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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Levels Of Hero Speciality
Thread: Levels Of Hero Speciality This thread is 2 pages long: 1 2 · NEXT»
Sguazz
Sguazz


Known Hero
posted April 10, 2013 03:05 PM
Edited by Sguazz at 00:41, 07 Jul 2013.

Levels Of Hero Speciality

Edit: 7 July 2013
Little update: some scripts improved and 1 mod added

This mod enanched the Hero Speciality when a Hero gains a particular level. So I want to do a 3 Levels:
Basic: Lv1.
Advanced: at Lv4 +Level of the special creature if Heroes Master of Creatures (e.g. at Lv10 for Fafner - Nagas);
at Lv4 +Level of the special spell if Heroes Master of a Spell (e.g. at Lv8 for Solmyr - Chain Lightning). Lv7 for other Speciality
Expert: at Lv15.
The new abilities don't delete the previous abilities.
I'm using my imagination (restricted by my ERM-ability) to find skills in line with the heroes and who are different from the skills of Sagamosa Mod.
Some example:
X0) Hero Master of a SS: War Machines:
Hero starts with his war machine. If Warfare is on, starts with all the War Machines.
Basic Level: Hero improves a specific War Machine.
Advanced Level (7th): Hero can build his War Machine at half price (when you click in the specific slot in the Hero Screen. AI automatically build it).
Expert Level: Hero can build all the War Machine at half price.
X0) Hero Master of a SS: School Magic:
Basic Level: Hero starts with an Expert Magic School (like Adrienne).
Advanced Level (7th): Hero learns all the Lv1-3 Spells of his Magic School.
Expert Level: Hero learns all the Spells of his Magic School.
X1-X4) Hero Master of Creature:
Basic Level: Hero improves a specific unit.
Advanced Level: Can upgrade this specific unit (AI automatically upgrades gratis).
Expert Level: Double Growth (Basic Growth + Castle Growth) of this unit if hero rests in a castle (of this unit) at the end of the week.
Expert Level+: Instead of double Growth, some Heroes can upgrade again this unit: at the moment Dracon, Gelu and Roland that I have changed in Cleric Master of War Zealots (Arch Magi and Zealots to War Zealots). Lord Haart (Evil) upgrades all the Human Horse Riders to Dread Knights (Nomads, Cavaliers and Champions).
X2) Hero Keeper of Resources:
Basic Level: +350 Gold or +1 other resources.
Advanced Level (7th): Artifacts that give resources, give double resources every day. (New): Hero produces 1650 gold or +1 more resource every 4 days.
Expert Level: Hero produces 1650 more gold or +1 more resource every day.
(I have corrected HE$:X2/7 (+1 Mithril) and added HE$:X2/8 (+1 Wood, +1 Ore), HE$:X2/9 (+1 Mercury, +1 Sulfur, +1 Crystal, +1 Gems)).
X3) Hero Master of a Spell:
Basic Level: Hero improves his special spell.
Advanced Level: Can cast this specific spell at Expert Mode without Expert School of Magic (for example can cast Mass Haste without Expert Air Magic) and teaches this spell when is visited by an allied Hero.
Expert Level: Each Hero of the same colour of the caster that has at least Lv4+LvSpell, can cast the special spell (of the caster) at Expert Mode. Currently this feature doesn't work in a Network battle
(New): I have added Drop War Machines mod made by Valery.
- I'm working only on the Hero Specialities and not on the Commander Specialities.
- If you want, compatible with Hero Specialization Boost, but you need to edit if you change the Specialities.
- Problems with Human vs Human battles in a TCP/IP game.
- Tested with these mods:
Levels Of Hero Speciality (my mod)
Ghost and Peasants (my mod and a part of Artu)
Morn battlefields
Original Wog Chests
Yona v5.0
Wog Revised (I hope to have the last version)
Wog

But the innovation ( ) is the scheme of this mod.
There are some type of files:
files "01" that are necessary because contain the original descriptions and icons;
files "02" that contain the Specialities Lv Advanced;
files "03" that contain the Specialities Lv Expert.
There is a file for each category of Hero Speciality: if you don't like only one of them, you can delete the specific file or you can add others.
Why this? Because I have associated descriptions and icons at the speciality of a Hero.
If you edit "LoHS - 00 My Edit 01 (Mod).erm" and write "!!HE9:X1/12;" instead of "!!HE9:X3/41;", Adela becames Master of Angels and you don't need to edit the HeroSpec.txt.
If you change "!!HE11:X3/20;" in "!!HE11:X3/55;", Adelaide losts Frost Ring in her Spell Book and gains Slayer.
And so on...
So this mod can become compatible with other little mod.


A Beta (Update 7 July 2013)
LINK

I hope to use some scripts or mods of other users is not a problem.

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Liso1
Liso1


Known Hero
posted April 11, 2013 08:56 PM
Edited by Liso1 at 10:17, 12 Apr 2013.

thanks

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted April 12, 2013 11:48 AM

is your mod compatible with HSB script from vanilla WoG?
I hope yes. If yes I would wish to be able to borrow code for monster specialists (for reuse in my mod). For exchange I may give code for spell specialists and astromancy + life magic (plus images for these two) for reuse in your mod. Anything I wish is just code for monster specialists from any version and maybe some code for SS specialists.

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Sguazz
Sguazz


Known Hero
posted April 12, 2013 09:35 PM
Edited by Sguazz at 14:07, 17 Apr 2013.

Quote:
is your mod compatible with HSB script from vanilla WoG?
I hope yes. If yes I would wish to be able to borrow code for monster specialists (for reuse in my mod). For exchange I may give code for spell specialists and astromancy + life magic (plus images for these two) for reuse in your mod. Anything I wish is just code for monster specialists from any version and maybe some code for SS specialists.


I have changed some Hero Speciality in HSB.erm to make it compatible with my mod.
For example Calid and Gelare have Eagle Eye 5% (1st and 2nd unit can fly in HSB) and Ignatius has +1 Sulfur. I have edited the descriptions in ert file and deleted the phrases "No additional bonuses" and "%Z-1 has no further bonus.". I think is 99% compatible

Edit: I have found the 1% of incompatibility (until now).
Heroes that in my mod have an ulterior upgrade of them special unit (Ingham, Josephine, Straker, Gretchin, Krellion, Drakon and perhaps some Planeswalkers), become specialists with this new creature in battle.
But with HSB no: bonuses remain on the old creatures because my checks on HeroXP don't work and I can't apply the bonuses on the new creatures  

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felipe
felipe


Known Hero
Editing Heroes Without Limits
posted April 13, 2013 12:19 AM

Good ideia. I allways thought that the new monster bonus (the mosnter get attack, defense, helth bonus with the hero level) wAS an excellent ideia but to strong. With your mod it can become more balanced.  

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jOKOseven
jOKOseven


Hired Hero
posted April 17, 2013 07:25 PM

At first i though it might get unbalansed, some of them looked truly OP.
After i saw the pics i realised that every speciality might be just as OP as the others.
i really like that you kept the basic abilitis for low levels.
Good job so far and Good luck!
Looking forward to it!

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted April 17, 2013 07:32 PM

This may be really interesting, hope it gets finished soon. A question,

Quote:
Expert Level (New!): Each Hero of the same colour of the caster can cast the special spell (of the caster) at Expert Mode.



Is that true for level 4 specialists too? If I have a Meteor Shower specialist, will it mean after some point every hero I hire will start with Meteor Shower? That may turn very overpowered. And Scholar heroes will lose their appeal.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 17, 2013 10:57 PM

Maybe but there is also a point to make spell specialists more interesting to hire (so far when I see Solmyr, I don't recruit).

It looks to me ok as long as you get a specialist that others can use his spell, maybe create some level dependencies. If there are 4-5 high spell specialists in whole game, is not like they will show in tavern every week.
____________
Era II mods and utilities

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Sguazz
Sguazz


Known Hero
posted April 17, 2013 11:06 PM

Other Heroes can cast the spell only if they have that spell in their spellbook.
A Specialist of a spell can teach only his spell. I think that Sholar doesn't loose its utility.
I thought to give this ability only when the specialist of a spell stays in a castle with a magic guild, but it is a bit complicated to do for me...
Mmm ... I could give this ability to other heroes that have Expert Wisdom. Is it a good idea?

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted April 17, 2013 11:10 PM

Keeping the wisdom necessities (basic for level 3, advanced for level 4) would be better IMO if you're asking for suggestions.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 17, 2013 11:12 PM
Edited by Salamandre at 23:15, 17 Apr 2013.

You can create spell transfer in heroes meeting screen, if certain conditions are meet.

Idea:

Both heroes will lose their movement points for that day (teaching takes time)
The teacher requires some fee for training, spell level * 1000 gold.
Both heroes mana is set to zero after transfer (they spent their mana training).
A magic book is added to second hero if he did not have one.

The advantage over scholar will be that second hero does not need to have the required wisdom level or magic book.
____________
Era II mods and utilities

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Sguazz
Sguazz


Known Hero
posted April 17, 2013 11:41 PM
Edited by Sguazz at 23:45, 17 Apr 2013.

At the time Spell Specialists work this way:
Edit: if a meeting Hero has a Spell Book, the spell is added.
If the meeting Hero hasn't the Book, the Specialist create a Scroll of his/her spell.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 17, 2013 11:43 PM

Don't use HD for taking screens, the info you want to show takes 25% of the screen
In same time, such a waste, fortune is useless spell. And what happens if she reaches expertise before level 9, she can't cast expert?
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Era II mods and utilities

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Sguazz
Sguazz


Known Hero
posted April 17, 2013 11:59 PM

Quote:
Don't use HD for taking screens, the info you want to show takes 25% of the screen
In same time, such a waste, fortune is useless spell. And what happens if she reaches expertise before level 9, she can't cast expert?


She can cast expert
I'm still thinking about levels if 9 an 14 are ok or not...

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted April 18, 2013 12:06 AM

Quote:
At the time Spell Specialists work this way:
Edit: if a meeting Hero has a Spell Book, the spell is added.
If the meeting Hero hasn't the Book, the Specialist create a Scroll of his/her spell.


That's better.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 18, 2013 12:59 AM

Scrolls are unpredictable because the wog option which casts automatically if scroll equipped.
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Era II mods and utilities

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Sguazz
Sguazz


Known Hero
posted April 18, 2013 01:40 PM

Ok! If the visitor hasn't Spell Book but Living Scrolls Option is OFF, the Specialist gives a Scroll. If Living Scrolls Option is ON, gives nothing.

Other thing: when you have done the Melodia example, I have seen that specialists of a low level creature have the same problem: at Lv9, to have the ability to upgrade Dwarves is a bit useless.
So I'm thinking to give the "Advance Speciality" at different levels. And perhaps also the "Expert Speciality"...
For Example Valeska can upgrade Archers at Lv2 and Clancy can upgrade Unicorns at Lv6. What do you thinking about?
Uff... It's hard to do a mod

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 18, 2013 08:25 PM

It is very hard when you try to make it universal, and playable under random maps. It is much easier and fun when you fine tune it to work on a single map, but also less rewarding.
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Era II mods and utilities

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted April 18, 2013 09:25 PM

The more precise you try to be, the more incompatibility with other mods or authentic situations you will encounter. Even if I had the ERM knowledge to that kind of specification I wouldn't choose to do so.

You either make a scenario mod with its own precise settings and the map or you do a random map mod that does not touch the basics much. Or else it will be buggy as hell and unexpected unique situations will conflict with your precise arrangements.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 18, 2013 09:31 PM

With era we can now use SN:W vars which are unique to each mod and can not conflict (see majaczek commanders or better AI). For HSB, placing empty HSB file in your mod will disable it for good, so no danger of incompatibility. You can be precise and not create conflicts, the problem IMO is the balance, it takes a lot of time then x or y will say add this, add that, this is not good etc.

This being said, AI can not use most of features properly thus random maps will suffer.
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