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majaczek

 
    
Supreme Hero
Work at Magic Dimmension
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posted December 29, 2015 12:36 PM |
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Usain Bolt and Conquistador seems to not working with another mods. rest I'd have to look closer, check at salamandre or somebody.
xxl maps, reinforcements, fast troop placement are already included in WoG PLUS if I remember properly.
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Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
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posted December 29, 2015 12:44 PM |
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From what I know, Era Scripts ENG 1.19 and ReMagic Eng 1.7 are mods that I never tested (they were released in the russian forum) and both apply radical changes to vanilla game. In general I dislike when someone releases a mod which includes 100 mini mods -as Era scripts 1.19 because this is the most sure way to create conflicts.
Each modification should come as stand alone mod, so it can be tested. When you have 100 mini mods in to one mod, it becomes very difficult and tedious task to find why doesn't work.
Usain Bolt should be compatible with everything that does not change Hero name and class area. When I release a mod, first I look at previous mods to see which areas are left and free, in heroes screen, map adventure. I wish the other modders could do the same thing.
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majaczek

 
    
Supreme Hero
Work at Magic Dimmension
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posted December 29, 2015 12:46 PM |
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Sorry to say but I think Salamandre is Right. Is there any chance you remove both mods and add WoG PLUS?
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Khadras

 
   
Famous Hero
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posted December 29, 2015 06:52 PM |
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Edited by Khadras at 19:00, 29 Dec 2015.
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majaczek said: Sorry to say but I think Salamandre is Right. Is there any chance you remove both mods and add WoG PLUS?
I'm sorry, but i love those mods. They change the game o lot, and i translated them in english and it contains a lot o cool stuff. For examples, ReMagic Mod reballanced the magic system, reorganized the old spells and make them more useful. Era Script Rus 1.19 has a lot of options that take the game to a new level. Yes, it is true that utilized almost all variables but it worth. I take from Wog Plus what is necessary for me, and i just utilize them.
P.S. I like very much that you are updating your mod constantly. You are magnificent with your ideas. Keep the way!
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Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
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posted December 29, 2015 07:30 PM |
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Khadras

 
   
Famous Hero
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posted December 29, 2015 08:20 PM |
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Salamandre said: khadras, can you upload somewhere the era 1.19 scripts, please?
Yes. Here it is. http://www.filedropper.com/erascriptseng119
Is partial translated because i have some files to translate and i do not have enough time. But tomorrow i will finished the translation. It is translated with google.
Original file in russian is here: http://wforum.heroes35.net/showthread.php?tid=4069
And try also this mod: http://wforum.heroes35.net/showthread.php?tid=4359
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majaczek

 
    
Supreme Hero
Work at Magic Dimmension
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posted December 31, 2015 03:36 PM |
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Edited by majaczek at 16:32, 31 Dec 2015.
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Overhauled Creature Specialists in Knightmare Heroes 
Now Creature Specialists Upgrades their creatures, and summons stack of them at beggining of battle. (summoning works only if Amethyst Upgrades is active too).
EDIT: I'm thinking what to give Might Heroes which are not Creature Specialists. Any Ideas?
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felipe

 
  
Known Hero
Editing Heroes Without Limits
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posted January 02, 2016 03:00 AM |
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majaczek said: Overhauled Creature Specialists in Knightmare Heroes 
Now Creature Specialists Upgrades their creatures, and summons stack of them at beggining of battle. (summoning works only if Amethyst Upgrades is active too).
EDIT: I'm thinking what to give Might Heroes which are not Creature Specialists. Any Ideas?
Very nice idea!
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RerryR

  
    
Promising
Supreme Hero
Researching Magic
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posted January 02, 2016 11:46 AM |
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Edited by RerryR at 11:50, 02 Jan 2016.
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majaczek said: Overhauled Creature Specialists in Knightmare Heroes 
Now Creature Specialists Upgrades their creatures, and summons stack of them at beggining of battle. (summoning works only if Amethyst Upgrades is active too).
EDIT: I'm thinking what to give Might Heroes which are not Creature Specialists. Any Ideas?
Maybe give increased HP to all creatures.
Suggestion:
Level 10: +10% HP
Level 20: +15% HP
Level 30: +20% HP +1 Speed + 10% Chance to block
Level 40: +25% HP +1 Speed + 5 Attack&Defense + 15% Chance to block
Level 50: +30% HP +2 Speed + 10 Attack&Defense + 20% Chance to block
Looking foward to your ideas 
Edit: Now that i think about it... It makes them creature specialist too So maybe give them some adventure like buffs or random beneficial spells in combat
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Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
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posted January 02, 2016 02:54 PM |
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My counter suggestion: No to increased HP, and 3 times NO to block. There is no need to extend battles with artificial values -more HP you set, less damage the spells will do, then block is one of the most hated and unfair abilities, creating the reload syndrome.
____________
Era II mods and utilities
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RerryR

  
    
Promising
Supreme Hero
Researching Magic
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posted January 02, 2016 03:19 PM |
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Salamandre said: My counter suggestion: No to increased HP, and 3 times NO to block. There is no need to extend battles with artificial values -more HP you set, less damage the spells will do, then block is one of the most hated and unfair abilities, creating the reload syndrome.
Its true what you say. But here we are talking about a "knightmare" Mod which you would play mostly vs AI or maybe against a friend. I would guess AI heroes normaly cant reach these high levels and so wouldnt profit from block chance, but ofc this depends on the maps you play. The weakness of spells is already helped by spell specialists in this mod.
But i see your point. Maybe spell buffs per level would also be good idea for might heroes.
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majaczek

 
    
Supreme Hero
Work at Magic Dimmension
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posted January 02, 2016 08:53 PM |
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Edited by majaczek at 20:55, 02 Jan 2016.
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No to block
maybe some 5%-10% block for armorer but rather no
no to increased HP
also there are different Might Specialists:
Armorer, Offense, Archery, War Machines, etc.
I also want something interesting for non-spell Magic SPecialists.
I based Eagle Eye on idea from WoG HSB which makes him half might half magic specialists...
EDIT: There are effects from start and from 20/35/50 level and this is a general rule. So idea about 10/20/30/etc. don't match.
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Drwal

 

Hired Hero
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posted January 04, 2016 12:37 AM |
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Good Job majaczek. I have played Amethyst Upgrades for 2 hours and really I like it. It is better version mods: New Upgrades And Four Upgrades.
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svkiller2014

 
Tavern Dweller
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posted January 05, 2016 04:54 PM |
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Hi, Majaczek!
Pls, tell me how to enable audio for the new monsters?
And there is no guard of the city when I push right click on the castle. how I can buy him?
Thank you!
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majaczek

 
    
Supreme Hero
Work at Magic Dimmension
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posted January 05, 2016 10:17 PM |
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Edited by majaczek at 22:18, 05 Jan 2016.
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svkiller2014 said: Hi, Majaczek!
Pls, tell me how to enable audio for the new monsters?
And there is no guard of the city when I push right click on the castle. how I can buy him?
Thank you!
If you have Capitol you have TG for free, else you may rightclick on castle and buy it for mithril and gold (it's a big sum). Note it only works on castle - not on fort or citadel. also remember you must click on castle building not casle icon.
EDIT: TG is invisible on city screen, you see it only during siege. (there is exception if you have horn of summoning).
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svkiller2014

 
Tavern Dweller
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posted January 06, 2016 02:45 AM |
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sorry, I installed the old version. now the guard is bought normally.
but the characters in 2 cells are placed on one, how can I fix it? where to add code?
and sounds of new creatures: AmeUpg.snd.disabled is responsible for the sound?
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majaczek

 
    
Supreme Hero
Work at Magic Dimmension
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posted January 06, 2016 02:18 PM |
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Edited by majaczek at 22:41, 11 Jan 2016.
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there is no new sounds. AmeUpgSilence.snd contains silence files to avoid message with missing files.
Monsters with 2 cells would be placed correctly if you start new game (older version has missing this bit). "Wide" monsters has flag "Wide" enabled. Also remember you must copy the Creatures folder into erafolderdata for the mod to work correctly (it's dependence from Amethyst plugin). If you don't do this you will miss doublewide creatures, casters, shooters and more.
EDIT: Changed KCL limit for ballistas from 5 to 9
EDIT: Changed KCL for War Machines Specialists. Now WM specialists have twice as much war machines, this premmy ignores WM count limit
EDIT: Changed KCL for war machines specialists, now they get additional +3 machine count. it stacks and ignores upper limit.
EDIT: implemented Knightmare Levels bonus for War Machines Specialists inside Knightmare Commander script
they get: on 20/35/50/65/80 additional + 5 war machines
EDIT: Small fix on town guardians. Summoning Guardian happens on !?BR not on !?BF
EDIT: changes on KCL: originally commanders had ballista every 4 levels and KCL commanders every 8 levels. Now KCL has returned to 1/4 ratio
EDIT: Fixed werewolf fix 
EDIT: Added Anti-Tactics script to Knightmare Heroes mod. Now Tactics phase is disabled, instead you get 5% per tactics level chance to additional attack (premmies stack, so you may get maximaly 3 additional attacks but this is extremely rare)
EDIT: additional changes to war machines 
EDIT: Nerfed some spell specialists (ie. Solmyr) and boosted Astromancy/Life Magic
EDIT: Previously changed def of Dungeon Guardian and Necro Guardian, and changed them to 1hex to match new defs 
EDIT: Fixed Ivor and Clancy. Now they get proper premmies for their units
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svkiller2014

 
Tavern Dweller
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posted January 12, 2016 11:42 PM |
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Error at start:
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Khadras

 
   
Famous Hero
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posted January 13, 2016 07:44 AM |
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Edited by Khadras at 07:45, 13 Jan 2016.
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svkiller2014 said: Error at start:

For me is the same but i was advised to use Wog Plus mod. But still not working.
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majaczek

 
    
Supreme Hero
Work at Magic Dimmension
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posted January 13, 2016 09:54 AM |
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Edited by majaczek at 11:22, 13 Jan 2016.
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Khadras said:
svkiller2014 said: Error at start:

For me is the same but i was advised to use Wog Plus mod. But still not working.
it must be this order in mod manager
Amethyst Upgrades
...
WoG PLUS
WoG Revised
WoG
Edit: all other mods changing "wogify" script are not compatible.
Edit: it works for me, so the problem is on your side
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