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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 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 31, 2017 04:44 PM

fester said:
I dont understand exactly what you mean with recoloured armageddon ? ( waterdamage or alike? ... to which mod are you refering?
You want to change spells?

nono ... very much like th orignal armageddedon but with ice damage instead of fire , this time the hail of fire is hail of snow/ice leaving ice/snow creatures instead.

I thought i whould be a somewhat doable "new" spell as people have recoloured goloms and thus not having to do a whole new animation. recolouring the fire blizzard into a snow blizzard seems a quick fix. then again thinking a new colour pallate and if/how much effort code/thingy i dunno


there is no need to recolor. change in erm Armagedon Spell Animation into frostbolt one. perfect ice blizzard. works for me

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RerryR
RerryR


Known Hero
posted May 27, 2017 04:29 PM
Edited by RerryR at 19:58, 27 May 2017.

Time to get back to work

Three little updates from my side:

Critical Sorcery 1.5
- added new stats on some artifacts
[Spellbinder's Hat][Pendant of Negativity][Vial of Dragon Blood][Armageddon's Blade] [Crown of the Supreme Magi] [Breastplate of Brimstone]
each damage spell now has an artifact which increases the damage when worn


Magic Weeks 1.3
- added several new weeks (should be around 28 different weeks now)
- decreased chance for getting nothing special in this week


Improved Spells 1.8
Added
- Teleport: Teleported units get surrounded with landmines
- Force Field: Creatures standing behind your Force Field drain magic energy from it, massivly increasing their combat power
- Quicksand: Placed additional patches of sand in front of every shooting troop in your army


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

Edit:
Only five spells left uff. My ideas for the last five are:

***Earthquake - Summons one big cyclops to help
***Hypnotize - Attacking with hypnotized unit has chance to paralyze
***Remove Obstacle - Chance to cast again
***Armageddon - Cast expert Protection from Fire before impact
***Animate Dead - Unit heals with next hit
***Berserk - Units get slowed when Berserker wears off

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rosen40
rosen40

Tavern Dweller
posted May 30, 2017 02:04 PM
Edited by rosen40 at 14:21, 30 May 2017.

RerryR said:



Only five spells left uff. My ideas for the last five are:

***Earthquake - Summons one big cyclops to help
***Hypnotize - Attacking with hypnotized unit has chance to paralyze
***Remove Obstacle - Chance to cast again
***Armageddon - Cast expert Protection from Fire before impact
***Animate Dead - Unit heals with next hit
***Berserk - Units get slowed when Berserker wears off



Hey man i am using this mod and its great i hope you continue making projects like these for h3 .

I have a few questions and a suggestion for the remaining spells.

Earthquake - the idea with the cyclops doesn't sound good to me.You could just make earthquake more potent because an earthquake that summons a cyclops doesn't make sense even for M&M logic. I suggest - Roll a small chance to stun each enemy troop that is behind the walls(like 5% chance rolled 7 times once for each enemy stack behind the walls so the chance to stun all stacks is almost impossible but will consistently stun at least 1 or 2 stacks at the beginning of the siege which is when you should be casting earthquake only anyway).
A stunned stack loses 1 turn and their retaliation for that turn.
Of course you could make the stun longer or the chance higher its your choice how strong you want to make the spell .


How would casting protection before armageddon work ? You get to protect 1 stack from 50% of the damage ? or all of your stacks?

And remove obstacle - chance to cast any other spell again ?

The other effects seem cool and flow with the general idea of the mod.

Regards,
Rosen



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RerryR
RerryR


Known Hero
posted May 30, 2017 07:22 PM
Edited by RerryR at 19:34, 30 May 2017.

rosen40 said:

Hey man i am using this mod and its great i hope you continue making projects like these for h3 .



Thanks, yes i still have some ideas

rosen40 said:

I have a few questions and a suggestion for the remaining spells.

Earthquake - the idea with the cyclops doesn't sound good to me.You could just make earthquake more potent because an earthquake that summons a cyclops doesn't make sense even for M&M logic. I suggest - Roll a small chance to stun each enemy troop that is behind the walls(like 5% chance rolled 7 times once for each enemy stack behind the walls so the chance to stun all stacks is almost impossible but will consistently stun at least 1 or 2 stacks at the beginning of the siege which is when you should be casting earthquake only anyway).
A stunned stack loses 1 turn and their retaliation for that turn.
Of course you could make the stun longer or the chance higher its your choice how strong you want to make the spell .



The idea with the cyclops was that you could use it to destroy walls too.
But your idea is very good aswell, i will try to implement it. The chance to stun could go up with spell power i guess but shouldnt be more than 20% per stack

rosen40 said:

How would casting protection before armageddon work ? You get to protect 1 stack from 50% of the damage ? or all of your stacks?


All your troop get protection from fire on expert right before the cast. Well... i never use this spell so don't know. Maybe something else?

rosen40 said:

And remove obstacle - chance to cast any other spell again ?


Yes, chance to cast another spell = spell power
For a weak situational spell like this it seems fair i think and this is the whole idea of the mod. Lets say you are a powerfull caster hero and waste a spell to remove an obstacle this sucks

Thanks for your feedback

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rosen40
rosen40

Tavern Dweller
posted June 02, 2017 10:38 AM

Hi again,

A very interesting idea just randomly came to me about the hypnotize spell.Forget about the chance to paralyze,now improved hypnotize should be : "Hypnotized enemy stack can be affected by beneficial spells"
Most importantly : Ressurection!!!!

Now you will be able to focus the opponents strong stacks and then hypnotize them when u get their HP low enough and then ress them (of course if you have archangels do it will be even better) and then kill him with his own troops!!!
Still situational but this spell will always be ! But it allows for very cool strategies this way imo .I hope that you can do this , it doesn't sound too hard to implement , certainly not as hard as my first suggestion. I am really looking forward to using hypnotize this way .


Kind Regards,
Rosen

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LordSoth
LordSoth

Tavern Dweller
posted June 02, 2017 08:38 PM

Yeah its like my Masters of the Universe project, where i need special Abilities for certain heroes like Beast Man etc who can only Hypnotize beasts and no other.

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LordSoth
LordSoth

Tavern Dweller
posted June 02, 2017 08:48 PM

Wogifying map reactivates unwanted heroes in the tavern

Perhaps someone can help me:
I arranged all map with the map editor and all runs well now. But after wogyfing the map, several unwanted heroes appear in the tavern that should not be recruitable (all heroes from the dlc). It seems that after wogyfying the map the disabled heroes of the map menue now are kind of '"reactivated". And the point is, that they are available for all (or the originally town) now and in my case: He-Man can actually recruit Spikor or else. This problem isnt there if i do not wogify the map. Can someone please help? I am going to implement music and video of the old He Man cartoon series and so on (have already bound in 2 pictures every char type and edited with gimp), going to overlook wog modding.

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payneinc
payneinc


Hired Hero
posted June 04, 2017 12:35 AM

Do you ever run the enhanced artifacts script with this system? I seem to keep getting a conflict between your scripts (not sure which one exactly) and the enhanced artifact script from WoG revised.

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RerryR
RerryR


Known Hero
posted June 11, 2017 07:02 PM
Edited by RerryR at 19:23, 11 Jun 2017.

Improved Spells 1.9

Added 5 new spells:
-Armageddon: Cast expert Protection from Fire before impact on all your troops

-Berserk: Units get exhausted when Berserker wears off. Also Berserk can spread to other units with attacks. Can only happen once per battleround. Chance to infect neighbouring stack is 50%

-Earthquake: When cast there is a chance enemy units gets stunned and loose ammunition. [Chance is 15% +3% per 10SP Cap at 30%]. The chance to lose ammunition is 50% for every shooting stack.

-Animate Dead: Unit heals with next attack when animate dead was cast on this unit. Heal is %SP from damage. So with 20SP you heal/animate for 20% of damage dealt, and not more than in the beginning of the fight. If stack is killed completly you get a little bonus from 15%

-Remove Obstacle: Chance to cast again after obstacle is removed. Chance is 40% + %SP of your hero.

-Hypnotize: Attacking with hypnotized unit has chance to blind the enemy, chance is 50%


- also fixed the error with wrong arrays SN:W hopefully
And there is an conflict with one option i think: Gnoll Marauder Strikes First script. Looks like they use the same array slot. I will try to find a solution. For this time disable this option is quick fix.
Also there is a problem with shield spell which can lead to negativ HP when cast by commander or earth elements. I will try to fix this.

So for now there is only one spell left. Magic Arrow. The best for the last



I also uploaded a new little script

Intelligence Bonus 2

When in combat and your hero has learned intelligence as secondary skill, your current spell points are added to your magic damage.(you dont lose them)

Basic 30% of your spell points are convertet to magic damage.
Advanced 50% of your spell points are convertet to magic damage.
Expert 100% of your spell points are convertet to magic damage.

Dropbox Link: https://goo.gl/G5dFhK  




rosen40 said:
A very interesting idea just randomly came to me about the hypnotize spell.Forget about the chance to paralyze,now improved hypnotize should be : "Hypnotized enemy stack can be affected by beneficial spells"
Most importantly : Ressurection!!!!


i will take a look and see if its possible, maybe its not so easy to code. For now i went with the first idea.

payneinc said:
Do you ever run the enhanced artifacts script with this system? I seem to keep getting a conflict between your scripts (not sure which one exactly) and the enhanced artifact script from WoG revised.


yes i run this script and there should be no conflict, but who knows.
What can happen when you load to many mods is that you get messed up skill descriptions. Changing the mod order can help. If this error is still present send me your mod list.

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rosen40
rosen40

Tavern Dweller
posted June 12, 2017 08:03 AM
Edited by rosen40 at 00:39, 13 Jun 2017.

LordSoth said:
Wogifying map reactivates unwanted heroes in the tavern

Perhaps someone can help me:
I arranged all map with the map editor and all runs well now. But after wogyfing the map, several unwanted heroes appear in the tavern that should not be recruitable (all heroes from the dlc). It seems that after wogyfying the map the disabled heroes of the map menue now are kind of '"reactivated". And the point is, that they are available for all (or the originally town) now and in my case: He-Man can actually recruit Spikor or else. This problem isnt there if i do not wogify the map. Can someone please help? I am going to implement music and video of the old He Man cartoon series and so on (have already bound in 2 pictures every char type and edited with gimp), going to overlook wog modding.


Well there is a wog script that enables campaign heroes even when disabled from the map. Load up your safe game , press S to open the save game window and check WoG settings for that save game and look for the option 'Enable Extension Heroes' maybe some mod is re-enabling that option even if you have it off or you just forgot to turn it off , who knows . I hope I helped.


EDIT:I just experienced the same thing and i had to investigate as i had extension heroes off and it is the "Delete prisons" mod.Its a shame but it renders it useless and we will have to delete prisons manually ;/.

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RerryR
RerryR


Known Hero
posted June 13, 2017 07:48 AM
Edited by RerryR at 08:04, 13 Jun 2017.

rosen40 said:
LordSoth said:
Wogifying map reactivates unwanted heroes in the tavern

Perhaps someone can help me:
I arranged all map with the map editor and all runs well now. But after wogyfing the map, several unwanted heroes appear in the tavern that should not be recruitable (all heroes from the dlc). It seems that after wogyfying the map the disabled heroes of the map menue now are kind of '"reactivated". And the point is, that they are available for all (or the originally town) now and in my case: He-Man can actually recruit Spikor or else. This problem isnt there if i do not wogify the map. Can someone please help? I am going to implement music and video of the old He Man cartoon series and so on (have already bound in 2 pictures every char type and edited with gimp), going to overlook wog modding.


Well there is a wog script that enables campaign heroes even when disabled from the map. Load up your safe game , press S to open the save game window and check WoG settings for that save game and look for the option 'Enable Extension Heroes' maybe some mod is re-enabling that option even if you have it off or you just forgot to turn it off , who knows :P. I hope I helped.


EDIT:I just experienced the same thing and i had to investigate as i had extension heroes off and it is the "Delete prisons" mod.Its a shame but it renders it useless and we will have to delete prisons manually ;/.


Would this solve your problem?

ZVSE

!?PI

*Set hero's availability in the hero pool for all players
*- enable (1) or disable (0) hero to hire for all
*Extension Heroes number 144-155

!#HE144:R3/0;
!#HE144:R3/0;
!#HE146:R3/0;
!#HE147:R3/0;
!#HE148:R3/0;
!#HE149:R3/0;
!#HE150:R3/0;
!#HE151:R3/0;
!#HE152:R3/0;
!#HE153:R3/0;
!#HE154:R3/0;
!#HE155:R3/0;

Download as mod in my dropbox or copy paste to your map.
Dropbox Link: https://goo.gl/G5dFhK
Maybe it is still possible that heroes show up in prisions.

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payneinc
payneinc


Hired Hero
posted June 15, 2017 03:45 AM

RerryR said:
Improved Spells 1.9

payneinc said:
Do you ever run the enhanced artifacts script with this system? I seem to keep getting a conflict between your scripts (not sure which one exactly) and the enhanced artifact script from WoG revised.


yes i run this script and there should be no conflict, but who knows.
What can happen when you load to many mods is that you get messed up skill descriptions. Changing the mod order can help. If this error is still present send me your mod list.



These are the mods I use normally without your additions (and in priority order):
In the Wake of Gods
WoG Revised
XXL
Adventure Pillars
Fast Battle Animation
Yona
Secondary Skills Scrolling
Invited Tavern-en
Masters of Summoning
Morn Battlefields
Advanced Battle Hints
HMS Improved
Upgrade All
More First Money (from knightmare mods)

Moving around priority order didn't seem to help any.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 15, 2017 06:09 AM

I suggest disabling HMS improved and use instead HD mod, it does same things but with no conflicts.

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RerryR
RerryR


Known Hero
posted June 15, 2017 07:36 AM

Mod order looks fine.
Next step would be to describe your error. Do you get a crash to desktop or just a few error messages? If you get error message send screenshot or wogcrashlog.txt and in what situation does it happen. You can also send save.

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payneinc
payneinc


Hired Hero
posted June 17, 2017 07:32 AM

RerryR said:
Mod order looks fine.
Next step would be to describe your error. Do you get a crash to desktop or just a few error messages? If you get error message send screenshot or wogcrashlog.txt and in what situation does it happen. You can also send save.


Ok, I equip the Commander artifact Ring (breath attack and dragon nature to commander) on a hero and I get the error "ERM command has a wrong sntax. Skipped" Hit ok and then it lists the enhanced commander script. Hit ok (sometimes these 2 steps repeat a number of times. I think it may be determined by either the time gone by in the game or the number of commander artifacts I have, haven't tested). It doesn't crash the game but is very annoying when it happens alot.

First Screenshot: http://www.filedropper.com/screentake1
Second Screenshot: http://www.filedropper.com/screentake2

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RerryR
RerryR


Known Hero
posted June 17, 2017 12:31 PM

Well i can only guess what is wrong.
Looks like when it has something to do with giving and taking the secondary skills when you equipp these artifacts.

Next step would be to disable all mods execpt the core ones and test again.
When i check the script i find the v7079. If any other script uses this variable it can lead to the conflict.
If you have "Total Commander" installed (freeware)you can make a quick search in your hereoes 3 folder for that particular variable and see if it is used somewhere else.

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payneinc
payneinc


Hired Hero
posted June 20, 2017 05:19 AM
Edited by payneinc at 05:25, 20 Jun 2017.

RerryR said:
Well i can only guess what is wrong.
Looks like when it has something to do with giving and taking the secondary skills when you equipp these artifacts.

Next step would be to disable all mods execpt the core ones and test again.
When i check the script i find the v7079. If any other script uses this variable it can lead to the conflict.
If you have "Total Commander" installed (freeware)you can make a quick search in your hereoes 3 folder for that particular variable and see if it is used somewhere else.



Ok, tested with just core mods for Era, no problems. Checked for v7079, it came up in the era help file and in the wog script enhanced artifacts and the wog revised enhanced artifacts script.

Also did some more testing with a few of your mods added to my usual set (I used magic artillery and critical sorcery). The error would occur when ever he attacked a creature and he did not have any commander artifact equipped at all.

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orc
orc


Known Hero
posted June 20, 2017 05:38 AM

luck gives 45 attack damage? o_O

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RerryR
RerryR


Known Hero
posted June 20, 2017 08:36 AM

@payneinc

i checked again and found a var which i used indeed in both scripts (Magic Artillery and Enhanced Artifacts). i uploaded a new version. maybe it will help, but i can't promise. these were my first trys with ERM back in the days

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

@Orc

yes, also one of the old scripts. I will change it someday. but actually the chance for +45 attack is quit low ^^


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payneinc
payneinc


Hired Hero
posted June 21, 2017 04:59 AM

RerryR said:
@payneinc

i checked again and found a var which i used indeed in both scripts (Magic Artillery and Enhanced Artifacts). i uploaded a new version. maybe it will help, but i can't promise. these were my first trys with ERM back in the days

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




Downloaded the updated Magic Artillery and loaded it with a few of your other mods. So far so good on game, about 1 month in and no errors. Ussually had one by now. Thank you RerryR.

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