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Heroes Community > Heroes 5 - Modders Workshop > Thread: [Mod TotE 3.1] All Spells without the Schools
Thread: [Mod TotE 3.1] All Spells without the Schools This thread is 2 pages long: 1 2 · «PREV
SimonaK
SimonaK


Promising
Supreme Hero
posted March 01, 2009 04:41 PM
Edited by SimonaK at 21:50, 01 Mar 2009.

Quote:

And no, Simon, it's not wise to increase hp penalty Resurrection and Rise Dead cause with mastery level



Hhahahaahahahahahah!

really? that does it?  

Hhahahaahahahahahah!

Thanks to test all kind of things

I has doubt for surprises about durations of spells.


for Ressurection and Raise Dead

Here the solution:

I will create a flag of "Desincrementation" and put « True » at this flag to these 2 spells.

So, values of duration will tend towards zero instead of towards infinite.

(values will be divised instead of multiplied by the ratio in the master post)


so, it's cool to know that more you are a master then least your resurection removes hp.....(or your raise dead)


if you see others spells must have this flag, report it.

and you will say if changing duration is a good idea.




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Fauch
Fauch


Responsible
Undefeatable Hero
posted March 01, 2009 06:25 PM

Quote:
Quote:
I tried modding this stuff but I couldn't clone the summoned Phoenix and neither the Hive. Can you test on some level 8 NCF creatures?


done.

Tier 8 and high creature cannot be cloned even if the value 8 or high is put to the spell Phantom Force.

surely a condition in the .exe ...it allows strange value as 160% but doesn't accept 8 as tier....
(bah, anyway 160 is surely turned to 100...but 160 is visible when we're casting it)

perhaps because especially summoning phenix is tier 8 and then that blocks casting phantom force on it.

So, cloning a tier 8 will stay an unaccesible dream, btw
its maybe correct to be not able to clone a ...boss ..


maybe because he is summoned?

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SimonaK
SimonaK


Promising
Supreme Hero
posted March 01, 2009 06:38 PM
Edited by SimonaK at 20:23, 01 Mar 2009.

no no...

I really tested on the Radar's Crystal Dragon with all abilities removed.

(it's the first tier 8 I quickly seen in my list during the fact I needed of a any tier 8)

Hero with None mastery Phantom Force with 8 as value cannot clone tier 8.

I put Tier 7 to Crystal Dragon and there I can clone it.

Even with Expert mastery, the hero cannot clone tier 8

and even with Extra Expert Phantom Force, the Crystal Dragon cannot clone another Crystal Dragons.
but he can clone them if they are Tier 7.


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SimonaK
SimonaK


Promising
Supreme Hero
posted March 01, 2009 09:30 PM
Edited by SimonaK at 22:35, 01 Mar 2009.

Quote:
for Ressurection and Raise Dead

Here the solution:

I will create a flag of "Desincrementation" and put « True » at this flag to these 2 spells.

So, values of duration will tend towards zero instead of towards infinite.

(values will be divised instead of multiplied by the ratio in the master post)



I executed this solution and now the result seems really better:

Resurrect

Original Life non-resurected per Mastery


None         = 10%
Basic        = 10%
Advanced     = 10%
Expert       = 10%
Extra Expert = 10%


Boosted Spells Life non-resurected per Mastery


None         = 7.7%
Basic        = 7.1%
Advanced     = 6.7%
Expert       = 6.2%
Extra Expert = 5.9%



Animate Dead

Original Life non-raised per Mastery


None         = 20%
Basic        = 20%
Advanced     = 20%
Expert       = 20%
Extra Expert = 20%


Boosted Spells Life non-raised per Mastery


None         = 15.4%
Basic        = 14.3%
Advanced     = 13.3%
Expert       = 12.5%
Extra Expert = 11.8%


So, with duration extended, not only more of life can be ressurected/raised but also the hp removed decreases depending the level of mastery.

Moreover, we can see that new percentage values of Animate Dead are still double of these ones of Resurrection.

(the numbers are rounded except for the thousandths)


----------------------------------------------------------------

EDIT


I edited master post by adding download link to a beta version
of this mod with duration spells extended.

I offer also a second beta excepts with the normal 5 levels spells





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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted March 01, 2009 10:54 PM

nice tought about decreasing the HP reduction of that spells

You have nearly increased by 50% the damage of all Destructive Spells. Now i wouldn't want to meet an Warlock or any High SP Lucky Magic Hero

Deflect Arrows gives Immunity to ranged attack

Is it possible to make more spells available in Mage Guild since there are many spells in the lower levels than ussall. One more would be fine ...
____________

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SimonaK
SimonaK


Promising
Supreme Hero
posted March 01, 2009 10:59 PM
Edited by SimonaK at 02:12, 02 Mar 2009.

Quote:

You have nearly increased by 50% the damage of all Destructive Spells. Now i wouldn't want to meet an Warlock or any High SP Lucky Magic Hero



ya because empowered ones.....but I have another mod that allows to any hero to learn
all of 8 faction competences as any others competence..

So any hero of any faction can learn empowered if he wants

and anyway....the ratio of all spells stay the same...I mean..
Warlock goes on just to have 50% more than others faction....

Others Schools Spells are also boosted....so a balance are there too.

Quote:

Is it possible to make more spells available in Mage Guild since there are many spells in the lower levels than ussall. One more would be fine ...



Spells in each level guild really depend of levels of spells, so
if you want to see spells in guild level 4 and 5...take version
with normal school and 5 level spells

4 levels may be a good idea....I dont know
a kind of mix...the best of two world...I will think to it.


Quote:
Deflect Arrows gives Immunity to ranged attack


Depending of number of your ennemis, yes in first weeks this spell will really clean the place, it's a fact...
but the day where you will meet your real ennemis, I think you will prefer another spell.






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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted March 01, 2009 11:06 PM

But that empowered spells can be further empowered

So nuke the world Warlocks..
____________

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SimonaK
SimonaK


Promising
Supreme Hero
posted March 01, 2009 11:13 PM
Edited by SimonaK at 23:14, 01 Mar 2009.

Quote:
But that empowered spells can be further empowered

So nuke the world Warlocks..



I disunderstand what you're meaning...

I mean that there are not problem with warlocks and their empowered spells about percentage because they go on to be 50% of more....same ratio that before.

Moreover, I have another mod that allows to any hero of each faction
to learn all of 8 faction competences....so even a Knight can get Empowered spells.....


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Fauch
Fauch


Responsible
Undefeatable Hero
posted March 01, 2009 11:15 PM

actually you don't even need the empowered spells perk to cast empowered spells.

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SimonaK
SimonaK


Promising
Supreme Hero
posted March 02, 2009 01:16 AM
Edited by SimonaK at 03:18, 03 Mar 2009.

Spells are boosted not empowered.

So even with this mod, we always need of this perk to be able to cast empowered spells.

Values of empowered spells are boosted too...
to equal 50% of more that boosted base spells..

Moreover, It's impossible too to get a mass spell without the perk of the school for...

The only exception I know is for SeerHut, you can obtain an empowered or mass spell from it without the perk but
you must have the mastery school to be able to cast it.

Example: Any Hero which succeeded the quest can obtain Empowered Armeggedon from SeerHut if that is the award (tested with RTMG) but if you don't have Expert Destruction (Normal Level 5 or with this mod Level 3) you will not be able to cast it even if you have this spell in your book. Once the mastery reached then you will be able to cast this empowered/mass spell without empowered/mass perk.

but, I repeat: that is possible if you got the spell from a SeerHut, not another thing.


Quote:
actually you don't even need the empowered spells perk to cast empowered spells.


if you wanted to be sarcastic by saying that then I ask you
what you can mod at spells apart boosting power, reducing cost and changing level of?

I kept the costs, gave a greatest presence at heroes in the fights by increasing the strength of their actions and
by giving a chance to them to obtain all spells in the book even at knights or whanever without wasting 4 of his competence slots...

then...my ratio factors are too boosted at your style?

perhaps I could release another version...just 3 levels and same power of arse than before for your pleasure






but I don't believe you want that...

ooh do you know that Golden Bear (third dwarf upgrade)'s calling storm is at least 5 times more
overpowered than the deflect arrow of this mod...?

Even if calling storm's power is not changed, it remains all the same that this capacity (and not a spell, but you know what I mean)
is for a tier 7 to origine, so by giving this capacity to a tier 3, the power of this capacity increases (ridiculous) fastest
caused by the growth of the creature.

then.....imagine 300 Storm Titans are using it ....it's the same thing that if it's 300 golden bears which use it...
and 300 golden bears is not a hard problem to get it.

So, this simply riderbear becomes really quickly but really a killing machine.













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Seraphim
Seraphim


Supreme Hero
Knowledge Reaper
posted March 14, 2009 06:30 PM

It indirectly nullifies the effect of the tomes.Would be good if the toems had a 25% increase in spell power.
____________
"Science is not fun without cyanide"

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SimonaK
SimonaK


Promising
Supreme Hero
posted March 14, 2009 06:57 PM
Edited by SimonaK at 18:59, 14 Mar 2009.

I would like to well-understand what you say.

you mean tome = book as artifact?




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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted March 14, 2009 08:30 PM

Yes I believe he meant those Tome of Dark, Tome of Light, etc, artifacts.
____________

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SimonaK
SimonaK


Promising
Supreme Hero
posted March 14, 2009 09:11 PM

I agree.

but what problem is he talking about it?

I think spells properties of the 4 each artifacts tomes are exactly the sames of those magic skills ones, modded or not.






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rockgirl
rockgirl


Adventuring Hero
posted March 03, 2010 10:18 PM

can u reupload this mod,because links is dead...please
____________
I will Live till I Die...I die, to become immortal....

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SimonaK
SimonaK


Promising
Supreme Hero
posted March 04, 2010 02:28 AM

ok but I need some time. so soon.

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rockgirl
rockgirl


Adventuring Hero
posted March 04, 2010 10:00 AM

thank you SimonaK
____________
I will Live till I Die...I die, to become immortal....

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SimonaK
SimonaK


Promising
Supreme Hero
posted March 06, 2010 08:09 PM

Hi rockgirl,

you can reupload the MOD from the « Others Downloads » part of the RTMG 1.5.5 thread's master post.


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