gremlin (spell, small stack) |
5:2 |
40% |
Santa Gremlin (spell, large stack) |
5:1 |
20% |
Santa Gremlin (melee) |
2:1 |
50% |
S.G. Guard- as creature type, but cannot attack.