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| RodWarrior 
  
   
  Hired Hero
 
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|  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 
  
   
   Adventuring Hero
 
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|  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 
  
   
  Hired Hero
 
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|  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 
  
   
   Adventuring Hero
 
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|  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 
  
       
         Admirable
 Omnipresent Hero
 Wog refugee
 
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|  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.
 ____________
 Era II mods and utilities
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| majaczek 
  
   
      Supreme Hero
 Work at Magic Dimmension
 
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|  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 
  
       
         Admirable
 Omnipresent Hero
 Wog refugee
 
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|  posted May 18, 2013 06:21 AM |  |  |  
 
| 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. ____________
 Era II mods and utilities
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| alisapa1211 
  
   
     Famous Hero
 
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|  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 
  
       
         Admirable
 Omnipresent Hero
 Wog refugee
 
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|  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. ____________
 Era II mods and utilities
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| majaczek 
  
   
      Supreme Hero
 Work at Magic Dimmension
 
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|  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 
  
   
   Adventuring Hero
 
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|  posted May 19, 2013 07:20 AM |  |  |  
 
| 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 
  
    
        Promising
 Undefeatable Hero
 My BS sensor is tingling again
 
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|  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 
  
   
      Supreme Hero
 Work at Magic Dimmension
 
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|  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 
  
       
         Admirable
 Omnipresent Hero
 Wog refugee
 
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|  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. ____________
 Era II mods and utilities
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| alisapa1211 
  
   
     Famous Hero
 
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|  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 
  
   
      Supreme Hero
 Work at Magic Dimmension
 
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|  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 
  
   
      Supreme Hero
 Work at Magic Dimmension
 
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|  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
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 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 
  
   
   Adventuring Hero
 Hard Defender
 
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|  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 
  
   
      Supreme Hero
 Work at Magic Dimmension
 
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|  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 
  
   
   Adventuring Hero
 Hard Defender
 
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|  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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