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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 ... 8 9 10 11 12 ... 20 30 32 · «PREV / NEXT»
majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 26, 2016 04:43 PM
Edited by majaczek at 16:59, 26 Jan 2016.

Knightmare Mods

I am annoyed of "mithril errors" guys
it means you didn't install mod properly.

You need in modmanager this order:

Amethyst upgrades
...
Wog PLUS
wog revised
wog

this is the order needede because WoG plus changes wogify script, AU needs WoG plus.

---
yes era scripts seem uncompatible
the spell errors comes from missing spellbook, use Knightmare Heroes temporaly (it gives spellbook to all heroes, make sure to Enable HSB)
with KCL make sure to Enable enchanced commanders.
Some my mods requires wog plus.

It is advised to use wog plus, all knightmare mods and amethyst upgrades together. If enabled only some of them some features are disabled.

Sharpshooters and enchanters will remain neutral... Placeholder is just ... Placeholder it will remain there until somebody writes something sensible there.
I have no erm errors on my side, it's you having a problems not my mods cause here it works. With au remember to copy creatures folder to proper place ...

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elmore
elmore


Hired Hero
posted January 27, 2016 12:28 AM

Specially installed separately HoMM 3 and desired Mods (before that were also included all necessary right, probably a conflict with another mod). Errors disappeared.

But in the battle there are not proper use of magic commanders.
My city Rampart against me Necropolis. In combat his commander uses a wave of death by 2 times for your turn and in addition to the course / action of my commander, my commander operates normally. Others not tested.

What about the two individual mods for the construction of the building and the guards of cities (more interests at the expense of construction)?

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 27, 2016 10:37 AM
Edited by majaczek at 10:49, 27 Jan 2016.

Knightmare Mods

elmore said:
Specially installed separately HoMM 3 and desired Mods (before that were also included all necessary right, probably a conflict with another mod). Errors disappeared.

But in the battle there are not proper use of magic commanders.
My city Rampart against me Necropolis. In combat his commander uses a wave of death by 2 times for your turn and in addition to the course / action of my commander, my commander operates normally. Others not tested.

What about the two individual mods for the construction of the building and the guards of cities (more interests at the expense of construction)?


There can be only one mod using amethyst at once so adding upgrade creatures and adding guardians have to be in same mod... But they probably can be in separate wog options. Not yet wanting to do this.
Also guardians are free only at capital city (else you have to buy it costly with mithril and gold).
Necro commander speciality is double edged blade - it kills any support units which are living.
Number of death ripples depends on level of commanders. 250% xp and ressurection is also nice (paladin) or additional castings for hero plus additional ammo carts (which gives mana each with knightmare war machines) of tower commander.
Or fortress commander self-clonning. Rampart has free cure (not only heals but also removes debuff) and ressurection at casted spell (and of course additional first aid tents which ressurects if wog set properly).
Have you tried ryland? Summoning dendroids at begin of battle and upgrading dendroids without castle is very nice (not sure if self summoning works on summoned units, and 3rd grade dendroids have this buff from creexp)
summoning at begin of battle only works if both knightmare heroes and amethyst upgrades are enabled and HSB is on.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 27, 2016 11:15 AM
Edited by majaczek at 11:28, 27 Jan 2016.

Knightmare Mods

I'm considering upgrades for neutral units especially for dracolich and neutral dragons. If i find proper def also for gorynych.
Which neutral do you want upgraded most? And what do you think about knightmare levels (wip part of knightmare heroes) which is not described yet, but working.

Which is most OP hero? I think necro lord haart. What features are most OP? Which features are underpowered?
I believe if all is OP nothing is Underpowered so some balance happens. So thanks for describing that death ripple from commanders rocks, but if you want criticize me say which commander/creature/hero etc is comparably weak.
Do you tried mithril improvement on mountains/forest/lava/digging_hole? Should i separate mithril sacrifice and summoning of altar?

EDIT: how to add more creature banks? Should I make classic creature bank or something like skull stack?
Is winning a grail too overpowered? What combination artifacts would you like me to add? Any other suggestion?

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elmore
elmore


Hired Hero
posted January 27, 2016 03:54 PM
Edited by elmore at 16:21, 27 Jan 2016.

Separately mod on the building and possibly the defenders, I meant to use without Amethyst Upgrades. Due to the written lower, plus there are scripts to strengthen units and additional upgrades to neutral with reference to the city and balancing cities. What can be used as a minimum waiting supplemented descriptions Amethyst Upgrades.

Since I do not know what kind of property from new units in Amethyst Upgrades (accidentally discovered that improved Pegasus can resurrect). Why not add at least some description and then edit if necessary? Due to lack at least some descriptions of the beings, it is "Play + test" is the desire not to cause
And I have not played with Amethyst Upgrades, only tested, but did not you have new creatures smaller bonuses in obtaining experience (maybe it has something to do with the unknown properties of the creatures for the balance, but still looks that way)?

As for the balance of the heroes of the Knightmare Heroes - at the Necropolis, a hero improves skeletons, and a hero with whom the skeletons get 450 attack and defense. And then I do not understand it visually 450? Formula I do not know, but in the battle to protect the changes are not noticed (as it shot tower).

Knightmare Commanders - playing for the Necropolis looks normal, when understood in the work. But even so the massive spell with damage each time the course commander - too much, because it will increase the damage. On one level, the commander uses the massive full of death early in the fight, and then 1-2 before acting. Just can not say. In comparison with other commanders (now I doubt that there is at the expense of clones ...). And I noticed that my commander used a wave of death in the course of the enemy commander, as I wrote above ...

It's not like not going to the right a few mods to play normally on the map xxl might today or tomorrow ... until only tests of mods and their compatibility on the map Four Towns and Four Heroes (well would have such a map, but without the Grail ... ).

p.s. The Amethyst Upgrades difficult in plain text (with reductions ..) add to the description of the monsters that they have? Original text +/- changes in upgrade = text for a result.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 29, 2016 09:54 AM
Edited by majaczek at 16:11, 29 Jan 2016.

Knightmare Mods

Sorry about skeleton, I did some mistakes in improvement of HSB script.
Also sorry about troglodyte. Will fix both soon.

EDIT: Couldn't find where skeleton problem lays

Khadras said:

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.


troglodytes are 5/6/7  hp I am sure. maybe my balancer nerfed original troglodytes, I'll check heroes3 wiki, and probably restore old troglodytes stats

EDIT
http://heroes.thelazy.net/wiki/Troglodyte_and_infernal_troglodyte
it's properly set, so Khadras have some weird 'balance' mod

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robizeratul
robizeratul


Known Hero
posted January 30, 2016 12:33 PM

So I can't get amethyst to work. Please do a step by step guide.  
 
I put the folder Creatures from heroes/mods/amethyst upgrades into /heroes/mods. When I start the mod manager it shows like "creatures". I also copied Data and Eraplugins just in case...didn't work.It gives me an error when starting, I clicked "default" on wog options just in case.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 30, 2016 04:04 PM
Edited by majaczek at 16:09, 30 Jan 2016.

robizeratul said:
So I can't get amethyst to work. Please do a step by step guide.  
 
I put the folder Creatures from heroes/mods/amethyst upgrades into /heroes/mods. When I start the mod manager it shows like "creatures". I also copied Data and Eraplugins just in case...didn't work.It gives me an error when starting, I clicked "default" on wog options just in case.


you should put creatures folder in heroes/data not heroes/mods
you should load amethyst late
you should enable Amethyst Upgrades in WoG Options. options related to upgrades (alternative upgrades, additional upgrades) should be off, normal level 8 dwelling should be on, other mods/options changing creatures and/or dwellings (both advmap and in-town) should be off
you should use WoG plus which requires WoG Revised which requires WoG


PS: if mod a requires mod b it is rule of thumb that mod b need to be loaded earlier

Edit: my mods preset in ModsManager

Quote:

WoG
Eng
Czcionki
Yona
Fast Battle Animation
messengers
Heroes 2 Objects
New Objects Patch
HOTA_objects
WoG Revised
Disable Autosave
WoG PLUS
Secondary Skills Scrolling
Knightmare Heroes
Knightmare Commanders Lite
Knightmare War Machines
Adventure Pillars Lite
More First Money
Random Hero PLUS
Amethyst Upgrades
Upgradable Silos PLUS



you may ignore Eng (original Eng text files), czcionki (Polish fonts) and
Heroes 2 Objects
New Objects Patch
HOTA_objects

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robizeratul
robizeratul


Known Hero
posted January 30, 2016 05:02 PM

I forgot to post this: http://i.imgur.com/XeAj5Aj.png  I tried other combinations non work.
 
So, it didn't work... I am reinstalling the game and doing everything again.  
 
The things would be nice:  
1)Add every Knightmare script to a single page  
2)Disable/delete the scripts that break the mod  
or
add a preset file (is that the name? )with the required options

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 30, 2016 07:14 PM

what doesn't work?
the combination in picture is ok

did you copied creatures folder (whole folder not content only) to heroes/data (so you have heroes/data/creatures) ? you should do so
remember to enable Amethyst Upgrades, Hero Specialisation Boost, War Machines I, Enchanced Commanders

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robizeratul
robizeratul


Known Hero
posted January 31, 2016 06:04 AM

So, here it is what I did step by step.  
 
1)Installed H3  gog version
2)Installed H3 patch 1.4  
3)Installed ERA 2.46  
4)Copied the mods to the mods folder(same ones as in screenshot) and put them in this order, from down to up: Wog, Wog revised, Wog plus, rest of mods.
5)Copied h/mods/amethyst upgrades/creatures to h/data ( so no I have H/data/creatures.
6)Went to WOG options and clicked "use defaults"
7)Enabled Amethyst Upgrades, Hero Specialisation Boost, War Machines I, Enchanced Commanders  
8)Started the game and wogified it.  
9)Used cheats (wogminastirith and wogisengard) to get resources and all buildings  
10)left click on capitol and YES  
11)Now you can upgrade creatures!  
 
It works! I know it's still in beta, but there are some nice creatures in there! If you want you can add this short guide so others don't have problems. Now, it's time to play the game and explore!

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 01, 2016 01:13 PM
Edited by majaczek at 13:46, 01 Feb 2016.

Added new combo artifact: Surcoat of Lloth (names and descritions of combo artifacts are not yet present ingame)
combines 4 elemental spheres
gives all 4 protection from elements (like in original artifacts script, but original doesn't check for combos)
gives all shields (normal, air and  fire)
gives master magic mirror
gives  50% chance to deflect 51% damage

which combos do you want for me to include?
there are already:
horn of summoning (4 tomes) - summons town guardian at hero battle
ring 165 (shackles of war, hourglass of evil hour, spirit of oppresion) - Strike and Return, No Retaliation, more retailations
ring 164 (ring of wayfayer, boots of speed, speculum, spyglass) - Rebirth, 3 additional spels
Broach (all 3 sacks + ore cart + wood cart) - +1 mithril +5  wood/ore  +2500 gold every  battle
Surcoat of Lloth - described above

currently combos are part of amethyst upgrades

EDIT: changed KCL to give 25% Nobility bonus for each diplo artifact (if knightmare skills are on) and doubles the premmy if all 3 equipped at once

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elmore
elmore


Hired Hero
posted February 01, 2016 01:53 PM
Edited by elmore at 13:55, 01 Feb 2016.

Label the new creatures from Amethyst Upgrades! All modes are playable, but not this one, because of the lack of a minimum of descriptions on many beings

Visual bug in mod Knightmare Commanders - the commander of the castle Conflux, calls for additional elemental when you press on your unit. If you click on the unit next to the commander or henchmen and call Elemental 2 cells - it covers the cage with the commander / henchmen and they become invisible, as long as not to break the cells.

Knightmare Heroes - visual bug ~ 450 attack and defense possible to have all the characters from the castle Necropolis, with a specialty in the creature.

P.S. There were a couple of conflicts with mods Era_Scripts_1.20 and ReMagic, but managed to fix thanks to the author of this mods. It replaces the function !? FU7779; in the script 78 wog - wogify.erm (WoG PLUS and WoG Revised) and after removing the script from Era_Scripts / ReMagic. And replacing Era_Scripts / ReMagic version fixes on Bug fixes

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 01, 2016 02:59 PM
Edited by majaczek at 15:30, 01 Feb 2016.

thank for a fix to era_scripts/remagic but what they exactly do?
I just have to replace the file in those mods? both of them? Anyway it's nice you made this compatible

How do you like my new combos?
any modding suggestions?

Quote:

Knightmare Heroes - visual bug ~ 450 attack and defense possible to have all the characters from the castle Necropolis, with a specialty in the creature.



Couldn't reproduce


descriptions of creatures - I added most vital descriptions (ie spellcasters) but need to add more... I will ask somebody for help to put some sensible descriptions (not here but I have  a person which helps me with balance, maybe he will volunteer).

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elmore
elmore


Hired Hero
posted February 01, 2016 03:34 PM

1). From the words of the author: the script is only one edit to work correctly with your spells. Since previously due to lack of funds in the ERM with their spells settings (levels, schools, etc.). hardcoding that did not allow the new scripts to work correctly with modified spells.
 Replace function !?FU7779; in the script 78 wog - wogify.erm in modes WoG PLUS and WoG Revised on
Quote:
!?FU7779;
[x1=spell number, y-96 returns level, y-97 returns type, y-98 returns element]

!!SSx1:L?y-96 S?y-98 F?y-97; [y-96 - spell level, y-98 - spell elements, y-97 spell flags]
!!VRy-97:&1 +1; [y-97=1 for adventure spells, y-97=2 for combat spells]
!!VRy1:Sy-98 &1; [y1=1 for Air spells]
!!VRy2:Sy-98 &8 *2; [y2=1 for Earth spells]
!!VRy3:Sy-98 &2 *4; [y3=1 for Fire spells]
!!VRy4:Sy-98 &4 *8; [y1=1 for Water spells]
!!VRy-98:Sy1 +y2 +y3 +y4; [y-98=WFEA-mask]

 Then remove the script 78 wog - wogify.erm of mods Era_Scripts / ReMagic

2). Bug fixes in the file was a problem with the intersection of the feature numbers. To this must be replaced by a new version Bug fixes in Era_Scripts / ReMagic

Somewhere there was a error wish Mithril

In combination with new artifacts, like the horn of summoning. But since all of Amethyst Upgrades - forward descriptions of creatures, to start to play with this mod.

P.s. For myself changed to Neutral Units PLUS the number of neutrals to 500% (for the balance of the new kommandirami, cars, beginning with 5 levels, more money and other). Thank you for leaving comments in the script!

At the moment I'm playing with this set of mods:

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elmore
elmore


Hired Hero
posted February 01, 2016 03:50 PM
Edited by elmore at 15:57, 01 Feb 2016.

I made a mistake, it is not only the heroes of the Necropolis.
Here are a couple of screenshots:







Edit:
But what about the resurrection from the updated Pegasus? There is also no description ..

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 01, 2016 04:02 PM
Edited by majaczek at 16:14, 01 Feb 2016.

elmore said:
I made a mistake, it is not only the heroes of the Necropolis.
Here are a couple of screenshots:







Edit:
But what about the resurrection from the updated Pegasus? There is also no description ..



it's seems some of your mods changes hero w-vars reserved for HSB, I can't reproduce error on my set of mods, also fixed galthran which has ommited  some changes

there is new version of AU, but number of version didn't increased sorry. some descriptions added some not. could you prepare list of descriptions to add? if you  wish I may use your help, else it would be changed later someday.

so I need to add the function to bottom of WoG PLUS wogify  script? thanks!
EDIT: I have to REPLACE the function? would it work?
EDIT: I replaced this function in WoG PLUS, hope it works...

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elmore
elmore


Hired Hero
posted February 01, 2016 04:30 PM
Edited by elmore at 17:50, 01 Feb 2016.

Got it, I'll try to find out what the cause of this problem.

I would have already offered to help with the addition of description, but because of the language barrier, it seems to me it's in triple harder

Yes, you just need to replace the function - it will work. There's only improving it to work correctly with spells (probably for ReMagic)
If the WoG Revised, where it is also necessary to replace ..

Now saw the change files over time dropbox, download the new version now!


Edit1: Even if I disable all mods, leaving only the Era (wog) + KH - specializations bug remains.
Edit2: Damn, I'm confused in my downloaded mods and used an old version of AU 0.6.0.
Edit3: I begin to play with AU! With regard to the addition of new combinations of artifacts need to be careful, because many mods there are new combinations

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 01, 2016 06:59 PM
Edited by majaczek at 19:04, 01 Feb 2016.

Knightmare Mods

There is Buckler of Belzeebub in era which have next slot than wog combos, which is next to sod combos.
My mod uses different approach: I use last slots, so mods using new slots after BoB would be compatible. ...
If they don't use same arts. I think if I can add more combo artifacts but I lack Ideas...

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elmore
elmore


Hired Hero
posted February 01, 2016 07:15 PM
Edited by elmore at 19:38, 01 Feb 2016.

AU first bugs:
- Defender of the castle inferno - does not say that he shoots a fiery explosion
- Map of Four Towns and Four Heroes. Second day. Hero castle Necropolis attacked the castle Inferno. In the battle tower killed Lich. The enemy hero once raised on their place in 2400 vampires (third update)! Well, it's only a test card ...

Edit 1:
That something is wrong, with the Inferno got 2800+ succubus (missed time), again with the defense.
Maybe this is due to the ability commander?
Edit 2:
Yes, this is due to commanders. The first action in the logs - a call a few thousand succubus. But it was not, when I was fighting against Necropolis castle, only his vampires ...

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