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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
Famous Hero
Researching Magic
posted March 30, 2019 11:44 PM
Edited by RerryR at 23:48, 30 Mar 2019.

AlfWithCake said:
I wanted to suggest giving navigation bonus to logistics and just completely abandoning this skill, but deemed this as too revolutionary for some reason.


Well here we go

AlfWithCake said:
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.


Thought about this too but decided against it for now. Moving Mass Spells to M/GM would exclude Warriors completely from having these. Warriors, Adventurer, and Mages won't have the same spell books in terms of usefulness, so it can be balanced by making the mass slow spell way less effective for Warriors than it will be for good spellcasters.
Also in the current case if you decide to pick Earth Magic as Warrior
you will most likely end up as a hybrid class because it will get very difficult to reach a Grandmaster level in Warrior. So you have to make a decision early on which bonuses you want to have.

Another reason I decided against it is, it would require a lot of scripting work and I already start to get worn out. So maybe in a second iteration of the mod, but not in the first release.

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XEricSin
XEricSin


Known Hero
posted April 01, 2019 03:31 PM
Edited by XEricSin at 15:41, 01 Apr 2019.

@PerryR

Your Critical Sorcery Mod has a small compatibility issue.

The following is a section in your script.
!?SN&1000;                                            [Sound Trigger for Moral and Luck]
!!SN:S?z7;
!!VRz9:S^goodluck.82m^;

Here comes the problem.

Suppose I play sound in my script using
!!VRz9:S^fear^;
!!SN:Pz9;
Your !?SN trigger will be fired and then changes z9 to goodluck.
So my fear sound is replaced by your goodluck sound.

So I suggest lets use negative z variables such as z-9.


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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted April 01, 2019 03:43 PM
Edited by RerryR at 15:46, 01 Apr 2019.

I see the problem.
This was just a workaround to see if a unit had/has Luck in combat. If someone can tell me a better way I would be grateful. Maybe a flag or Trigger.

For the next version, I will set some conditions so that z9 will not always be set.

By the way, Chinese forum in maintenance again?

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XEricSin
XEricSin


Known Hero
posted April 01, 2019 03:56 PM

I think z var is global. There is no good way to prevent such a clash for sound playing. It is also possible that someone else will use the same z var for sound playing.


The Chinese site is online now. A lot of accounts are frozen now. Maybe need to ask the site master for help if you cannot log in.

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elmore
elmore


Hired Hero
posted April 13, 2019 01:10 PM
Edited by elmore at 13:11, 13 Apr 2019.

Download link does not work.

Is the mod compatible with ERA Scripts 1.37?
(sites in Russian, need google chrome page translation or google translate))
https://sites.google.com/site/hommfun/es - main site
http://wforum.heroes35.net/showthread.php?tid=4069&page=1 - forum thread

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted April 13, 2019 02:20 PM
Edited by RerryR at 16:00, 13 Apr 2019.

elmore said:
Download link does not work.

Is the mod compatible with ERA Scripts 1.37?
(sites in Russian, need google chrome page translation or google translate))
https://sites.google.com/site/hommfun/es - main site
http://wforum.heroes35.net/showthread.php?tid=4069&page=1 - forum thread


Uh damn these links ^^ but it should work now. I updated the first post.

http://bit.ly/2Ixe3fX


Edit:
Okaaaay.... looks like with the newer versions of ERA Scripts all function numbers above 30000 are forbidden and produce an error at the start. At least that's my conclusion after changing the functions numbers below 30000 and after that the mod loads without error.
As you can imagine this affects nearly all my mods, especially the bigger ones. So, for now, I can say NO not compatible.
I don't know why they did it but I guess it some kind of safety precaution. Looks like I am the one who has to move here :/
CRTL+R will become my friend, updates come later that day and I will leave a note when ready.  


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AlfWithCake
AlfWithCake


Known Hero
posted April 13, 2019 08:12 PM
Edited by AlfWithCake at 20:15, 13 Apr 2019.

Did you have any crashes (specifically, erm refusing to load during wogification) because of the amount of mods you loaded, Rerry? I have a thought that if you had anything very similar you could tell right away, I will post more details about specifics of my error later.

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted April 13, 2019 08:20 PM
Edited by RerryR at 20:21, 13 Apr 2019.

While testing today, I found that when using the newest ERA scripts I can only enable a certain amount of my mods, like 5 or 6, after that, I get an error which points out that function numbers are out of range.
Currently investigating...
I only have this behavior with ES. If I disable it there is no problem loading all mods I want. No crashes.
Iam nearly finished changing all function numbers, I think I can reupload later in the evening.

What error do you have Alf?

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AlfWithCake
AlfWithCake


Known Hero
posted April 13, 2019 08:56 PM
Edited by AlfWithCake at 20:58, 13 Apr 2019.

5-6 is far too low for me


I added your new version of neutral units (my previous was early 2018 version) and wogification stops abruptly and no scripts are present with "ERM has wrong syntax. Disabled." and I can't find wogermlog.txt for message. I tested a little, started to add modes from scratch, starting from neutrals, and after some 10-15 mods it just props same error as before. It seems that even though disabling neutrals gives me possibility to add more mods, I still can't add every possible — same error appears. I'll be back with very much detailed and coherent explanation tomorrow.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 13, 2019 09:04 PM

I also use 20-25 simultaneously and no problem. But era 2.72

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted April 13, 2019 09:29 PM
Edited by RerryR at 22:28, 13 Apr 2019.

Hmm sounds a little bit like the problem I have with ES. Currently, I have no solution.
What was with this 30mb limit? Could this be a problem?

Did you delete old Neutral Units Difficulty mod before installing the new one? and if you use only this mod it works? For me it works no matter how many mods active.
I will try with a different ERA version and see if there is a difference.

@elmore
I reuploaded all mods with new functions, where necessary.  
you can try to use the mods now, it should work with the most, put above ES in Mod Manager

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AlfWithCake
AlfWithCake


Known Hero
posted April 14, 2019 02:26 PM

I did install new neutrals difficulty on top of the old one instead of fresh install Reinstalling didn't fix problems, but I found out that some of my mods were outdated, so after updating them everything works. At least for now.

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted April 14, 2019 03:12 PM

AlfWithCake said:
I did install new neutrals difficulty on top of the old one instead of fresh install Reinstalling didn't fix problems, but I found out that some of my mods were outdated, so after updating them everything works. At least for now.


Okay good to hear
In case you are using the new version of Magic Specialists you might want to try out the new Elemental Specialists heroes which are available since 1.6

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Khadras
Khadras


Famous Hero
posted April 17, 2019 04:04 PM

Hi! Can you make a compatible version of your mod with Knightmare Kingdom? The combination of those two mods will be awesome! It will be the best combination of all from my experience!

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted April 17, 2019 06:46 PM

Hey,
i will take a look at the knightmare mods when i have free time, iam interessted anyway. I assume most mods should work. Did you try and was there a specific error?

Just create yourself a test map and run some tests, with certain setups. Often it will just be a missing description, but the effects will work.

As i said, i will take a look soon.

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Khadras
Khadras


Famous Hero
posted April 18, 2019 06:47 AM

RerryR said:
Hey,
i will take a look at the knightmare mods when i have free time, iam interessted anyway. I assume most mods should work. Did you try and was there a specific error?

Just create yourself a test map and run some tests, with certain setups. Often it will just be a missing description, but the effects will work.

As i said, i will take a look soon.


I tried but not work. Some of your mods give syntax error message. The others have no effect.
Please give me the correct order of your mods in the list.txt and a .dat file to be able to test them with Knightmare Kingdom Mod. I will reply the error messages that will appear.

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted April 18, 2019 09:28 AM
Edited by RerryR at 20:58, 29 Apr 2019.

The procedure is always the same guys. Grab the newest version. Load minimal mod setup (create preset with "new" ModManager) and activate one mod, start map, if no error, chances are it will work. Activate next mod on top and repeat. If a reproducible error with one mod pops up, report here with error screen and mod list.txt.
Use era 2.7.
Unfortunately, that's the price we have to pay for a highly modded game.
I can send you my settings via PM, currently no laptop.

Edit:

Updated Neutral Units Difficulty to 2.16
Fix 2.16:
- fixed a bug where activating random abilities could negate the ATT/DEF/HP bonus for neutrals (old ERA bug)
- fixed a bug where under certain circumstances the ATT/DEF/HP bonus for neutrals did not work for low health troops
- removed all named DO functions
- slightly increased HP of Battle Commander
- added new description in the readme now lists an explanation with all options
-removed old files from 2.15 (delete old Version first!)


Now from what I can tell it works with the new ERA ENG scripts

Edit: If you happen to use 2.15 don't use it, there are old files inside

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BTB
BTB

Tavern Dweller
posted May 18, 2019 02:27 AM

I was looking over this mod, and I particularly like the secondary cast benefit idea since one of the big problems I've always had with HoMM is that limiting spells to once per round limits the variety somewhat.

However, rather than making it a benefit of learning all four schools at expert level, I was rather thinking of making it the primary function of the Sorcery skill, with a percentage-based chance of getting a second spell cast every round. Curious if that would be something you'd be able to point me in the right direction of implementing?

Thank you for your time!
____________

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Darimus
Darimus


Hired Hero
posted May 18, 2019 06:16 AM
Edited by Darimus at 08:01, 18 May 2019.

Thanks RerryR and the WOG team, Salamandre!
You are trying to make the game is more interesting and more balance.

I play Heroes 3, Wake of God version for many years.
I like to customize the game before playing with WOG settings. But it seems not enough.

I like your thread about improving spells, hero 's skills, neutral units difficulty.
I like to make some level spells more efficiently.

Here are my ideas:
1. Customize the stack experience :

The stack experience is grow so fast. And it can break the balance of the game if you play more time, more weeks, more months.
Example: Level 7 level monters with full stack experience can destoy lower level monters easily.

I like these features in stack experience:
+ Low level monters can get full faster low level monters.
+ All mosters have level from 1 to 10 in stack experience.

I would like to customize more about this:
+ You must choose a monster to gain stack experience after every battle. So you must choose the moster to the train first in every battle.
You can choose train level 7 monster first or level 1 monster first following your strategy.

If you choose choose train level 7 monster, the time requires to train longer and harder to get to reach 7 or level 10.



2. Customize Warlord's banner:

I get so many of warlord's banners and I must thow it away. So I choose banned this feature.

I like this feature to help increase stack experience. But I would like to limit about 1 to 10 this items in game.

3. I would like to add some abilities for some low level monsters
Example: I would like to add double attack ability for Vampire lords from level 7 in stack experience.

4. Customize the monster grow every week:

I want to customize growing number every week at every town.
Example: I want to increase/ or decrease basic grow for level 1 monster every at Necropolis town from 12 to 14 or 12 to 10.

5 How to customize / enhance catapult, castle defense for wall and shooting tower power?
And the relation with ballistics skill, and Cyclops/ Cyclops King monster ?




Here are some my suggestions:
+ Wall : Make it level 1 to 10. So it will be hard to break than now.
You can use right click on wall to see wall level.
Build wall level need resource.

+ Shooting of tower: Let temporally called shooting tower power, also have level 1 to 10:
Wall level and shooting tower power level are related each other.
Shooting tower power level depend on wall level.
To build shooting tower power level 2 , you must have wall level 2.

You can also use right click on tower to see level, and damage score.
Now it does have but it 's quite simple.
Build Shooting of tower also need resource, and time.

+ Catapult: Now the catapult blood is always 1000.
Even how big you troop is but the catapult blood is always 1000.
Now default you always have 1 catapult in hero in every battle.

Let customize it by add a number to it: You can buy catapult in any town.

The catapult number also has a lose after every battle.
Wall level , shooting of tower level are also have lose after every battle.

+ Cyclops/ Cyclops King monster: the only units can break the wall in a siege.

Now they have special skill: Can attack seige walls at basic ballistics level.
" Now we're shooting! Only titan's lightning can hit stronger than cyclops' rocks, and that abbility to attack seige walls is completely exlusive to cyclops. Want 3 extra catapults? Split cyclops into multiple stacks, seige walls take same damage from 1 cyclops as from 100. Cyclops is also a well-balanced unit with no weakneses except for the hand-to-hand penalty. Keep that ammo cart handy for long ones. "
Source: http://www.heroesofmightandmagic.com/heroes3/creaturesstronghold.shtml

Let customize it:
- It only can break a castle wall if the wall has level  < 5.
- And how damage to the wall depends on numbers of monsters.
Example: If you bring 500 Cyclops Kings, they can help you break the wall faster then you bring 100 Cyclops Kings.
Let make the difference when you bring 1 cyclop and 100 cyclops

Can we customize these to make the siege in town is harder and longer and more real ?

It seems all players tend to choose to buy level 7 monsters first.
And we mostly buy monster more than build castle. If a castle is strong, no monsters can harm it !

But it will not always be a wise choose.
Let make game more balance and interesting with customizing, now called mod in Era II.
There 're a lot of things that need to enhance.
There 're a lot of creative works waiting for you in this game.

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted May 18, 2019 09:57 AM
Edited by RerryR at 10:02, 18 May 2019.

BTB said:
I was looking over this mod, and I particularly like the secondary cast benefit idea since one of the big problems I've always had with HoMM is that limiting spells to once per round limits the variety somewhat.

However, rather than making it a benefit of learning all four schools at expert level, I was rather thinking of making it the primary function of the Sorcery skill, with a percentage-based chance of getting a second spell cast every round. Curious if that would be something you'd be able to point me in the right direction of implementing?

Thank you for your time!


point you in the right direction hmm?

Probably fastest way would have been for you to edit my script like this:

ZVSE
a magic Mod by PerryR
**Cast twice per comabt round if hero has Sorcery, chance is 30%

!#SN:W^Double_Cast_Mod_Sorcery^/1;                       [Set Mod Active]


********************************************************************************
!?PI;

!_!VRz384:Sz118 +^%Z179512^;                      [Add Expert Fire Magic Skill Description]
!_!UN:G0/14/3/384;
!_!VRz385:Sz146 +^%Z179513^;                      [Add Expert Air Magic Skill Description]
!_!UN:G0/15/3/385;
!_!VRz386:Sz149 +^%Z179514^;                      [Add Expert Water Magic Skill Description]
!_!UN:G0/16/3/386;
!_!VRz387:Sz152 +^%Z179512^;                      [Add Expert Earth Magic Skill Description]
!_!UN:G0/17/3/387;


********************************************************************************
!?BR&1000;

!!BA:H0/?y20;     check attacker
!!if&y20>=0:;
!!HEy20:S25/?y10; [check if Hero has Sorcery auf  und übergebe es in Parameter y10]
!!VRy10&y10><0/v7198=1:+4;   [Fix for Sorcery II WoG script offest]
!!VRy20:S0R100;
!!SN&y10>0/y20<=30:W^Double_Cast_Attacker_Sorcery^/1;    Insert your chance to success here
!!en:;

!!BA:H1/?y21;     check defender
!!if&y21>=0:;
!!HEy21:S25/?y11; [check if Hero has Sorcery auf  und übergebe es in Parameter y11]
!!VRy11&y11><0/v7198=1:+4;  [Fix for Sorcery II WoG script offest]
!!VRy20:S0R100;
!!SN&y11>0/y20<=30:W^Double_Cast_Defender_Sorcery^/1;
!!en:;


********************************************************************************
!?BG1&1000;                                                                     [1 extra cast per battle round]

!!BG:S?y11;                                                                     [y11 now contains spell number]
!!FU&y11<10|y11>69:E;

!!BG:Q?y1;                                                                      [Current attacking side]
!!BH0:N?y88;                                                                    [Attacking Hero]
!!BH1:N?y89;                                                                    [Defending Hero]

!!SN&y88>=0/y1=0:W^Double_Cast_Attacker_Sorcery^/?y4;
!!SN&y89>=0/y1=1:W^Double_Cast_Defender_Sorcery^/?y4;
!!FU&y4=0:E;

!!BHy1:M?y3;
!!FU&y3=0:E;
!!BHy1:M0;                                                                      [Renable Spellbook]
!!VRz1:S^{Sorcery Extra Cast!}^;
!!BU:Mz1;
!!SN&y88>=0/y1=0:W^Double_Cast_Attacker_Sorcery^/0;
!!SN&y89>=0/y1=1:W^Double_Cast_Defender_Sorcery^/0;


********************************************************************************
!?BA1&1000;                                                                     [Reset after Combat]
!!SN:W^Double_Cast_Attacker_Sorcery^/0;
!!SN:W^Double_Cast_Defender_Sorcery^/0;




I just copy pasted and included the Sorcery condition, did not test it. You can report back if it works.


@Darimus
will answer you later, I'am forced to go shopping now

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