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Thread: Heroes Without Limits | This thread is pages long: 1 2 3 4 5 6 · «PREV / NEXT» |
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felipe
Known Hero
Editing Heroes Without Limits
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posted October 25, 2013 11:11 PM |
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IMQ
Tavern Dweller
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posted October 26, 2013 02:41 PM |
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I dont have anymore problem with Prime elements, but they look on adventure map as red zealot.
Anyway did u changed unit spawns? Bcs, i cant see any new unit on adventure map.. it rly reduced gameplay.
+ i must tell amount of errors is highly reduced now, good job!
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felipe
Known Hero
Editing Heroes Without Limits
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posted October 26, 2013 09:17 PM |
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IMQ said: I dont have anymore problem with Prime elements, but they look on adventure map as red zealot.
Anyway did u changed unit spawns? Bcs, i cant see any new unit on adventure map.. it rly reduced gameplay.
+ i must tell amount of errors is highly reduced now, good job!
Hum... I made a mistake at version 4.5.
Open: Heroes Without Limits/Data/s/teste
There is a file called 78 - wogify.erm
Cut it and paste it at: Heroes Without Limits/Data/s
Or you may download the version 4.51
But it will take some time to download so this manner is faster
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IMQ
Tavern Dweller
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posted October 27, 2013 09:34 AM |
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Edited by IMQ at 11:04, 27 Oct 2013.
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Okey i did it, thanks.
- Check Mage Ratmans, i think they are misplaced with some Ratmans..... bcs they are melee, with sword and shield.
- i found that my paladin production at Castle is 0. They just dont produce every week
- eaglemen have wierd animations in battle just repeatedly disapering and apering, i m not sure u can do something with this
- during this patch i got sometimes ingame resources disapering. Just something steal me about 30 percent of resources. I m not sure if its in WOG, but i havent changed my settings and it never happened before so i dont know
-u cant set 3rd evolution of basilisk as usual castle buy, u must always upgrade Greater basilisk manualy
- war elephants looks in battle and on adventure map like zerglings, stats fits war elephants
EDIT: Paladin prodution is BACK, solved with long time switching between crusdaers and swordsman, but only for 1 week i think. Another week its problem again.
after all my game as castle ended after 4 mounths 4th week with this [url=http://2i.cz/1706a78d5e ]error[/url]
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felipe
Known Hero
Editing Heroes Without Limits
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posted October 27, 2013 07:54 PM |
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felipe
Known Hero
Editing Heroes Without Limits
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posted October 27, 2013 08:07 PM |
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IMQ said: Okey i did it, thanks.
- Check Mage Ratmans, i think they are misplaced with some Ratmans..... bcs they are melee, with sword and shield.
- i found that my paladin production at Castle is 0. They just dont produce every week
- eaglemen have wierd animations in battle just repeatedly disapering and apering, i m not sure u can do something with this
- during this patch i got sometimes ingame resources disapering. Just something steal me about 30 percent of resources. I m not sure if its in WOG, but i havent changed my settings and it never happened before so i dont know
-u cant set 3rd evolution of basilisk as usual castle buy, u must always upgrade Greater basilisk manualy
- war elephants looks in battle and on adventure map like zerglings, stats fits war elephants
EDIT: Paladin prodution is BACK, solved with long time switching between crusdaers and swordsman, but only for 1 week i think. Another week its problem again.
after all my game as castle ended after 4 mounths 4th week with this error
- Ratman, elephants and some other creatures were mistakenly changed. They are ok at the new version.
-I don't know how to edit this eagleman bug. Wise dragons have the same problem. When I have time I will try to solve it.
- This paladin production bug is very very strange. Their production is already set to 4. Try the new version and see if the bug remais.
- Resources disapering is something that I am not aware. Never see it happen. Can you specify when it happens?
- I am not sure basilisk will still have a second upgrade. I will think.
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felipe
Known Hero
Editing Heroes Without Limits
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posted October 30, 2013 04:38 PM |
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ShadowHero
Tavern Dweller
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posted November 03, 2013 06:40 AM |
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Hey Felipe, I tried your mod and have some feedback if you like. I played version 4 which I found on other site to download from normal source since the file services you are uploading to requiring register to download and other craps. They are no good, try mediafire instead maybe?
Anyway.
In brief, there are very much good features and changes but the new creatures lowers the overall quality of this mod.
Having 58 or how much creatures is fine, but when most of them is unfinished (either graphically/statistic-related), not matching homam world (dinosaurs? really?), looking totally strange etc. and when you meet these new creatures on 90% of map it really looks quite noobish. Many of the creatures are horribly weak - not something I expected on expert difficulty. Is there any way to remove the creature pack from the rest of the mod
Practically the only good appearances are those of the third upgrades or based on already existing monsters (new vampire, new sylvan archers...). The rest is weird at least.
To the rest.
The possibility to guard mines is great, not yet tested how it looks in battle as its rarely used but is good to have more choices.
Heroes doesn't need any monsters in army. Great addition. They are then bit more faster but thats good imo.
Third upgrades - great, but they require mithril even when mithril is disabled. Computer on the other hand had no problems building this I noticed that some creatures have info how to upgrade them in their skill description. Imo not a very good place for that, some documentation of how to make third upgrades would be better imo than messing creature descriptions.
Mysticism skill allows to find out all informations about enemy hero. Quite imbalanced and I think the mysticism %mana replenish is enough. Especially when your mod allows to learn more than 8 skills which practically makes all skills on par. Speaking of this feature, it does make imbalanced combo with the WoG option to learn secret skills so you might consider removing this option or something.
Skill learning in towns. Given that every skill can be learn this is quite nice feature.
Bug: right click on necromancy amplifier crashes game (debug: all buildings built + blood dragon birth, in town hero without necromancy skill) - but maybe i have old version and you fixes this already.
Bug: Soul Eater commander isn't properly highlighted when active.
Bug: Is normal that monks are upgraded to the primar elementals in fort?
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felipe
Known Hero
Editing Heroes Without Limits
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posted November 04, 2013 05:28 PM |
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Well... it is clear that you don't like it. The main modifications wasn't of your taste. Thanks for the feedback.
I played version 4 which I found on other site to download from normal source since the file services you are uploading to requiring register to download and other craps. They are no good, try mediafire instead maybe?
A: Box.com don't need to register. I don't see why you couldn't download it.
Having 58 or how much creatures is fine, but when most of them is unfinished (either graphically/statistic-related), not matching homam world (dinosaurs? really?), looking totally strange etc. and when you meet these new creatures on 90% of map it really looks quite noobish. Many of the creatures are horribly weak - not something I expected on expert difficulty. Is there any way to remove the creature pack from the rest of the mod
Practically the only good appearances are those of the third upgrades or based on already existing monsters (new vampire, new sylvan archers...). The rest is weird at least.
A: One of the main objectives of the MOD was to increase the number of creatures. The T-Rex is one of my favorite new creature. I am sorry to hear you didn't like it. There are weaker and stronger creatures,but generally it doesn't change the balance of the game. So I don't see any problem with the weaker ones. It's not my goal now to make this creatures optional since it is toilsome and it is, as I said, the main goal of the MOD.
The possibility to guard mines is great, not yet tested how it looks in battle as its rarely used but is good to have more choices.
A: This already exist. I didn't add it.
Heroes doesn't need any monsters in army. Great addition. They are then bit more faster but thats good imo.
A: This already exist. I didn't add it.
Third upgrades - great, but they require mithril even when mithril is disabled. Computer on the other hand had no problems building this I noticed that some creatures have info how to upgrade them in their skill description. Imo not a very good place for that, some documentation of how to make third upgrades would be better imo than messing creature descriptions.
A: You are right. The game was made thinking in mithril. I will try to make it optional in a future version.
Mysticism skill allows to find out all informations about enemy hero. Quite imbalanced and I think the mysticism %mana replenish is enough. Especially when your mod allows to learn more than 8 skills which practically makes all skills on par. Speaking of this feature, it does make imbalanced combo with the WoG option to learn secret skills so you might consider removing this option or something.
A: This already exist. I didn't add it.
Skill learning in towns. Given that every skill can be learn this is quite nice feature.
A: Interesting. I think this option very controversy. This is a good feature to be optional. Nice you like it.
Bug: right click on necromancy amplifier crashes game (debug: all buildings built + blood dragon birth, in town hero without necromancy skill) - but maybe i have old version and you fixes this already.
A: I will see.
Bug: Soul Eater commander isn't properly highlighted when active.
A:? What do you mean?
Bug: Is normal that monks are upgraded to the primar elementals in fort?
A: Lol no I will work on it.
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felipe
Known Hero
Editing Heroes Without Limits
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posted November 08, 2013 12:48 AM |
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I am working to make the heroes specialized at monsters to get bonus for the third upgrade if it exist.
I was thinking to add damage +1 for each 5 hero attack and speed +1 for each 5 hero defense at the option "heroes specialization boost" for heroes specialized at creatures. I don't know if it is too much.
What do you think?
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ShadowHero
Tavern Dweller
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posted November 08, 2013 12:10 PM |
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felipe said: A: Box.com don't need to register. I don't see why you couldn't download it.
well downloading there doesnt work it says download started but nothing happened at all, I waited even 10 minutes. Using FF but it works the same in IE.
Quote:
Skill learning in towns. Given that every skill can be learn this is quite nice feature.
A: Interesting. I think this option very controversy. This is a good feature to be optional. Nice you like it.
well, i guess it might be little too much, but there are also universities and the conflux has this option normally so in game when hero can learn all skills this feature imo balances the other towns. And the skill selection for each town is very logical (not tried them all, but those I tried was) especially like that swamp town gets logistic which is a huge boost but this town really needs it. But if the all skill learning is disabled it might be really too much of a boost.
Quote:
Bug: Soul Eater commander isn't properly highlighted when active.
A:? What do you mean?
when a stack or commander is active around his graphic is highlighted so player easily see he controls that unit now - the soul eater commander is not highlighted however (at least in version 4 something...)
as for your newer question, can't say im never really calculated the numbers
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felipe
Known Hero
Editing Heroes Without Limits
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posted November 12, 2013 04:30 PM |
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New version:
4shared
Heroes Withou Limits
box.com
Heroes Without Limits
Many small bugs resolved.
- Some messages were added when you get new resources or get extra experience.
- Some creatures status corrected (ratmage are shooting)
- Soul Eater commander highlighted
- Bugs with right click at buildings with secondary skill corrected
Some codes are smaller...
And other small things
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felipe
Known Hero
Editing Heroes Without Limits
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posted November 16, 2013 06:44 PM |
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Edited by felipe at 21:17, 16 Nov 2013.
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New version:
4 shared:
Heroes Without Limits
box.com
Heroes Without Limits
New options:
Garrison income
-you gain 100 gold per day per garrison
Garrison toll
- You can pay 100*month gold to pass a garrison without fighting
Old modifications that are optional now:
- New navigation Concept
- City Skill
Some corrections at messages and scripts
And 9 new commanders, one for each city.
But for now they have the same abilities of the old ones except if you choose the WOG option commander enhanced. If this option is enabled each commander will have diversified abilities (death stare, always retaliate,...)
The sounds, the portrait and some other things of the new commanders were not actualized yet.
Soon I will post a new version with this corrections.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted November 16, 2013 07:22 PM |
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The last box.com link is about Sagamosa.
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felipe
Known Hero
Editing Heroes Without Limits
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posted November 16, 2013 09:17 PM |
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Salamandre said: The last box.com link is about Sagamosa.
Corrected!
Thanks
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted November 16, 2013 10:19 PM |
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Errr, I think it needs complete cleaning before being posted in era mods. You complied several graphic patches, then removed the objects you did not like but kept object.txt files, therefore half of editor shows missing objects, more than 1000 are out. Also editor crashes when trying to manipulate monsters over the limit, I have no idea how to fix it, but is a problem.
My suggestion would be to not apply any objects patch (you don't need them) but recommend them in a readme.txt. Because if people try to lay your mod while they have other graphics mods activated, it will conflict 100%.
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Era II mods and utilities
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felipe
Known Hero
Editing Heroes Without Limits
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posted November 17, 2013 03:13 AM |
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Edited by felipe at 14:17, 17 Nov 2013.
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Salamandre said: Errr, I think it needs complete cleaning before being posted in era mods. You complied several graphic patches, then removed the objects you did not like but kept object.txt files, therefore half of editor shows missing objects, more than 1000 are out. Also editor crashes when trying to manipulate monsters over the limit, I have no idea how to fix it, but is a problem.
My suggestion would be to not apply any objects patch (you don't need them) but recommend them in a readme.txt. Because if people try to lay your mod while they have other graphics mods activated, it will conflict 100%.
The idea of the MOD was not make a better/complete map editor. But I use "new objects patch" and "Composed objects and NPC" to use map editor. If you use this two MODs it will work.
Some monsters are not ready yet,but they are already disposable at map editor. But from monster 0 to 256 (bat) should work perfectly. If you have unziped de MOD at the main heroes folder they will work.
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felipe
Known Hero
Editing Heroes Without Limits
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posted November 18, 2013 11:27 AM |
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ipisipis
Tavern Dweller
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posted November 19, 2013 04:06 AM |
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Hello!
I downloaded several version of this mod and tried playing the same, but I could do so. Here is the recent error message:
Assert violation in file
D:\soft\programming\delphi\source\src\units\_older_\gamefit.pas on line 122
error at address $514EB78
I don't know how to make it work otherwise. Thanks
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felipe
Known Hero
Editing Heroes Without Limits
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posted November 19, 2013 11:18 PM |
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ipisipis said: Hello!
I downloaded several version of this mod and tried playing the same, but I could do so. Here is the recent error message:
Assert violation in file
D:\soft\programming\delphi\source\src\units\_older_\gamefit.pas on line 122
error at address $514EB78
I don't know how to make it work otherwise. Thanks
This information is not enough to understand the bug. The game doesn't even open? Can you send a screenshot?
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