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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Knightmare Mods
Thread: Knightmare Mods This thread is 38 pages long: 1 2 3 4 5 ... 10 20 30 ... 34 35 36 37 38 · «PREV / NEXT»
Khadras
Khadras


Famous Hero
posted January 07, 2018 06:18 PM
Edited by Khadras at 18:23, 07 Jan 2018.

majaczek said:
WoG Revised and WoG plus are included in KK
also Overflow Fix
NIM conflicts graphically with KK a bit.

some of mods may be conflicting with KK
Your list.txt in best option should be just

If you wish test my mod and not just play until bug, PLEASE use only the two mods (WoG as it should, KK in the place left, nothing more).

also use only Random, SoD or scriptless WoG maps (It's high probability that script in the map would conflict).

I will try to load your save and then I'll check if I can redo the bug

EDIT: Yes there is a bug I can redo it...
EDIT2: Yeah fixed siege bug
EDIT3: I can redo the crash but it's random... (anyway frequent)
EDIT4: fixed the fix, and crash is also gone


In my list was mods that are going to do with graphics the most of them. There is only one that i do not want to turn off, Damage related to health mod. It seams to me that it is a very good idea. I will turn off just for testing but in the final i will turn it on.

Why this little erm code is in conflict with KK mod?

* Damage related to health by XEvolution (Emanuel Ciobotaru)
* Main code: stripped and modified snippets from Sagamosa's Advanced Levels script
* Creature's damage is related to its health.
* The remaining creatures in stack take into consideration their comrades suffered loss and act consequently.
* The more health the creature stack loses, the less damage it deals to enemy stacks.
* Also, the more creatures are killed in the stack, the less damage the remaining creatures in stack deal to enemy stacks.
* uses v4567=difference of damage

!?MF1&1000;    before damage dealt

!!BG:N?y-1;       active stack?
!!BMy-1:B?y-2 N?y-3 H?y-4 L?y-5 I?y-99; original number of units / current number of units /HP/Hp lost by next monster

!!MF?y-60;       original damage

!!VRy-10:Sy-2 *y-4;            initial HP pool
!!VRy-11:Sy-3 *y-4 -y-5;       actual HP pool after damage

!!VRy-52:Sy-11 : y-10;         lost hp ratio
!!VRy-53:S1;
!!VRy-54:Sy-53 - y-52;
!!VRy-56:Sy-2 - y-3;     number of lost uits
!!VRy-55:Sy-54 * y-56 : 2;
!!VRy-62:Sy-60 - y-55; modified damage
!!VRy-62&y-62<1:S1;

!!VRv4567:Sy-55; difference of damage

!!MF:Fy-62;        deal new updated damage

!!VRz-1&v4567>0:S^Stack's enjury reduced its damage with %Y-55 from %Y-60^;
!!BU:Mz-1;

Do you update your mod with your last modifications on sourcetree? I see only modification on 92 Knightmare - monster_spells.erm.



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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 07, 2018 06:27 PM
Edited by majaczek at 18:27, 07 Jan 2018.

Because the
Monster Spells
was source of siege bug

You should update your Atlassian Download with the adress of the project. (PULL)

Sorry not much more fixed yet.
If I fix something I will push to git.

The tiny script you sent probably does not conflict, but I am not sure.

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Khadras
Khadras


Famous Hero
posted January 07, 2018 06:31 PM
Edited by Khadras at 18:52, 07 Jan 2018.

majaczek said:
Because the
Monster Spells
was source of siege bug

You should update your Atlassian Download with the adress of the project. (PULL)

Sorry not much more fixed yet.
If I fix something I will push to git.

The tiny script you sent probably does not conflict, but I am not sure.


Ok. I will have only Wog and KK in the list.txt. All my future posts about bugs will be with these 2 mods.

With just these 2 mods the game crash after the message about randomizing neutral town. I select 4 neutral town to be randomized.

After that i choose none and this error appear:
https://ufile.io/e9oqv

In detailed: https://ufile.io/0za21

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 07, 2018 06:50 PM

please send me map that generates such a bug?
if it is random map it would be in folder "random maps" (or similair)

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Khadras
Khadras


Famous Hero
posted January 07, 2018 06:53 PM

majaczek said:
please send me map that generates such a bug?
if it is random map it would be in folder "random maps" (or similair)


The random map: https://ufile.io/37ji1

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 07, 2018 07:03 PM

Khadras said:
majaczek said:
please send me map that generates such a bug?
if it is random map it would be in folder "random maps" (or similair)


The random map: https://ufile.io/37ji1

Do you send proper map? It has chosen Rampart, and if I set 4 to replace there is no trace of this bug

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Khadras
Khadras


Famous Hero
posted January 07, 2018 07:16 PM

majaczek said:
Khadras said:
majaczek said:
please send me map that generates such a bug?
if it is random map it would be in folder "random maps" (or similair)


The random map: https://ufile.io/37ji1

Do you send proper map? It has chosen Rampart, and if I set 4 to replace there is no trace of this bug


Yes, it was last random map in that directory.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 07, 2018 07:33 PM

Khadras said:
majaczek said:
Khadras said:
majaczek said:
please send me map that generates such a bug?
if it is random map it would be in folder "random maps" (or similair)


The random map: https://ufile.io/37ji1

Do you send proper map? It has chosen Rampart, and if I set 4 to replace there is no trace of this bug


Yes, it was last random map in that directory.

So I can't redo this bug :|

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Khadras
Khadras


Famous Hero
posted January 07, 2018 09:43 PM

Is no good to hear that. I think is from wogifying script.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 08, 2018 12:21 PM

Khadras said:
Is no good to hear that. I think is from wogifying script.


Probably it's just wogification process and random numbers. So it's a tiny bug.

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Khadras
Khadras


Famous Hero
posted January 08, 2018 01:33 PM

Hi! I resolved the wogify problem and now is ok. I use an older version of 78 wog - wogify.erm of yours and it was ok. But still remains the many other problems. First the rampart hierophant resurrect spell crash the game from time to time. Second, the attacking of map creatures banks and creatures dwelling over 4th level crash the game. It appears a message about dragon utopias when i attacked a hunting lodge or dendroid arches. What business has to do dragon utopias message with these buildings?

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 08, 2018 07:23 PM
Edited by majaczek at 19:35, 08 Jan 2018.

It may or may not conflict with "New creature banks" from Knightmare Kingdoms. The functionality adds new subtypes of dragon utopia, which are just dragon utopia internally but have different DEF and different internals (each creature bank can be edited via ERM).
If you mean the creature bank (but not dragon utopia) and message about temple or utopia, it means you have broken creature bank on the map which may or may not crash the game.

Also please send me images and saves for each bug. What do you said about wogify script? which one is proper and which one isn't? how do you check that?

I remember that Paladin ressurects, also Succubus ressurects, but Hierophant? I probably forgot, and maybe I missed something. When does it crash? do you mean normal Hierophant or one in Creature Bank (if the latter I am almost sure where the bug lays).

EDIT: The creature banks problem may be related to new DEFs I include, and a conflict with some graphic pack having same name of DEF. there are two possible solutions: use only KK and WoG OR rename DEFs inside my mod :| (which needs also some work on txt tables)

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Khadras
Khadras


Famous Hero
posted January 09, 2018 07:43 AM

majaczek said:
It may or may not conflict with "New creature banks" from Knightmare Kingdoms. The functionality adds new subtypes of dragon utopia, which are just dragon utopia internally but have different DEF and different internals (each creature bank can be edited via ERM).
If you mean the creature bank (but not dragon utopia) and message about temple or utopia, it means you have broken creature bank on the map which may or may not crash the game.

Also please send me images and saves for each bug. What do you said about wogify script? which one is proper and which one isn't? how do you check that?

I remember that Paladin ressurects, also Succubus ressurects, but Hierophant? I probably forgot, and maybe I missed something. When does it crash? do you mean normal Hierophant or one in Creature Bank (if the latter I am almost sure where the bug lays).

EDIT: The creature banks problem may be related to new DEFs I include, and a conflict with some graphic pack having same name of DEF. there are two possible solutions: use only KK and WoG OR rename DEFs inside my mod :| (which needs also some work on txt tables)


In wogify-ing script you added this:

** Fix by majaczek to make sure we have object to replace
!_!UN:Ux1/x2/?y66;
!_!FU&y66<2:E;

This cause the problem. You added in your last version of 78 wog - wogify.erm. I use a version of your wogify script since 2016. Your last version of wogify script is from march 2017 with addition as above.

I discovered this by compare those 2 version with WinMerge. It is the only difference. Delete it and will work.

Hierophant can resurrect own creatures. It casts 3 spell at once, first is resurrect, second is cure and last is mirth.  
It crash the game from time to time when it cast resurrection on its own stacks.

In adventures map banks the game crash if i play manual battle before entering the battlefield. When i play quick battle option the game crash after the battle when it must gives me the reward.
This happened with 80% probability. I must enter into the savegame for 4 or 5 times to be able to end the attack on the bank. So it is random with high probability.

And by the way, i use just Wog and KK as i promised.


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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 09, 2018 10:23 AM
Edited by majaczek at 10:29, 09 Jan 2018.

Khadras said:
majaczek said:
It may or may not conflict with "New creature banks" from Knightmare Kingdoms. The functionality adds new subtypes of dragon utopia, which are just dragon utopia internally but have different DEF and different internals (each creature bank can be edited via ERM).
If you mean the creature bank (but not dragon utopia) and message about temple or utopia, it means you have broken creature bank on the map which may or may not crash the game.

Also please send me images and saves for each bug. What do you said about wogify script? which one is proper and which one isn't? how do you check that?

I remember that Paladin ressurects, also Succubus ressurects, but Hierophant? I probably forgot, and maybe I missed something. When does it crash? do you mean normal Hierophant or one in Creature Bank (if the latter I am almost sure where the bug lays).

EDIT: The creature banks problem may be related to new DEFs I include, and a conflict with some graphic pack having same name of DEF. there are two possible solutions: use only KK and WoG OR rename DEFs inside my mod :| (which needs also some work on txt tables)


In wogify-ing script you added this:

** Fix by majaczek to make sure we have object to replace
!_!UN:Ux1/x2/?y66;
!_!FU&y66<2:E;

This cause the problem. You added in your last version of 78 wog - wogify.erm. I use a version of your wogify script since 2016. Your last version of wogify script is from march 2017 with addition as above.

I discovered this by compare those 2 version with WinMerge. It is the only difference. Delete it and will work.

Hierophant can resurrect own creatures. It casts 3 spell at once, first is resurrect, second is cure and last is mirth.  
It crash the game from time to time when it cast resurrection on its own stacks.

In adventures map banks the game crash if i play manual battle before entering the battlefield. When i play quick battle option the game crash after the battle when it must gives me the reward.
This happened with 80% probability. I must enter into the savegame for 4 or 5 times to be able to end the attack on the bank. So it is random with high probability.

And by the way, i use just Wog and KK as i promised.




Quote:

** Fix by majaczek to make sure we have object to replace
!_!UN:Ux1/x2/?y66;
!_!FU&y66<2:E;

if is just added (not modified) does nothing (you need !! to make a command, !_! is not a command, just a comment.

if first spell of Hierophant is ressurect, then I probably didn't add the code I done for Paladin. Game crashes when there is no units in stack to ressurect, or you try ressurect not living cretures... I fixed it once upon a time for Paladin in the way that if he haven't anything to ressurect He just cast Cure instead

about creature banks... weird. it seems bersy changed some internals of era, because it worked before. or maybe I just given something wrong for artifacts which can be won? for me it allows me to enter creBank, so maybe some another random error?

do you suggest replace first spell of Hierophant or just apply the fixes?

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Khadras
Khadras


Famous Hero
posted January 09, 2018 01:11 PM
Edited by Khadras at 14:01, 09 Jan 2018.

For Hierophant, i think it must be fixed not removed. The game crashed when i cast resurrection on my living centaurs stack. But i think all living commanders to be able to cast resurrection to compensates undead commander that cast animate dead. Some commanders has summoned creatures at start of battle but not all of them. One of them has powerful creatures from start. It is a little unbalanced i think. But is just my opinion. I always apply the sufficient reason in what i do in the spirit of absolute balance. So if some commanders comes with summoned creatures in front of them, why not all has summoned creatures? If some commanders has resurrect spell to be casted freely, why not all living commanders have something similar? If you apply the principle of diversity, let's have diversity in what kind of summoned creatures every commander has. For example, for balanced purpose, all commanders to have a number of lvl 3 creatures of the town's type of the commander (for example, necropolis commander to has x*commander level of ghost, tower commander to has x*commander level of gold golems, and so on).
It is not balanced to put equal sign between clone spell and resurrection spell. It can not be possible to compare x number of 3rd upgraded minotaurs with animate dead spell.

It is just my opinion.

Please tell me what you want to do in the following code that you add in secondary skill boost:

!!if&y11=0&y12=3:; **majaczek**  Scouting Specialist
 !!HEx16:E?y18/?y19/1;
 !!VRy20:Sy19 -5 :15 +2;
 !!VRv901:*y20;
!!en:;

Do you want to add more scouts for scouting?

I modified the prices for upgrading the towns dwelling production and prices for upgrading towns gold production in your 33 wog - castle upgrading.erm like this: http://www.filedropper.com/33wog-castleupgrading
If you are agree with my prices please include them into your mod.


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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 09, 2018 08:08 PM
Edited by majaczek at 20:58, 09 Jan 2018.

Khadras said:
For Hierophant, i think it must be fixed not removed. The game crashed when i cast resurrection on my living centaurs stack. But i think all living commanders to be able to cast resurrection to compensates undead commander that cast animate dead. Some commanders has summoned creatures at start of battle but not all of them. One of them has powerful creatures from start. It is a little unbalanced i think. But is just my opinion. I always apply the sufficient reason in what i do in the spirit of absolute balance. So if some commanders comes with summoned creatures in front of them, why not all has summoned creatures? If some commanders has resurrect spell to be casted freely, why not all living commanders have something similar? If you apply the principle of diversity, let's have diversity in what kind of summoned creatures every commander has. For example, for balanced purpose, all commanders to have a number of lvl 3 creatures of the town's type of the commander (for example, necropolis commander to has x*commander level of ghost, tower commander to has x*commander level of gold golems, and so on).
It is not balanced to put equal sign between clone spell and resurrection spell. It can not be possible to compare x number of 3rd upgraded minotaurs with animate dead spell.

It is just my opinion.

Please tell me what you want to do in the following code that you add in secondary skill boost:

!!if&y11=0&y12=3:; **majaczek**  Scouting Specialist
 !!HEx16:E?y18/?y19/1;
 !!VRy20:Sy19 -5 :15 +2;
 !!VRv901:*y20;
!!en:;

Do you want to add more scouts for scouting?

I modified the prices for upgrading the towns dwelling production and prices for upgrading towns gold production in your 33 wog - castle upgrading.erm like this: http://www.filedropper.com/33wog-castleupgrading
If you are agree with my prices please include them into your mod.



Scouting specialist: yes it adds more scouts for scouting specialist.

No it's not commander summoning, It's fragment of "Unit Specialist" speciality.

Yeah I may add code to fix hierophant. But not all non-undead commander have to have it. Hierophant gives more First Aid Tents, so this multiplies the result. Temple Guardian gives multiple hero cast per turn, so she should have weaker own spell. Does Succubus cast ressurection properly? I think Neutral Nations (Swamp, barbarians and confluxers) should have something different (Shaman Clones, and Confluxer summons). Note that Commander spell use gets used if it ressurect himself with phoenix-like ability.

EDIT: I may change something in Commanders script, in example giving succubus Gating ability (custom scripted spell, increasing count of monster in  stack temporary), but unlike Potion of Gating it would affect only bad units (or just inferno units maybe? able to gate neutrals or not?).

Please give custom spell ideas for rest of commanders.

EDIT2: do you wish to make Shaman clone unit twice? or how you want to boost shaman spell?

EDIT3: I think Ogre Leader may summon some offensive war machines, do you agree with the idea? maybe let Hierophant Summon First Aid Tents? what do you suggest for rest of commanders?

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Khadras
Khadras


Famous Hero
posted January 10, 2018 07:05 AM

majaczek said:

Scouting specialist: yes it adds more scouts for scouting specialist.

No it's not commander summoning, It's fragment of "Unit Specialist" speciality.

Yeah I may add code to fix hierophant. But not all non-undead commander have to have it. Hierophant gives more First Aid Tents, so this multiplies the result. Temple Guardian gives multiple hero cast per turn, so she should have weaker own spell. Does Succubus cast ressurection properly? I think Neutral Nations (Swamp, barbarians and confluxers) should have something different (Shaman Clones, and Confluxer summons). Note that Commander spell use gets used if it ressurect himself with phoenix-like ability.

EDIT: I may change something in Commanders script, in example giving succubus Gating ability (custom scripted spell, increasing count of monster in  stack temporary), but unlike Potion of Gating it would affect only bad units (or just inferno units maybe? able to gate neutrals or not?).

Please give custom spell ideas for rest of commanders.

EDIT2: do you wish to make Shaman clone unit twice? or how you want to boost shaman spell?

EDIT3: I think Ogre Leader may summon some offensive war machines, do you agree with the idea? maybe let Hierophant Summon First Aid Tents? what do you suggest for rest of commanders?


Shaman must clone unit twice.
In the EraScriptRus is an ablility called feeding. Can you use it to make a spell to be cast on the creature stack to give that ability temporary during the battle? Or can you do cannibalism spell that commander to be able to cast on his own army to feed and resurrect themself like troll ability? These will be very useful for stronghold commander.
Astral commander is ok in the way it is now.
For succubus you had a good idea with gating ability. It is proper for inferno. Succubus has charming ability already and with gating will be perfect.
Paladin is ok already.
Hierophant with resurrection is ok.
Temple guardian must be able to cast a spell that makes golems on the battlefield in addition it has now. But must be a speciallity that must have 4 level, one for each type of golem.
Ncropolis commander must has something extra because if it fight against other necro commander army has no power. Death ripples can not be cast on the undead army. So, he needs of something extra. I was thinking of vampirism spell to be able to cast on his own army no matter is undead or living creatures, and not be able to cast on elemental creatures.

And what about my new prices in castle upgrading script?

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 10, 2018 02:28 PM

Khadras said:
majaczek said:

Scouting specialist: yes it adds more scouts for scouting specialist.

No it's not commander summoning, It's fragment of "Unit Specialist" speciality.

Yeah I may add code to fix hierophant. But not all non-undead commander have to have it. Hierophant gives more First Aid Tents, so this multiplies the result. Temple Guardian gives multiple hero cast per turn, so she should have weaker own spell. Does Succubus cast ressurection properly? I think Neutral Nations (Swamp, barbarians and confluxers) should have something different (Shaman Clones, and Confluxer summons). Note that Commander spell use gets used if it ressurect himself with phoenix-like ability.

EDIT: I may change something in Commanders script, in example giving succubus Gating ability (custom scripted spell, increasing count of monster in  stack temporary), but unlike Potion of Gating it would affect only bad units (or just inferno units maybe? able to gate neutrals or not?).

Please give custom spell ideas for rest of commanders.

EDIT2: do you wish to make Shaman clone unit twice? or how you want to boost shaman spell?

EDIT3: I think Ogre Leader may summon some offensive war machines, do you agree with the idea? maybe let Hierophant Summon First Aid Tents? what do you suggest for rest of commanders?


Shaman must clone unit twice.
In the EraScriptRus is an ablility called feeding. Can you use it to make a spell to be cast on the creature stack to give that ability temporary during the battle? Or can you do cannibalism spell that commander to be able to cast on his own army to feed and resurrect themself like troll ability? These will be very useful for stronghold commander.
Astral commander is ok in the way it is now.
For succubus you had a good idea with gating ability. It is proper for inferno. Succubus has charming ability already and with gating will be perfect.
Paladin is ok already.
Hierophant with resurrection is ok.
Temple guardian must be able to cast a spell that makes golems on the battlefield in addition it has now. But must be a speciallity that must have 4 level, one for each type of golem.
Ncropolis commander must has something extra because if it fight against other necro commander army has no power. Death ripples can not be cast on the undead army. So, he needs of something extra. I was thinking of vampirism spell to be able to cast on his own army no matter is undead or living creatures, and not be able to cast on elemental creatures.

And what about my new prices in castle upgrading script?


Prices? a bit too high I think but if you insist I may apply them. However with AU it may need to be raised. Notice that my version of Castle Upgrading has greater price for each upgrade of same creature level. I think I may Add summon First Aid tent for Hierophant but if you insist, I may leave it as ressurection (but fix). Well since gating is easy to code I'll give it to sucubusses. as for temple guardian... maybe not summon but repair ability? once TG cast a spell (like now) it check if it's mechanical (non-living non-undead). the only problem it's that it would affect also elementals if coded that way (another way need a code for each golem/gargoyle type  unit). So it should work like gating with stay but only for golem-like creatures

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Khadras
Khadras


Famous Hero
posted January 10, 2018 05:36 PM
Edited by Khadras at 10:38, 12 Jan 2018.

Yes you are wright that hierophant to summon first aid tents.

Do you fix the mummy servant problem?

The same problem is with ghost elder. When i fight against a stack of ghost elder i instantly win the battle with 2000 ghost elders in manual battle.

Another big problem: i play with elemental hero, i fight against rogues, and i remains in the last turn of the battle with 1 fire elemental summoned by my commander. Commander is dead, and i kill all enemies and i remains with one summoned fire elemental and i lost battle. Why? I killed all enemy rogues and i must win, but not.

Another problem: Hero Drakon must upgrade gnolls and gnolls marauder into gnoll raiders, but he upgrade them into phosphorous troglodytes. It is something wrong about creatures ids.

Why astral commander summon different number of elementals each battle? In the same day, on the same terrain and with same level of hero and commander, astral commander summons 163 elementals in every creature stack and next battle just 32 elementals per stack?

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 12, 2018 01:22 PM
Edited by majaczek at 13:53, 12 Jan 2018.

Khadras said:
Yes you are wright that hierophant to summon first aid tents.

Do you fix the mummy servant problem?

The same problem is with ghost elder. When i fight against a stack of ghost elder i instantly win the battle with 2000 ghost elders in manual battle.

Another big problem: i play with elemental hero, i fight against rogues, and i remains in the last turn of the battle with 1 fire elemental summoned by my commander. Commander is dead, and i kill all enemies and i remains with one summoned fire elemental and i lost battle. Why? I killed all enemy rogues and i must win, but not.

Another problem: Hero Drakon must upgrade gnolls and gnolls marauder into gnoll raiders, but he upgrade them into phosphorous troglodytes. It is something wrong about creatures ids.

Why astral commander summon different number of elementals each battle? In the same day, on the same terrain and with same level of hero and commander, astral commander summons 163 elementals in every creature stack and next battle just 32 elementals per stack?

@mummies/ghosts - i probably set them to summons instead of undead, will check or fix
@drakon - will check
@astral - IDK, but it depends on spellpower of the commander (or hero?) and it may depend of school of magic hero has

EDIT: fixed drakon and PROBABLY fixed mummy servants and elder ghosts

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