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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 ... 4 5 6 7 8 ... 10 20 30 40 50 60 61 · «PREV / NEXT»
majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted September 11, 2015 07:51 PM

I Have an Idea...
maybe build TG in Capital City (one with Capitol) for free, but buy for non-capital cities at some price?

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Hawaiing
Hawaiing


Adventuring Hero
posted September 20, 2015 03:53 PM
Edited by Hawaiing at 15:54, 20 Sep 2015.

I like <Amethyst Upgrades>.

And I test 194#Werewolf attack ability still crash.
Have you test it before?

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Khadras
Khadras


Famous Hero
posted September 25, 2015 01:23 PM

majaczek, any amethyst upgrade? I see no activity since 6 weeks ago.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted October 11, 2015 09:50 AM
Edited by majaczek at 15:01, 14 Oct 2015.

Werewolf ability crash is related to amethyst (or I think so)
I would be thankful for fixing the crash (it is enough to disable werewolf attack ability via UN:C or *.bin)


probably there will be upgrade to projects but the projects is currently on hold

NOTE: I am going currently to write my own game, so this have higher priority than ERA Mods

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted December 08, 2015 05:45 PM
Edited by majaczek at 19:02, 10 Dec 2015.

fixed town guardian feature. now it appears only in capital city and towns where you hired it  (rightclick on castle)...

Added werewolf fix. Disabled ghosts count lock.

Fixed werewolf fix (missing seemicolon) added horn of summoning

Horn of summoning is combined from 4 magic tomes.
(horn of summoning summons Town Guardians for non-siege battle)

New ring is combined from Spirit of Oppression, Hourglass of the Evil Hour and shackles of war
not yet set te effects

EDIT: gemmed ring gives No retaliation, Endless Retaliation, Strike and Return to whole army

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avatar
avatar


Promising
Supreme Hero
posted December 10, 2015 06:25 PM

majaczek - could you make new directs links (google folder) to your newest and clean versions of your mods? When I click link )given at fist page) - I can see tons of confusing backup files and don't know if all are really neccesary.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted December 10, 2015 06:41 PM

there are dropbox links. backup folders aren't really neccessary but it is how I handle versioning. it doesn't harm having those exttra files.

Knightmare commanders are outdated and imbalanced, please use knightmare commanders lite instead. Amethyst upgrades lite is more light version of Amethyst upgrades, it doesn't have some (much) features, you may use this but better use Amethyst Upgrades.

If you install Ametyst Upgrades, please run install creatures script by double clicking or amethyst won't work.

use download folder button from dropbox site, packages on dropbox are at least  one verrsion older.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted December 10, 2015 07:28 PM
Edited by majaczek at 12:16, 11 Dec 2015.

new combo from ring of wayfayer, boots of speed, speculum, spyglass.
gives rebirth and 3 additional castings for creatures.

fixed new rings. now they  give pemmies only when worn (were: gives all sides premmies even if doesn't have art - horrible bug )

added new broach combined from all 2 resource carts and all 3 golden sacks. no premmies yet

broach gives +5 wood +5 ore +1 mithril +2500 gold every battle.

fixed bug in broach script.

fixed instal creatures.cmd script (it was putting files in wrong directories)

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felipe
felipe


Known Hero
Editing Heroes Without Limits
posted December 11, 2015 04:22 PM

majaczek said:
new combo from ring of wayfayer, boots of speed, speculum, spyglass.
gives rebirth and 3 additional castings for creatures.

fixed new rings. now they  give pemmies only when worn (were: gives all sides premmies even if doesn't have art - horrible bug )

added new broach combined from all 2 resource carts and all 3 golden sacks. no premmies yet

broach gives +5 wood +5 ore +1 mithril +2500 gold every battle.

fixed bug in broach script.

fixed instal creatures.cmd script (it was putting files in wrong directories)


Wich mod are you working at?

I love the idea about the dig hole -> magic well (funny and new, but magic wells are very good it needs to be expensive)


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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted December 12, 2015 12:43 PM
Edited by majaczek at 12:46, 12 Dec 2015.

hmm well digging would also be in amethyst upgrades, since I havee to implement twice upgrades in dwellings  (so hijack mithril script)

combos are part of amethyst upgrades (idea started from horn of summoning guardians, but i wanted more)

Currently guardians require castles but this is not enough. you need to build Capitol (so guardian is free addon) or pay (it costs for now 25000 gold and 15 mithril, subject to possible change)

anybody know how to do deathstare immunity without making creature undead?

EDIT: I am thinking of making my mod monolith (non-modular) so it would make it easier for  me than modular especially when mods have intersections.

Offtop: WoG PLUS includes mithril smelter,  but oryginal is too powerful, if i would touch it I'll make it weekly not daily.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted December 12, 2015 02:45 PM

i have balance issues with town guardians. in late game they are too weak.

I consider:
-changing count from =month to =month*month
-making individual guadians 2-4 stronger
-making them immune to all hostile spells
-adding some new features to them
-making all guardians casting deathstare

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bloodsucker
bloodsucker


Legendary Hero
posted December 12, 2015 04:36 PM
Edited by bloodsucker at 16:37, 12 Dec 2015.

majaczek said:
Offtop: WoG PLUS includes mithril smelter,  but oryginal is too powerful, if i would touch it I'll make it weekly not daily.

And then you would need 2 weeks production to build an upgrade to City Hall, 7 weeks to enhance a gold mine, 25 to give two attacks to a creature in an Emerald Tower, almost an year to give total Magic Immunity in a Palace of Dreams?
Isn't going to work, it would be more productive to develop heroes with estates and luck and have them has garrison heroes.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted December 12, 2015 05:03 PM

3 a week isn't that bad...

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bloodsucker
bloodsucker


Legendary Hero
posted December 12, 2015 05:16 PM
Edited by bloodsucker at 17:50, 12 Dec 2015.

majaczek said:
3 a week isn't that bad...

If it is:
3 - 200%
5 - 160%
7 - 130%

it's ok but I would go the opposite way, giving player more stuff to spend it on, like a building selling new Basic Skills for Commanders for 50 of mithril and Advanced for 25 or (this one I'm working on it) selling an enchantment for 7 days for different amounts of mithril.
I once made one selling new skill specialties to heroes, if you do such a thing you can require a tremendous amount of mithril and player will still be tempted to work for it. Same with movement points, like in TEW4.

One thing I like about mithril is that selling artifacts in the Artificer can easily become more efficient then sacrifize or craft them, making heroes development more dependant on battles done. I will appreciate any kind of script that reinforces this dependance, like Usain Bolt mod.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted December 12, 2015 05:33 PM

I would make dwellings upgradeable twice, and probably well digging

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bloodsucker
bloodsucker


Legendary Hero
posted December 12, 2015 05:59 PM
Edited by bloodsucker at 18:02, 12 Dec 2015.

How about turnning artifacts useless and make everything battle dependant from start but nerfed? As game progresses I often regret to have given certain artifacts to one commander that has now about 20 battles instead of another that managed to unexpectedly do 50. And say goodbye to Helm so one pixie/succubus battles will be much harder...

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted December 13, 2015 04:27 PM

nope, commander artifacts stay as is, except the bow (since I disabled shooting in my mod).

Commander leveling is fine, even more while I unlocked 6 skills (were limited to 4 skills up to max level).

hmm and what about amethyst upgrades reception?

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bloodsucker
bloodsucker


Legendary Hero
posted December 13, 2015 05:41 PM
Edited by bloodsucker at 17:43, 13 Dec 2015.

Disable shooting hability makes commanders more vulnerable to Fireshield. If you play with Karmic Battles there is a point when they aren't that strong and are figthing level 6 upgraded units (Efreet Sultans) and this would make them a kamikaze unit in way too many battles. I'm not sure if it was your intention.

If you unlocked all six basic skills and enhanced their habilities and special skills they will incredibly powerfull.

I must say I didn't tried your mod yet but one of the reasons I'm attentive to your progress is that I too need to start learning how use Amethyst, unfortunatly since I started with ERM I almost can't find the time to try new mods, cause I'm mostly experimenting with my own scripts. Sorry.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted December 15, 2015 02:53 PM
Edited by majaczek at 15:57, 16 Dec 2015.

changed TG count, they are now:
month 1 - 4 units
month 2 - 9 units
month 3 - 16 units
month 4 - 25 units
month 5 - 36 units
month 6 - 49 units
etc.

changed all living (non-undead, living) Town Guardian to non-living, non-undead. Should prevent dying from death stare. fixed TG casting friendly spells on enemy (hopefully)


EDIT: fixed elemental limit when creature casting summon. now summoned creatures by another creature also may be in upgraded form

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted December 18, 2015 04:04 PM
Edited by majaczek at 17:31, 21 Dec 2015.

bloodsucker said:
Disable shooting hability makes commanders more vulnerable to Fireshield. If you play with Karmic Battles there is a point when they aren't that strong and are figthing level 6 upgraded units (Efreet Sultans) and this would make them a kamikaze unit in way too many battles. I'm not sure if it was your intention.

If you unlocked all six basic skills and enhanced their habilities and special skills they will incredibly powerfull.

I must say I didn't tried your mod yet but one of the reasons I'm attentive to your progress is that I too need to start learning how use Amethyst, unfortunatly since I started with ERM I almost can't find the time to try new mods, cause I'm mostly experimenting with my own scripts. Sorry.


my intention was to remove wog builtin incompabilities. Shooter can't attack all around, no retailtion is pointless. I replaced shooting with atack and return plus chance for 600hp thunder (and bow gives multiple thunders).
Also I added new abilities like rebirth.

PS: is new castle upgrade too cheap? What cost (gold + mithril) do you propose?
Is there any new combination artifact that would you want? (Please list parts). What do you think about new rings? What do you think about resource broche? Is horn of summoning nice?

EDIT: added synergy between Knightmare Heroes and Amethyst  Guardians. Now if both enabled, creature specialists summon small stack of creatures at beggining of battle. Fixed summon count for summoning specialists. I am going to more diverse upgraded creatures but not now .

EDIT: reduced Town Guardian HP to 2400 (was 3200), fixed elementals script. Town Guardian require 44000 gold 25 mithril or Capitol built (were 25000 gold and 15  mithril)

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