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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Knightmare Mods
Thread: Knightmare Mods This thread is 29 pages long: 1 2 3 4 5 ... 10 20 ... 25 26 27 28 29 · «PREV / NEXT»
RodWarrior
RodWarrior

Tavern Dweller
posted May 17, 2013 07:08 PM

Actually attack and return is the problem, hahaha. I actually hate the attack and return, because I rarely use it... 'cause I use the commander as a tank, and changing the attack mode is really annoying!

Hahaha...

Also, I have some feedback 'bout abilities to give!

I enjoy every single one, but the brute quicksand is actually very bad sometimes, because sometimes my own creatures fall victims of it!!! Hahaha

Also, in the beginning, when the commander can't use the abilities, that messages about the ability that didn't work is actually very annoying! Is there any way to disable it? (This is a problem just in the start, mostly with the paladin, because you get it 3 times!)

But anyway, the mod is totally in my "top 3 favorite mods"!!

Thanks for makin' it!

(Again, I'm brazilian, so sorry for my bad english!)

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PyroStock
PyroStock


Adventuring Hero
posted May 17, 2013 09:04 PM

Quote:
Why so low interest on the mods?


Quote:
did I ever said how much I hate commanders? Don't know why, I just can't stand them, their uber powers make any other creatures look pale in comparison. Never used commanders in any of my maps.


I agree with this.  The original commanders weren't balanced well, but we never use them anymore only because they're overpowered (with some having uber powers) especially on XL maps and long custom maps.  There are already plenty of options to make commanders stronger (power stones, commanders items and the original more powerful commander WOG option) which, although cool, is overkill on overkill.  If there was a "weaker commanders mod" I might try it in my multiplayer games.  Or maybe there is one hidden somewhere and I've missed it?  Or maybe I'll have time to figure it all out.

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RodWarrior
RodWarrior

Tavern Dweller
posted May 17, 2013 09:14 PM

Commanders are not that overpower...
Taking in consideration that they can only be [1] in number, they're not that overpower.
And even if they were, you can easily make the game more balanced.
I use the stack x 3 (and x2, but i don't know if they really work together), Better AI and all the neutral stack bonuses with Karmick Battles...

Also, if you use reduced stack experience, I can't see how commanders would give you such a big vantage, seriously.

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PyroStock
PyroStock


Adventuring Hero
posted May 17, 2013 09:23 PM

Quote:
Commanders are not that overpower...
Taking in consideration that they can only be [1] in number, they're not that overpower.
And even if they were, you can easily make the game more balanced.
I use the stack x 3 (and x2, but i don't know if they really work together), Better AI and all the neutral stack bonuses with Karmick Battles...

Also, if you use reduced stack experience, I can't see how commanders would give you such a big vantage, seriously.


Sal & I haven't been the only ones to ever say commanders are overpowered.  With or without stack experience.  If you play on small & medium maps I could see how you might think that.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 17, 2013 09:35 PM

I think commanders should give strong bonuses to the hero carrying them, based on their experience then remain fragile. Like improved spells, additional offense or armorer, magic resistances.

But not become killing machines on their own, because then strategy loses sense.
____________
All my Era II mods

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted May 18, 2013 01:16 AM

i may include in minimods tweaked version of random hero script (with 100% chance), so maybe then balance lovers would enable it and balance would be restored for them ? (once every on adventure map stack seems to have a commander it doesn't matter how powerfull they are).

I understand my commanders are very powerfull and it changes default balance, but there are scripts and mods which helps neutral, and ERA is highly configurable in terms of mods, so maybe give a shot some "unbalanced" mods in such set it restores balance for you? (random hero, neutral stack size, neutral unit bonuses and something i don't remember would be overkill together, but if you think my new commanders are match for such setup let's try

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 18, 2013 06:21 AM
Edited by Salamandre at 06:22, 18 May 2013.

I also don't think you should change your mod: there are very many players who enjoy VERY strong commanders, maps as The Dragon Slaughter (by Woodmelon) have >300 active threads with tens thousands of chinese players discussing about or playing (actually the most played map in the world, all versions included). In TDS you can win vs thousands of azures dragons with only the commander. So is not like one side or another is right, is about tastes.
____________
All my Era II mods

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alisapa1211
alisapa1211


Famous Hero
posted May 18, 2013 12:59 PM

Actually vice versa, with special ability upgrades and close to no cap upgrade in the Emerald Towers I have little reasons to use Commanders in TDS, only use them as meat shield in early game and that's it.

But I agree with Sal about Commanders improving abilities of Heroes (extra stats, spells effects, buffs, etc) rather than a solo killing machine. I have really no reason to try upgrading my towns and armies with this mod, everything can be solved with Commander alone.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 18, 2013 01:08 PM

Well, it takes a lot of time until you can visit the emerald towers, and before that you rely only on commander/henchman. Once you buy the commander artefacts, he levels up very fast with some 10k HP, death stare, immortal, fly, block so you can slaughter very big armies only with him. I liked it first time, but zero replayability afterwards, one creature fights is not going anywhere good.
____________
All my Era II mods

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted May 18, 2013 03:07 PM

well, salamandre did you tried any "difficulty" mod or wog option for neutrals? once some treshold you are very required to have an army

I personally play with neutral stack size modified version (x2), but you may try x3, and also neutral creature bonuses. this way you will have enogh challenge. don't forget to enable castle upgrades since you can increase creature growth

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PyroStock
PyroStock


Adventuring Hero
posted May 19, 2013 07:20 AM
Edited by PyroStock at 07:25, 19 May 2013.

Quote:
I understand my commanders are very powerfull and it changes default balance


They were overpowered in the default.  As mentioned, others may like your mod & that's great... just like some people like lots of sugar.  Some people like playing a superhero.

Quote:
once some treshold you are very required to have an army

I personally play with neutral stack size modified version (x2), but you may try x3


That plays right into making the succubus & brute even more overpowered & quicker/easier conquest of dragon utopias, creature banks & L8+ dwellings.

Quote:
random hero


That trades strategy in exchange for luck as you have no idea which hero you'll be facing & some are far worse than others.

Quote:
and also neutral creature bonuses


Not everyone likes all these other mods.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted May 19, 2013 08:13 AM

Quote:
why you miss shooting once you have attack and return and no retaliation?


Still not the same if you can't fly, especially in sieges.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted May 19, 2013 07:25 PM

okay but i haven't taken fly out (actually aircraft is fly+minebomber).

and yeah about random hero - you may need tweaked version with 100%chance. also for weak heroes consider using knightmare heroes (changed hero specialities). but you know what? I may want to develop some neutral difficulty mod myself (but knowing my approach to balance it would be very tought so hardly playable without candie mods - or maybe just add commanders to neutrals?)

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 30, 2013 06:22 AM

Can you please make 6 in battle interesting screens, provide clickable thumbnails and download links to last version, so I can add it to era mods thread? Thanks.
____________
All my Era II mods

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alisapa1211
alisapa1211


Famous Hero
posted May 30, 2013 08:07 AM

I think Mazac can divide the Knightmare Commander into 2 separate ones. The first version only has the creature experience bonus and maybe the Commanders now can get all 6 skill stats rather than only 4 currently feature. The 2nd one has everything (including new special abilities and powerful new passive) for those who care less about balance and just want to have fun and more new features.

Kinda hope someone could do a balanced version of Sagamosa mod too, because I really REALLY love its features and special skills however the mod is indeed poorly balanced currently.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted December 07, 2014 07:33 PM
Edited by majaczek at 23:08, 07 Jan 2015.

Some Progress and balance changes to my mods

Download here (click folder and choose download as zip)
https://www.dropbox.com/sh/tmjsyj81bcjmd0e/AACirUHSx0vrwKDNajHJREw0a?dl=0

Admins please update first post with links.

EDIT: as of 17.12.2014 21:00 GMT there is important update that fixes crash with Nobility

EDIT: Knightmare Heroes may depend on WoG PLUS or SU_Patch (and some other mods too)

EDIT: Knightmare Commanders is abandoned, but you may try Knightmare Commanders Lite - a more balanced version.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted December 14, 2014 04:25 PM
Edited by majaczek at 14:10, 19 Dec 2014.

Knightmare Mods (dropbox)

Knightmare Heroes
5 New (Replaced) SS:
Necromancy boosts Death Ripple and Raise Undead spell

Pathfinding gives free hero movement after battle

Navigation is now Astromancy - Gives boost to
lighting bolt
chain lighting
meteor shower
armagedon

Luck is now Life Magic - Gives boost to
Cure
Ressurection
Sacrifice
Destroy Undead

Diplomacy is now Nobility (works only if there is Knightmare Commanders loaded)
Basic Nobility Commander has Fortune and Mirth
Advanced Nobility Commander has Fortune, Mirth and Prayer, Commander has +25% Damage and Hit Points
Expert Nobility Commander has Fortune, Mirth and Prayer, Commander has +75% Damage and Hit Points

NOTE: Skills have both old and new properties.
=================================
New specialists list for Heroes
(lot of changes)
NOTE: Campaign Heroes gets uber specialities
=================================
Damage spell specialists gets additional damage per level.
Adventure spell specialists Casts them for decreased mana cost.
Necromancy/Astromancy/Life_Magic specialists give bonus to corresponding spells
=================================
Learning Specialists gets free exp daily




Knightmre Commanders
======================================
mechanic changes
======================================
- commander is vulnerable to stack expeirence
- there is no 4 Secondary Skills limit
- memory patches for paladin, brute, astral spirit
======================================
New Commander Specialities an Spells
======================================
paladin
Gains 250% of Hero's experience
Casts free Expert Destroy Undead after Commander action.
May cast Ressurection/Cure and Bless
Hierophant
Additional First Aid Tents, Number = Commander Level
Casts free Mass Cure after Commander action.
May cast Ressurection/Cure, Mirth and Prayer [Duration = Magic Power]
Temple Guardian
Restores some spell points for Hero if he/she has lost them since previous Commander turn
(number = LostMana *(20% + 5% * Commander Level))
but no less than 1 Point and
no more than 90% of Lost Points
Also her Hero may cast multiple spells per turn. (+1 Cast per 10 levels of Temple guardian)
May cast Prayer and Basic Antimagic [Duration = Magic Power]
Succubus
Steals a portion of neutral stacks before combat.
Formula is 5%+(Commander Level-1)/2 but not more than 20%
May cast Ressurection/Cure Advanced Fire Shield, and Advanced Bloodloost [Duration = Magic Power]
Soul Eater
Commander is Undead and gives free Death ripple cast for every 10 lvls of commander May cast Animate Dead on Level 1-5 Creatures
[HP Number = (Magic Power/4)*50+60 ]
Additionally casts Air Shield and Haste
Brute
Gives 250% of battle experience in gold
Casts additional free Basic Quicksand per 10 Comander levels
May cast Bloodlust, Stone Skin and Haste[Duration = Magic Power]
Ogre Leader
Provides additional Ballistas #=Commander Level/4+1 (plus control) May cast Stone Skin, Counterstrike and Mirth [Duration = Magic Power]
Soul Shaman
150% of Hero's Attack and Defense
Splits his Soul into +1 Parts per 15 levels May cast Clone (Soul Fragments may cast Cure)
Astral Spirit
Summons 2 stacks of Enchanters as Guard.
Each Guard stack has (lvl * lvl + 9)/5 Units.
Additionally gets free Basic Earthquake for every 10 levels May cast Summon Elementals
======================================
New Commander Special Skills
======================================

Horrible Wounds

The Commander may gain this extra skill if he or she has
Attack and Defense Master skills

Commander get Reduce Enemy Defense by 50% and Age Enemy

It is marked with [D] in Commander info during a battle.


Fearsome

The Commander may gain this extra skill if he or she has
Attack and Hit Points Master skills

It is marked with [O] in Commander info during a battle.

Enemies may lose their turn due to freezing with fear.


Crushing Damage

The Commander may gain this extra skill if he or she has
Attack and Damage Master skills

Commander gets Maximum Damage Always, and 50% chance to Death Blow

It is marked with [M] in Commander info during a battle.


Stings

The Commander may gain this extra skill if he or she has
Attack and Magic Power Master skills

Commander gets No Enemy Retaliation and Poisonous.

It is marked with [N] in Commander info during a battle.


Flash Swing

The Commander may gain this extra skill if he or she has
Attack and Speed Master skills

Commander Swings his or her blade so fast, that it have a chance to produce some Lightning
The chance is (12 + 2 * Commander level) percent for each strike. Additionally commander get Attack and Return

It is marked with [S] in Commander info during a battle.

no
no

Vigor

The Commander may gain this extra skill if he or she has
Defense and Hit Points Master skills

It is marked with [E] in Commander info during a battle.

Strike back every attack, and always positive morale


Strike all Enemies around

The Commander may gain this extra skill if he or she has
Defense and Damage Master skills

It is marked with [A.] in Commander info during a battle.


Magic Armor

The Commander may gain this extra skill if he or she has
Defense and Magic Power Master skills

It is marked with in Commander info during a battle.

Starts Every battle with Fire Shield and weak Magic Mirror


30% chance to Block any Physical Damage

The Commander may gain this extra skill if he or she has
Defense and Speed Master skills

It is marked with [B.] in Commander info during a battle.


Attack twice

The Commander may gain this extra skill if he or she has
Hit Points and Damage Master skills

It is marked with [2] in Commander info during a battle.


Commander Rebirths

The Commander may gain this extra skill if he or she has
Hit Points and Magic Power Master skills

It is marked with [P] in Commander info during a battle.

Every Death has chance to Rebirth


Regeneration 250 HP every turn

The Commander may gain this extra skill if he or she has
Hit Points and Speed Master skills

It is marked with [R] in Commander info during a battle.

Every turn (in the beginning) regenerates 250 Hit Points


DeathStare

The Commander may gain this extra skill if he or she has
Damage and Magic Power Master skills

It is marked with [G] in Commander info during a battle.

Every attack has the Death Stare
Kills (Commander Level)/(Creature Level)
creatures in the stack
where Creature Level is from 1 to 7


Champion Distance Bonus

The Commander may gain this extra skill if he or she has
Damage and Speed Master skills

It is marked with [C] in Commander info during a battle.

Damage grows for 5% per square

Aircraft

The Commander may gain this extra skill if he or she has
Magic Power and Speed Master skills

Commander can Fly and casts Land Mine before every attack

It is marked with [F] in Commander info during a battle.
======================================

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UM21
UM21


Adventuring Hero
Hard Defender
posted January 10, 2015 07:33 AM
Edited by UM21 at 07:35, 10 Jan 2015.

Excellent!



I am going to download.


Does this effect anything about artifacts? As I am overpowered artifacts in my own game as I see all those artifacts are very pewdie and useless.

Does this effect anything of creature stats? I am changed the variety from 1-8 lvls to 1-20 levels in my own game as because I wanted so.


There is no way to actually ADD the secondary skills instead of replacing? I would be interested as I am just started to scripting and playing with erm and so on

EDIT: Sorry for delay, just found out an "update"

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 10, 2015 08:17 PM

it does not change artifacts, separate from Bow of Seeking
it does not change monsters, separate from Commanders

note that knightmare heroes needs SU_Patch OR "WoG Plus".
I advice using Knightmare Commanders Lite, as Knightmare Commanders seem a bit overpowered and I'm not ported new things from KCL to KC.
I also like to Advertise Knightmare War Machines - while it is little compared to KC(L) and KH it provides nice improvement.

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UM21
UM21


Adventuring Hero
Hard Defender
posted January 11, 2015 10:11 AM

Yeah, except I do like to use "realistically" unbalanced/overpowering things.


Diplomacy skill actually works as artifacts reduces aggression of monsters or removes their savage effect. Fancy where you are able to get Lvl 8 monsters in your side ( Level 20-24 in my modded Wog lol )



I noticed it changes the names by bugged things:

Magogs are changed to random names ( Living Scrolls, bars, Confluxes... etc)
And valhalla fountains are changed to do learn basic pathfinding or so.


Anyway, good going!

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