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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Advanced Classes Mod
Thread: Advanced Classes Mod This thread is 12 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 · «PREV / NEXT»
FirePaladin
FirePaladin


Supreme Hero
Undercover modder
posted July 09, 2020 12:06 AM
Edited by FirePaladin at 00:06, 09 Jul 2020.

Usually, most mods don't work as they are supposed to or don't work at all without HD+ mod anyway, though.
____________
"Goblins use pistols because a shotgun recoil would kick them off the ground flying."

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted July 09, 2020 06:59 AM

Winston said:
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.


The Mod will also work without HD mod I suppose. So just try it?!
Apart from that, the HD-Mod is also configurable and resolution can be set to 800x600. But it's up to you

FirePaladin said:
Usually, most mods don't work as they are supposed to or don't work at all without HD+ mod anyway, though.


Is that so? I would rather say that HD+ does not work with ERA at all.

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kongsuni
kongsuni


Promising
Hired Hero
posted July 09, 2020 08:44 AM
Edited by kongsuni at 10:46, 09 Jul 2020.

Some bug reports

1. In seige, the defender has only 1 group of unit & attacker is battle mage -> crash
https://www.twitch.tv/videos/656336705?t=05h09m51s
https://www.twitch.tv/videos/669745254?t=5h3m45s

coincidentally, in both examples, the Imp is a defender, but it happened in case of the other units.

2. I'm not sure, but more crashes (during battle) happened when learning eagle eye. I guess if the unit use their magic on troop experience (like cure on unicorn), sometimes crashes.


Thanks for your efforts, we're really enjoying your mod.

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted July 09, 2020 12:43 PM
Edited by RerryR at 08:24, 10 Jul 2020.

kongsuni said:
Some bug reports

1. In seige, the defender has only 1 group of unit & attacker is battle mage -> crash
https://www.twitch.tv/videos/656336705?t=05h09m51s
https://www.twitch.tv/videos/669745254?t=5h3m45s

coincidentally, in both examples, the Imp is a defender, but it happened in case of the other units.

2. I'm not sure, but more crashes (during battle) happened when learning eagle eye. I guess if the unit use their magic on troop experience (like cure on unicorn), sometimes crashes.


Thanks for your efforts, we're really enjoying your mod.


Thanks for your feedback. Can you send me the Debug folder? And can you check if you have the BattleAiVsAi.dll plugin enabled?

But what is more astonishing for me is that the Korean translation seems to be quite ready? Very cool and impressive!

Second video 6h:05min the demonstration of the multishot ballista vs the Devils, very good

One tip: During your game, you can make new difficulty settings. Just right-click the system icon menu. For example in the settings you can double the numbers of any neutral stack immediately, or even uptier. You need to experiment a bit with the settings (I just mention it because you were looking for a fat stack to kill)
Also check your Hero more often with Right and Left-click on hero portrait in your hero screen, to check your class points.

I would like to see featured gameplay with Advanced Classes Mod in english, so far I have seen none. Very cool that you did it

 

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Winston
Winston


Adventuring Hero
posted July 10, 2020 12:05 AM

Thanks for the info, I'll try to just copy in the files manually!

I appreciate that you allow reverting to the original tactics. Heck, I even disagreed with removing navigation because on water maps it is a legitimate skill I use, but the replacement from H4 is pretty neat sounding. However, tactics decision confuses me. What was the rationale behind the original skill, which had a unique gameplay impact of reorganizing troops, and reducing it to just stat bonuses? Stat bonuses are already given from other skills, it seems uninspired to me. That's my biggest critique of the mod. Instead of stat changes, why not take advantage of what made tactics unique and try to play more with what you can do with that?

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fanofheroes
fanofheroes


Known Hero
posted July 10, 2020 12:41 AM
Edited by fanofheroes at 00:42, 10 Jul 2020.

Winston said:
Thanks for the info, I'll try to just copy in the files manually!

I appreciate that you allow reverting to the original tactics. Heck, I even disagreed with removing navigation because on water maps it is a legitimate skill I use, but the replacement from H4 is pretty neat sounding. However, tactics decision confuses me. What was the rationale behind the original skill, which had a unique gameplay impact of reorganizing troops, and reducing it to just stat bonuses? Stat bonuses are already given from other skills, it seems uninspired to me. That's my biggest critique of the mod. Instead of stat changes, why not take advantage of what made tactics unique and try to play more with what you can do with that?


I don't mind the tactics bonuses made, but i think it would be a cool thing maybe to make it an option for a hero with tactics on how to layout their army plus the bonuses.  There's a grouped and spread button in the hero screen anyway.  maybe there can be an option to rearrange troops like the original tactics, or to set up an ambush battle (like when you visit a dragon utopia/dwarven treasure etc) where you can have your army surround the enemy army.  would be really good for armies that are slow and strong, like in stronghold or fortress cause then all your units would be in range.

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kongsuni
kongsuni


Promising
Hired Hero
posted July 10, 2020 02:22 AM
Edited by kongsuni at 03:08, 10 Jul 2020.

RerryR said:
kongsuni said:
Some bug reports

1. In seige, the defender has only 1 group of unit & attacker is battle mage -> crash
https://www.twitch.tv/videos/656336705?t=05h09m51s
https://www.twitch.tv/videos/669745254?t=5h3m45s

coincidentally, in both examples, the Imp is a defender, but it happened in case of the other units.

2. I'm not sure, but more crashes (during battle) happened when learning eagle eye. I guess if the unit use their magic on troop experience (like cure on unicorn), sometimes crashes.


Thanks for your efforts, we're really enjoying your mod.


Thanks for your feedback. Can you send me the Debug folder? And can you check if you have the BattleAiVsAi.dll plugin enabled?

But what is more astonishing for me is that the Chinese translation seems to be quite ready? Very cool and impressive!

Second video 6h:05min the demonstration of the multishot ballista vs the Devils, very good

One tip: During your game, you can make new difficulty settings. Just right-click the system icon menu. For example in the settings you can double the numbers of any neutral stack immediately, or even uptier. You need to experiment a bit with the settings (I just mention it because you were looking for a fat stack to kill)
Also check your Hero more often with Right and Left-click on hero portrait in your hero screen, to check your class points.

I would like to see featured gameplay with Advanced Classes Mod in english, so far I have seen none. Very cool that you did it

 


Thank you for reply! I will attach the debug folder as the same phenomenon occurs while playing the game.

I am not using  BattleAiVsAi.dll but I have Battle_AI.dll on third upgrade mod. Please let me know if I should download the BattleAiVSAi.dll.

Additionally, loading the game seems to reset the bonus of the magic arrow.

And, I'm Korean translator of both hota and WoG, there are 10k+ users in South Korea who enjoy your mod, including two streamers. Maybe you would like those : Commander only play, Super ballista, extreme magic arrow. All plays are set with extreme AI (28 turn), insane AI (60 turn) and I changed some balance of spells in Korean version as the request of the users.

Thanks for your tip. It's very informative and helpful information.

Thank you again on behalf of the Korean user.




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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted July 10, 2020 07:45 AM
Edited by RerryR at 07:55, 10 Jul 2020.

Korean Community super strong We like it! (and sorry for the mix-up).
No need to change anything, judging by the videos the game runs pretty solid. A few crashes here and there can happen, it is heavy modded game after all. If you want you can always send me the zipped Debug folder + Savegame and I will take a look.
I'll fix the MA reset in the next version, thx.

Learning Hero + Paladin seems a very strong combination

@Winston
I was never really a fan of Tactics in singleplayer, it somehow breaks my game flow. MP is ofc different and after the request from xericsin I added a way to restore it via the .ini file. Navigation had to go because it is not used in 95% of the time.

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Winston
Winston


Adventuring Hero
posted July 10, 2020 08:59 AM

Ok I installed Era and enabled wog and advanced class mod and launched era II. When I start a map, I get like 4 different popups with a bunch of errors and code, and I don't think I can see any of the specific advanced classes mod features when I go to my hero info screen.

"> ERM context in 21 wog - neutral units.erm:456:1

!?TM2&$once$=1/$day$>1;
!!UN235/?y-12; [Check if script is enabled: y-12]
!!FU&y-12<>1:E; [Exit if not enabled]
!!UN:U98/-1/?y-1; [Number of Towns on map: y-1]
!!VRy-2:Sc0 -1; [Current day -1: y-2]
!!VRy-2::7 +1; [Current week: y-2]
!!VRy-9:Sy-2 :3 *3; [Determine every 3rd week: y-9]
!!VRy-10&y-9=..."

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted July 10, 2020 09:08 AM
Edited by RerryR at 09:11, 10 Jul 2020.

Please use WoG Scripts Mod
You can find it here: http://wforum.heroes35.net/showthread.php?tid=5479

and please place ACM above WoG Scripts Mod in Mod Manager. Once you have done that everything should work.
A quick way to check if the mod is active is to left and/or right click your hero portrait in the hero screen.

Have Fun!

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RodWarrior
RodWarrior


Hired Hero
posted July 12, 2020 08:11 PM

RerryR,

Thanks for your help!

I was able to change the stuff I wanted, and I'm having tons of fun with my brothers.

Thanks for the work, hope to see it updated soon!

I also think there should be a better way of using tatics, but as I don't know how to program and the difficulty involved, I can't even give some realistic and useful feedback.

Anyway, I'm really grateful for your help.

Already finished lots of games, specially with the alternative units mod.  So cool!!!

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AlfWithCake
AlfWithCake


Known Hero
posted July 17, 2020 07:37 PM

You can always tell what you found overpowered or too weak, what changes you especially liked or found fun, it's always nice to take notice of small details for future. Suggestions are also welcome!

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Undeadgamer62
Undeadgamer62


Hired Hero
posted July 20, 2020 04:39 PM

I'm not sure if this belongs here because I'm not sure what's causing it, but I'll put it up just in case. (With recent changes in the gaming build and 3U mod, there are a lot of possible causes.)

I don't know if anyone else has noticed this, but I'm seeing AI heroes with difficult to believe stats almost every time I play. I expect to see some pretty high stats as the game progresses, particularly because I use that single-slot composite artifacts setting that enables more things to be equipped simultaneously. I'm also aware that the learning secondary skill in this mod helps heroes get an extra stat boost at level up.

All that said, here's what I'm seeing. Relatively early in the game, when I've just gotten with towns with taverns to see the top hero stats for the AI players, I'm seeing heroes who average in the forties. (At that point I may, if I'm really luck with gear, be in the twenties.) Before long, I'm seeing heroes in the fifties and sixties, higher overall than I usually hit much before the end of the game. Then I start seeing heroes hit 99 in at least one stat (which I've never been able to achieve with one of my heroes). As a result, most of the time I'm defeated by heroes with monster stats like that. I don't mind losing--the possibility that I might is what makes the game fun--but to keep losing consistently for the same reason isn't as fun.

Has some recent change in the AI caused some of the heroes to just camp out near a wizardry or battle academy and juice their primary stats every single day? Even if they did that, I'm not sure they could get as high as what I'm seeing. And they wouldn't be able to level up very fast way.

A few times when I have defeated one of the heroes on steroids, I've seen them later in the tavern. Their stats sometimes owe something to equipment, but even without the equipment, they've got stats in the sixties and seventies.

Maybe I'm just having a run of bad luck, but I thought I'd ask to see if anyone else was noticing something similar.  

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted July 20, 2020 05:38 PM

I can investigate if you want. Send me your savegame and your modlist.txt, maybe I find something.
Do you use/set any AI options from the difficulty mod?

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fanofheroes
fanofheroes


Known Hero
posted July 20, 2020 05:53 PM

I've been playing a lot of Necropolis lately and I noticed when I look at the hero's specialty bonuses based on percentages, the numbers don't add up in the description.

IE: Isra has a necromancy boost, 3% per level.  I'm playing a game where Isra is level 9, and the current boost reads: 4%

I also have sandro at +25% sorcery bonus at level 21.  

I just assumed that the level bonuses would follow:

lvl 1 = 3%
lvl 2 = 6%
lvl 3 = 9%
but there must be a different calculation for it.


I guess when the hero reaches lvl 34 they would be at 102% and using necromancy would mean they would get more skeletons than corpses lol! which wouldn't be a bad idea because then they've made skeletons from their own fallen armies

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Undeadgamer62
Undeadgamer62


Hired Hero
posted July 20, 2020 06:04 PM

RerryR said:
I can investigate if you want. Send me your savegame and your modlist.txt, maybe I find something.
Do you use/set any AI options from the difficulty mod?

No, so far I haven't set any of those AI options, so it isn't that.

I'll send the current savegame and list.txt.

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted July 20, 2020 06:23 PM
Edited by RerryR at 18:42, 20 Jul 2020.

@fanofheroes

Let me explain with this picture from my friend Crag Hack at level 37



Master Offense Secondary Skill in this mod increases Offense by 35%.

Now we calculate Hero_Level*3%=111%
So our friend boosts his offense with 111%. The increase is always based on the current secondary skill level, in our case 35%.
Now the overall increase is: 35*2,11=73
73%-35% leaves us at exactly 38% increase which is shown in the picture.

So each melee hit will deal +73% damage and this is with only 3% level increase and not 5%

PS.: yes I meant Morn battlefields mod. You had any success?


@Undeadgamer
I received the save. Thanks. I will notify you when I found the cause.

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fanofheroes
fanofheroes


Known Hero
posted July 20, 2020 07:32 PM
Edited by fanofheroes at 19:33, 20 Jul 2020.

RerryR said:
@fanofheroes

Let me explain with this picture from my friend Crag Hack at level 37



Master Offense Secondary Skill in this mod increases Offense by 35%.

Now we calculate Hero_Level*3%=111%
So our friend boosts his offense with 111%. The increase is always based on the current secondary skill level, in our case 35%.
Now the overall increase is: 35*2,11=73
73%-35% leaves us at exactly 38% increase which is shown in the picture.

So each melee hit will deal +73% damage and this is with only 3% level increase and not 5%

PS.: yes I meant Morn battlefields mod. You had any success?


@Undeadgamer
I received the save. Thanks. I will notify you when I found the cause.



I should have never doubted the genius behind your work  

With regards to the battlefields, I haven't had much success.  I did some digging and I asked another HC user who made different battlefields when you attack a creature bank like the cyclops cave etc.  He said I don't need a script at all, that I could use the Morn script itself, but I could not comprehend his explanation as to what I need to do to make the changes and add a different battlefield background when you attack the creature generators.  I tried to study his mod and the scripts, to "illuminate" an idea for me, but this stuff is like chinese to me lol.  

It read at the top of the script to put the .pcx files in the data/s folder and name the pics "name1.pcx......nameN.pcx.  Then put in a chain the commands for the backgrounds finding the type and subtype in mapeditor.  So t17s35.pcx would be the monastery for example.  (17 is creature dwelling, 35 is the subtype for monastery).  But I couldn't figure out, that if there's no script, then where do I write the t17s35.pcx?  I thought I just needed to put it in the MMarchive.pac.  Then he said something about a Lod and I got confused so I made a MMarchive.lod and tested an image and it didn't work.  I felt bad asking him lots of questions because I am not as skilled and it wasn't sticking in my head as easily.  

I was inspired from your mod actually, when you attack the creature generator dwellings that they are guarded from lvl 2 and up.  So i thought it would be cool if each unit had its own background when you try to claim the creature generator.  I made for WOG units and even lvl 1 units if they become guarded too in a future update of yours.  

So for now I'm at a roadblock lol




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kongsuni
kongsuni


Promising
Hired Hero
posted July 27, 2020 03:11 AM
Edited by kongsuni at 03:13, 27 Jul 2020.

Small bug reports

- Restarting scenario during the battle makes the all spell points into 1 (both AI and player).

- Artillery can be mastered when hero is adventurer, not warrior.

- Clearly, battle mage's precast during seize makes crash.


Suggestion

- Learning spell via eagle eye during battle sometimes cause crash. (especially when unit uses spell)
Eagle Eye & scholar
This is my modified code. Eagle eye now reduce the magic resistance of enemy 30~80% (both golem and dwarf type), instead learning spell during the battle.
In this case, accordingly, magic resistance skill can be revised upward. (maybe up to 50%)

- I like scholar's ability which recover spell point, but it is somewhat overlap with mysticism and lose it's function at the latter part of the game.
Like the scholar in the homm6, i made some code about giving experience according to the grade of scholar. (3/7/10/15/20)

It's just my opinion, so you don't need to reflect on your opinion. Thank you.

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted July 27, 2020 08:09 AM
Edited by RerryR at 08:20, 27 Jul 2020.

Thanks for reporting

kongsuni said:
Small bug reports

- Restarting scenario during the battle makes the all spell points into 1 (both AI and player).


Cannot confirm but:
at some point I used !?FU(OnGameEnter) to reset/save spell points instead of !?PI (PI only runs once at map start). But it was changed later. Maybe in your version it is not yet changed.

kongsuni said:

- Artillery can be mastered when hero is adventurer, not warrior.

Thanks, I corrected it, never noticed

kongsuni said:

- Clearly, battle mage's precast during seize makes crash.

Tested two times, cannot confirm. Strange. Can you add a check to prevent cast in case of a siege?
With !!BA:S?y1; !!FU&y1<>0:E; Exit if siege. Search for "Precast" in erm file.

kongsuni said:

- Learning spell via eagle eye during battle sometimes cause crash. (especially when unit uses spell)

Actually EE should not trigger when creature casts spells.
Can you check if this line is present in your code:
!?BG0;
!!SN:W^Eagle_Eye_Spell_0^/0;
!!BG:A?y1;                    [Aktion in y1 Must be Hero Cast]
!!FU&y1<>1:E;                 [Exit if not Hero cast]


I will look at your other suggestions too, thanks.


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