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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Enhanced Magic Skills Mods
Thread: Enhanced Magic Skills Mods This thread is 13 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 · «PREV / NEXT»
AlfWithCake
AlfWithCake


Known Hero
posted June 14, 2018 08:29 PM
Edited by AlfWithCake at 00:40, 15 Jun 2018.

RerryR said:
To prevent spell spamming with high-level heroes in the first round of combat, specialty spells cast several times in the same battle round will increase in spell points cost.



 This is some bruteforce you made. In some cases you just have to cast the spell thrice, but this option will make you lose a lot of spell points (7 times spell cost instead of 3 times). In example, versus AI hero. This will probably make intellegince skill more useful and probably the cost is still balanced, will have to test it someday. Only thing that enables you to spam spells is Tower commander, that decreases the price by 90%. Just make the maximum cost reduction 50% instead of 90% and this will be ok, 90% was too much even without your mods, when spells were much weaker.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted June 14, 2018 11:00 PM
Edited by RerryR at 23:12, 14 Jun 2018.

WoG Commanders special abilities would deserve a complete overhaul that's for sure or at least a tweak in numbers. I'll take a look someday.
Edit:*I once had a plan to connect the magic power from commanders and that from heroes with some kind of synergies. Especially the magic power from commanders becomes useless/is useless very fast. I dropped the plan due to my limited ERM knowledge. Maybe nowadays I could give it a new try.  

Now to the changes:
You will only notice the increased cost of spell points with heroes which are able to cast three or more times which requires a relatively high level. By that time you often have a big mana pool. And you can avoid it by casting not all spells in a single round. If you wait for the next battle round the spell point price is reset to normal.
Well, this was my attempt to prevent the "spamming" in the first round. My other idea was to give casts an increasing chance to fail if cast in consecutive order but I think this is not so cool. Let's see how it plays out. You can always fall back to version 1.2.  

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xericsin
xericsin


Famous Hero
posted July 26, 2018 11:59 AM

Hi PerryR, I am using your Critical Sorcery Mod.

I have two thoughts here.

1. The z variables for the artifacts' descriptions are temporary variables (z480-z492) used by other scripts. Please choose other z variables. See the Claimed section of the ERM Help.


2. Critical damage should only occur on enemy stacks. I don't know whether or not you checked the owner of the stack. But you should if you did not. Sometimes we need to cast damage spells to wake up own stacks, so no critical please.

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AlfWithCake
AlfWithCake


Known Hero
posted July 26, 2018 01:17 PM

PerryR

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted July 28, 2018 06:39 PM
Edited by RerryR at 19:00, 28 Jul 2018.

AlfWithCake said:
PerryR


Well, he's actually right ^^
The first account I had here at HC was PerryR because I'm a big fan of the SciFi series Perry Rhodan but I lost my login and changed it to RerryR, which sounds really stupid well now I cannot change it back.


Update Critical Sorcery to version 1.7:

- Your own troops cannot be hit critical with spells
- Updated synergy with Magic Weeks Mod (week 5 and week 6)
- Added bonus to 6 Artifacts which will now act as "Dragon Set"
- Armageddon Blade and Spellbinders Hat artifact bonus spell damage reduced to 15%
- Critical strikes now only deal 50% Bonus damage
- Scholar critical spell bonus reduced to +30%
- replaced z-Vars which are claimed in WoG

Download Link:
https://goo.gl/G5dFhK

This is new Dragon Set


Somehow I always felt the combination artifacts in Heroes 3 suck hard, or let's say how they are implemented. Maybe its just me and my playstyle but I never go for them. Until you have every piece of the set you will most likely always have something better in that slot anyway and if you put away only one piece you lose the whole bonus.
Now with the "new" Dragon set you already get some bonuses while collecting/wearing the pieces. Much more fun in my opinion. Maybe I will do some more of these.

@Xericsin
I hope there are no more conflicts with Z-Vars now. If so, just forward it to me and I try to find different.

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xericsin
xericsin


Famous Hero
posted July 29, 2018 06:28 AM
Edited by xericsin at 06:31, 29 Jul 2018.

Great! I actually found the script of the version I had was not complete. I will have a try on this new version.

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xericsin
xericsin


Famous Hero
posted August 30, 2018 06:23 PM

I saw your post about counting number of pieces of artifacts in ERM discussion thread. So I spent my day to look for another way.

Here is my code. Much longer than yours though. Hope it still worths sharing or discussion.

I tried to filter off those extra triggers. Using 4 tomes as example. 10 attack bonus for each tome.


!?FU77004&1000;
!!SN:W^in_hero_screen^/1;

!?FU77005&1000;
!!SN:W^in_hero_screen^/0;

!?CM2&1000;
!!CM:I?y10 S?y11;
!!VRy10:-2; [AE v999 = CM:I - 2]
!!SN:W^AE_click_trig_slot^/y10;
! !SN:W^AE_click_trig_state^/0; [All AE_click_trig_state related sentences (1+3+4) should be enabled/disabled together.]
                                                   [Save 4 extra AE triggers during artifacts swapping if enabled.]

!?AE0&1000;
!!SN:W^in_hero_screen^/?y5;
!!if&y5=1:; [extra triggers will be generated and need to be handled]
!!SN:W^AE_click_trig_slot^/?y1;
!!FU&v999<>y1:E;

! !SN:W^AE_click_trig_state^/?y10;
! !FU&y10<>0:E; [AE0 only triggers once in state 0, and enters state 1]
! !SN:W^AE_click_trig_state^/1;
!!en:;
!!FU123321&v998>85/v998<90:P1/0; [do piece counting and apply bonuses for tome set]

!?AE1&1000;
!!SN:W^in_hero_screen^/?y5;
!!if&y5=1:; [extra triggers will be generated and need to be handled]
!!SN:W^AE_click_trig_slot^/?y1;
!!FU&v999<>y1:E;

! !SN:W^AE_click_trig_state^/?y10;
! !SN&y10=1:W^AE_click_trig_state^/2; [state 1 enters state 2, enabling next AE1]
! !FU|y10=1/y10=3:E; [do nothing in state 1 and 3, trigger is extra]
! !SN:W^AE_click_trig_state^/3; [only state 0 and 2 reach here, then enter state 3]
!!en:;
!!FU123321&v998>85/v998<90:P1/1; [do piece counting and apply bonuses for tome set]


!?FU123321&x1=1;
*x1=custom set id, x2=0 for AE0 and 1 for AE1
*count num of pieces of sets (count should +/-1 since AE triggers before taking/putting)
*compare with previous count and do things

!!HE-1:N?y20; [hero id = y20]

!!VRy30:S0; [num of pieces before taking/putting = y30]
!!VRy31:S0; [num of pieces after taking/putting = y31]

!!HEy20:A2/86/?y16/?y26; [fire     y16 y26]
!!HEy20:A2/87/?y17/?y27; [air      y17 y27]
!!HEy20:A2/88/?y18/?y28; [water y18 y28]
!!HEy20:A2/89/?y19/?y29; [earth y19 y29]

!!VRy30&y26>0:+1; [update y30, exclude duplicates]
!!VRy30&y27>0:+1;
!!VRy30&y28>0:+1;
!!VRy30&y29>0:+1;

!!if&x2=0:;
!!VRy26&v998=86:-1; [correct qty of artifacts after taking away]
!!VRy27&v998=87:-1;
!!VRy28&v998=88:-1;
!!VRy29&v998=89:-1;
!!en:;
!!if&x2=1:;
!!VRy26&v998=86:+1; [correct qty of artifacts after putting in]
!!VRy27&v998=87:+1;
!!VRy28&v998=88:+1;
!!VRy29&v998=89:+1;
!!en:;

!!VRy31&y26>0:+1; [update y31, exclude duplicates]
!!VRy31&y27>0:+1;
!!VRy31&y28>0:+1;
!!VRy31&y29>0:+1;

*apply bonuses below
*eg. 10 Attack for each Tome
!!VRy32:Sy31-y30; [after - before = y32]
!!if&y32<>0:;
...
...
!!VRy33:S10*y32; [bonus = y33]
!!HEy20:Fdy33/d/d/d;
!!en:;
...
...
! !IF&y5=1:M^AE%X1 state=%Y10 F=%Y26 A=%Y27 W=%Y28 E=%Y29 v998=%V998 set=%Y30->%Y31^;

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted August 30, 2018 07:46 PM

Very cool, I hope you didn't have that much trouble with it then I had
I'll promise to look into it on the weekend and see if it is an improvement to my current function (because I still have a little-unresolved issue ).
Another good news is I have already created 7 complete artifact sets which are nearly ready to share with you. My plan is to make two more, so ideas are still welcome.

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xericsin
xericsin


Famous Hero
posted September 01, 2018 11:26 AM

Do you have any design for Eagle set and Resistance set?

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted September 01, 2018 01:39 PM
Edited by RerryR at 17:58, 01 Sep 2018.

No Set for Eagle Eye and Resistance yet.

Edit: Maybe for Complete Eagle Eye learn 5th level spells?
(hmm but I don't know, i just don't like the skill at all, I think needs something cooler)

Resistance: Small chance to reflect spells back to the enemy?


I currently have:

{~Red}Darzog's Armor Set Piece{~}: (Undead Artifacts)
With 3 Pieces: +{2} Power and Knowledge
With 4 Pieces: +{10}% Crit damage +{2} Attack
With 5 Pieces: +{1} to primary skills +{50}% to Raise Undead Spell
With 6 Pieces: +{10}% Spell damage +{50}% to Death Ripple Spell +{2} to primary skills, {Cursed}

{~Red}Priest of the Light Set Piece{~}: (Holy Artifacts)
With 3 Pieces: +{2} Power and Knowledge
With 4 Pieces: +{5}% Crit chance +{10}% Crit damage
With 5 Pieces: +{1} to primary skills +{50}% to Resurrection Spell
With 6 Pieces: +{10}% Spell damage +{50}% to Destroy Undead Spell +{2} to primary skills, {Blessed}

{~Red}Ring of the Magi Set Piece{~}: (Well only the Ring)
Ring of the Magi: Each battle won increases your spell damage by {1}%

{~Red}The Wizards Fortune Set Piece{~}: (4 Luck)
With 2 Pieces: -{1} enemy Moral
With 3 Pieces: -{1} enemy Luck
With 4 Pieces: Each time your creatures have Good Luck in battle, your spell damage is increased by {10}%, up to +{50}% per combat

{~Red}The Wizards Courage Set Piece{~}: (4 Moral)
With 2 Pieces: -{1} enemy Luck
With 3 Pieces: -{1} enemy Moral
With 4 Pieces: Each time your creatures have Good Moral in battle, there is a chance that your spellbook gets {re-enabled}

{~Red}Elemental Set Piece{~}: (4 Orbs)
With 2 Pieces: +{10}% crit damage
With 3 Pieces: {25}% chance for extra spell damage +{3} Knowledge
With 4 Pieces: {50}% chance for extra spell damage +{5} Power

{~Red}Magic Set Piece{~}: (4 Books)
With 2 Pieces: +{3} Spell Power and +{3} Knowledge
With 3 Pieces: +{5} Spell Power, {50}% chance for extra cast
With 4 Pieces: +{1} extra cast per combat




and a couple of more ideas

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anti-victor
anti-victor


Adventuring Hero
Disciples 2 Map Creator
posted September 05, 2018 09:31 AM

RerryR said:
No Set for Eagle Eye and Resistance yet.

Edit: Maybe for Complete Eagle Eye learn 5th level spells?
(hmm but I don't know, i just don't like the skill at all, I think needs something cooler)

Resistance: Small chance to reflect spells back to the enemy


Have sth for that:

Eagle eyes artifacts+(put artefact here)+eagle eye skill

With 2 Pieces: +1 spell power and +15 to lern spells from battle or couter them (depends what wogify scripts are used)
With 3 Pieces: +1 knowledge and +50% to magic artilery
With 4 Pieces: Your spells improve even further giving some of them mass effect (slayer, magic mirror etc.) depends on your eagle eye skill mastery.


RerryR said:
{~Red}Darzog's Armor Set Piece{~}: (Undead Artifacts)
With 3 Pieces: +{2} Power and Knowledge
With 4 Pieces: +{10}% Crit damage +{2} Attack
With 5 Pieces: +{1} to primary skills +{50}% to Raise Undead Spell
With 6 Pieces: +{10}% Spell damage +{50}% to Death Ripple Spell +{2} to primary skills, {Cursed}


If +50% to death ripple spell is taking from base dmg its fine, but if this also consider bonus dmg from spell trainer I would give it +30%, reson behind is that Spell trainer already give it huge dmg and if this stack you can get basic implosion for all living creatures.

RerryR said:
{~Red}Priest of the Light Set Piece{~}: (Holy Artifacts)
With 3 Pieces: +{2} Power and Knowledge
With 4 Pieces: +{5}% Crit chance +{10}% Crit damage
With 5 Pieces: +{1} to primary skills +{50}% to Resurrection Spell
With 6 Pieces: +{10}% Spell damage +{50}% to Destroy Undead Spell +{2} to primary skills, {Blessed}


Destroy undead is similar story but we have only one undead fraction - necropolis and its strong already even if I played against necro I barely used DU so maybe that help the spell.

RerryR said:
{~Red}Ring of the Magi Set Piece{~}: (Well only the Ring)
Ring of the Magi: Each battle won increases your spell damage by {1}%


Had similar idea here, hmm..where we gonna find out how much increased dmg we doing. Only in battle log or can you make some "battle couter" similar to magic specialist but just in ring itself.

RerryR said:
{~Red}The Wizards Fortune Set Piece{~}: (4 Luck)
With 2 Pieces: -{1} enemy Moral
With 3 Pieces: -{1} enemy Luck
With 4 Pieces: Each time your creatures have Good Luck in battle, your spell damage is increased by {10}%, up to +{50}% per combat


I like those -1/-1 to enemy M/L it's similar what hota done, most of the time you can get those only from units or spells. It also depend if someone is using bad luck mod. On top of that very good boost to dmg spells and limit at 5 stacks is fine.

RerryR said:
{~Red}The Wizards Courage Set Piece{~}: (4 Moral)
With 2 Pieces: -{1} enemy Luck
With 3 Pieces: -{1} enemy Moral
With 4 Pieces: Each time your creatures have Good Moral in battle, there is a chance that your spellbook gets {re-enabled}


This is huge, like if you have all magic schools you get bonus for sure, but this set is also good for might class I would say. Maybe some limit here too but I gues chance is 50/50?

RerryR said:
{~Red}Elemental Set Piece{~}: (4 Orbs)
With 2 Pieces: +{10}% crit damage
With 3 Pieces: {25}% chance for extra spell damage +{3} Knowledge
With 4 Pieces: {50}% chance for extra spell damage +{5} Power


Nice that you can wear 4 orbs and still have room for one book^^Also pushing more dmg with spells.

RerryR said:
{~Red}Magic Set Piece{~}: (4 Books)
With 2 Pieces: +{3} Spell Power and +{3} Knowledge
With 3 Pieces: +{5} Spell Power, {50}% chance for extra cast
With 4 Pieces: +{1} extra cast per combat


Most of the time I have tomes baned, so maybe I consider unban them^^ just for the sake of set, in my version I'm giving also exp bonus, if somebody also has learning that would be good buff.
So those are kinda my first impresions about them.

Now let me introduce some ideas from my bro:

wild rose garniture set
scales of greater basilisk+greater gnoll flair+buckler of the gnoll king

with 2 pieces: +2 Defence and +2 Knowledge
with 3 pieces: this set could give poison ability (casts like armor of the damned), this poison is similar when you open one of new treasure chests from wog so you poison entire enemy army

voyager set
speculum+spyglass+pendant of free will+sphere of permanece+ scouting skill

with 2 pieces: + 1 knowledge and pernament vision spell for hero
with 3 pieces: +1 spell power and mass precision or unlimited shots for units
with 4 pieces+expert scouting skill: +2 attack +2 spell power and ranged death stare ability used with direct spells(e.g.magic arrow)(scaling with spell power/killing at least one unit per every 10 SP)

pegasus harness
neclace of swiftness+ring of the wayfarer+cape of velocity (this needs prob more pieces but don't know which artefacts are not used)

with 2 pieces: +1 attack and -1 speed for enemy flying units
with 3 pieces: +1 attack and resistance to slow spell or (maybe resistance for all  lvl 1 spells for both sides so your enemy cant slow/curse you but you can't haste/bless either?)

set of lion strength
badge of cirage+crest of valor+glyph of galantry+red dragon flame tongue

with 2 pieces:  +1 defence
with 3 pieces: -1 morale to enemy
with 4 pieces: +2 attack and first strike ability to lvl 1-2 units

veil of light set (resistance set)
garniture of interference+surcoat of counterpoise+boots of polarity

with 2 pieces: -10% for crit chance to enemy(if possible) or +1 knowledge and 1000exp every week
with 3 pieces: -10% or -15% for crit dmg(if possible) and cast magic mirror for one unit(maybe cast mass if hero have eagle eye? or cast mass without eagle eye limitation?)

diares of while witch
all tomes of magic
with 2 pieces: +3% experience
with 3 pieces: +5% experience and +2 spell power
with 4 pieces: +6 spell power and you can cast slayer spell (or mass effect if hero have eagle eye)

So those are set to consider, feel free to comment.
____________
Live and Die by the Blade/In WoG we trust

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted September 05, 2018 08:40 PM
Edited by RerryR at 20:44, 05 Sep 2018.

@ xericsin
I checked your function and it works very well. You solved the problem with double equipping a bit more elegant. So for everybody interested i think y31 will return you the correct number of equipped artifacts (for example if you need to call the fkt in the combat manager). So good work there

anti-victor said:

Eagle eyes artifacts+(put artifact here)+eagle eye skill

With 2 Pieces: +1 spell power and +15 to learn spells from battle or counter them (depends what wogify scripts are used)
With 3 Pieces: +1 knowledge and +50% to magic artillery
With 4 Pieces: Your spells improve even further giving some of them mass effect (slayer, magic mirror etc.) depends on your eagle eye skill mastery.


Maybe making Magic Mirror a mass spell would somehow fit. Would be a nice set bonus, still needs a little bit more flavor.

anti-victor said:

RerryR said:
{~Red}Ring of the Magi Set Piece{~}: (Well only the Ring)
Ring of the Magi: Each battle won increases your spell damage by {1}%


Had similar idea here, hmm..where we gonna find out how much increased dmg we doing. Only in battle log or can you make some "battle counter" similar to magic specialist but just in ring itself.


Yes i can make a window which shows your current spell damage (like wisdom) good idea

anti-victor said:

RerryR said:
{~Red}The Wizards Courage Set Piece{~}: (4 Moral)
With 2 Pieces: -{1} enemy Luck
With 3 Pieces: -{1} enemy Moral
With 4 Pieces: Each time your creatures have Good Moral in battle, there is a chance that your spellbook gets {re-enabled}


This is huge, like if you have all magic schools you get bonus for sure, but this set is also good for might class I would say. Maybe some limit here too but I gues chance is 50/50?



I think i will remove the 4th set bonus and make something like: after your unit hat moral the next attack will deal some bonus damage. We have enough magic boost already.

For the Books Set the idea with +exp is good. I will do it and i'am already working on some of the other ideas you mentioned. Thanks for your input. Hope i get most of it done until the weekend.

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Catshy
Catshy

Tavern Dweller
posted September 06, 2018 01:48 AM

do u have any new graphics?
____________

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted September 06, 2018 08:07 AM

Catshy said:
do u have any new graphics?


No, I don't need it currently. What are you looking for and why? There are a lot of graphics available. For changing stats in HotA best ask in this thread How to edit Hota

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted September 29, 2018 06:24 PM bonus applied by Maurice on 28 Oct 2018.
Edited by RerryR at 20:00, 01 Oct 2018.

Hi,
today I can present you the new updates I have been working on for the last two months. The goal is to introduce new artifact sets in heroes 3 WoG. The artifact sets we currently have vary strongly in quality. Also, it's annoying that you have to collect the whole set before you get anything out of it. I tried to change this. I hope collecting artifacts is much more interesting now. Most of the common items are now in a new set.


Update Critical Sorcery to version 2.0

New or changed Sets:
 -Dragon Set
 -Priest of the Light
 -Darzog's Armor
 -Pegasus Harness
 -Basilisk Venom Tooth
 -Titans Thunder
 -The Wizard's Fortune
 -The Champion's Honor
 -Magic Set
 -Elemental Set
 -Veil of Light
 -Ring of the Magi
 -Vision of the Eagle
 -Angelic Alliance
 -Archdevils Suite
 -Wizards Well
 -Battle Mage War Dress

There are many options in WoG and some might cause incompatibilities. I tried my best to test as many as possible and I had great help from anti-victor who tested and helped me a lot. Many thanks!
As always I tried to design it that you can put it on top of everything and use every option in ERA.
If you find something is not working just write and I will debug it.


Together with the update on this mod I made several changes to most of my other mods so they work well together:

Update Magic Specialists to version 1.4:
- If WoG hero specialization boost is enabled the autocast for Magic heroes who gain bonus trough this mod is disabled. Its not necessary anymore. If you wish to enable it again just delete the script 39 out of this folder.  
- Now works better with Double Cast, Magic Week and Critical Sorcery Mod (now more wrong calculation of times to cast per combat if mods used together)
- If Critical Sorcery Mod enabled, chance for spell specialists to do 50% more damage with unique spell is disabled. Because your hero most probably already has that crit chance.
- fixed for active but blank spell book (if hero didn't know his own special spell)
- Battle log now shows extra cast info
- Increased level for Inferno and Magic Arrow specialist a bit.
- Fix: removed Yog as Caster specialist
##INFO## V.1.4 now contains the script "39 wog - hero specialization boost" from WoG. This is necessary to disable the autocast. You can delete it from my folder, no probs. But consider this if you make/have any changes to that script.


Update Extra Cast Mod to version 1.03:
(Master of the Elements)
- Completely rewrote script, much shorter
- Removed all flags and vars for better compatibility
- increased future compatibility for my other mods
- Battle log now shows extra cast
Please Update this one if using together with my other mods.

Some more changes to these mods (check the readme):
Update Mystic Skill Enhancement to version 1.1
Update Spell Trainer to version 1.43
Update Improved Spells to version 2.16
Update Magic Artillery to version 1.2
Update Magic Weeks to version 1.7


Most of the changes concern skill descriptions (eg. for ERA Rus scripts) and little improvements. The Mod order in Mod Manager should not matter anymore I hope


I packed an "Updated Magic Mods.rar" with all updates but also uploaded standalone.

Download Link:
https://goo.gl/G5dFhK

Edit: Sets

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted September 30, 2018 04:46 PM bonus applied by Maurice on 28 Oct 2018.
Edited by RerryR at 13:16, 03 Nov 2018.

New Upload:

[Game Difficulty] Neutral Units difficulty V.1.6

(for Update 1.6 see below)

Neutral Units difficulty (replaces original script Nr. 21 Neutral Units.erm and Nr. 06 Random Hero)

Activate the WoG options if you want:

Neutral Units Stack Size
Neutral Units Bonus
Neutral Units Stack Experience
Random Hero
Karmic Battles
Creature Bank Growth

When the game starts you can now freely choose the difficulty of these settings. If you didn't activate them the dialogs will not appear at game start.
This is especially interesting if you want to start with more money (easy) but still want the stacks to gain Exp fast.
You can also set the neutral starting stack size to your comfort zone. Don't worry it's done better than what the WoG option gave us.
Now all creature levels are set independently and with more sense. Try the Random Stack Size function.
You can also set the Att Def and Health increase of neutrals.

Happy playing

Version: 1.0



To give you some numbers:
At Normal Difficulty for Stack Size the script will add to stacks:

30; Lvl 1
25; Lvl 2
20; Lvl 3
15; Lvl 4
10; Lvl 5
8; Lvl 6
5; Lvl 7
3; Lvl 8


At Expert it will add:

70; Lvl 1
55; Lvl 2
50; Lvl 3
45; Lvl 4
40; Lvl 5
30; Lvl 6
20; Lvl 7
12; Lvl 8

and so on...

The Random Stack Size will Set all Stacks on the Map Start to a value between 10 and 110 or something like that

With Extra Enchantments, some stacks gain: Bless, Mind Spell Immunity, Air Shield, Magic Mirror, Protection from Fire, not all enchantments but some.


Update 1.5

New in Version 1.5 is a quick select feature between Easy/Normal, Normal/Hard and Hard/Expert.

If you select let's say Normal/Hard it will automatically choose options for you and you don't have to click through all the dialogs.
The settings will be chosen randomly and even might be different to the options you can individually select. To give you an example:

You choose Normal/Hard in quick select the following will happen (assuming you have activated all WoG options):

1) Adds 35-45 level 1 creatures to every level 1 stack on the map and so on...
2) Set the rate at which stacks gain att/def/HP to a value between 17 and 25 days
3) Set the rate at which neutrals gain a lvl in Stack Exp to a value between 8 and 12 days
4) Increase the Att/Def/Dmg/HP of Commanders in creature banks by a random value every week
5) with a chance of ~25% it will activate one or max two of the following options:
  - Tougher_Karmic_Battles_on
  - Extra_Enchantments_on
  - Random_Neutral_Hero
  - More_Random_Stack_Size

The quick select feature will never choose Impossible or Insane settings.
Of course, you still have the option to choose each setting separately.


Update 1.6:

After all these years lurking in that forum, I never found a solid solution which got rid of that 4000 limit for stacks on random maps. Something I always wanted and I'm sure not the only one. Now we have something that can be used with the newest ERA version. It's only ERM based ofc but does its job I hope.

- Added options for neutral stacks to grow beyond 4000 and up to 10000 or 50000. Theoretically also unlimited growth is possible. Please change for urself if necessary.
- Added option to adjust neutral stack growth. Now you can choose for a plus 50% growth and or faster growth for low level units. Choosing both options will result in rapid growth (25%) per week for level 1 units and 16% for level 7 Units compared to the 10% standard growth.
- Adjusted the difficulty for guarded objects. Overall I set it to lower numbers because choosing hard made Creature Banks almost impossible after month 4 til 6.
- Fixed a possible overflow for Impossible level reducing stacks back to few from legion

Quick Select Feature will only select 1 growth option with 50% chance at Normal/Hard and 1 guaranteed at Hard/Expert.

Legion now means up to 10k/50k and AI will not fight these big stacks.




What is always true - No Feedback -No complaining allowed!

Download Link:
https://goo.gl/G5dFhK

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 30, 2018 05:00 PM

Interesting. I would add, as an ultimate difficulty, "monsters gain random abilities", like in the dragon slaughter map. Each turn of the battle, they randomly gain spells as bless, haste and abilities as fly, strike twice, strike all around, no retal. Even level 1 monsters can be a pain within such set.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted September 30, 2018 05:05 PM

Salamandre said:
Interesting. I would add, as an ultimate difficulty, "monsters gain random abilities", like in the dragon slaughter map. Each turn of the battle, they randomly gain spells as bless, haste and abilities as fly, strike twice, strike all around, no retal. Even level 1 monsters can be a pain within such set.


Maybe at some point I can do that if someone is interested. For now, I'll have to come down from my scripting marathon for a few days ^^

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted October 02, 2018 05:54 AM

the dropbox link is updated?

This only works with wog?
____________
Never changing = never improving

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted October 02, 2018 07:48 AM
Edited by RerryR at 19:21, 28 Oct 2018.

NimoStar said:
the dropbox link is updated?


Yes sure

NimoStar said:
This only works with wog?


Please use ERA 2.7 and work with Mod Manager.


Edit:

Updated Critical Sorcery to 2.01


Updated Magic Specialists to 1.5:
- Spell Point increase for Spell Specialists now show dynamically in the spell book
- Changed description text code so it's more compatible with other mods changing heroes specialties.
- If Heroes Specialisation Boost from WoG is not active the 1% damage increase per level for magic heroes and the crit chance for unique spells will be disabled to keep balance
- Added Resurrection, Animate Dead, Slayer (were missing before, now all original H3 Spell Specialists should be covered, except Cure well...) and also Lightning Bolt and Implosion (for Heroes Renovated to function properly at least for this part)
- Now folder correctly includes "39 wog script"

Edit:

Updated Magic Specialists to 1.51:
- Fixed a bug from V1.5 which prevented Sorcery Specialists to save/restore spells properly
- Added a fix for Armageddons Blade (had to be reequipped after fights for Armageddon Spell to show up)



Updated Improved Spells to 2.2:
- Reworked the Spell descriptions in the Spell Book. It now shows dynamically for each hero if he can cast Improved version of the spell. It also gives you the chance for most of the spells. So no more guessing how high your chance for new effects is. Was a lot of work but its much cooler now, so overall worth it.
- Reworked the following spells:
 - Air Shield: Now gives a small chance to completely dodge ranged attacks
 - Heal: After Healing the same amount of HP is restored, possibly reviving dead troops
 - Slayer: Gives chance for Crushing Blows vs level 7 Units. Crushing Blows reduce Att.Def or Speed significantly.
 - Magic Mirror: Now can reflect mass spells. For each of your units protected with Magic Mirror, one enemy unit suffers under the same condition. This resembles a Magic Mirror much better IMO.
- Now special effects can also trigger for defending, (retaliation) stacks (before it was only while attacking)!
- Fixed Magic Arrow sometimes leveling when Creatures resists spells. Upgrades per combat now limited to 2.
- Fixed Destroy Undead and Holy Word, Moral Bonus was shown but nor applied.
- some more tweaks in numbers here and there for better balancing
- Increased the bonus value that Intelligence gives for most spells.
- Removed SPTRAITS.TXT from Mod folder. It's not necessary anymore for spell description.

Happy Casting!

Download Link:
https://goo.gl/G5dFhK

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