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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Advanced Classes Mod
Thread: Advanced Classes Mod This thread is 23 pages long: 1 ... 8 9 10 11 12 ... 20 23 · «PREV / NEXT»
RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted June 15, 2020 08:35 AM
Edited by RerryR at 08:40, 15 Jun 2020.

after 50+ games you certainly have my blessing to change anything you want, whatever suits you best
The only issue that I would see that it now might be possible to reach more classes at once? Not sure, also not a real game-breaker, maybe it can be even fun to find a secondary skill combination that allows it

For my take, I'm happy as it is now. With a little SS juggling, you should be able to reach GM with 8 out of 10 class skills every time, leaving you room for 2 no-class skills. And dont forget about Badge of Courage and Class Sets.

One more tip: In the ERM file search for
Grandmaster_Level_Global_Value, (right at the beginning of the file) maybe it is easier to reduce the value there? Let's say from 72 to 68?  


Edit: One more hint. When you decide to keep your changes make a backup so they are not lost when the next update hits.

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tupaz
tupaz


Adventuring Hero
posted June 15, 2020 01:10 PM
Edited by tupaz at 13:18, 15 Jun 2020.

RerryR said:

One more tip: In the ERM file search for
Grandmaster_Level_Global_Value, (right at the beginning of the file) maybe it is easier to reduce the value there? Let's say from 72 to 68?  


That will make the change easier, and i suggest to use that value for everyone playing with 10 skills
But I'm also very happy with the new values for every skill, until now I wasn't able to reach more than a class at once for every hero.
Thanks for the tips

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fanofheroes
fanofheroes


Famous Hero
posted June 19, 2020 03:13 AM
Edited by fanofheroes at 03:15, 19 Jun 2020.

As I was playing I noticed that some of the commanders don't match the hero's native race:

Pyre
Vokail
Dessa
Voy
Verdish
Tiva
Ignissa
Arlach
Christian
Rion

Also, Rymus of Inferno starts off with 2 Archdevils in their army.  I'm not sure if that's intentional because that's a huge boost to start any game with.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted June 19, 2020 07:43 AM
Edited by RerryR at 07:45, 19 Jun 2020.

The two Archdevil power start was a typo, it is fixed in 1.05. I suggest to just delete these two when the game starts.

The different commanders start was intentional. The idea was that the commanders should match the hero's specialty. Ballista Commanders still boost the damage from ballista with every level, or Hierophant increases the healing power of the First Aid Tent and Dungeon commander generates gold. So Heroes that specialize in Ballista, First Aid, or Gold generation would profit even more from these commanders.
If you want to work around this choose free commander start WoG option, or go to code line ~7500 "Starting Commander/Heroes changes Section" and disable
"!?FU(AC_Function_25);" with FU:E;  

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fanofheroes
fanofheroes


Famous Hero
posted June 19, 2020 03:19 PM

RerryR said:
The two Archdevil power start was a typo, it is fixed in 1.05. I suggest to just delete these two when the game starts.

The different commanders start was intentional. The idea was that the commanders should match the hero's specialty. Ballista Commanders still boost the damage from ballista with every level, or Hierophant increases the healing power of the First Aid Tent and Dungeon commander generates gold. So Heroes that specialize in Ballista, First Aid, or Gold generation would profit even more from these commanders.
If you want to work around this choose free commander start WoG option, or go to code line ~7500 "Starting Commander/Heroes changes Section" and disable
"!?FU(AC_Function_25);" with FU:E;  


ah ok i wasn't sure, good to know.  I must have missed the update haha  

I wonder if there's a way to change the skill of the commander while maintaining the def of their race.  

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted June 19, 2020 03:27 PM

fanofheroes said:


ah ok i wasn't sure, good to know.  I must have missed the update haha  

I wonder if there's a way to change the skill of the commander while maintaining the def of their race.  


in Amethyst it's possible. (you can not only add new creatures but also modify old ones, moreover you can do it on the fly from erm's SN:E)

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted June 19, 2020 03:33 PM
Edited by RerryR at 15:35, 19 Jun 2020.

fanofheroes said:

ah ok i wasn't sure, good to know.  I must have missed the update haha  

I wonder if there's a way to change the skill of the commander while maintaining the def of their race.  


Everything is possible with erm (or by other means) if you are willing to invest enough time


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VMaiko
VMaiko


Known Hero
posted June 19, 2020 03:36 PM
Edited by VMaiko at 15:37, 19 Jun 2020.

Don't forget that someday I will change Typhon to Amethyst and the problem of the commanders will already disappear

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fanofheroes
fanofheroes


Famous Hero
posted June 25, 2020 05:56 AM
Edited by fanofheroes at 06:00, 25 Jun 2020.

Hi

So I had some time and figured out how to fix all the specialty icons when heroes meet. I had to make a seperate mod that has the file: heroeSkillfix.erm that manually corrects the icons that i couldn't fix before.  It wouldn't work if I added it into the Advanced mod scripts, so I had to put them in a separate new mod just for this.  

I couldn't insert the entire mod folder in the dropmefiles link (I tried, maybe i did but i cant tell), so just make one separate and add the erm file in the 's' folder.

I also arranged all the files in the .def and .hdl in numerical order so you can see what I scripted to change the other hero's icons.  maybe it'll help correct it so you don't need 2 mod folders to get the icons working.

it works.  I tested it here, but if i missed a hero let me know



MOD, UN44 & Un32


Edit: In the ERM script, I forgot to correct my notes for the last 2 heroes.  It shouldn't read Lord Hart, it should read Gundula & Fiona.  The coding is correct, just not the notes i made.  SOrry my OCD is showing haha.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted June 25, 2020 07:24 AM

Thanks!
I wrote you a PM with a little surprise

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Undeadgamer62
Undeadgamer62


Known Hero
posted June 28, 2020 10:44 PM

I am enjoying this mod very much. The options for character development you've added are much appreciated.

I do have one small bug report: dimension door is not functioning as it should be. The spell description still allows two castings at basic level, three at advanced, and four at expert, but I'm at advanced water magic (where the spell now seems to be placed) right now, and I'm still getting only one casting. Playing random XXL maps, as I often do, the difference is very significant--especially since I've seen AI heroes make more than one jump per turn. Somehow, the problem seems to apply only to human players.

Aside from the basic ERA/WOG stuff, I only use this mod and Third Upgrades, which I know you co-authored and which seems in all respects compatible.

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fanofheroes
fanofheroes


Famous Hero
posted June 29, 2020 12:53 AM
Edited by fanofheroes at 01:10, 29 Jun 2020.

Undeadgamer62 said:
I am enjoying this mod very much. The options for character development you've added are much appreciated.

I do have one small bug report: dimension door is not functioning as it should be. The spell description still allows two castings at basic level, three at advanced, and four at expert, but I'm at advanced water magic (where the spell now seems to be placed) right now, and I'm still getting only one casting. Playing random XXL maps, as I often do, the difference is very significant--especially since I've seen AI heroes make more than one jump per turn. Somehow, the problem seems to apply only to human players.

Aside from the basic ERA/WOG stuff, I only use this mod and Third Upgrades, which I know you co-authored and which seems in all respects compatible.


Ya Dimension door is only casting 2x on expert water magic for me (says 4x when you right click).  Maybe on master or grandmaster level it will be more?

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Undeadgamer62
Undeadgamer62


Known Hero
posted June 29, 2020 01:11 AM
Edited by Undeadgamer62 at 00:08, 30 Jun 2020.

fanofheroes said:
Undeadgamer62 said:
I am enjoying this mod very much. The options for character development you've added are much appreciated.

I do have one small bug report: dimension door is not functioning as it should be. The spell description still allows two castings at basic level, three at advanced, and four at expert, but I'm at advanced water magic (where the spell now seems to be placed) right now, and I'm still getting only one casting. Playing random XXL maps, as I often do, the difference is very significant--especially since I've seen AI heroes make more than one jump per turn. Somehow, the problem seems to apply only to human players.

Aside from the basic ERA/WOG stuff, I only use this mod and Third Upgrades, which I know you co-authored and which seems in all respects compatible.


Ya Dimension door is only casting 2x on expert water magic (says 4x when you right click).  Maybe on master or grandmaster level it will be more?

Well, if it increases to 2 on expert level, that gives me hope. Indeed, it would be logical then for it to increase to 3 at master and 4 at grandmaster. That would still work for me. Maybe you're right, and it's the spell text that's wrong. The spell itself may be working as the designer intended.

Edit: Well, I spoke too soon. I did indeed start getting two jumps per round when I hit expert water magic, but that's as high as it went. Even at grandmaster level, it was still only two.

I'm going to throw the idea fanofheroes had into the suggestion box. I know this may not be an issue on smaller maps, but it definitely is on XXL. It's probably livable, as it appears AI heroes are similarly restricted, but it would be better for larger random maps if another jump was gained at master level and again at grandmaster level.

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Undeadgamer62
Undeadgamer62


Known Hero
posted July 01, 2020 08:30 PM

After getting stomped twice, I successfully won on my third playthrough.

I love pretty much everything--except the nerfing of Dimension Door. As I said above, I don't imagine it's as much of a problem on a smaller map, but on XXL--which is what I play most of the time--it causes significant problems. Normally, I can finish an XXL map some time in the six month. This time, I finished in the tenth month, about a 40% increase.

Obviously, if I'm playing XXL in the first place, I'm looking for longer games, but the DD nerf creates unnecessary length. In other words, a large part of the last two months I spent with a huge army that could easily have defeated all comers--except that I was moving around the map only half as fast. The last part was mostly just moving from one place to another. That used to be a problem in the original game as well, but none of my earlier WOG playthroughs have been like that. There's always at least one AI hero who is competitive until the very end. This time, I finished off the last competitive AI heroes weeks before I could end the game, mostly because it took twice as long to get to each far-flung towns. That part seemed more like work than fun. (Just to be clear, every other aspect of your mod is wonderful.)

I know I'm only one player, and perhaps my desires are atypical. I'd certainly understand if you decided not to take the suggestion to restore DD to something like what it was. But I'd certainly appreciate it if you could give it some thought.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted July 01, 2020 09:06 PM

hey sorry, iam very busy this week.
Open advanced classes.pac and extract sptraits.txt
Open with table editor and change DD to value 4 at expert. Save and move back in pac file again.
Thanks for your nice feedback!

You guys really motivate me to work hard on the next version, to deliver you new content.

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Undeadgamer62
Undeadgamer62


Known Hero
posted July 02, 2020 02:28 AM

RerryR said:
hey sorry, iam very busy this week.
Open advanced classes.pac and extract sptraits.txt
Open with table editor and change DD to value 4 at expert. Save and move back in pac file again.
Thanks for your nice feedback!

You guys really motivate me to work hard on the next version, to deliver you new content.

I had no idea the change would be so easy to make. I will try that as soon as I get the chance. Thanks so much for the rapid reply.

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Undeadgamer62
Undeadgamer62


Known Hero
posted July 06, 2020 04:53 PM

I just wanted to make a quick update and to thank you again for the information you provided. I made the change in dimension door, and playing on an XXL map is a much smoother experience again. Time needed to complete is also back to normal.

That gave me a chance to appreciate how much the advanced classes enrich the game. It adds a whole new range of strategic concerns.

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Winston
Winston


Known Hero
posted July 07, 2020 10:25 PM

The bright colors of master and grandmaster in the screens clashes pretty strongly with the Heroes 3 interface, it would be nice if that could be changed to a less saturated/more natural color that still emphasizes the text.

Would it be possible to have a standalone installer for this mod? I've had the new interface era mod for years and that one is standalone. Really convenient because I'm not big on installing or using the HD mod or other tools.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted July 08, 2020 07:53 AM
Edited by RerryR at 08:01, 08 Jul 2020.

Undeadgamer62 said:
That gave me a chance to appreciate how much the advanced classes enrich the game. It adds a whole new range of strategic concerns.

Glad that it works for you now.
Yes with ACM you really should think twice before leveling your skills



Winston said:
The bright colors of master and grandmaster in the screens clashes pretty strongly with the Heroes 3 interface, it would be nice if that could be changed to a less saturated/more natural color that still emphasizes the text.

Would it be possible to have a standalone installer for this mod? I've had the new interface era mod for years and that one is standalone. Really convenient because I'm not big on installing or using the HD mod or other tools.


Hi Winston,

I already used some smoother colors and not the saturated and bright ones, which I had in the first versions of the mod. I think the current ones (~Red and ~DodgerBlue) go nicely. You can ofc change them yourself if you want. Here are all available ones:
https://github.com/RoseKavalier/H3Plugins/blob/master/Documentation/H3.TextColor.png
Just open the Advanced Classes Skills.ert and replace it accordingly.

I'm not sure what is your intention with a standalone installer? ACM comes as a separate mod and can be installed as such. No need to distribute a larger package.
I always recommend using the gaming build by Daemon, which you can find here in this forum. The advantages of using the HD mod are obvious and there's no reason to not use it.
By the way, if you use HD Mod and set to "32-bit open GL" all the colors will disappear, usually, I recommend to use the opposite 16-bit, but maybe thats the way to go for you.

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Winston
Winston


Known Hero
posted July 08, 2020 11:55 PM

My intention is to have two dependencies;
1) Heroes 3 complete installer
2) Mod installer

Just the mod, as described in the OP, and nothing else. I choose not to use the hd mod for my own personal reasons, when I read the OP I think of the interesting new classes changes, and those things have nothing to do with the hd mod. I'm not interested in what the hd mod provides.

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