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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Adventure spells & other scripts
Thread: Adventure spells & other scripts This thread is 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
Ste
Ste


Promising
Famous Hero
Passed away
posted December 20, 2004 01:52 PM

Quote:

This time there were no bugs.


WOW!!!
The last time i tried the game was full of bugs
Is there an update?
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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted July 06, 2005 04:18 PM

Yes!

Again, we need the help of our Polish fans with the translation...! Would anybody be so kind to tell us what the news is all about?

Quote:
Skrypty Sagamosy + WoGifikacja    
Sagamosa długo mamił opisem nowych własności, uwodził pięknymi grafikami, obiecywał, rozpalał wyobraźnię swym przygotowywanym w pocie czoła nowym systemem poziomów bohaterów. Umiejętnie podsuwał strzępki informacji, tworząc atmosferę pełną entuzjamu graniczącego ze sceptycyzmem. Czy aby jego wizje napewno są możliwe do realizacji? Temat na forum dotyczący jego projektu bił rekordy odwiedziń...

Odliczanie dobiegło końca... Autor przedstawił nam własnoręcznie stworzoną mapę Dulpendyr , dzięki której mogliśmy osobiście zweryfikować tupet utalentowego Czecha. Trzeba z ręką na sercu przyznać, że nie zawiódł pokładanych nadziei. Nigdy wcześniej nie rzucałem się z taką werwą do walki by jak najszybciej osiągnąć kolejne 5 poziomów doświadczenia by odkryć ukryte pod nimi cuda. Chociaż... euforia nie trwała długo. Mapa, choć XL-ka, była mało dynamiczną mapą, nudną wręcz. Tylko dwóch wrogów na przeciwległych krańcach planszy. Ale, w końcu to mapa testowa. Można wybaczyć jej niedoskonałości architektoniczne. Niestety, to co wprawiało w prawdziwą szewską pasję to błędy składni ERM. Godziny mijały na bezsensownym klikaniu w informacje o errorach, byleby tylko przejść do kolejnej tury.

I na tym koniec - wróg pokonany, nasz bohater osiągnął to co miał osiągnąć i... co dalej? Grać jeszcze raz w tą samą planszę by wypróbować inne kombinacje poziomów i zaklęć? Mapa wręcz zniechęcała do tego. Zagrać na innej mapie? Kompletny klops. Autor wyraźnie zaznaczył, że skrypty jeszcze nie zostały przystosowane do WoGifikacji. Ktoś uparty mógł mozolnie kopiować odpowiednie skrypty z zakładek zdarzeń czasowych, ale to było stąpanie po cienkiej linie...

Kilka dni temu dość nieoczekiwanie wszedłem na stronę Sagamosy. I cóż zauważyłem? Nigdzie na stronie nie ma linka do mapy Dulpendyr! Najpierw konsternacja. Czyżby autor zaprzestał prac i zaciera za sobą ślady? Dopiero po dłuższej chwili dotarła do mnie informacja napisana dużą, wyraźną, pogrubioną kursywą:

Skrypty Advanced levels & Adventure spells oraz moje pozostałe skrypty są już dostępne w zWoGifikowanej wersji do używania w LOSOWYCH MAPACH!!

A więc stało się...

Wyczerpujące informacje o skryptach są na stronie Sagamosy: www.wog.euweb.cz. Można zajrzeć także do nas do Archiwum Nowin. Pisaliśmy o nich dość obszernie w dniach 12 kwietnia i 15 sierpnia ubiegłego roku.

Aby poprawnie zainstalować mod należy ściągnąć dwa pliki:

- skrypty

Spakowany katalog s należy skopiować do katalogu Heroes3\Data\

- grafiki (uwaga dla modemowców - do ponad 7 MB)

Spakowany katalog sagamosa należy skopiować do katalogu Heroes3\Data\zvs

Niestety, nie ma róży bez kolców. Nie dane będzie nam grać naszymi ulubionymi opcjami, gdyż... zresztą, niech sam Sagamosa się wypowie:

Kilka mych skryptów na 100% koliduje ze oficjalnymi skryptami WoG Teamu (zazwyczaj z tymi, których nie lubię i którymi nigdy nie gram). Konflikty na pewno występują z Niezbadaną Grotą, Pogróżkami Potworów, Tygodniem Potworów, Magicznymi Grzybami, Żyjącą Czaszką i możliwe, że jeszcze z jakimiś innymi. Dlatego usilnie odradzam NIE używać tych skryptów razem z moimi. Testowałem rozgrywkę z usuniętą większością kryptów 3.58 z kalatogu \s, pozostawiając tylko te, które lubię (script00, script01, sktypty mithrilu, skrzynie ze skarbami, żyjace zwoje, głazy przywołania oraz jarmark czasu). Aby być pewnym, że moje modyfikacje będą wolne od błędów, należy ściągnąć mój kalalog \s i umieścić go w katalogu heroes3\data zamiast oryginalnego katalogu \s. Wykonanie kopii zapasowej starego katalogu pozwoli w każdej chwili wrócić do oryginalnej wersji 3.58

Jak się okazuje, Sagamosa nie lubi większości własności WoGa 3.58! Ale to nie powinno Was zrażać. WoGifikacja map z jego skryptami przynosi o wiele więcej radości niż buszowanie po mapie Dulpendyr! Co prawda, dalej skrypty nie są wolne od błędów (zauważyłem już kilka takowych; jeden dla mnie irytujący - zawsze zaczynałem z miastami pozbawionymi fortów ), ale one mają drugorzędne znaczenie i nie psują zabawy. Ale to już temat na forum...
Eremita Avatar





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AcidDragon
AcidDragon


Promising
Famous Hero
who lost his body somehow...
posted July 06, 2005 05:36 PM
Edited By: AcidDragon on 6 Jul 2005

well...... first it's a little story about how we were(?) all enthusiastic about those scripts, graphics, etc. Then there's a bit about Sagamosa's Duplendyr map (and its numerous bugs).... (three paragraphs later)....

"Advanced levels & Adventure spells and my [Sagamosa's] other scripts are available for wogify, for use in RANDOM MAPS."

Then there's a translated info from: http://www.wog.euweb.cz
(they contain the warning...... aaa........ let me quote: )

"Some of my scripts I know for certain collide with other scripts made by the WoG Team. (usually the ones I don't like and don't use in the game). For certain it is Adventure Cave, Monster Mutterings, Week of Monster, Magic Mushrooms, Living skull and possibly some others. Strongly advised not to use those scripts together with any of mine. I tested the game with most of 3.58 scripts deleted from the \s folder, leaving only those scripts I like (script00, script01, mithril scripts, treasure chests, living scrolls, summoning stones and market of time) To make sure my modifications are free of errors, download the copy of my \s folder and place it inside the h3\data folder instead of your previous \s folder. "

And last, Avatar says, that he already found some bugs, so it's not exactly a bug-free version and also feels a bit sad that Sagamosa doesn't like most of the 3.58 features (and that's why there are problems when you try to run them as well as his scripts), but it shouldn't discourage us, as they are great and all.... etc, etc....


So generally you'll find all the info and files you need at:
http://www.wog.euweb.cz

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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted July 06, 2005 09:41 PM

Thanks!

Speaking of Sagamosa's map, last time I got an impression that it wasn't finished...?

On the other hand, his scripting deserves to be included in 3.59 patch... some day!  
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Tiho
Tiho


Hired Hero
posted June 20, 2006 11:18 AM

I tried to download Sagamosa's script but I couldn't.Does anyone else have does script on any other site and to gave a link to download.Thanx and sorry for bad english

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ChaosHydra
ChaosHydra


Famous Hero
posted June 27, 2006 07:20 PM

Can someone post a faster link to the scripts, cuz it's damn slow

Thx in advance!

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nightmare
nightmare


Adventuring Hero
of Death
posted October 24, 2006 08:24 AM

Can someone tell me if there is another link to download this.

The Link on the page doesn´t work

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avatar
avatar


Promising
Supreme Hero
posted October 24, 2006 12:36 PM

All links work fine for me...
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nightmare
nightmare


Adventuring Hero
of Death
posted October 25, 2006 09:40 AM

I doesn´t understand that.

When I try to download it i have only 10 KB/sec and the download breaks after a short time...

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sagamosa
sagamosa


Hired Hero
posted October 25, 2006 01:59 PM

Adv. levels & adventure spells scripts

Hello everybody,

nice to see that interest in my work is reviving after some time again.

Just have 3 (or 4) things on my mind:

1) download problems: not sure what's exactly the problem. Anyway, the stuff on the page is not really up to date and contains some numerous bugs (as is reported on the forum). In association with 2) I'm not going to make any changes to the contents of the page/dowload links at the moment.

2) Some time ago, I agreed with Fnord to take active part in 3.59 preparations and include my 2 major works, the AS and AL scripts in the official release. This also means that no other informations and/or updates of the scripts will be publicly available until the official release of the update. This hopefully for most of you is a positive information, because it means that very probably those two scripts will be finally completed and will be fuly compatible with the other stuf of 3.59.

3) Just to show you which way my thoughts are going at the moment, the advanced levels script is now much broadened. Every hero class (in total there are 18 classes [2 classes - might/magic for each of the 9 towns]) will have its own individual class development on 4 advanced levels. This in total makes 72 different skills, which may be gained throughout the life/gaining experience of the Hero.
That's quite a number and I'm working on the skills to make them as different and individual as possible. The goal is to have some completly different hero development trees, thus making the game more interesting.
Also as you can imagine, this also means a lot of scripting work and also a lot of testing/balance issues.

and 4)  Also my fantasy is only limited and there's a limit to the new original skills ideas i can come up with.
At the moment I'm almost finished with majority of the work, but still not satisfied with some of the ideas.
If you have a good hero skill idea, which you want to have included in the 3.59. leave a notice on this forum and if found intersting, it will be included.

sagamosa







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nightmare
nightmare


Adventuring Hero
of Death
posted October 25, 2006 03:01 PM

OK i try to download it later...

I have a little idea about a skill for a necromancer.

I´m think about a skill named "Bone Fusion"
With this skill your hero can make a Bone Dragon from 50 or 100 of your Skells for example.

Other Upgrades could be:

Skells and Zombs -> Vampires
Skells, Zombs and Ghosts -> Lich
Ghosts -> Ghost Dragons
Bone Dragon and Vamps -> Blood Dragon
Lich and Bone Dragons -> DrakoLich  

Sounds good?


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sagamosa
sagamosa


Hired Hero
posted October 25, 2006 04:31 PM

Quote:
OK i try to download it later...

I have a little idea about a skill for a necromancer.

I´m think about a skill named "Bone Fusion"
With this skill your hero can make a Bone Dragon from 50 or 100 of your Skells for example.

Other Upgrades could be:

Skells and Zombs -> Vampires
Skells, Zombs and Ghosts -> Lich
Ghosts -> Ghost Dragons
Bone Dragon and Vamps -> Blood Dragon
Lich and Bone Dragons -> DrakoLich  

Sounds good?




yes, i think it's an interesting idea. i'll put it on the list for necromancer (probably for might hero - death knight).
Also it would be quite easy to script.
thanks

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nightmare
nightmare


Adventuring Hero
of Death
posted October 26, 2006 09:39 AM

Thanks for your interest in my skill!

I think about another skills. One for the Inferno and one for the Tower.

The Tower skill will be for the Magic Hero its called Alchemy. With that skill you can change your Recources to another or mix potions for support in battles. To mix a potion you need different recources. You need more when the effect becomes greater. You will be asked before a battle if you want to use your potion. Every potion can be used three times just like the potion that gives you +10 Attack and 0 Spell Points. You know what I mean?

basic- can turn one recource to another one.
advanced- mix weak potions. Basic Luck and +1 Attack and Defence to all your creatures for example. The costs will be 1 sulfur, 1 mercury and 1 emerald.
expert- mix strong potions. Prayer and 50% more HP on your units for example.

The Skill for the Inferno Town will be Call Devil.

With this skill you will be asked before a battle starts if you want to call the devil to support you in the figth. If you accept you must sacrifice 500 life points. This sacrifice gets smaller on higher levels of the skill. For example you can sacrifice 100 Imps. I doesn´t know exacly if they have 5 HP
Then the Devil will be called to support you in your fight. He grants your Troops more Attack and Defence and weakens your enemys and slows them.

Thats it for now.

I think about another ones and post them here. I hope you can find good ideas in my suggestions.

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sputnik
sputnik

Tavern Dweller
posted January 31, 2007 06:38 PM

I have downloaded the Sagamosa scripts, and when I tried to play WoG there were a lots of signs with error messages coming up. Did I do something wrong, or is it a bug somewhere? I was eager to see what kind of spells and levels the Heroes could get, but now I don't seem to make the game work. Tips, hints and other help would be great.

I'm waiting for WoG 3.59.

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sputnik
sputnik

Tavern Dweller
posted January 31, 2007 06:42 PM

Adventure spells & other scripts

I have downloaded the Sagamosa scripts, and when I tried to play WoG there were a lots of signs with error messages coming up. Did I do something wrong, or is it a bug somewhere? I was eager to see what kind of spells and levels the Heroes could get, but now I don't seem to make the game work. Tips, hints and other help would be great.

I'm waiting for WoG 3.59.  

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sagemonk
sagemonk

Tavern Dweller
posted February 02, 2007 11:39 AM

Yes it took me long enought to try download the scripts myself, but as far as i understood they are compatible with 3.58? or 3.57F? Not with the 3.58F? Correct me if i'm wrong.
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Ste
Ste


Promising
Famous Hero
Passed away
posted February 02, 2007 04:27 PM

If you really really want to try Sagamosa's scripts you should disable all other WoG scripts. Well, not all of them cause problems but a lot do. Basicly you have to remove all scripts from the Data\s folder and put Sagamosa's files there. If you want to be able to play WoG later you should backup the original files somewhere.
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doom3d
doom3d


Known Hero
Avatar of general Z
posted April 15, 2007 07:35 PM
Edited by doom3d at 10:30, 26 May 2007.

New Adventure Spells

Hi,

I am working on the improved version of my new adventure spell, Shamanic Running. It enables You to convert movement points into mana, or vice versa.
Allmost all famous heroes in the tavern said, that might rocks, magic heroes are weaker, some of them said magic skills are useless or even BS.. Low level heroes use up all of their mana in the first fight, and high lvl magic heroes have more mana than they could ever use.

Now low level heroes can refuel their mana without going back to Town after every battle, or even without spending too much movement on it.
High level heroes can use up all of their mana points to have more speed. Speed is a key factor in the game, so magic becomes more powerfull..
I also want to use this spell, as an alternative to DD. It gives You more and more movement as your hero becomes stronger, but You can travel only on not blocked land. (until You have fly/waterwalk)
So it speeds up the game, like DD, but all heroes can cast it even w/o a magic book, and enables You to use guards between zones, or quest gates. (if fly and/or waterwalk are banned)

My question is about game balance: wich mana-movement ratio do you propose for low lvl heroes, and what would be ok for full max heroes?
Don't want to give too much power to magic side.

I have a polinomial function to calculate actual ratio, just need to fine tune parameters.. So I need fedback. Thanks.

Doom3d


BTW, WogMod build10 is out. http://doom3d.uw.hu
Mirrors: http://doom3d.atw.hu , http://doom3d.tvn.hu

Please, send bug reports to doom3do@gmail.com

(EDITED)
Actually planned new options for next build:
- Masters of Spellcasting III.- The Rising Power
- H3 Caravans
- Limited ERM Debugger 1.0

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Bigbadfly
Bigbadfly


Famous Hero
posted May 26, 2007 11:10 AM

I wouldn't like that since then level 30 magic heroes could move throught the whole map in one day!
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doom3d
doom3d


Known Hero
Avatar of general Z
posted May 28, 2007 10:40 PM

Currently I am testing Masters of Magic 1-7  options. I could implement an additional option here: hero initiative for spellcasting.

Every spell would need some time to cast, and the required time would be removed from the hero's actual initiative points.
Right now 1000 init. points required for all spells.  
Hero initiative increased by 5000 in every battle round. (option 2)

I could balance spells by setting up spell dependent casting times.
So the number of spells per battle rounds would also depend on wich spells were used.

Hypothetical Exemple: Hero with 5000 initiative could cast 5x magic arrow per turn for 5*1000 initiative points, or 2x meteor shower for 2*2500 init. points, base slow for 1200, or mass slow for 2000 points, and so on..

Do You want to have such an option in 3.59?
Anybody would help me to set up a table for required casting times?
Wich spells should be slower, wich ones should be faster and easier to cast? (more replies I get, the better result You will get)

@Bigbadfly: mana to movement ratio depends on sum of base primary skills, so a level 30 hero would have less extra movement, than that with exp. air+DD.

 

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