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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Knightmare Mods
Thread: Knightmare Mods This thread is 32 pages long: 1 2 3 4 5 ... 10 20 ... 28 29 30 31 32 · NEXT»
majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 28, 2013 01:57 PM bonus applied by angelito on 20 Dec 2015.
Edited by majaczek at 15:34, 25 Jul 2017.

Knightmare Mods

Here would come mods for ERA with Knightmare theme (my or my team mods).

Some Mods pretty finished
some Mods in progress
some mods in planning.

Knightmare Commanders Lite - pretty finished. It changes specialities for all commanders, but three mightest in WoG (Succubus and two masters of war machines), it changes commander secondary skills, it changes casted spells by commanders.
NOTE: it needs enchanced comanders wog option on.
Updated 2016-02-06
NOTE: network battle support is in alpha stage. rest should work very well
Note: this is successor of deprecated Knightmare Commanders

Knightmare Heroes - work in progress (almost done). It changes heroes specialities and Hero speciality boost script. Also Adds skills Astromancy and Life Magic to game (replaces navigation and Luck). Updated 2016-02-06

Knightmare War Machines - Reworked War Machines I script, now you can Upgrade all war machines types, also you can buy all of them

MiniMods by majaczek - tweaks (not really a knightmare but mine)

Amethyst Upgrades Lite - beta version of Four Upgrades converted to Amethyst (no unit replacing - only adding), should contain more creatures later

Amethyst Upgrades Adds Seven additional upgrades to every town (each creature from town can be upgraded twice). Uses Amethyst to add new monsters. beta status.
Updated 2016-02-06
it requires copying creatures folder inside data folder inside era main folder
Could someone provide nice screenshoots for the mods?

edit: new adress for the mods https://www.dropbox.com/sh/tmjsyj81bcjmd0e/AACirUHSx0vrwKDNajHJREw0a?dl=0

WARNING: Some mods require WoG PLUS
proper order in mods manager:

KNIGHTMARE Mods (i.e. amethyst upgrades or knightmare heroes)
...
Other mods
...
WoG PLUS
WoG Revised
WoG

do not use other mods changing "wogify" script (normal other mods generally work fine).

Knightmare Kingdoms - All Knightmare Mods and prerequisites in one package (extract to era  folder) (deprecated)
Knightmare Kingdoms - (2017-04-04) - old alpha

EDIT: I'm going to prepare new version of Knightmare Kingdoms, but for now I'm updating my mods Last Change entries are not proper, since i don't like to change them every day

EDIT: nearest version of Knightmare Kingdoms would be around May 2017 please don't download my mods if you aren't a tester or contributor to my mods, please be patient. anyway you may change WiP version on your own risk.

EDIT: due to problem with Dropbox and large files, please use git to download
knightmare-kingdoms-2@bitbucket (you need git and git-lfs to use this link, there is also windowed version of git called SourceTree, you need to "clone" repository of the project not just "download" folder, because the latter would ommit large files)

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Dr_Zomboss
Dr_Zomboss


Adventuring Hero
posted March 29, 2013 06:14 AM
Edited by Dr_Zomboss at 06:15, 29 Mar 2013.

Good work!!!

Great this mod is great i think!!!!!!

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 29, 2013 08:10 PM

Which one Zomboss?
if you think but don't know let try it, so you would know, and if don't know try once more

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Bersy
Bersy


Responsible
Supreme Hero
posted March 29, 2013 09:26 PM

Congratulations

P.S. Still there are many backup folders in packages, not a problem actually.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted March 29, 2013 09:43 PM

It would be really nice if you add a read me file to the mods, name them ReadMe, and place it in main mod folders for the manager to automatically recognize, so we can read about what they exactly do before enabling/disabling.

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alisapa1211
alisapa1211


Famous Hero
posted March 30, 2013 07:28 AM

Paladin is too strong now, kinda suffers Shaman's issue. Cure 24/7, Trinity (each one is also real to boost while Shaman only self cloned, which can be countered by killing the first clone and every other clones that are produced by it will also die), Cast Resurrection, has Rebirth, 250% EXP. Soul Eater is still very weak. Also the new changes make Succubus/ Hierophant / Ogre Leader become much weaker instead, especially Hierophant (his Tents can be easily killed in one turn, by many things to boost).

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 30, 2013 11:18 AM

Okay you suggested to nerf paladin but how? Take away cure?
Also boost for hierophant... Hmm maybe he should get multi cure or get ressurection caster?

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 30, 2013 05:26 PM
Edited by majaczek at 14:18, 31 Mar 2013.

Updated Knightmare heroes and knightmae commanders

https://docs.google.com/file/d/0B86cxlMj84asWUEwZUxueDFsR0k/edit?usp=sharing

https://docs.google.com/file/d/0B86cxlMj84asei1ad3pwQkpuVG8/edit?usp=sharing

NOTE: Fixed gameplay spoiling bugs!

EDIT: fixed newly introduced bug in knightmare commanders

EDIT: updated knightmare heroes again fixed astromancy working only t beginning of battle bug. https://docs.google.com/file/d/0B86cxlMj84asUWp5WHN3NmlnZWs/edit?usp=sharing

EDIT: updated knightmare heroes. percentage bonus for spell specialists.
https://docs.google.com/file/d/0B86cxlMj84asaF9WNzFCdVpiN0k/edit?usp=sharing

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alisapa1211
alisapa1211


Famous Hero
posted March 31, 2013 02:46 PM

Knightmare Heroes:

So Astral Magic spec gives 25% spell damage to Lightning, Chain lightning, Armageddon, Meteor Shower (basically all 4 are strong and commonly used compared to Fire Ball/ Ice Bolt/ Frost Nova/ etc), 5% bonus per level, Astral skill at start which gives 150% bonus to those 4 spells at the same time while there are Heroes like Solymyr who only has Chain Lightning's spec? Okay /sarcasm.

Life magic is decent I guess, though Animate Dead (only for Undead) and Sacrifice actually doen't fit Life magic theme at all.

Icons are a bit out of place, especially when I play New Interface Mod.

Knightmare Commanders:

A bit better now, but still somewhat a mess when it comes to balance. I think the best version is the one where there is only Commander's Stack Experience bonus, new/fix Commenders abilities and Commanders can level all 6 skill stats compared to only 4 and keep all the old passive. Even if you manage to balance all Commanders they are too strong for normal monsters right now and it's possible to solo the map with Commander only (unless you get Diplomacy and luckily to have strong joiners, or Ghost and Cloak of the Undead King).

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted April 01, 2013 09:39 AM
Edited by majaczek at 10:04, 01 Apr 2013.

if I uploaded new version spell specialist get this spell bonus each level. Most spell specialists gets 10%/15% per level, and ciele (magic arrow) 20% per level (Hypnosis, elemental nad titan's bot specialist get only 5% a level). so they are not weak compared to this because the are boosted.

for monsters i recommend some strongering script, there was ar least 3 those in normal WoG. And under tweaks there are two tweaked versions of neutrals script, one if you enable neutral stack size givves twice as much monsters as original the other one triple as much (also I recommmend tweaked DOTDM).


EDIT:
Life magic contains all healing spells so i hope it's under theme. and don't forget that life/astral magic specialists starts with expert skill. And what about learning specialists? is their 250/500/750 exp a day bonus decent, or should I add percentage?

in next wersion of knightmare commanders I would take away cure from paladin or replace with destroy undead. which commander is weak under these settings?


EDIT: should I rename Life Magic to Divine Healing if old name doesn't fit the theme i proposed? also is there huge demand to provide separate version with much lower specials (no trinity, summoning only for astral spirit, no autospells separate from Soul Eater, shaman gettting clone each 25 lvls and temple guardian giving additional cast every 15 lvls?)?

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koper66
koper66

Tavern Dweller
posted April 10, 2013 11:17 AM

Can u tell me with which mods these knightmare mods are compatible if with any? Wanna try them with other popular mods but im just afraid about balance and bugs.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 11, 2013 03:26 PM

Should be compatible with any mods using commanders (not mines ), there will be no var overlap.
____________
All my Era II mods

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted April 11, 2013 04:01 PM

Knightmare commanders is incompatible with any other mod which changes Enchanced comander script. with each other it would be compatible.

Knightmare heroes is incompatible with any mod changing hero specialities or any of scripts it changes. with each other it would be compatible.

There can be some text issues when using both knightmare heroes and knightmare commanders (script displaying old skill names sometimes) but it shouldn't make any problems separate from confusing players.

I use only variables claimed by script I modify and SN:W variables. I use only functions claimed by the script i modify or ones from range 55000 to 55999. So there shouldn't be any variable/funcion clash.

-----------------------------------------------------------------
Knightmare Commanders requires Enchanced Commanders wog option ON
Knightmare Heroes suggests to have HSB and both learning scripts on, but it is not required.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted April 28, 2013 01:53 AM

Bump
knightmare commanders is compatible with almost everything
knightmare heroes is compatible with all current mods but heroes renovated and levels of hero speciality.

Why so low interest on the mods?

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alisapa1211
alisapa1211


Famous Hero
posted April 28, 2013 02:07 AM

Quote:
Why so low interest on the mods?

Probably because of how imbalanced the mods are maybe? Though I think that you should ask Sal out for some brief testings because neither I am an expert in balancing.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 28, 2013 03:21 AM

yeah, balancing can take up to double of time you spent to script, weird. But also, to balance you need feedback as well. I would test it, but did I ever said how much I hate commanders? Don't know why, I just can't stand them, their uber powers make any other creatures look pale in comparison. Never used commanders in any of my maps.
____________
All my Era II mods

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alisapa1211
alisapa1211


Famous Hero
posted April 28, 2013 04:33 AM

Quote:
but did I ever said how much I hate commanders? Don't know why, I just can't stand them, their uber powers make any other creatures look pale in comparison. Never used commanders in any of my maps.

I agree, but if that's what you think then I don't know if you can make it with this mod, this is how strong Commanders in Knightmare Commander mod is:

http://i.imgur.com/C8d4jCP.jpg
http://i.imgur.com/f4eBPXk.jpg
http://i.imgur.com/slbZQKJ.jpg

I still like Commanders and think it's a unique feature of WoG, but yeah, just broken (the above Shaman is already nerfed to hell though, but still very strong).

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted May 11, 2013 11:11 PM
Edited by majaczek at 01:39, 14 May 2013.

How does game counts exp for killing commander? maybe I should add an option for adding commander to any neutral stack? or maybe not (cause there many scripts for strongening neutral stacks in default WoG).

Anyway if somebody thinks with my knightmare commmanders mod he/she would too much butcher neutral stacks, in tweaks package there is one mod (in two versions) which changes behaviour of neutral stack size script (x2 or x3 creatures + diplo works again).

Maybe for encountering commander it is enough to enable random hero script (but i never use it) - also i may provide tweaked version which changes the chance of occuring from 25% to 100% if there is demand.
--------------------------------------------------------------------
note that there is also knightmare heroes script for hero specialities (and two new skills which replaces navi and luck). do you think new spell specialists are overpowered or not? what do you think about astromancy/life magic? is new campaign heroes too much overpowered (I wanted them stronger but maybe I overdosed a bit), any Idea what to give behomoth hero as new specility? what do you suggest about improving necromancy specialists (since they suck once you hit body limit). Do you like new Town Portal specialists (which starts with town portal spell which is 1mana cheaper every level and from some level free?) should I add DD specialist (maybe as campaign hero?)?
anyway powerless spell specialists gets these spell cheaper like TP specialists, and power-based spell specialists get them with increased  effectiveness every level (different rates, so ciele is still good despite still magic arrow specialist).

up to date links are in starting post! (someone tried to download trashed old version )

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RodWarrior
RodWarrior

Tavern Dweller
posted May 16, 2013 03:10 AM

Man, I must say that I love your mod!

All the new abilities, being able to upgrade all the commander skills...

I just wonder why you take the commander shooting ability. I really, really miss it. :/

Anyway, nice work!!!

So much better than normal commander/enhanced commander...

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted May 16, 2013 11:06 PM

I'm happy that you like it!
well shooting is taken out because it conflicts with many other commander abilities (including deathstare and attack all arond). and why you miss shooting once you have attack and return and no retaliation?

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