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Khadras
Famous Hero
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posted May 06, 2016 06:38 AM |
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Yes, i found that is bers pack, it is about Gnoll Marauder First Strike. I will disable it to see if error occurs again.
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted May 06, 2016 06:47 AM |
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Edited by majaczek at 12:07, 06 May 2016.
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Khadras said: Yes, i found that is bers pack, it is about Gnoll Marauder First Strike. I will disable it to see if error occurs again.
Very Probable. First strike may collide with anti-tactics. It seems you have Knightmare Heroes? Anti-Tactics script gives chances for additional strike for usesrs of tactics, specialists of tactics, offence armorer.
--------------------------------------------------------------------
@DOWN
Perhaps you wanted to replace
Quote: //elementals
!!SN:W^AmeCre202 Spell^/65; electricity clones
!!SN:W^AmeCre202 Power^/19;
!!SN:W^AmeCre202 Recast1 Spell^/65; electricity clones
!!SN:W^AmeCre202 Recast1 Power^/19;
!!SN:W^AmeCre202 Recast2 Spell^/65; electricity clones
!!SN:W^AmeCre202 Recast2 Power^/19;
!_!SN:W^AmeCre201 Spell^/48; mineral prayer
!_!SN:W^AmeCre201 Power^/19;
!!SN:W^AmeCre201 Spell^/46; mineral stone skin
!!SN:W^AmeCre201 Power^/19;
!!SN:W^AmeCre201 Recast1 Spell^/27; mineral shield
!!SN:W^AmeCre201 Recast1 Power^/19;
!!SN:W^AmeCre201 Recast2 Spell^/46; mineral stone skin
!!SN:W^AmeCre201 Recast2 Power^/19;
!!SN:W^AmeCre208 Spell^/53; hurricane haste
!!SN:W^AmeCre208 Power^/19;
!!SN:W^AmeCre208 Recast1 Spell^/28; hurricane air shield
!!SN:W^AmeCre208 Recast1 Power^/19;
!!SN:W^AmeCre208 Recast2 Spell^/53; hurricane haste
!!SN:W^AmeCre208 Recast2 Power^/19;
with
Quote: //elementals
!!SN:W^AmeCre202 Spell^/65; electricity clones
!!SN:W^AmeCre202 Power^/19;
!!SN:W^AmeCre202 Recast1 Spell^/65; electricity clones
!!SN:W^AmeCre202 Recast1 Power^/19;
!!SN:W^AmeCre201 Spell^/46; mineral stone skin
!!SN:W^AmeCre201 Power^/19;
!!SN:W^AmeCre201 Recast1 Spell^/27; mineral shield
!!SN:W^AmeCre201 Recast1 Power^/19;
!!SN:W^AmeCre201 Recast2 Spell^/46; mineral stone skin
!!SN:W^AmeCre201 Recast2 Power^/19;
!!SN:W^AmeCre208 Spell^/53; hurricane haste
!!SN:W^AmeCre208 Power^/19;
OR
Quote:
!?FU55405;
//x1 creature
//x2 battle monster
//x3 target field
//x16 spell recast
!!SN:W^AmeCre%X1 Recast%X16 Spell^/?y4; !!FU&y4<1:E;
!!SN:W^AmeCre%X1 Recast%X16 Power^/?y7; !!FU&y7<1:E;
!_!BMy11&x1=3/y20=10:Cy4/y47/3/y7/1;
!!BG:Q?y97;
!!DO55446/0/41/1:P; //count monsters
!!SN&y97=0:W^KNIGHTMARE_MON_ATTACKER^/?y99;
!!SN&y97=1:W^KNIGHTMARE_MON_DEFENDER^/?y99;
!!FU&y99>=20/y4=65:E; //don't clone if no place
!!FU&y99>=20/y4>=66/y4<=69:E; //don't summon if no place
!!BMx2:Cy4/x3/3/y7/1;
With
Quote:
!?FU55405;
//x1 creature
//x2 battle monster
//x3 target field
//x16 spell recast
!!SN:W^AmeCre%X1 Recast%X16 Spell^/?y4; !!FU&y4<1:E;
!!SN:W^AmeCre%X1 Recast%X16 Power^/?y7; !!FU&y7<1:E;
!_!BMy11&x1=3/y20=10:Cy4/y47/3/y7/1;
!!BG:Q?y97;
!!DO55446/0/41/1:P; //count monsters
!!SN&y97=0:W^KNIGHTMARE_MON_ATTACKER^/?y99;
!!SN&y97=1:W^KNIGHTMARE_MON_DEFENDER^/?y99;
!!FU&y99>=20/y4=65:E; //don't clone if no place
!!FU&y99>=20/y4>=66/y4<=69:E; //don't summon if no place
!!BMx2:Cy4/x3/2/y7/1;
???
@DOWN
I Nerfed all new elementals for your wish :)
No mass spells from Hurricane and Mineral
Only 1 Clone from Energy
Life Elemental still ressurects
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Khadras
Famous Hero
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posted May 06, 2016 07:29 AM |
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Edited by Khadras at 08:17, 06 May 2016.
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Hi! No, i don't have Knightmare Heroes. I want to ask you how can i modify your summon spells because i found a little problem in your spells: I played with Conflux and the commander summon just 12 elementals no matter how powerful it is. And Void Elemental summon 8000 elementals per turn when they are just 20. I disabled your summon elementals II script because i don't like it at all, but this problem i can not resolved. Is this the line with spell power:
!!SN:W^AmeCre208 Recast2 Power^/19; ?
I disabled Bers Pack but Life Elemental still crash the game.
Time Stamp: Fri May 06 06:14:36 2016
Map Saved with:
WoG Version: 3 . 59
Built on Dec 12 2005
******************************_Exception_(trace_details)_******************************
### Location: 6 : 57
EIP = {0x00495B0F}, Access Violation. Attempt to {read} the inaccessible data at {0x00000008}
The Latest Executed ERM Receiver:
FU&y5<>1:E;
!!HEy3:F?y11/?y12/?y13/?y14 Id/1;
!!FU&y11<90/y12<90/y13<90/y14<90:E; bonus only after
And i modify all lines
!!SN:W^AmeCre208 Recast2 Power^/19
with
!!SN:W^AmeCre208 Recast2 Power^/2
and nothing happened.
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted May 06, 2016 09:47 AM |
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Edited by majaczek at 11:36, 06 May 2016.
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HI!
it's a problem with original ReMagic.
Please Use ReMagic Lite.
Summon Spells from Amethyst Upgrades conflict with summon spells from Remagic. ReMagic Lite have most important parts from remagic and tweaked Elemental Spells to work with Any knightmare mod (Including Amethyst Upgrades). The only Important missing thing I suppose is Slayer Damage.
Please use ReMagic Lite
EDIT: ReCast Variable is used for spellcasting creatures to give them more spells you can't change primary spells by them
EDIT: Does it crash when shooting/casting/moving/Something_other?
EDIT: It should summon about 12-20 elementals. Don't Disable any part of my mods or Bad Things Happen (Including crashes). Summon Elementals II has important routines for spellcasters (not only elementals and not only summoning elementals) - long story short, you castrated most of spellcasters (Note those about most of spellcasters were not exactly true)
EDIT: Sorry for Commander casting power, it seems it depends on Hero Casting power, please check it
EDIT: I accept most balancing proposals what do you like the most in my mod and what do you like the least? what is overpowered and what is underpowered?
PS: "summon elementals II" Begun when I wanted summon upgraded elementals, but it arose "a bit" bigger
DISCLAIMER: IT WAS NOT MY INTENTION TO MAKE SUMMONS IN THOUSANDS, ITS JUST CONFLICT WITH ORIGINAL ReMagic, BUT IF YOU NEED IT TO LIVE THERE IS "ReMagic Lite" FOR YOU. PLEASE DON'T DISABLE ANY SCRIPTS FROM MODS BECAUSE THERE ARE SOME CROSSDEPENDENCIES, THANK YOU FOR READING.
Notice: Summon Elementals II script allow other scripts to use it internals to summon any creature
EDIT: Answered about the code Above the Question
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Khadras
Famous Hero
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posted May 06, 2016 12:21 PM |
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Edited by Khadras at 12:30, 06 May 2016.
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Hi! Thank you for your answers. Was useful. I was afraid to use Summon Elementals II script because of thousands of summoned creatures that appears on battlefield. I will try with ReMagic Lite to see that will work or not. I enabled summon elementals II script. ReMagic Lite must be before or after amethyst upgrade mod in the list? And ReMagic Mod is at verion 1.8. Remagic Lite is version 1.8?
About balancing i have an idea:
The 3rd upgraded creatures (those new from your mod) must have a much bigger cost that 2nd and first line creatures and all abilities of lower level creatures. For example: creature A is upgraded in creature B and with your mod creature B is another time upgraded in creature C. It is wonderful. But Creature B must have at least the same number of abilities that creature A and some more, and the same for the stats (health, damage, attack, defense) and a bigger price. The same, creature C must have better stats and abilities than creature B and a bigger price. I propose that creature B to have X percent more in price than creature A, and creature C Y percent more in price than creature B. Percents X and Y to be the same for all creatures of the same level of upgrade (X for 2nd upgrade, and Y for 3rd).
In your mod creatures C are not so well harmonized with relation between upgrades B and A from original WoG.
Probably the idea of Knightmare is good for player that likes thousands of creatures to lurks on battlefield. I like the other your ideas, very good ideas, like 3rd upgrades, town guardian, new grails and so on but not idea of thousands of creatures that to be summoned to battlefield.
Another problem is with Wogifing script that is in conflict now with Game of Universe mod. I will disabled Game of Universe mod.
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted May 06, 2016 12:39 PM |
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Edited by majaczek at 13:23, 06 May 2016.
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Hey! I already nerfed the 3rd grade elementals
no mass spells, no triple clone and hmm thats enough
Thanks for catching the Life elemental issue it seems it just crashes on Shoot, so I would troubleshoot (pun may on may not be intended)
EDIT: it seems that pac file used wrong animation ffor life elemental. Nothing weird since I had to revert to older AmeUpg.Pac. As a bonus you get fixed blinking frame ... please check if any other shooter crashes?
EDIT: If you have more than 4096 in stack it is weird. So much weird that wog marks creatures on adventure map to be removed if so high. But if you play mostly 1st level creatures plus enabled "creatures increases by 5%" it may be so high
Currently the problem is NOT the creatures on the battlefield, but overpowered commanders (they were too before I expanded them), which allows you to pass monsters and heroes with only commander and henchmen in army
EDIT: Sorry for late reply, but I just updated the PAC file. I forgot to disable h3era before adding to PAC. later I had to resolve problem with flashing anim. Now Should be okay
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Khadras
Famous Hero
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posted May 06, 2016 01:04 PM |
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majaczek said: Hey! I already nerfed the 3rd grade elementals
no mass spells, no triple clone and hmm thats enough
Thanks for catching the Life elemental issue it seems it just crashes on Shoot, so I would troubleshoot (pun may on may not be intended)
EDIT: it seems that pac file used wrong animation ffor life elemental. Nothing weird since I had to revert to older AmeUpg.Pac. As a bonus you get fixed blinking frame ... please check if any other shooter crashes?
I'm happy to hear that. Thanks. I will check.
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted May 06, 2016 01:51 PM |
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Edited by majaczek at 23:17, 07 May 2016.
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I want to upgrade Knightmare Heroes.
As you know it changed some specialities for heroes. Also added new specialities (Ones which would do probably nothing if I didn't scripted them). Also I changed Luck to Life Magic, Navigation to Astromancy, replaced totally Tactics, modified a bit Morale to be Inspiration, Changed Diplomacy to Nobility (it also gives bonus to commanders) and much more.
I want your opinion what SS we need to enchance the Resistance Skill (not replace - old effects will stay, but new added).
I also, Inspired by Advanced Levels by Sagamossa, did modest script Knightmare Levels (Nice but boring buffs for heroes on steps of levelladder). The script is not complete, sadly.
--------------------------------------------------------------------
Maybe change Resistance into Exorcist? (Additional damage to Evil Units) ? Here first draft:
EDIT: Script is much different now, won't post, but many things fixed.
Today I fixed "Boar Riders" thing (and fixed some growth of creatures too) but it requires starting new game to fix sadly.
Here is proposed list.txt
Quote:
WoG
Yona
WoG Revised
Disable Autosave
WoG PLUS
Knightmare War Machines
More First Money
Random Hero PLUS
Upgradable Silos PLUS
Adventure Pillars PLUS
Knightmare Commanders Lite
Knightmare Heroes
Amethyst Upgrades
ReMagic Lite
Thanks for Admiring my Mods
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Khadras
Famous Hero
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posted May 07, 2016 03:40 PM |
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Edited by Khadras at 15:59, 07 May 2016.
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Hi! I tested Adventure Pillars Plus and when i click to attack boars on the map it shows me a dialog window of the adventure pillar. It is strange no?
I enter into Death Chamber and the game crash during the autobattle with this message:
Time Stamp: Sat May 07 13:57:22 2016
Map Saved with: 3 . 59
Built on Dec 12 2005
WoG Version: 3 . 59
Built on Dec 12 2005
******************************_Exception_(trace_details)_******************************
### Location: 8 : 28
### Location: 1 : 82
### Location: 8 : 28
### Location: 1 : 75
### Location: 1 : 58
### Location: 1 : 50
### Location: 4 : 128
### Location: 6 : 40
### Location: 6 : 57
EIP = {0x005A7183}, Access Violation. Attempt to {read} the inaccessible data at {0x00000084}
The Latest Executed ERM Receiver:
UN:R6/200; //delay to make more stable
********************HOOK_CODE**************************
Register Context:
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted May 07, 2016 06:15 PM |
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Edited by majaczek at 22:41, 07 May 2016.
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@boars
it is just z-var conflict, nothing to worry about (it was also in original four upgrades)
@Death Chamber
I must check it because
UN:R6/200; //delay to make more stable
is part of my hook code :P. it seems either 200ms delay is not enough, or the context of error is not guessed by WoG/ERA correctly
--------------------------------------------------------------------------------------------------
If you are Interested by Knightmare Heroes SSTRAITS file - here it is
Quote: Description
Name Basic Advanced Expert
Pathfinding "{Basic Pathfinding}
Basic Pathfinding reduces the movement penalty for rough terrain by 25%.
Also it restores 200 Movement Points after Battle." "{Advanced Pathfinding}
Advanced Pathfinding reduces the movement penalty for rough terrain by 50%.
Also it restores 400 Movement Points after Battle." "{Expert Pathfinding}
Expert Pathfinding reduces the movement penalty for rough terrain by 75%.
Also it restores 600 Movement Points after Battle."
Archery "{Basic Archery}
Basic Archery increases the damage done by range attacking creatures by 10%." "{Advanced Archery}
Advanced Archery increases the damage done by range attacking creatures by 25%." "{Expert Archery}
Expert Archery increases the damage done by range attacking creatures by 50%."
Logistics "{Basic Logistics}
Basic Logistics increases your hero's movement points over land by 10%." "{Advanced Logistics}
Advanced Logistics increases your hero's movement points over land by 20%." "{Expert Logistics}
Expert Logistics increases your hero's movement points over land by 30%."
Scouting "{Basic Scouting}
Basic Scouting allows your hero to see 1 square further into the shroud." "{Advanced Scouting}
Advanced Scouting allows your hero to see 2 squares further into the shroud." "{Expert Scouting}
Expert Scouting allows your hero to see 3 squares further into the shroud."
Nobility "{Basic Nobility}
Basic Nobility allows you to negotiate with monsters who are weaker than your group, and reduces the cost of surrendering by 20%, and gives Commander Fortune and Mirth
Also it gives +25% to commander's Hit points and Damage" "{Advanced Nobility}
Advanced Nobility allows you to negotiate with monsters who are weaker than your group, and reduces the cost of surrendering by 40%, and and gives Commander Fortune, Mirth and Prayer.
Also it gives +50% to commander's Hit points and Damage." "{Expert Nobility}
Expert Nobility allows you to negotiate with monsters who are weaker than your group, and reduces the cost of surrendering by 60%, and gives Commander Fortune, Mirth and Prayer.
Also it gives +100% to commander's Hit points and Damage."
Astromancy "{Basic Astromancy}
Basic Astromancy increases your hero's movement points at sea by 50%.
It also gives +50% bonus to Astral spells (lighting bolt, chain lighting, meteor shower, armageddon)." "{Advanced Astromancy}
Advanced Astromancy doubles your hero's movement points at sea.
It also gives +100% bonus to Astral spells (lighting bolt, chain lighting, meteor shower, armageddon)." "{Expert Astromancy}
Expert Astromancy increases your hero's movement points at sea by 150%.
It also gives 150% bonus to Astral spells (lighting bolt, chain lighting, meteor shower, armageddon)."
Inspiration "{Basic Inspiration}
Basic Inspiration increases your hero's troops' morale and speed by 1." "{Advanced Inspiration}
Advanced Inspiration increases your hero's troops' morale and speed by 2." "{Expert Inspiration}
Expert Inspiration increases your hero's troops' morale and speed by 3."
Wisdom "{Basic Wisdom}
Basic Wisdom allows your hero to learn third level spells." "{Advanced Wisdom}
Advanced Wisdom allows your hero to learn fourth level spells." "{Expert Wisdom}
Expert Wisdom allows your hero to learn fifth level spells."
Mysticism "{Basic Mysticism}
Basic Mysticism allows your hero to regenerate 2 spell points per day." "{Advanced Mysticism}
Advanced Mysticism allows your hero to regenerate 3 spell points per day." "{Expert Mysticism}
Expert Mysticism allows your hero to regenerate 4 spell points per day."
Life Magic "{Basic Life Magic}
Basic Life Magic increases your hero's luck by 1.
Also it gives +50% bonus to Cure, Ressurection, Destroy Undead, Sacrifice." "{Advanced Life Magic}
Advanced Life Magic increases your hero's luck by 2.
Also it gives +100% bonus to Cure, Ressurection, Destroy Undead, Sacrifice." "{Expert Life Magic}
Expert Life Magic increases your hero's luck by 3.
Also it gives +150% bonus to Cure, Ressurection, Destroy Undead, Sacrifice."
Ballistics "{Basic Ballistics}
Basic Ballistics gives control of the catapult to the hero, allowing aimed shots with increased damage." "{Advanced Ballistics}
Advanced Ballistics gives control of the catapult to the hero, allowing two aimed shots with increased damage." "{Expert Ballistics}
Expert Ballistics gives control of the catapult to the hero, allowing two aimed shots at maximum damage."
Eagle Eye "{Basic Eagle Eye}
Basic Eagle Eye gives your hero a 40% chance to learn any 1st or 2nd level spell used in combat." "{Advanced Eagle Eye}
Advanced Eagle Eye gives your hero a 50% chance to learn any spell up to 3rd level used in combat." "{Expert Eagle Eye}
Expert Eagle Eye gives your hero a 60% chance to learn any spell up to 4th level used in combat."
Necromancy "{Basic Necromancy}
Basic Necromancy allows 10% of the creatures killed in combat to be brought back from the dead as Skeletons.
Also it gives +50% bonus to Death Ripple, Animate Dead" "{Advanced Necromancy}
Advanced Necromancy allows 20% of the creatures killed in combat to be brought back from the dead as Skeletons.
Also it gives +100% bonus to Death Ripple, Animate Dead" "{Expert Necromancy}
Expert Necromancy allows 30% of the creatures killed in combat to be brought back from the dead as Skeletons.
Also it gives +150% bonus to Death Ripple, Animate Dead"
Estates "{Basic Estates}
With Estates, a hero contributes 125 gold per day to your cause." "{Advanced Estates}
With Estates, a hero contributes 250 gold per day to your cause." "{Expert Estates}
With Estates, a hero contributes 500 gold per day to your cause."
Fire Magic "{Basic Fire Magic}
Basic Fire Magic allows your hero to cast Fire spells at reduced cost." "{Advanced Fire Magic}
Advanced Fire Magic allows your hero to cast Fire spells at reduced cost and increased effectiveness." "{Expert Fire Magic}
Expert Fire Magic allows your hero to cast Fire spells at reduced cost and maximum effectiveness."
Air Magic "{Basic Air Magic}
Basic Air Magic allows your hero to cast Air spells at reduced cost." "{Advanced Air Magic}
Advanced Air Magic allows your hero to cast Air spells at reduced cost and increased effectiveness." "{Expert Air Magic}
Expert Air Magic allows your hero to cast Air spells at reduced cost and maximum effectiveness."
Water Magic "{Basic Water Magic}
Basic Water Magic allows your hero to cast Water spells at reduced cost." "{Advanced Water Magic}
Advanced Water Magic allows your hero to cast Water spells at reduced cost and increased effectiveness." "{Expert Water Magic}
Expert Water Magic allows your hero to cast Water spells at reduced cost and maximum effectiveness."
Earth Magic "{Basic Earth Magic}
Basic Earth Magic allows your hero to cast Earth spells at reduced cost." "{Advanced Earth Magic}
Advanced Earth Magic allows your hero to cast Earth spells at reduced cost and increased effectiveness." "{Expert Earth Magic}
Expert Earth Magic allows your hero to cast Earth spells at reduced cost and maximum effectiveness."
Scholar "{Basic Scholar}
Basic Scholar allows heroes to teach each other 1st and 2nd level spells, effectively trading spells between spell books." "{Advanced Scholar}
Advanced Scholar allows heroes to teach each other any spell up to 3rd level, effectively trading spells between spell books." "{Expert Scholar}
Expert Scholar allows heroes to teach each other any spell up to 4th level, effectively trading spells between spell books."
Tactics "{Basic Tactics}
Basic Tactics allows you to rearrange your troops just before combat, within three hex rows of the commanding hero." "{Advanced Tactics}
Advanced Tactics allows you to rearrange your troops just before combat, within five hex rows of the commanding hero." "{Expert Tactics}
Expert Tactics allows you to rearrange your troops just before combat, within seven hex rows of the commanding hero."
Artillery "{Basic Artillery}
Basic Artillery gives control of the ballista to the hero, allowing one shot with a 50% chance to inflict double damage. It also lets a defending hero control arrow towers during a castle siege." "{Advanced Artillery}
Advanced Artillery gives control of the ballista to the hero, allowing two shots with a 75% chance to inflict double damage. It also lets a defending hero control arrow towers during a castle siege." "{Expert Artillery}
Expert Artillery gives control of the ballista to the hero, allowing two shots which inflict double damage. It also lets a defending hero control arrow towers during a castle siege."
Learning "{Basic Learning}
Basic Learning increases a hero's earned experience by 5%." "{Advanced Learning}
Advanced Learning increases a hero's earned experience by 10%." "{Expert Learning}
Expert Learning increases a hero's earned experience by 15%."
Offense "{Basic Offense}
Basic Offense increases all hand-to-hand damage inflicted by the hero's troops by 10%." "{Advanced Offense}
Advanced Offense increases all hand-to-hand damage inflicted by the hero's troops by 20%." "{Expert Offense}
Expert Offense increases all hand-to-hand damage inflicted by the hero's troops by 30%."
Armorer "{Basic Armorer}
Basic Armorer reduces all damage inflicted against the hero's troops by 5%." "{Advanced Armorer}
Advanced Armorer reduces all damage inflicted against the hero's troops by 10%." "{Expert Armorer}
Expert Armorer reduces all damage inflicted against the hero's troops by 15%."
Intelligence "{Basic Intelligence}
Basic Intelligence increases a hero's normal maximum spell points by 25%." "{Advanced Intelligence}
Advanced Intelligence increases a hero's normal maximum spell points by 50%." "{Expert Intelligence}
Expert Intelligence doubles a hero's normal maximum spell points."
Sorcery "{Basic Sorcery}
Basic Sorcery causes a hero's spells to inflict an additional 5% damage in combat." "{Advanced Sorcery}
Advanced Sorcery causes a hero's spells to inflict an additional 10% damage in combat." "{Expert Sorcery}
Expert Sorcery causes a hero's spells to inflict an additional 15% damage in combat."
Exorcist "{Basic Exorcist}
Basic Exorcist endows a hero's troops with 5% magic resistance.
It also Gives all your units additional damage versus evil units.
The formula is (Stack_count + 15) * ( (Skill*50+75) + (Specialist_Level*5+25) ) * (Week+7) / 100" "{Advanced Exorcist}
Advanced Exorcist endows a hero's troops with 10% magic resistance.
It also Gives all your units additional damage versus evil units.
The formula is (Stack_count + 15) * ( (Skill*50+75) + (Specialist_Level*5+25) ) * (Week+7) / 100" "{Expert Exorcist}
Expert Exorcist endows a hero's troops with 20% magic resistance.
It also Gives all your units additional damage versus evil units.
The formula is (Stack_count + 15) * ( (Skill*50+75) + (Specialist_Level*5+25) ) * (Week+7) / 100"
First Aid "{Basic First Aid}
Basic First Aid gives control of the first aid tent to the hero, healing 50 points of damage to the first unit of the selected stack." "{Advanced First Aid}
Advanced First Aid gives control of the first aid tent to the hero, healing 75 points of damage to the first unit of the selected stack." "{Expert First Aid}
Expert First Aid gives control of the first aid tent to the hero, healing 100 points of damage to the first unit of the selected stack."
You Can See that a few Skills are replaced. There are further changes to the skills not visible in that file :)
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Khadras
Famous Hero
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posted June 10, 2016 10:38 AM |
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Long time, no siege!
Still working on your mod?
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted June 11, 2016 07:14 PM |
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Edited by majaczek at 19:21, 11 Jun 2016.
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I had a bit of holidays from heroes3.5 modding.
Do you like last features? I mean new grails effects and new Creature Banks?
I had an intention to release easy to use/install and lightweight version of all my mods combined, and name it Knightmare Kingdoms.
But I prefer to make some balancing and maybe some content before. Seeing Khadras that you still follow my topic makes me happy .
Anyone else - do you like my mods? Wanna try? Is there any imbalance you don't like (much)? do you have any nice ideas for me to enrich my mods?
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Khadras
Famous Hero
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posted June 13, 2016 11:45 AM |
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majaczek said: I had a bit of holidays from heroes3.5 modding.
Do you like last features? I mean new grails effects and new Creature Banks?
I had an intention to release easy to use/install and lightweight version of all my mods combined, and name it Knightmare Kingdoms.
But I prefer to make some balancing and maybe some content before. Seeing Khadras that you still follow my topic makes me happy .
Anyone else - do you like my mods? Wanna try? Is there any imbalance you don't like (much)? do you have any nice ideas for me to enrich my mods?
I like your mods very much. In the last time, i made my mods compatible with some of your and now they become part of my list for a long long time. Knightmare War Machines Mod is one of them. It is very useful. If you can add cannon from HOTA mod will be very useful. In this case, when you can buy all war machines from every town blacksmith, the stronghold balista yard become useless. The cannon is perfect for stronghold balista yard.
I use Adventure Pillars Plus, Neutral Stack Size, Neutral units plus and Random hero plus, ReMagic Lite, Upgradable Silo Plus, Wog Plus, YNewLevelupScreen_ENG and, of course, the king on the hill, Amethyst Upgrades. The most important thing to do is to add graphics to new creatures from Amethyst Upgrades. I see a strange interference between Amethyst Upgrades Mod and Era Scripts ENG 1.21 Mod. The firs thing is summon spells. If you play with Conflux, and have a Conflux Hero, without necromancy he summoned elementals, and with necromancy he summoned Ghosts. The same hero is summoning different types of creatures for the same spell. No matter what kind of summone spell you cast if your hero has necromancy, you have the same result: ghosts. Era Scripts ENG 1.21 Mod modify necromancy in a good way. First, you raise just your dead army, not all dead from battlefield. Second, if you have basic necromancy, you will raise skeletons, for advanced necromancy you will raise skeleton warriors and if you have expert necromancy you will raise skeleton archers from you mod. This is even if you have empty creatures slots in your hero.
But i see the summon spells are too powerful. If you play with elemental hero, in conjunction with YNewLevelupScreen_ENG you can become very powerful hero. And if you play with Conflux town, you may become invincible. Void elementals are too powerful. I mean their spells are too powerful. There is a way to lower them in power by half? Every time i win when i play with Conflux and with elemental hero with YNewLevelupScreen_ENG. If i buy every orb from artifacts markets i become invincible.
Another problem is the price for new upgrades. The price must be much higher.
A little suggestion: Level 6 creatures must have prices in gold and one resource. Level 7 creatures must have prices in gold and two resources, and level 8 creatures the prices in gold and 3 resources. The level 9 and 10 creatures must have the prices in gold and 3 resources, one of the resources must be mandatory mithril. If you set prices in that way, you must put the same for new creatures too. For example, if Unicorn needs gold and gem, Legendary unicorns needs gold and gem too.
Another problem is with ERM Hooker. The game still crash from time to time and the error is from ERM Hooker.
I like new creatures bank, but new grails effect I have not tested yet. Knightmare Kingdoms is an interesting idea but please let the changes separately if someone need just some of them.
Knightmare Heroes and Knightmare Commander are two mods that are too powerful and unbalanced for Heroes. A knightmare commander in a knightmare hero is far more powerful than a 5 weeks of recruitments so your mod become Battle Heroes Mod, junt an RPG mod. The army become insignificant and the pleasure of building towns and recruit army disappear.
Good luck for future upgrades of the mods!
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted June 13, 2016 03:16 PM |
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Edited by majaczek at 15:43, 13 Jun 2016.
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Ghosts are always summonned for necromancers. If you want elementals don't get necromancy skill. I may change it if it is wished . It is not a bug but my idea.
There can be only gold + optional one resource in creature cost. I won't make any non-7-level creature cost this optional resource. But I agree the prices may be a bit higher.
Half of spellpower for Void Elementals? No Problem. Now it's standard power :2 +1 (to not allow 0 spellpower) ... any further nerfs to spellcasters?
I thought about making Neutral Stacks more tough without giving them more HP or creature count (HP=XP given?). But I am not sure which way use for it. Also maybe something for AI heroes too? I think I may need to create new mod for it.
ERM_HOOKER is vital part of my mods - many tricks would be very hard (much of UN:C coding) or impossible to do without it. Only alternative would be plugins, but I can't compile one properly, even the example.
YNewLevelUPScreen is too overpowered even on its own, You would feel better if you switch back to normal leveling. And it has major bug when you are attacked on opponent turn (it gives your level to enemy who is slain).
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Khadras
Famous Hero
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posted June 13, 2016 07:50 PM |
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Edited by Khadras at 21:55, 13 Jun 2016.
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No, do not change summon ghost for necromancer because it is a good idea.
Look at erm hook crashlog:
Time Stamp: Mon Jun 13 19:54:06 2016
Map Saved with:
WoG Version: 3 . 59
Built on Dec 12 2005
******************************_Exception_(trace_details)_******************************
### Location: 8 : 28
### Location: 8 : 28
### Location: 8 : 28
### Location: 8 : 28
### Location: 1 : 82
### Location: 8 : 28
### Location: 6 : 40
### Location: 6 : 57
EIP = {0x005A7183}, Access Violation. Attempt to {read} the inaccessible data at {0x00000084}
The Latest Executed ERM Receiver:
UN:R6/200; //delay to make more stable
********************HOOK_CODE**************************
Register Context:
EAX = 0x00000000
EBX = 0x0708A144
ECX = 0x07080884
EDX = 0x00001EA0
ESI = 0x00000000
EDI = 0x0707E820
EBP = 0x02B387E4
ESP = 0x02B387BC
Stack Frame:
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted June 13, 2016 10:08 PM |
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Khadras said: No, do not change summon ghost for necromancer because it is a good idea.
Look at erm hook crashlog:
Time Stamp: Mon Jun 13 19:54:06 2016
Map Saved with:
WoG Version: 3 . 59
Built on Dec 12 2005
******************************_Exception_(trace_details)_******************************
### Location: 8 : 28
### Location: 8 : 28
### Location: 8 : 28
### Location: 8 : 28
### Location: 1 : 82
### Location: 8 : 28
### Location: 6 : 40
### Location: 6 : 57
EIP = {0x005A7183}, Access Violation. Attempt to {read} the inaccessible data at {0x00000084}
The Latest Executed ERM Receiver:
UN:R6/200; //delay to make more stable
********************HOOK_CODE**************************
Register Context:
EAX = 0x00000000
EBX = 0x0708A144
ECX = 0x07080884
EDX = 0x00001EA0
ESI = 0x00000000
EDI = 0x0707E820
EBP = 0x02B387E4
ESP = 0x02B387BC
Stack Frame:
Yeah I know. It is between Events, so IDK what causes it. It may be my fault, other's fault or incompatibility. It may be also a "race condition" which means very rarely code go wrong, just because those nanoseconds of timing, or something similair. I know the ERM debugger shown my code, but it might show any code near edges of events. I searched and those info from ERM Debugger gives me nothing.
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XEricSin
Famous Hero
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posted June 15, 2016 02:42 PM |
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Hi maja,
Just to follow up with your comment in my ZL Deer Hunt Town.
I can help you change my script to suit your towns, but I first need to know what is your plan and tell you how the DP script and my script are working.
First, 2 letters are added to the new towns' names to distinguish from the normal. DP uses 'DP' stored in z709 and my ZL uses 'ZL' stored in z310039.
A normal town is changed to the new town when entering a city by 4 out of the 5 ways. Guess almost no one is using the last way. So not critical.
The DP uses the Rampart as a base town and redirects pictures like this:
* REDIRECT BUILDING PICTURES
! !SN:L^Era.dll^/?y1; y1=handle
! !SN:Ay1/^RedirectFile^/?y2; y2=FU address
! !SN:Ey2/1/^TBRMDW_0.def^/^TBRMDW_4.def^;
.....
! !IF:V412/1; prevent redirected redirects
My ZL does not change any picture (because I dont have any), and applies to all 9 town types. So I dont have the section above.
Are you thinking of making a new town with new pictures? or just one with new creatures?
When switching towns, DP uses an UN:C command to determine which town is switched to. However, this command causes crash to me. (Dont know whether it is true for you.) So my script is not touching on UN:C.(I dont know how to find the addresses anyway.)
The first 500 lines of my script is about the town. Line 500-1200 is about new heroes skills. 1200-2000 is about new creatures skills.
Just let me know if I can do you any help.
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evileyes
Tavern Dweller
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posted June 16, 2016 08:28 AM |
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Knigthmare Mods
Hello,
I have installed your Knightmare mod package and tried it out ingame.
I have a serious bug though. I tend to choose heroes with creature bonus specialities. Started an 8 player map, playing with each of the 8 teams and every hero has a speciality creature's placeholder. The placeholder creature is right in front of the commander and has random increased number, for example 38, etc. It's very overpowered and is ruining the game at the start. It doesn't show up in heroe's army screen, only during the battle, like a Henchman. I have henchmen enabled as well.
Any idea what could be causing this ?
Cheers
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted June 17, 2016 09:20 PM |
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Edited by majaczek at 21:28, 17 Jun 2016.
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evileyes said: Hello,
I have installed your Knightmare mod package and tried it out ingame.
I have a serious bug though. I tend to choose heroes with creature bonus specialities. Started an 8 player map, playing with each of the 8 teams and every hero has a speciality creature's placeholder. The placeholder creature is right in front of the commander and has random increased number, for example 38, etc. It's very overpowered and is ruining the game at the start. It doesn't show up in heroe's army screen, only during the battle, like a Henchman. I have henchmen enabled as well.
Any idea what could be causing this ?
Cheers
Yeah I know it's powerful, but it is as designed. Look at hero with Chain Lighting for example: each level it gets more percent to the spell, and once it get some level (don't remember which) he/she get immunity to lighting. similair other spell specialist
Placeholder means there is no description yet, but the creatures are (almost) ready. note that monster specialist can also upgrade creatures without town. moreover there are "advanced creature specialist" like josephine, who upgrades all golems into diamond golems (upgraded Tower Town can only upgrade to gold golems). I am currently working on adding "advanced creature specialist" to the towns which doesn't have it yet.
So it is not the bug but a feature. If you have problems with balance, please test my new mod I am working on: Knightmare Difficulty ... it gives much freeebies for neutrals, and better versions of Random Hero and Neutral Units scripts...
EDIT: If you are good at balancing look at this:
Quote: ZVSE
!?BA0;
!!SN:W^Difficulty_BR0^/0;
!?BR;
!!FU&v997<>0:E;
!!SN:W^Difficulty_BR0^/?y1;
!!VRy1:+1;
!!SN:W^Difficulty_BR0^/y1;
!?BR;
!!FU&v997<>0:E;
!!SN:W^Difficulty_BR0^/?y1;
!!FU&y1<>2:E;
!!BH0:N?y5; !!BH1:N?y6;
!!VRy7:S0; !!VRy8:S0;
!!DO55480/0/41/1:P;
!?FU55480;
x16 - battle monster
// if there is no stack leave
!!BMx16:T?y5 N?y6;
!!FU&y5<0:E;
!!FU&y5>500:E;
!!FU&y6<1:E;
!!VRy9: S0 -1 -x16; set y9 for battle experience ID
!!BA:H0/?y20 H1/?y21;
!!VRy22:S0; !!VRy23:S0;
!!VRy23&y21<0:S1;
!!BMx16:I?y25;
!!if&y25=1/y23=0:;
!!HEy21:O?y31;
!!OW:Iy31/?y32;
!!FU&y32=0:E;
!!en:;
!!if&y25=0/y22=0:;
!!HEy21:O?y31;
!!OW:Iy31/?y32;
!!FU&y32=0:E;
!!en:;
; Here we know we have existing stack under control of AI
; So let give it some powerups
!!if&y21<0/y25=1:; Wild Monsters
!!EAy9:L?y99;
!!EAy9:Ey99/2/d/d;
!!en:;
; Any Monsters
!!BMx16:D?y30 A?y31 R?y32 S?y33;
!!VRy30:*2; !!VRy31:*3 :2;
!!VRy32:+1; !!VRy33:+2;
!!BMx16:Dy30 Ay31 Ry32 Sy33;
; AI Player Monsters
!!BA:Hy25/?y27;
!!FU&y27<0:E;
it means:
All wild monster get 10 rank
any AI monsters get twice defence, 150% attack
one addditional retaliation +2 speed
Is it enough to make game interesting for creature specialists?
I always thought creature specialists were weak, so why I dramatically powered them UP
EDIT: Oh I remember the number of creatures isn't random - it's based on hero level and creature level (stronger creature - less freebies, stronger hero more freeebies), it works on AI too.
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted June 17, 2016 09:55 PM |
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Edited by majaczek at 22:06, 17 Jun 2016.
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What Are script 97 and 98 for? I mean in XEricSin's town mod?
I think about adding some funny creatures, and they may eventually compose some new factions
EDIT:
@evileyes
do you think the freebies monsters are too much at the beggining?
maybe you can help to find the better formula?
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