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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 10 ... 12 13 14 15 16 ... 20 30 40 50 60 61 · «PREV / NEXT»
majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 10, 2016 12:03 PM
Edited by majaczek at 12:47, 10 Feb 2016.

elmore said:
I certainly was fun to kill all the "immortal" henchman. But for a normal game wait for corrected script in AU


I know what is wrong  with henchmen!
new henchmen script check Fight values and calculates on base of FV multiplier for henchmen. I don't have proper Fight Values in zcrtrait.txt so the script is confused.

I need to add meaningful FV to all new creatures

EDIT: Mostly done. You need to start new game after downloading Amethyst Upgrades again.

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elmore
elmore


Hired Hero
posted February 10, 2016 12:56 PM
Edited by elmore at 12:57, 10 Feb 2016.

Besides AU, KH, KC something else updated in the last week?

p.s. I begin to hate dropbox, site terribly slow. At least "stable" version of mods may be put into another location ..

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 10, 2016 01:33 PM
Edited by majaczek at 14:07, 10 Feb 2016.

there is Knightmare Kingdoms package:
lightweight, stable, and partially outdated (I need to make new version)

it contains all my mods plus prerequisites.

EDIT: what do you suggest for TG with ressurection/animate death?

EDIT: do you think making the druid an upgrade of war zealot is good idea? he may not match...

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elmore
elmore


Hired Hero
posted February 10, 2016 02:25 PM
Edited by elmore at 14:28, 10 Feb 2016.

In the Spider Queen (AU) has no description, that it can only use mass spells. And this is a surprise, when it can be used Chain Lightning on its troops...

TG with the resurrection does not make sense when it is one
defend the castle.

War zealot for Citadel

Write when downloading the new version AU with henchmen

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 10, 2016 02:42 PM
Edited by majaczek at 14:59, 10 Feb 2016.

elmore said:
In the Spider Queen (AU) has no description, that it can only use mass spells. And this is a surprise, when it can be used Chain Lightning on its troops...

TG with the resurrection does not make sense when it is one
defend the castle.

War zealot for Citadel

Write when downloading the new version AU with henchmen


Spider Queen casts damage spells not mass spells, it's like faerie dragon, and she can get magic arrow if you are unlucky. Also there is hint showing what she casts.

Castle, Rampart - Ressurection
Necropolis - Animate Dead
I may add Spell after attack for above, or tweak them to be more Might than Magic, but spells stay.
Edit: Got it. You meant that if he doesn't have who to ressurrect it's pointless. Should I add phoenix ressurrection or someting for them? (Phoenix ressurrection rather not, but maybe I should increase damage and  life for the two or three?)

War zealot is upgrrade of Zealot, so he isn't for citadel, but castle. And I asked for usage of druid.

I already wrote it is ready, but you need download and start  new game (tables are saved in savegame after beeing loaded on NewGame)

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elmore
elmore


Hired Hero
posted February 10, 2016 06:25 PM
Edited by elmore at 12:32, 11 Feb 2016.

My opinion: TG must be identical on the skills (and not only on the characteristics).
They are the defenders of the castle rather than just units. And on another balance is not how it is achieved is not. Each magic or skills, have their uses. Differ can only models, the corresponding lock.

I play for specialist Astromancy from Tower. Enable scripts Neutral Units PLUS and edited by the increase in the number of neutral units stack to 500%.
On the 4th day of the first week I have 8 level, damage to Lightning Bolt 2000+ and I can easily kill stacks by 300-500 units 1 level. And this is only the beginning.
Unfortunately, a similar situation in many aspects of each mod, hopefully someday this will change.

Edit1:
I forgot about the bug, the commander ability "regeneration" restores 50hp. Although the description 250hp.

Edit2:
And another bug with the commander of the Tower. With 17 levels in the first course i did 4 cast, on 5th is not enough Mana.., in addition can be cast until I have enough mana every course of my unit. All this, if you press on the hero, spellbook is not active.

Edit3:
Level 20+, I can cast spells per turn until I have mana. Maybe level and not associated.

Edit4:
The ability "rebirth". I took it to the commander of 3-4 times - it is added to the commander in the selection, but then disappears. After the battle is likely.

Edit5:
You can add the modified spell "Slayer" from remagic in magic light? Town Portal works kind of like a simple transfer of code, but the slayer gives errors (the other probably also work).
The Era has a mode "Fast Battle Animation". I set it for the first priority, but it has in any case no new beings. And improved guards santa slower animation, if they are calling from henchman.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 11, 2016 02:16 PM

elmore said:
My opinion: TG must be identical on the skills (and not only on the characteristics).
They are the defenders of the castle rather than just units. And on another balance is not how it is achieved is not. Each magic or skills, have their uses. Differ can only models, the corresponding lock.

I play for specialist Astromancy from Tower. Enable scripts Neutral Units PLUS and edited by the increase in the number of neutral units stack to 500%.
On the 4th day of the first week I have 8 level, damage to Lightning Bolt 2000+ and I can easily kill stacks by 300-500 units 1 level. And this is only the beginning.
Unfortunately, a similar situation in many aspects of each mod, hopefully someday this will change.

Edit1:
I forgot about the bug, the commander ability "regeneration" restores 50hp. Although the description 250hp.

Edit2:
And another bug with the commander of the Tower. With 17 levels in the first course i did 4 cast, on 5th is not enough Mana.., in addition can be cast until I have enough mana every course of my unit. All this, if you press on the hero, spellbook is not active.

Edit3:
Level 20+, I can cast spells per turn until I have mana. Maybe level and not associated.

Edit4:
The ability "rebirth". I took it to the commander of 3-4 times - it is added to the commander in the selection, but then disappears. After the battle is likely.

Edit5:
You can add the modified spell "Slayer" from remagic in magic light? Town Portal works kind of like a simple transfer of code, but the slayer gives errors (the other probably also work).
The Era has a mode "Fast Battle Animation". I set it for the first priority, but it has in any case no new beings. And improved guards santa slower animation, if they are calling from henchman.


0 Town Guardians should differ a bit. Actually they have not only different spells but also different auras. For example Tower Guardians make army immune to air.
1 so it doesn't work? I'll try to fix it.
2 I do not understand. Does it work only on bottom spellbook icon or both doesn't work?
3 Tower commander gives additional spellcastings, it is written in description. Do I have to make bonus appear more rare?
4 Please explain? Does it apply to paladin or some another commander? Does going in commander info window helps?
5 Maybe I can but I have a trouble reading comments in russian, especially when I have european codepage.
5.5 the AU has two versions of cranim.txt one normal, one fast. In pac file it is normal, in data folder it is fast. Cranim.txt from FBA doesn't work because it has no entries for new creatures. Probably you use faster version of FSB than I.

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elmore
elmore


Hired Hero
posted February 11, 2016 02:42 PM
Edited by elmore at 18:20, 12 Feb 2016.

If i take "rebirth" at commander of the castle Tower, she constantly lost. It is not present in the command window, can re-take each time you get level.

I will describe a simple - playing for the castle Tower I can infinitely cast on any course of my creatures. Spell book opens by clicking on the hero (upper left corner).
At what level it starts, I did not notice, maybe with about 8-10.

You can throw in translate.google.com any piece of script and comments will become apparent. I would have thrown off the translated script, but not one translator does not preserve the original formatting of the text ...
Here I used the FBA, it comes with Era (there are even faster, but I do not use, temporarily) [url=http://rghost.ru/download/7G5pGHCYb/f27806f1bcac64da036798d7e02918c60b48a946/f27806f1bcac64da036798d7e02918c60b48a946/Fast%20Battle%20Animation.rar]Fast Battle Animation.rar[/url]

Edit 1:
Army Santa from mages (AU second update) does not always work properly, almost all number of creatures can be distributed in one stack.

Edit 2:
All changes in spells of remagic and so worked. The Slayer gave an error that has already fixed in remagic.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 13, 2016 12:59 PM

elmore said:
If i take "rebirth" at commander of the castle Tower, she constantly lost. It is not present in the command window, can re-take each time you get level.

I will describe a simple - playing for the castle Tower I can infinitely cast on any course of my creatures. Spell book opens by clicking on the hero (upper left corner).
At what level it starts, I did not notice, maybe with about 8-10.

You can throw in translate.google.com any piece of script and comments will become apparent. I would have thrown off the translated script, but not one translator does not preserve the original formatting of the text ...
Here I used the FBA, it comes with Era (there are even faster, but I do not use, temporarily) Fast Battle Animation.rar

Edit 1:
Army Santa from mages (AU second update) does not always work properly, almost all number of creatures can be distributed in one stack.

Edit 2:
All changes in spells of remagic and so worked. The Slayer gave an error that has already fixed in remagic.


1: santa guards for mages works like santa gremlin's santa guards, there is ni difference. Probably you placed mages centrally with 7 stacks of army, so it has no place to place the guards.

2: I do not understand?

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elmore
elmore


Hired Hero
posted February 14, 2016 09:08 PM
Edited by elmore at 21:34, 14 Feb 2016.

I add all, that does not apply to summons, from remagic in remagic lite - all works.

Santa guards were divided by 2-2-2-2-284, saw it accidentally.

What about the fixes with endless spells, regeneration, rebirth in mod Knightmare Commanders Lite (all of this found at the commander of the Tower)?

At the expense of speed of the animation I would like to clarify. According to the files at the same speed, but in practice it has been observed a difference in guards of AU upgrated mage in the army and in the same mage henchman.
How to enable fast animation from AU? And FBA shortens many spells sounds, it does not cover the AU?
In the new game, i will pay attention to the animation speed.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 14, 2016 11:05 PM

It's known that SGuards don't work for henchmen and summons.
You need to enable FBA and AU in a way that AU takes priority.

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traumatanzer
traumatanzer

Tavern Dweller
posted February 15, 2016 02:19 PM

Hi majaczek. I have few question:
1.It's posible to have new units in editor?  
2.I notice that new upgrade in necropolis doesn't be undead (Death ripple killing upgrade skeleton, vampire, lich and dread knight).
3.I notice that you are change necromancy, but right now when i have expert necromancy and i dont have space for skeleton archer, it doesn't animated any units, and i don't wont use skeleton archer because its dying like i say in upstairs.
4.Random Hero PLus it's doesn't work (it's never show).

Right now my mod list looks like this:
Hota objects
Usain Bolt
Random Hero
Creatures (from AU)
Amethyst Upgrades (067)
Knightmare War machine (1)
Knightmare Commanders Lite (1)
Knightmare Heroes (13)
Map advanced Infos
Disposable Spell-Scrolls
Upgrade All
Advanced Battle Hints
HMS Improved
Estates dispayed
Morn battlefields
Overflow-fix
ReMagic Lite
Adventure Pillars Lite (121)
Upgadable Silos Plus
Mentoring
Conquistador
Neutral Units Plus
Heroines
WoG PLUS (91)
WoG Revised
Secondary Skills Scrolling (11)
Fast Battle Animation (1)
Yona (5)
In the Wake of Gods (1)

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 15, 2016 05:01 PM
Edited by majaczek at 17:03, 15 Feb 2016.

traumatanzer said:
Hi majaczek. I have few question:
1.It's posible to have new units in editor?  
2.I notice that new upgrade in necropolis doesn't be undead (Death ripple killing upgrade skeleton, vampire, lich and dread knight).
3.I notice that you are change necromancy, but right now when i have expert necromancy and i dont have space for skeleton archer, it doesn't animated any units, and i don't wont use skeleton archer because its dying like i say in upstairs.
4.Random Hero PLus it's doesn't work (it's never show).

Right now my mod list looks like this:
Hota objects
Usain Bolt
Random Hero
Creatures (from AU)
Amethyst Upgrades (067)
Knightmare War machine (1)
Knightmare Commanders Lite (1)
Knightmare Heroes (13)
Map advanced Infos
Disposable Spell-Scrolls
Upgrade All
Advanced Battle Hints
HMS Improved
Estates dispayed
Morn battlefields
Overflow-fix
ReMagic Lite
Adventure Pillars Lite (121)
Upgadable Silos Plus
Mentoring
Conquistador
Neutral Units Plus
Heroines
WoG PLUS (91)
WoG Revised
Secondary Skills Scrolling (11)
Fast Battle Animation (1)
Yona (5)
In the Wake of Gods (1)



they ARE undead IF you installed creatures properly. it have to go  into era/data/creatures NOT era/mods/creatures. you have to start new game to see the effects.

for Random Hero Plus you need to check "Random Hero" WoG Option and have a free color (up to 7 players). The random hero should appear always.

They can't be added to editor until I add some adventure defs for new creatures (I don't have them yet).

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traumatanzer
traumatanzer

Tavern Dweller
posted February 15, 2016 05:38 PM

So 1.click on install creatures.cmd
  2.copy creatures to data folder
and that's it?

Second question:
It's your intencion to ghost doesn't be reduce after battle? Did i can remove !!FU:E from this script? It's doesn't be overpower have in army 100000 skeleton and 100000 ghost?

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 15, 2016 06:44 PM

traumatanzer said:
So 1.click on install creatures.cmd
  2.copy creatures to data folder
and that's it?

Second question:
It's your intencion to ghost doesn't be reduce after battle? Did i can remove !!FU:E from this script? It's doesn't be overpower have in army 100000 skeleton and 100000 ghost?


I don't think you can have more than 32768 creatures in one stack. But yes I disabled code which reduce ghosts after battle. If you can read comments properly you may restore the code that reduces ghosts count after battle.

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Khadras
Khadras


Famous Hero
posted March 20, 2016 04:45 PM

Are you still alive?

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 26, 2016 02:49 PM

Brutally someone tried to make me a Lich (HoMM universe), Hopefully I made beter way - I Ascended (Stargate Universe), then I realised that I still need a body (i.e. to pleasure all my Viwes), so I Descendent and have mortal body again. Good Bye to Library of Akasha (I've been too short there to copy enough). Now Medics dispute if I am alive or not, so I will be a few months under medics (Let Saints pray for better medicine on planet Earth).

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Khadras
Khadras


Famous Hero
posted April 08, 2016 11:53 AM

With your last update i receive this error:
-----------------------
ERM syntax Error.
File: String
Line: 55
Reason:
String: Index is already used.

Save all ERM vars to WOGERMLOG.TXT (may take time)?
-----------------------
COMMON VARS
f=0
g=0
h=0
i=0
j=0
k=0
l=0
m=0
n=0
o=0
p=0
q=0
r=0
s=0
t=0
Common flags (1...1000)
flag999=1
flag1000=1
Common v vars (v1...v10000)
Hero's vars (w1...w200)

TRIGGER BASED VARS
Trigger y vars (y-1...y-100)
Trigger e vars (e-1...e-100)

FUNCTION BASED VARS
Parameters x vars (x1...x16)
Local y vars (y1...y100)
Local e vars (e1...e100)

STRING VARS
Common z vars (z1...z1000)
Local z vars (z-1...z-10)

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted April 09, 2016 12:45 PM

Quote:
With your last update i receive this error:
-----------------------
ERM syntax Error.
File: String
Line: 55
Reason:
String: Index is already used.


not my fault

it  means another mod use same Index for Z-Constant in ert file (erm-text, stores text constants, so translator don't need to  be a scripter)

please post your list of mods somewhere so somebody can check collisions. now there are two ways:
1) mark mods as non-compatible
2) at least one of modmakers change Z-constant number

thanks for ebug info

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted April 23, 2016 11:52 AM
Edited by majaczek at 15:36, 27 Apr 2016.

Finally it seems I am Alive!

It seems I'll Have Some Love to the Projects. It seems I already fixed 50/250 regen BUG (one UN:C code)

For DUMB AI Behaviour on Guarded Cities (I mean the ones with town guardian) I think it is enough to provide them some gold as mostly problem is only to re-buy hero. But 2500 may be not enough . Another problem with TG is Double-Attack glitch (ie there is only one pikeman and TG, then someone kamikaze the pikeman, then get unguarded city)... will try to fix both.

EDIT: Given AI 5000 Gold Prize for attacking Guarded towns (at beggining o battle), changed Mithril Enchancements a bit

EDIT2: Fixed WoG PLUS option named Mithril Smelter. Now gives resource on every monday. Some Works on Amethyst Upgrades, Including Altered Grails.

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