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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 ... 9 10 11 12 13 ... 20 30 40 50 60 61 · «PREV / NEXT»
majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 01, 2016 07:36 PM

Knightmare Mods

Town Guardians are generally casters. If they aren't support spellls they are direct damage spells - inferno, chain lighting, meteor shower (don't remember if there more). TG has group effect based on experience lines - in case of damage casters it is spell immunity. Check experience lines when battling TGs.

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elmore
elmore


Hired Hero
posted February 01, 2016 08:53 PM

So, if I am not against the Necropolis - I called upon succubus. If Necropolis - him gives the vampires. If not mistaken, both times with the vampires it was hero Vokial.
[URL=http://piccy.info/view3/9349975/13bf3c71f3dd6612501b4b9b3f7caa0b/][/URL][URL=http://i.piccy.info/a3c/2016-02-01-19-46/i9-9349975/240x165-r][/URL]

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 01, 2016 09:27 PM

Knightmare Mods

elmore said:
So, if I am not against the Necropolis - I called upon succubus. If Necropolis - him gives the vampires. If not mistaken, both times with the vampires it was hero Vokial.




it should be 24 vampires rather than 2400. I also found it sometimes but I rated bug as random.
Monster specialists gets creatures summoned and upgrades them without town. It comes from knightmare heroes (summoning part uses script from au)..

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elmore
elmore


Hired Hero
posted February 01, 2016 11:55 PM
Edited by elmore at 01:39, 02 Feb 2016.

majaczek said:
elmore said:
So, if I am not against the Necropolis - I called upon succubus. If Necropolis - him gives the vampires. If not mistaken, both times with the vampires it was hero Vokial.
[URL=http://piccy.info/view3/9349975/13bf3c71f3dd6612501b4b9b3f7caa0b/][/URL][URL=http://i.piccy.info/a3c/2016-02-01-19-46/i9-9349975/240x165-r][/URL]



it should be 24 vampires rather than 2400. I also found it sometimes but I rated bug as random.
Monster specialists gets creatures summoned and upgrades them without town. It comes from knightmare heroes (summoning part uses script from au)..


I have 5-6 fights, all in town and all had a call a couple of thousand beings (in two fights - vampires from necro).

And even at the expense of artifacts. No need to combine all into one mod. For AU better to leave only update + guards (if indeed they are related). The rest endure in some modes, with both heroes, commanders, etc.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 02, 2016 09:14 AM

Knightmare Mods

Horn of summoning is related to guardians. Guardians and upgrades use amethyst and only one mod can do this. Rest of arts are rather unrelated. I'll check the thousands bug, but for me it sometimes work properly (and sometimes not).

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elmore
elmore


Hired Hero
posted February 02, 2016 11:08 AM
Edited by elmore at 11:19, 02 Feb 2016.

majaczek said:
Horn of summoning is related to guardians. Guardians and upgrades use amethyst and only one mod can do this. Rest of arts are rather unrelated. I'll check the thousands bug, but for me it sometimes work properly (and sometimes not).


Try to repeat my (for me 100%):
Map - Four Towns and Four Heroes
Castle - Inferno
Enemies - 3, castles Necropolis
Difficulty - expert
After game start - buy army and wait attack in the city.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 02, 2016 12:05 PM

Knightmare Mods

Gimme save, so i can test.

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elmore
elmore


Hired Hero
posted February 02, 2016 12:50 PM

It looks like bug with thousands associated with the mod ReMagic...

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 02, 2016 03:52 PM
Edited by majaczek at 17:02, 02 Feb 2016.

Knightmare Mods

Very possible
however I had once or twice bug with hundreds without remagic
I handle all summoning using game code for summoning elementals and nice script.
So it may be related with reMagic elementals changes ...

EDIT: Hopefully fixed thousands/hundreds bug, please download new version of knightmare heroes

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elmore
elmore


Hired Hero
posted February 02, 2016 05:27 PM
Edited by elmore at 17:37, 02 Feb 2016.

majaczek said:
Very possible
however I had once or twice bug with hundreds without remagic
I handle all summoning using game code for summoning elementals and nice script.
So it may be related with reMagic elementals changes ...

EDIT: Hopefully fixed thousands/hundreds bug, please download new version of knightmare heroes


Already downloaded.

Comments about commanders:
Of all commanders, only commander of the Necropolis is completely unbalanced.
Level 5 hero. In combat, commander always uses mass spell just before action of the enemy commander. In addition, before his action also uses massive spell. Although it should be used only before its action on 1 goal (level 5), if I understand correctly.

Personally, my opinionability of the commander to be replaced by something amenable balance.

Edit:
Or do it ability not automatic, that player can control commander (blindness for example). But since it should be before the usual way, then you need something else...

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 02, 2016 05:38 PM

fixed something with diamond and gold golems

necro commander would still have it's speciality
it should on level 5 use only one Death Ripple
on 16 level she should use two ripples
on 31 level she should use three ripples
and so on

probably there is lack in logic and if using wait counter is reset, maybe I'll check it in future.

Logic is: Every turn commander receives speciality points. each use of speciality decrases the count by some number (in case of necro commander it is 15). commander  can't use speciality if points is 0 or less.

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elmore
elmore


Hired Hero
posted February 02, 2016 05:47 PM

majaczek said:
fixed something with diamond and gold golems

necro commander would still have it's speciality
it should on level 5 use only one Death Ripple
on 16 level she should use two ripples
on 31 level she should use three ripples
and so on

probably there is lack in logic and if using wait counter is reset, maybe I'll check it in future.

Logic is: Every turn commander receives speciality points. each use of speciality decrases the count by some number (in case of necro commander it is 15). commander  can't use speciality if points is 0 or less.


Now I understand how work this commander. It is necessary to check it yet.., but so far all the fights against this commander ended sadly, as described earlier.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 02, 2016 05:56 PM
Edited by majaczek at 18:05, 02 Feb 2016.

try using Paladin. it has additionally to huge xp premmy (higher than default) free destroy undead (but only one - not scales with level).

One of best heroes is Sylvia (Learning Specialiity + Paladin xp bonus)

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elmore
elmore


Hired Hero
posted February 02, 2016 06:10 PM
Edited by elmore at 18:12, 02 Feb 2016.

Checked knightmare heroes, no change

Something tells me that will have a lite version commanders. I'm bad enough imagine what an army is needed to cope against only commander with artifacts + Leveling + diplomacy.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 02, 2016 06:54 PM

yeah that may  be a problem

Did you reload scripts (F12), after updating?

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elmore
elmore


Hired Hero
posted February 02, 2016 06:58 PM
Edited by elmore at 19:07, 02 Feb 2016.

I write to developers ReMagic about:
1) 450 attack / defense
2) call thousands

His answer:

1) In the options ES uses the following w-variables:
w94-w101, w117-w128, w150

w94 - option 281 - buckler of Beelzebub.erm
w95-w98 - option 776 - elemental suppression.erm
w99 - option 787 - new mana regeneration system.erm, option 763 - hidden enemies.erm
w100 - option 774 - experience exchange.erm
w101 - option 773 - land navigation.erm
w117-w119 - option 995 - ranged death stare.erm
w120-w128 - option 283 - dress code.erm
w150 - option 881 - custom primary skills.erm

If you know any overlap, say, I have altered their scripts. Anyway use w-variables in the ERA - an outdated approach.

2) Is uniquely related to ReMagic. Spells conscription ReMagic radically altered. And here it is possible to ensure compatibility in only two ways:
1. Remove ReMagic'a change spells appeal.
2. (more correctly) summon creatures on the battlefield not through summoning spell (surprised about this), just simply use command !!BU:S.

Edit:
Yes, both hero in battle summoning thousands..

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 02, 2016 08:25 PM
Edited by majaczek at 20:29, 02 Feb 2016.

BU:S have to know place where to summon, and my mods change  way how summoning spell works anyway (you can summon upgraded elementals with higher elemental magic, necros summon ghosts instead of elementals)

I can't find variable clash. Era already has BoB script. IDK what is the problem with a bug, works for me correctly.

EDIT: before adding diplo bonus I radically nerfed damage and health of commanders so it should be okay. anyway you can go stronger than before using diplo artifacts

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elmore
elmore


Hired Hero
posted February 02, 2016 09:04 PM
Edited by elmore at 21:07, 02 Feb 2016.

1) Having left in Era 2.46 Only 2 mods WoG + Knightmare Heroes = specialization displayed 430+ attack and defense, but now only when browsing specialization. This is the problem of KH mod.

2) What option is there to solve the compatibility?
In ReMagic change all spells, etc. If the option only to remove change the summon in one of the mods .. trouble. What changed the summon spell? Coz if remove from ReMagic, pass away to remove all changes summons ..

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robizeratul
robizeratul


Known Hero
posted February 03, 2016 10:55 AM
Edited by robizeratul at 10:56, 03 Feb 2016.

damn, really having fun with this mod! I like that many specializations are very strong...sure it isn't balanced but it's fun.  
 
Some creatures are also really creative...Do you plan on adding more spells? Is it even possible?  
 
I was thinking of something Kings bounty ( a similar game to heroes) has, the ability to cast lower level spells.  
 
For example, if you have expert earth magic you can cast expert slow AND advanced slow ( in case you want to conserve mana)wonder if this can be done, to have multiple versions of the same spell in your inventory.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 03, 2016 03:00 PM

Knightmare Mods

It seems I cannot add spells, but I can replace some... And oh I can change adventure spells into battle spells probably (they won't do anything but may be scripted)...

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