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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [Platform] Knightmare Kingdoms
Thread: [Platform] Knightmare Kingdoms This thread is 61 pages long: 1 ... 7 8 9 10 11 ... 20 30 40 50 60 61 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 13, 2016 11:45 AM

You should put a message in instructions showing the exact order of mods required. Is not the first time you receive such error report and I just checked in your main post, there is nothing saying about wog plus or order.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 13, 2016 03:09 PM
Edited by majaczek at 15:14, 13 Jan 2016.

Knightmare Mods

Is it better now Salamandre?

EDIT: could you state in mods topic near WoG plus that it requires WoG Revised and proper order in ModsMan is

other mods
...
WoG PLUS
WoG Revised
WoG

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 13, 2016 03:50 PM
Edited by Salamandre at 15:52, 13 Jan 2016.

No, I mean erm "instructions" so nobody missed it

ZVSE
!#:M^my mod requires the following mods, in the following order (from bottom to top):

My mod
Wog Plus
Wog Revised
Wog ^;

This way even if people didn't take the time to read here, they are okay.
____________
Era II mods and utilities

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 13, 2016 06:22 PM

Knightmare Mods

I think easier would be to provide all-in-one package a.k.a. knightmare kingdoms and leave separate mods disabling/enabling to advanced users.

what do you think salamandre?

PS: if I do it your way - I'll have to add the reminder to every mod from knightmare mods which would be PITA, as already gentle reminder from another mod annoys me because beeing displayed every new game...

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svkiller2014
svkiller2014

Tavern Dweller
posted January 13, 2016 10:44 PM

I solved the problem by disabling several scripts:

In folder:
C:gamesHeroes 3ModsAmethyst Upgradesdatas

42 wog - mithril enhancements.erm-off
42 wog - mithril enhancements.ert-off
91 Knightmare - summon elementals II.erm-off

click flag test.erm-off
scan magic test.erm-off
wog_monster_flags.erm-off


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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 13, 2016 11:46 PM

Knightmare Mods

@Svkiller
your solution is not advised

mithril enchantments is proper script but requires properly installed wog plus.
It adds new mithril upgrades if enabled.

Do not disable scripts I left enabled else you would have castrated mod.
Is it so hard to install wog revised and wog plus?
Again scripts are okay and works for me - it's your installation which is wrong. Don't hurt my mod but fix your install properly.

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Khadras
Khadras


Famous Hero
posted January 14, 2016 09:20 AM
Edited by Khadras at 09:22, 14 Jan 2016.

Hi, Majaczek! It was better if your mod be contained all necessary files and not be so dependent of other mods, no matter if they are or not yours. I, for example, use a big list of mods that i succeed to make them work together. Your old mods work fine until last few of them that use very common scripts for many mods. Era Script Rus mod, that are a complex mod with many scripts, use all necessary files into it, and when i put it in top of my list works perfectly. So, i suggest to put into your mod all necessary files not oblige to use other mods.
And, just for know, i take all necessary file that you told me from WoG Plus and put them below to your mod in my list and still not working. Yes, the problem is in my side because i not threw away all other mods and put just those 3 mods that you told me (Amethyst Mod, Wog Plus, Wog Revised). But i think it was not a good advice. Like i said, i like all mods from my list, included yours, but i never trow away all just for one.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 14, 2016 01:14 PM
Edited by majaczek at 13:18, 14 Jan 2016.

Knightmare Mods

There was "..." Which means other mods. But if I understand you properly era scripts conflicts with my mod (contains wogify script?)
so if i understand properly repacking mods would still won't work together
mithril  script uses macro from Script Update which is inside wogify script (the one with  "wogify" in name)
I already resolved incompabilities with wog revised and mods included in wog plus.

If you are brave enough you may try to put scripts as I said, and put era scripts somewhere, then disable wogify script in era scripts
depending what is inside that script you may ommit unnecessary tweaks and have all mods working, or error from era scripts if the file is really neccessary

so try, and check if it is working and if yes check if it misses something important.

Edit: what is so fun in your spells mod (ReMagic) that i haven't addressed in knightmare heroes? I may implement them... Please check mod and try if it is fun...

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Khadras
Khadras


Famous Hero
posted January 14, 2016 01:43 PM

majaczek said:
There was "..." Which means other mods. But if I understand you properly era scripts conflicts with my mod (contains wogify script?)
so if i understand properly repacking mods would still won't work together
mithril  script uses macro from Script Update which is inside wogify script (the one with  "wogify" in name)
I already resolved incompabilities with wog revised and mods included in wog plus.

If you are brave enough you may try to put scripts as I said, and put era scripts somewhere, then disable wogify script in era scripts
depending what is inside that script you may ommit unnecessary tweaks and have all mods working, or error from era scripts if the file is really neccessary

so try, and check if it is working and if yes check if it misses something important.

Edit: what is so fun in your spells mod (ReMagic) that i haven't addressed in knightmare heroes? I may implement them... Please check mod and try if it is fun...


About Era Scripts, i replace 78 wog - wogify.erm with yours, so it is no need to say about it. It is not about brave, i try it and this mods not working with the rest of mods from my list.
ReMagic rearranged all spells in a way that worth. Try it and see. For example, all weak and not so important spell are moved into first level. When your rise in level of mage guild you will find spells that are really powerful. Damage spells are usually in high level not at first level. The formula are changed. Try and feel it! I recommend to try Era Scripts before you speak. Knightmare Heroes Mod is in conflict with ReMagic not because errors, but because some spells become to powerful and unballanced the game. There is also a conflict with latest ERA HD+ because when i rightclick on menu hero portret the game crash.

And thanks for all your help!

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 14, 2016 03:44 PM
Edited by majaczek at 15:59, 14 Jan 2016.

Knightmare Mods

So remagic changed spells level and internal power? Small change but important.
Could you describe most important moves? If you change script priorities it should work well with KH (remagic script should fire before KH else KH would reset the changes), but one script (scholar specialist gives 5th level spell every 5 levels)
I may implement some changes from remagic but please describe them and tell why they are important?
Currently in Knightmare Heroes I work on rebalance and refluff heroes specialites.
So a bit WiP. My approach to balance is if everybody is overpowerd, nobody is underpowered so this imbalance becomes balance again.

Is there a chance that you try longer my other mods?
Also what isn't working? Did you replace ert file too?

Edit: I also found this incompability with hd mod. I guess it's conflict between hd mod and amethyst. Maybe I can change un44.def and un32.def so it works but I don't know how. Or it may be bug in hd mod... I don't know.

Edit: VNCopy errors has two possible types of problems: macro problem (i.e. Macro not defined) and  ert problem (mostly repeating lines). You should check incidential copies of ert files and then other ert conflicts, there are several ways of testing which pair of settings is conflicting.

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Khadras
Khadras


Famous Hero
posted January 14, 2016 05:16 PM
Edited by Khadras at 17:34, 14 Jan 2016.

majaczek said:
So remagic changed spells level and internal power? Small change but important.
Could you describe most important moves? If you change script priorities it should work well with KH (remagic script should fire before KH else KH would reset the changes), but one script (scholar specialist gives 5th level spell every 5 levels)
I may implement some changes from remagic but please describe them and tell why they are important?
Currently in Knightmare Heroes I work on rebalance and refluff heroes specialites.
So a bit WiP. My approach to balance is if everybody is overpowerd, nobody is underpowered so this imbalance becomes balance again.

Is there a chance that you try longer my other mods?
Also what isn't working? Did you replace ert file too?

Edit: I also found this incompability with hd mod. I guess it's conflict between hd mod and amethyst. Maybe I can change un44.def and un32.def so it works but I don't know how. Or it may be bug in hd mod... I don't know.

Edit: VNCopy errors has two possible types of problems: macro problem (i.e. Macro not defined) and  ert problem (mostly repeating lines). You should check incidential copies of ert files and then other ert conflicts, there are several ways of testing which pair of settings is conflicting.


Here i put an english version of ReMagic: http://www.filedropper.com/remagiceng17

or original here: http://wforum.heroes35.net/showthread.php?tid=4096

A short description take from original site:

Summary:
ReMagic is a mod that significantly changes magic aspect of Heroes 3, making it much more logical and balanced.

Key aims are:
- Make more clear distinction between Magic and Might heroes
- Make Magic heroes more powerful in the later stages of gameplay
- Improve overall efficiency of the spell system by boosting weak unpopular spells and impeding popular ones.

Details:
Many spell parameters have been changed including level, cost, description, %chance to gain. In particular:
- Magic School/level changes
- Every school level reduces mana cost.
- Spell effects with School Basic level and without School knowledge are usually different.
- All spell descriptions use MM style, and show effects for all School levels in their descriptions.
- Primary skills of a few heroes are adjusted according to new mana costs (mostly, Knowledge is increased to allow the hero to cast their starting spell).

Following spells get additional bonuses:
- Fire Wall and Land Mine spells receive the "damaging spell" flag. Their description shows damage now, and these spells are affected by magic damage modificators like Sorcery skill and Orb of Tempestous Fire.
- Slayer: when attacking, friendly unit finishes off wounded (below 20/30/40/50% hit points) enemy creature. Also increases attack by 8.
- Summoning spells have standard dependency from magic power (Coeff * Spell Power + bonus
of the corresponding Magic School). The spell summons messengers instead of elementals. Different Elements can be summoned in one battle, no limit on that now. These spells are excluded from the list of creature abilities when creature experience is on.
- Town Portal now spends up to 100/80/60/40% daily movepoints. This restriction applies only to the human player.
- Clones ignoring enemy's defense when attacking.
I will try to make your mods compatible with my list of mods because i love your mod, but i love my list of mods too.

Latests HD update make troubles. From few last updates until today HD mod makes this problem with rightclick.

This week i will try to make my list of mods compatible with your beautiful mods. I hope i will succeed.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted January 14, 2016 07:52 PM

majaczek said:

I may implement some changes from remagic but please describe them and tell why they are important?


Remagic is definitely a good mod. I always use it when playing in hotseat mode.So good job to the creator .One good thing is you can easily change the spells with txtedit yourself to suit your own playstyle.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 14, 2016 08:07 PM

Changed my mind... I won't include changes from  ReMagic in my spell mod. Anyway it is interesting mod. I hope they won't be incompatible anyway.

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Khadras
Khadras


Famous Hero
posted January 14, 2016 08:07 PM
Edited by Khadras at 20:20, 14 Jan 2016.

majaczek, please remove the annoying screen with numbers when i right click on a creatures on map. And i succeed to meke amethyst mod to work with all my list of mods. And be careful at 3rd upgrade creatures to be better of second upgrade creatures. Ex. Phosphorus Troglodyte is weaker then Infernal Troglodyte even then Troglodyte itself.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 14, 2016 08:36 PM

Khadras said:
majaczek, please remove the annoying screen with numbers when i right click on a creatures on map. And i succeed to meke amethyst mod to work with all my list of mods. And be careful at 3rd upgrade creatures to be better of second upgrade creatures. Ex. Phosphorus Troglodyte is weaker then Infernal Troglodyte even then Troglodyte itself.


you have an old version, it was a temporary solution for debug. also there are scripts which are disabled - they are debug or disabled for other good reason. are you sure phosforous troglodite is weaker? could you list the mistakes? it was Fandor who helped me with balance, I'll ask him for fix.

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Khadras
Khadras


Famous Hero
posted January 14, 2016 08:46 PM

majaczek said:

you have an old version, it was a temporary solution for debug. also there are scripts which are disabled - they are debug or disabled for other good reason. are you sure phosforous troglodite is weaker? could you list the mistakes? it was Fandor who helped me with balance, I'll ask him for fix.


No, I downloaded the amethyst version 0.6.6 from your link from first page and i guess is the latest. If you have another let me know to download it.

Yes, Phosphorus Troglodyte has HP = 7 and Troglodyte Has 8 and Infernal has 9. With damage is the same.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 14, 2016 08:58 PM

Khadras said:
majaczek said:

you have an old version, it was a temporary solution for debug. also there are scripts which are disabled - they are debug or disabled for other good reason. are you sure phosforous troglodite is weaker? could you list the mistakes? it was Fandor who helped me with balance, I'll ask him for fix.


No, I downloaded the amethyst version 0.6.6 from your link from first page and i guess is the latest. If you have another let me know to download it.

Yes, Phosphorus Troglodyte has HP = 7 and Troglodyte Has 8 and Infernal has 9. With damage is the same.


okay sorry. it seems you enabled my debug script. disable it or just reinstal mod.

click flag test.erm
is disabled by purpourse

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Khadras
Khadras


Famous Hero
posted January 15, 2016 08:47 AM
Edited by Khadras at 13:50, 15 Jan 2016.

majaczek, upgrade all mod not upgrade creatures to 3rd upgrade creatures from amethyst. can you modify to upgrade to 3rd creatures from amethyst?

And i observe that Upgrade all button do not take in account the second resource in cost of creatures that do not have 2 type of resources in their cost. For example: my 6th level creatures have second type of resources in their cost for upgraded creatures, and just gold for non upgraded creatures. When i push upgrade all button upgrades the creatures even i do not have the resources necessary. It is a bug or the mod does not read the file with the modified prices?

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 15, 2016 08:21 PM

Knightmare Mods

AU updates zctrait.txt to be longer ... It mean it changes old creatures to classic prices as side effect.
So this isn't bug from AU. If you can upgrade (non-automatically) for two resources it's a bug in upgrade all mod, else it is desired outcome of having both mods together.
I can fix upgrade all mod to work with AU but currently I don't feel need for this.

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elmore
elmore


Hired Hero
posted January 26, 2016 02:30 PM
Edited by elmore at 14:50, 26 Jan 2016.

Greetings

When installing Knightmare Mods faced with errors:

Amethyst Upgrades:
Many creatures instead of describing skills - written "placeholder"
 
Knightmare Commanders Lite:
1) In the battle, the commander after the move, constantly appears a sign saying "character can not use the spell." Every time it needs to be closed manually, and because of this mod is not playable ...
2) Following the progress of their commander, used magic "wave of death" on his army (the fight was against the castle of the undead). Just against another castle with a spell 'Weakness', after a spell running his commander imposed on the union a creature (like it was the commander himself).

Knightmare Heroes:
At the end of the map changes under the WoG - endless mistakes ERM. Something magic 2 level (single fault) and 3-4 levels (endless mistakes).

WoG PLUS:
When you create a map 2 different errors (mithril and something else), but this is probably due to the mod Era_Scripts_1.20
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

A month I am trying to find a way to improve things from the cities to the neutral / 8 level directly at the castle. All creatures require WoG building "Fort on the hill" for improvement.

Please, you can do two separate mini-mods:
- The construction of a New Building in the City
- Town Guardians

Construction of a new building I want to use to improve things from the script directly in the city (I hope not free):
!?PI;
!!UN:P820/?y1;
!!FU&y1=0:E;
*Castle*
!!MA:O169/0;
!!MA:U9/169 U13/150;
;zealot - war zealot;archangel - super arch;
*Rampart*
!!MA:O192/1;
!!MA:U15/192 U19/170 U27/151;
;centaur captain - sylvanas; grand elf - arctic; gold dragon - diamond
*Tower*
!!MA:O173/2 O116/2 O117/2;
!!MA:U29/173 U33/116 U116/117 U41/152;
;master gremlin - santa;  iron golem - gold ;gold golem - crystal
;titan - lighting
*Inferno*
!!MA:U55/153;  archdevil
*Necropolise*
!!MA:O141/4 O159/4;
!!MA:U59/141 U61/159 U69/154
;zombie - mummy;wraith - ghost;ghost dragon - blood
*Underground*
!!MA:U83/155;  black dragon - dark
*Stronghold*
!!MA:O140/6;
!!MA:U85/140 U97/156;
;hobgoblin - boar;ancient behemoth - ghost
*Fortess*
!!MA:U111/157;
;chaos hydra - acid
*Conflux*
!!MA:O164/8 O165/8 O166/8 O167/8;
!!MA:U123/167 U125/165 U127/166 U129/164 U131/158;
;ice - messenger;magma - messenger;storm - messenger;energy - messenger;
;phoenix - messenger
*Neutral*
!!MA:U137/171;
;sharpshooter - fire

** end


With additional scripting "Balancing Inferno" and improvements units from Era_Scripts and WoG, it looks very balanced and interesting

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