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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 ... 15 16 17 18 19 ... 20 30 40 50 60 61 · «PREV / NEXT»
XEricSin
XEricSin


Famous Hero
posted June 18, 2016 01:07 AM

majaczek said:
What Are script 97 and 98 for? I mean in XEricSin's town mod?



Script 97 and 98 are from a Chinese mod named Nabi by Canghai, Hawaiing007 and others.

They are functions that provide a lot of things that ERM is unable to do in the battle field. They directly modify the internal memory.

Some of the functions include changing the monster def at any time, force monsters to move or attack when not in their turn, and allow external animations to be played.

I used quite a few those functions in my script.

If you want to create some really funny creatures with really special abilities, you might want to consider these functions. I can tell you which are the possible functions to use after you have designed your creatures.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted June 18, 2016 11:59 AM

Oooh nice! They are library scripts (no changes on it's own, just functions to use from other scripts). Anyway it would be very good if someone translate comments into english.

Do you know any of these functions that can be massively used on AI monsters to improve battle experience? Currently my knightmare mods may make battles with neutrals and AI players too easy, so easy that you may not need creatures separate from henchmen and commander and summons.

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XEricSin
XEricSin


Famous Hero
posted June 18, 2016 01:26 PM

Those functions are not for the AI enhancement, but for general monster enhancement and functionality enhancement. For eg, the Nabi Mod allows the monks to shoot back when being shot, and allows wolfriders to strike 3 times.

If you want to make AI stronger, you might want to
>>increase the quantity of monsters,
>>add a hero to the monsters
>>add a commander that specialize in the same way as the human commander, and always one level higher
>>add a henchman that has stats linked to the quantity of monsters
>>give monsters magic immunity
All these can be done using the standard ERM.

Maybe I can translate those 2 scripts for you. Then you can explore on your own. I have not tried all the functions though.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted June 18, 2016 03:16 PM
Edited by majaczek at 16:23, 18 Jun 2016.

Yeah but:
More monsters gives more XP for battle won. (not an option for me)
Using Random Hero script (or modified version) makes battle too random and raises reload syndrome.


----------------
my goal: remove the Naked Hero syndrome with my mods enabled.
(Hero with no army separate from henchmen, commander and summons)

Yeah the script I provided gives general monsters enchancements but only for BM and EA, so it doesn't touch human creatures and automagically gets back to defaults (since these receivers gives premies for only one battle)

I may try use Calculated Hero (instead of Random Hero) and use an Xeron hack, but it would be a lot of work.

I like the idea of henchmen/commander but I won't use it.
-----------------

does it look nice?
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:;
 !!HEy20: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;





EDIT: thanks for the translation proposal :) it would help not only me :D

EDIT: hopefully fixed bug :)

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted June 18, 2016 04:44 PM
Edited by majaczek at 14:23, 19 Jun 2016.

I admit the premmy stack for monster specialist may be too high. I would check other ways of calculating the count.

I calculated new stack size for monster specialists. Now it is based on creature growth, not on creature level. hopefully it would be more balanced.

EDIT: I search for better algorithm to calculate free summonned stack

Probably I found good balance for the thing.

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Khadras
Khadras


Famous Hero
posted June 19, 2016 03:59 PM
Edited by Khadras at 16:01, 19 Jun 2016.

Hi! I see a strange thing: Some units has distorted health in battle. Look at this pictures: http://www.filedropper.com/amethyst
The health left is bigger than the maximum health!!!

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evileyes
evileyes

Tavern Dweller
posted June 20, 2016 07:13 AM

majaczek said:
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.



Sorry, I've no idea how to utilize those numbers, heh. So what you're saying is, on top of the creatures that I buy from the Town (specialized ones like Evil Eyes and their upgrade) I also get a number of same creatures (speciality ones) in front of the commander whose amount/number of stack troops is dependant on hero level ?


I guess I'll need to live with it, although it makes all early game battles really really easy against any kind of neutral creatures.


Are there perhaps any specific WOG options recommended, or did the mod enable everything on its own once I installed ? I confess I haven't had the chance to play much.


Cheers

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evileyes
evileyes

Tavern Dweller
posted June 20, 2016 07:20 AM

majaczek said:
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?



Sorry for double posting, I think that the increasing attack, defence and health bonuses and upgrades out of town for the creatures are quite sufficient, that is - if the health, attack, damage and defence bonuses still remain like in WOG ?

Extra creatures are a bit of an overkill against mine defending creatures and such. I always thought that Original hero speciality creature heroes were extremely poor (SoD), WoG made those heroes immensely powerful, and there's really no need to make them even more powerful.


For example on a very long WoG game I had Ajit with Evil speciality. At the end of the map I had around 2000 + Evil eyes, + Ajit's bonus of health pretty much made each evil eye have over 120-150 hp and massive attack and damage stats. They were a killing force for sure.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted June 21, 2016 04:02 PM
Edited by majaczek at 16:11, 21 Jun 2016.

it should not be 2000+ evil eyes, there is obviously something wrong
please update the Knightmare Heroes mod and Amethyst Upgrades mod, and after reloading save press f12, and save under another name.

It should give now one growth until 19 lvl, 20-34 should be 3 growths, later formula is more complicated.

Please check if you have no conflicting mods, and understand that "update mod" means, remove old version and install new one

PS: perhaps today or tommorrow i will add some new monsters to AU

PPS: ReMagic is not compatible with Amethyst Upgrades, use ReMagic Lite instead.

EDIT: if you feel neutrals and AI opponents are to weak try my new mod "Knightmare difficulty"

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evileyes
evileyes

Tavern Dweller
posted June 21, 2016 06:32 PM

majaczek said:
it should not be 2000+ evil eyes, there is obviously something wrong
please update the Knightmare Heroes mod and Amethyst Upgrades mod, and after reloading save press f12, and save under another name.

It should give now one growth until 19 lvl, 20-34 should be 3 growths, later formula is more complicated.

Please check if you have no conflicting mods, and understand that "update mod" means, remove old version and install new one

PS: perhaps today or tommorrow i will add some new monsters to AU

PPS: ReMagic is not compatible with Amethyst Upgrades, use ReMagic Lite instead.

EDIT: if you feel neutrals and AI opponents are to weak try my new mod "Knightmare difficulty"


No, you misunderstood me. What I meant to say is on simple WoG, before installing Knightmare, I managed to get 2000+ Evil Eyes with Ajit being level 60 + on one map. At such level, each individual Evil Eye from the 2000+ had great damage boost and more than 120 hp each, for example Moandor's Liches were even more menacing and devastating at that level.
The evil eyes were extremely strong as was any unit with hero speciality boost.


I haven't tried out the new version yet, I will uninstall old one and download new one, thanks.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted June 22, 2016 07:01 PM

hopefully fixed "ivor bug" in knightmare heroes

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evileyes
evileyes

Tavern Dweller
posted June 23, 2016 01:35 PM

So it's the separate packs that are updated? Not the full package? As I downloaded it but it seems the same as the one I have already installed. Which ones exactly were updated?

Knightmare Kingdoms 2016-02-10 13-52.exe


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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted June 23, 2016 02:16 PM
Edited by majaczek at 14:22, 23 Jun 2016.

The knightmare kingdoms is not yet updated. please Update separate packages . I'll wait with knightmare kingdoms for more mature Amethyst Upgrades.

EDIT: You may check dates, but for sure there were updated KH and AU and KD lately. If you are not sure update all. Please use my dropbox: here and download whole folders

EDIT2: February isn't "lately", is it?

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evileyes
evileyes

Tavern Dweller
posted June 28, 2016 10:58 AM

Alright, I downloaded Commanders Lite, Heroes and Amethyst upgrades as separate downloads.

At level one Theodorus had about 25 placeholder Red Wizards / Red mages(?) which were absolutely owning every neutral mine guard creature in sight, heh.


I wanted to inquire, do the old bonuses from Wake of God options for Heroes remain? AS well as for Grails. As it is now, there are two descriptions of bonuses when I click on the building or hero speciality icon. One bonus shows the Knightmare Hero bonus, after it it shows the original WoG bonus.

For example - Ajit has a bonus for Evil Eyes/Beholder in original Wake of God hero boost option each level increasing their hitpoints, attack,defence and damage (or each three levels if I remember correct). Does this still apply in your mod version ?

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted June 28, 2016 01:42 PM
Edited by majaczek at 13:43, 28 Jun 2016.

evileyes said:
Alright, I downloaded Commanders Lite, Heroes and Amethyst upgrades as separate downloads.

At level one Theodorus had about 25 placeholder Red Wizards / Red mages(?) which were absolutely owning every neutral mine guard creature in sight, heh.


I wanted to inquire, do the old bonuses from Wake of God options for Heroes remain? AS well as for Grails. As it is now, there are two descriptions of bonuses when I click on the building or hero speciality icon. One bonus shows the Knightmare Hero bonus, after it it shows the original WoG bonus.

For example - Ajit has a bonus for Evil Eyes/Beholder in original Wake of God hero boost option each level increasing their hitpoints, attack,defence and damage (or each three levels if I remember correct). Does this still apply in your mod version ?


for creature specialists: old bonus persist, new also works, they work together.

for grails: most have bonus persist, the ones do not: Tower, Inferno Conflux. Each grail have new effect.

EDIT: Let Try Knightmare difficulty (WiP) to make battles tougher.

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evileyes
evileyes

Tavern Dweller
posted June 29, 2016 07:15 AM

majaczek said:
evileyes said:
Alright, I downloaded Commanders Lite, Heroes and Amethyst upgrades as separate downloads.

At level one Theodorus had about 25 placeholder Red Wizards / Red mages(?) which were absolutely owning every neutral mine guard creature in sight, heh.


I wanted to inquire, do the old bonuses from Wake of God options for Heroes remain? AS well as for Grails. As it is now, there are two descriptions of bonuses when I click on the building or hero speciality icon. One bonus shows the Knightmare Hero bonus, after it it shows the original WoG bonus.

For example - Ajit has a bonus for Evil Eyes/Beholder in original Wake of God hero boost option each level increasing their hitpoints, attack,defence and damage (or each three levels if I remember correct). Does this still apply in your mod version ?


for creature specialists: old bonus persist, new also works, they work together.

for grails: most have bonus persist, the ones do not: Tower, Inferno Conflux. Each grail have new effect.

EDIT: Let Try Knightmare difficulty (WiP) to make battles tougher.



So tower, Inferno and Conflux no longer have the creature growth bonus? Won't that make them in a big disadvantage in comparison to other Factions that have a grail in the map? I only saw the Tower grail new bonus.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted June 29, 2016 09:43 AM

evileyes said:
majaczek said:
evileyes said:
Alright, I downloaded Commanders Lite, Heroes and Amethyst upgrades as separate downloads.

At level one Theodorus had about 25 placeholder Red Wizards / Red mages(?) which were absolutely owning every neutral mine guard creature in sight, heh.


I wanted to inquire, do the old bonuses from Wake of God options for Heroes remain? AS well as for Grails. As it is now, there are two descriptions of bonuses when I click on the building or hero speciality icon. One bonus shows the Knightmare Hero bonus, after it it shows the original WoG bonus.

For example - Ajit has a bonus for Evil Eyes/Beholder in original Wake of God hero boost option each level increasing their hitpoints, attack,defence and damage (or each three levels if I remember correct). Does this still apply in your mod version ?


for creature specialists: old bonus persist, new also works, they work together.

for grails: most have bonus persist, the ones do not: Tower, Inferno Conflux. Each grail have new effect.

EDIT: Let Try Knightmare difficulty (WiP) to make battles tougher.



So tower, Inferno and Conflux no longer have the creature growth bonus? Won't that make them in a big disadvantage in comparison to other Factions that have a grail in the map? I only saw the Tower grail new bonus.


They would have creature growth and daily income, just no additional traits (no full-map-discovery, no week-of-imp, no all-spells-in-MG)
new effects are nice

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evileyes
evileyes

Tavern Dweller
posted June 30, 2016 07:29 AM

majaczek said:
evileyes said:
majaczek said:
evileyes said:
Alright, I downloaded Commanders Lite, Heroes and Amethyst upgrades as separate downloads.

At level one Theodorus had about 25 placeholder Red Wizards / Red mages(?) which were absolutely owning every neutral mine guard creature in sight, heh.


I wanted to inquire, do the old bonuses from Wake of God options for Heroes remain? AS well as for Grails. As it is now, there are two descriptions of bonuses when I click on the building or hero speciality icon. One bonus shows the Knightmare Hero bonus, after it it shows the original WoG bonus.

For example - Ajit has a bonus for Evil Eyes/Beholder in original Wake of God hero boost option each level increasing their hitpoints, attack,defence and damage (or each three levels if I remember correct). Does this still apply in your mod version ?


for creature specialists: old bonus persist, new also works, they work together.

for grails: most have bonus persist, the ones do not: Tower, Inferno Conflux. Each grail have new effect.

EDIT: Let Try Knightmare difficulty (WiP) to make battles tougher.



So tower, Inferno and Conflux no longer have the creature growth bonus? Won't that make them in a big disadvantage in comparison to other Factions that have a grail in the map? I only saw the Tower grail new bonus.


They would have creature growth and daily income, just no additional traits (no full-map-discovery, no week-of-imp, no all-spells-in-MG)
new effects are nice



Ahh, thanks for clarifying that. The changes are great in this case.

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Khadras
Khadras


Famous Hero
posted July 03, 2016 05:04 PM

6th slot bug

I see a 6th slot bug. I have a composed artefact that one of its component occupied 6th slot before combining. After combining, the 6th slot remain empty and when i put an artefact there the composed artefact disappeared with all its components.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted July 04, 2016 11:23 PM

Khadras said:
I see a 6th slot bug. I have a composed artefact that one of its component occupied 6th slot before combining. After combining, the 6th slot remain empty and when i put an artefact there the composed artefact disappeared with all its components.


Yeah 6th_slot has several bugs and i think i can't fix it since it is not my plugin. anyway one of my combo arts have to be 6 misc slots arts together, so just please do not do "weird" things with 6th slot.

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