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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»
RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted January 06, 2019 12:26 AM

anti-victor said:

Holy smokes! You actually did it xD Thank You so much, gonna play out tomorow^^


You're welcome
And I thought about what you said regarding the might hero having nearly the same spell levels as the magic hero.
Now the might class only has a 33% to succeed with the level up without Scholar. I gonna test myself how it flows in the next gaming session.

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anti-victor
anti-victor


Adventuring Hero
Disciples 2 Map Creator
posted January 08, 2019 08:58 AM
Edited by anti-victor at 08:59, 08 Jan 2019.

RerryR said:
Now the might class only has a 33% to succeed with the level up without Scholar. I gonna test myself how it flows in the next gaming session.


I test it by myself too ofc one session is not enough material for that^^ So I think overall it depends hard on what mods are you using, like with scaling magic mod I would say it should be back to 50% after all but if sb is not using this mod 33% is fine. And since magic heroes have one upgrade anyway now I think You can revert it to 50% for might hero. That's my observation hope it helps
____________
Live and Die by the Blade/In WoG we trust

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XEricSin
XEricSin


Famous Hero
posted January 18, 2019 11:38 AM

!?FU(Scouting_Set); from critical sorcery mod.


Syntax in ERA2.7?


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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted January 18, 2019 11:59 AM

XEricSin said:
!?FU(Scouting_Set); from critical sorcery mod.


Syntax in ERA2.7?




Yes I read it somewhere and tested it. From what I know it will automatically search for the next free/unused funktion number and use it. It comes in handy if you want to organize your mods better.
If I understand correct Bersy said there is a little bug with it in the current ERA, iam not 100% sure.

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Smichaelis
Smichaelis

Tavern Dweller
posted January 26, 2019 05:55 AM
Edited by Smichaelis at 06:06, 26 Jan 2019.

Hi ReeryR, I've really enjoyed your mods, brings much needed dept to spells. Are you going to continue with your work?, I like the idea of Master and Grand Master skills. Have you gave any thought of changing the adventure spells(Visions, View Air..etc) into, well useful (damage)spells.

I also have a request, I'm trying to add hero spell specialties like Lightning Bolt. I've been reading ERM help and looking at other mods(HEROES RENOVATED, KNIGHTMARE HEROES, LIVING SCROLLS, and a few others for about a month. I want it to work correctly, random cast, Sorcery skill, Air magic skill, Artifact boost, and be compatible with your mod most of all. Seems to be so many variables to the script. Would you be willing to help?. I'm not lazy and have made a lot of progress in other areas, but this one I'm not sure where to start.

Thank you for your mod, and if you don't have time I understand.



____________

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted January 26, 2019 07:34 AM
Edited by RerryR at 07:48, 26 Jan 2019.

Smichaelis said:
Hi PerryR, I've really enjoyed your mods, brings much needed dept to spells. Are you going to continue with your work?, I like the idea of Master and Grand Master skills. Have you gave any thought of changing the adventure spells(Visions, View Air..etc) into, well useful (damage)spells.


Hi Smichaelis,
thanks! Yes I will continue with modding. Currently, it's going a bit slower but progress always goes and comes in waves, depending on my motivation. The Grand Master skill levels are on hold because there was zero interest and TSW got released.
Changing and adding spells is unfortunately difficult with erm, yes it has been done and there is one example, but none really worked good when I tested it. So I can't do anything until someone comes up with a good/easy way to implement it, or I get much better in modding

Smichaelis said:

I also have a request, I'm trying to add hero spell specialties like Lightning Bolt. I've been reading ERM help and looking at other mods(HEROES RENOVATED, KNIGHTMARE HEROES, LIVING SCROLLS, and a few others for about a month. I want it to work correctly, random cast, Sorcery skill, Air magic skill, Artifact boost, and be compatible with your mod most of all. Seems to be so many variables to the script. Would you be willing to help?. I'm not lazy and have made a lot of progress in other areas, but this one I'm not sure where to start.

Thank you for your mod, and if you don't have time I understand.



I can help you adding Lightning Bolt specialist. because I am about to release an update to my Magic Specialist Mod which replaces all Eagle Eye Specialists (there are SEVEN heroes who will never be picked) with Elemental specialists.

Let's break it down:

1) Pick a hero whose ability should be replaced, Geon for example
2) Use ERM to change his specialty with !#HE92:X3/17; [Make Geon Lightning Specialist] ERM will take care of the rest. You dont need to script the specialty yourself.
3) Change his specialty text and picture in-game with erm commands
4) Change his specialty picture when choosing heroes before map start (this is actually difficult because it requires understanding of pac files)
5) Check compatibility with WoG scripts and Mods. So just testing/playing. Thinking of it, there is not so much to change here.

So if you don't care for example that Geon shows you wrong special picture when you choose him at map start, you can stop after step 3. Then its quite an easy task and only takes a few minutes. I can help you with that if you want.





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Smichaelis
Smichaelis

Tavern Dweller
posted January 26, 2019 04:34 PM

Thanks for the quick reply, glade to hear you'll be continuing your work, and looking forward to it As far as spell specialist, only hard coded heroes add buffs(Stone Skin, Death Ripple..etc) all others need to be scripted. I'll continue my efforts and if your interested I'll give you the script once I figure out how to do it. I've read around a thousand post about scripting including most of yours, ERM scripting is like trying to translate Egyptian hieroglyphs with a box of crayons and a six pack of beer.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted January 26, 2019 05:00 PM

I'm not so sure what you mean with hard-coded, can you elaborate a bit more? Maybe there is a misunderstanding from your side, or from mine.
You can send me your script, just PM me for email or post in ERM help threat.

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Smichaelis
Smichaelis

Tavern Dweller
posted January 26, 2019 05:51 PM

For what I have read, spell specialties other than what are already in the game (Bless,Stone Skin, Death Ripple, Magic Arrow, Cure, Chain Lightning, Fire Ball, Ice Bolt, Frost Ring...) have to be scripted.             Lightning Bolt, Shield, or say Land Mine..not spell specialties in current game so they will be no better than any hero casting that spell. Say Hack and Geon(Lightning Bolt Specialist)cast Lightning Bolt with same SP and skills..Geon would not cast a stronger Lightning Bolt. I think however Geon would get the random casting in battle, but not sure.
I been trying to piece together Heroes Renovated, Knightmare Heroes, and Living Scrolls, which have scripts close to what I want to do. I'm still at the paper stage of writing the script, I do understand .pac and .def files, changing creature line up, stat and ability changes (creatures and heroes) with ERM. I'm eager to learn, but hit the wall with this one. This has been my first post @ Heroes Community..well second now

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted January 27, 2019 08:17 AM
Edited by RerryR at 08:18, 27 Jan 2019.

Welcome @HC

I understand what you mean but its only partly right. I dont know what happens if you change a heroes speciality to Shield for example but if you change to Lightning Bolt it will work as in the original H3 game. It will get bonus damage with 0,03/unitlevel * heroes level *base damage.
This means all you have to do is write this little line !#HE92:X3/17; no need to script the whole mechanic... so, in this case, it is easy.

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Smichaelis
Smichaelis

Tavern Dweller
posted January 27, 2019 04:16 PM

Well...., that was a lot of study for nothing.

Thanks for your time, and looking forward to your future work

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted February 09, 2019 07:37 PM
Edited by RerryR at 18:00, 24 Feb 2019.

I rather big update to my mod which comes with several interesting new options.

Neutral Units Difficulty v2.1

Update 2.0:
- Change difficulty option anytime during the game!
- Added Battle Reward option
- Added option to upgrade Neutral Stacks on the map with a small percent chance every week (~5%)
- Added option to set all stacks one tier higher at map start
- Added option to choose between 1 to 4 random buffs for Neutral Stacks
- Weakened battle commander and increased amount of experience bonus when defeating it
- Changed description text for better clarification and an updated readme with more information
- Fixed Pikeman stack size (could be more than intended)
- Now automatically activates the options Neutral Units, Stack Size and Neutral Hero and Karmics Battle if picked/activated, so it cannot happen that they are disabled

Update 2.1:
- Added option to choose between 1 to 4 random abilities for Neutral Stacks (with Stack Exp) *gg*
- Added Option to "just" double the number of each neutral stack, this is done after creatures were added. So select Easy(default) for stack size if you only want to double
- Added Option to Exit the Selection (if you want no modification/change, it will fall back to selected WoG options)
- Slightly lowered the chance for Battle Reward and the bonus progression is now more tied to your hero level
- Improved the formula for the Health of the Battle Commander and gave him some surprises for very high levels
- removed Message for Battle Reward if it wasn't selected


Battle Reward Option:
After choosing your difficulty settings you will see a number which is your chance to get a battle reward after a fight.
Picking more options will increase your chance that after fights you will receive one of the following rewards: Experience, Resources, Primary Skills
The higher the score the more difficult your game will get. The chance can go over 100% which will mean you will receive a reward after every fight and the bonus is bigger as it would be if the chance is only 50%
Some options, for example health,attack and defense bonus, will increase your score by a lot as some other will only increase it by a few percents. The idea behind this option is to reward you for a more difficult game and more interesting gameplay

Chance Settings during the game:
Right-click the Options Menu in Adventure Screen to change settings! Every option will be reset if you do so. For example, you can now activate/deactivate Battle Commander or Battle Reward option to test it in later stages of the game. It's also possible to add creatures to every Neutral Stack any time you wish
Options can be changed every seven days. Just remember what you picked at the start of the game or it might change. This option is kind of a cheat because it allows making the game easier or harder anytime you wish.

Set all Neutral Creatures to the next level:
When the map starts all creatures will level up. It stops at level 6 creatures, so Unicorns will never become Green Dragons for example. On XL Maps the loading time can be up to one Minute! So don't exit, it will work. You can use this option if choosing strong monster, during random map generation, is not enough for you. This option should be used with caution, so far it worked good but I only recommended for random maps ofc!

Upgrade Neutrals every week:
5% of all non-upgraded creatures on the map will upgrade at the new week. For example, Gremlins will become Master Gremlins. This will be done until no unupgraded creature on the map is left. Usually takes around 2-3 months.

Please delete the old version from your mod folder first!!!

Download: http://bit.ly/2Ixe3fX

Edit: The Stealth Edit function from this Forum seems bugged

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februarius
februarius


Hired Hero
posted February 23, 2019 05:44 PM

Hi, is the download link correct?

When I click the link, I am routed to the dropbox web page and the message "Please sign in or register to access this page" displays on the page.  If I do sign in, I am taken to my dropbox account and cannot see the shared file anywhere.

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rerryr
rerryr


Promising
Supreme Hero
Researching Magic
posted February 24, 2019 12:55 PM

februarius said:
Hi, is the download link correct?


Please use the link from bottom of page nine. I'll clean up later, just returned from ASOT 900,need some sleep now ^^

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted March 22, 2019 07:06 PM

Hi guys,

this place has become very quiet the last time so I decided to share with you what i'am currently working on. Usually, I do this to keep me motivated and get inspiration.
I want to introduce new levels for every secondary skill. Master and Grandmaster as we know it from H4 or Might and Magic 7.
These new skills can only be learned by Heroes who are advanced enough in this class. The class a hero has is decided through his secondary skills.

Below I post a little video that shows the progress. You can see the Hero Alagar who has already advanced to Master Mage class and after picking his last secondary skill "Fire Magic" he has gathered enough class points to reach the Grandmaster Mage level. Now he can learn every Magic Skill to Grandmaster level in the next level ups.

https://youtu.be/OqZt_h6j_rg


Skill Table for Class point distribution:



Currently, this is work in progress but the level up mechanic already works very well. You can barely notice any difference to original mechanics.

The final version of this Mod will feature:

New Master and Grandmaster level for every SS
6 new Hero classes with individual boni
New perks and abilities for every class
Changed and improved Magic System
Options for increased difficulty
Clean and short secondary skill descriptions (unlike WoG)
some more things



Also always feedback and suggestions are welcome



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AlfWithCake
AlfWithCake


Known Hero
posted March 22, 2019 08:33 PM

 I'm very excited by this system, thanks for sharing this teaser! One thing I want to note, is that choosing a lot from warrior or mage tree will make you good at fighting generally, whether by magic or by sword, but what will investing only in adventurer tree make you? As much as it's not necessary, I still would like to make pure adventurer hero and still be able to do something, but at first glance this tree is too incoherent: First Aid and Artillery, Estates and Learning, Pathfinding with Logistics and Scouting. Eagle eye is here, for some reason. These skills do not allow proper synergy, more like an outsider tree for secondary heroes. Heroes IV had a goodtype of heroes — Lords, they gave 1.5-2 times every mine gives, including gold, and increased monster growth, maybe this will be a good prototype for Adventurers? Some kind of fusion between Rogues and Landlords; a hero, that both mobile and gathers monsters quickly, instead of having powerful battle abilities he just smothers enemies with huge armies and inevitable combats. Artilerry and First Aid could be further enhanced with money. Scouting could give Nagash's Veil of Darkness around the map at Master level (not GM, so you could utilize it earlier).
 But even considering these improvements, Eagle Eye is still a snow that needs to be fit in this tree, and I don't have anything against Navigation in Adventurer tree, even if it will make this tree have one more skill than the others. Also, I think GM rank must have higher jump in power for some skills, considering if they come late game. For example, Sorcery would give 20->40->60->80->125% of spell damage, or 100% at GM rank, but gives some extra ability, like stacking magic damage increase on targets, this will ensure people will invest in skill to get it to GM instead of just leaving it at lower rank and leveling others, because they give more at their current rank.
 I hope this inconsistent text is not too inconsistent

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted March 22, 2019 10:32 PM
Edited by RerryR at 10:41, 23 Mar 2019.

AlfWithCake said:



Hi Alf,

i'll write back more tomorrow. In short, you have pretty much nailed it for the adventurer because it is exactly what I intend to do. Herer is my short description for the 3 classes:

*Warrior: Good understanding of combat tactics and strategies the warrior itself increases the damage of his troops with his great combat knowledge. He also boosts the morale and luck of his troops. On the highest ranks, his troops will do insane damage with attacks.

*Mage: The mage boost the stats of his creatures with strong defense spells. By studying all elements he has access to powerful combat spells which he can cast several times to destroy his enemies. Fight the mage as soon as you can or his magic will become unstoppable.

*Adventurer: The adventurer is a swift explorer and no one is faster than him. He strengthens the hit points of his troops in combat and with his knowledge of first aid and spiritual magic he will resurrect his fallen troops after every fight. He is also excellent in managing his kingdom. On grandmaster level, his army will outnumber any other army in Enrathia.


Edit: @ Alf
Do you usually play with 8 or 10 skills?
If you want you can suggest a bonus for the Adventurer tree and I will see if I can implement it. Obviously, you always want to pick solid Secondary Skills which will drag you to Warrior class. The bonus for Adventurer has to be accordingly to compensate for the lack of good skills. The A-Class will focus around fast heroes, big armies and healing in and after combat to avoid losses.
Keep in mind that I intend to have 3 hybrid classes. For example:

Master Warrior and Master Mage -> Hunter  
Master Mage and Master Adventurer -> Druid
Master Warrior Master Mage-> War or Battlemage
I will do this because you will not always get all desired skills to reach GM, so these hybrid classes can act as a gap filler.

The percentage levels of SS should make a bigger step from Master to Grandmaster, I agree with you, overall you can only have one GM rank.

About Eagle Eye, I thought about replacing it with Nobility Skill from H4. Increasing creature growth in towns, but not yet decided.
First I want to focus on the ERM mechanics and make sure everything goes smoothly. After that, I will start thinking about the skills and "balance". But I can already say that balance is so subjective in Heroes3 WoG nearly impossible to satisfy everyone, so I will just do what I think is good and most importantly FUN  

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AlfWithCake
AlfWithCake


Known Hero
posted March 23, 2019 02:35 PM

 I play with 28 skills But I guess mostly 10 skills.
 Only thing I have in mind is ranking troops for money, as in TEW IV, but I'll wait with more suggestions until I see your mod in depth.
 About hybrid classes, I can't see it working if you need MASTER and you have only 8 skills. Master means you need at least 45 point in 2 trees, that's at least 90 combined, but when you get a skill you only get 11 combined points max for 2 trees (each tree at least gains 1 point from skill out of 12 points, this leaves 11 points for other 2 trees), that makes 88 possible points out of 90 needed, so at least 10 skills needed for that.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted March 30, 2019 06:28 PM
Edited by RerryR at 18:31, 30 Mar 2019.

Advanced Classes Mod is making good progress about 80%done.

During my complete rebalance of secondary skills I have recently replaced Tactics now Warfare and Navigation:
Water Bonus Movement will be added to Logistics.



Also advancing Air Magic to Grandmaster (or any other Magic School)we will have two new spell levels for each spell, allowing for better balancing the whole magic system



Quote:
About hybrid classes, I can't see it working if you need MASTER and you have only 8 skills. Master means you need at least 45 point in 2 trees, that's at least 90 combined, but when you get a skill you only get 11 combined points max for 2 trees (each tree at least gains 1 point from skill out of 12 points, this leaves 11 points for other 2 trees), that makes 88 possible points out of 90 needed, so at least 10 skills needed for that.


Hybrid classes are already implemented. In a last step I will make sure that two Master levels aka hybrid class will be available with certain combination of skills.

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AlfWithCake
AlfWithCake


Known Hero
posted March 30, 2019 11:10 PM
Edited by AlfWithCake at 23:25, 30 Mar 2019.

 I wanted to suggest giving navigation bonus to logistics and just completely abandoning this skill, but deemed this as too revolutionary for some reason. What do you think about moving mass spell versions to master elemental rank or even GM? I always disliked the fact that might hero could level earth magic to expert and have mass slow as magic hero does while without investing in magic skills.
 Meanwhile, I'm hyped for the mod, will be a good reason to start playing again.

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