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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Advanced Classes Mod
Thread: Advanced Classes Mod This thread is 14 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 · «PREV / NEXT»
AlfWithCake
AlfWithCake


Known Hero
posted September 07, 2020 12:07 AM

Oh no, I just wanted to quote original post and latest version post together, they would make a beatiful couple together

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despapito
despapito

Tavern Dweller
posted September 08, 2020 09:25 PM

Hi,

i just want to share with you with 2 bugs i found

1. Commander doesnt cast a spell ( without mod is ok)
2. Monster doesnt have an artifacts. (i made a wog setup with this but with this mod it doesnt work)

Without this mod i have only third upgrade mod.


Thanks

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted September 08, 2020 09:53 PM

despapito said:
Hi,

i just want to share with you with 2 bugs i found

1. Commander doesnt cast a spell ( without mod is ok)
2. Monster doesnt have an artifacts. (i made a wog setup with this but with this mod it doesnt work)

Without this mod i have only third upgrade mod.


Thanks


Hi despapito,

thank you for reports!

1) your commander needs to have at least one point in Magic to be able to cast. This makes sense in my opinion because cast are now actually useful. But maybe I need to adjust the description.
The enemy commander however will have reduced casts, because hes better of attacking than wasting a round with casting.

2) The option to gain free artifacts from neutrals is disabled because it is not good for the gameplay. With this option, it can happen that you gain the best possible artifacts the game has to offer from a trash mop. that is totally anticlimax.

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portus
portus


Adventuring Hero
posted September 09, 2020 03:10 PM

I've been soooooo expectant for this update! (not that I had any issues with the previous ones). Looking forward to the weekend in hope that I can focus on it the way it deserves. Great work, team!
____________
Ssssshhhhhhhpp!! Ah! (crimson cloud and I'm gone)

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Quique30
Quique30


Adventuring Hero
posted September 09, 2020 08:06 PM
Edited by Quique30 at 20:56, 09 Sep 2020.

Hi RerryR!

So I'm trying your mod and it is amazing! I can't belive I was playing vanilla Homm3 some time ago (not that it was bad, but this is something else).

Anyway, I tried a custom map last night and noticed a few things:

1- I don't know if it's your mod or TU (the other one I play with), that is making neutrals gain experience. I have it unchecked in the options (and also am not using the difficulty mod that's provided), but I'm encountering stacks with medals. By itself it's OK, but TU is replacing stacks with other units which can make some fights orders of magnitude more difficult (I found a stack of Angels being replaced by a stack of Tiamats, same numbers and all. And with experience gained, I ended up fighting them with more HP, damage, defense and more abilities, like double strike. It was brutal, lol). Don't get me wrong. It's great to see those units on the map. But it would be, IMHO, a better implementation if stacks replacing others maintained the same relative power (experience and all). Say, 15 Angels = 2 Tiamas, or something. But that's probably quite difficult to do.

2- I don't know what is causing this, but the AI is bouncing back and forth from some structures, getting stuck there. The ones I found are: Beholder's Sanctuaries, Experimental Shops and, sometimes, signs. I'll share a save in case you want to take a look at it: https://www.dropbox.com/s/egcod667js30q3u/Quique.rar?dl=0

I'll let you know if I find other issues, but mainly this was just to thank you for creating this awesome mod. Along with TU, this is a whole great HOMM experience.

Cheers!

P.S.: I really like what you did with the war machines, but they are still very fragile. It would be great if they could be made more durable, so that their upgrades are worth paying for. Right now, I feel like I have to re-buy them after almost each battle. The AI loves to target them.

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted September 09, 2020 10:11 PM
Edited by RerryR at 22:42, 09 Sep 2020.

Hi Quique30, Hi portus

thank you guys for your positive feedback. Playing TUM and ACM together is really fun, a lot of new stuff to discover

1) Currently, Neutral Stack Experience gets auto-enabled. That was not intended. I already found the problem and the next upload will solve it. While searching for that bug I noticed something else, seems a WoG bug. When you restart a game and you had the Neutral Stack Experience enabled in your previous game and you want it disabled in your next game, that's not gonna work. I was surprised myself. The only way is to restart (Exit) your heroes' game and disable Neutral Stack Exp.

2) AI bouncing back and forth hmm. I would have thought that the new Creature Banks could produce something like that, but if it even happens at signs. Currently no idea, but I'll check your save thanks.

3) There are a few ways to increase the durability of your WM. Check these two upgrades (I think they dont require any special skill) and dont forget that Ballistics also increases WM HP.

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kongsuni
kongsuni


Promising
Hired Hero
posted September 10, 2020 02:44 AM
Edited by kongsuni at 03:29, 10 Sep 2020.

Really amazing updates.

Thanks for your effort.


Few reports from other users


1. New difficulty setting system is really great.
One minor problem, setting insane AI difficulty is somewhat unintuitive.

From now, the process is

click insane difficulty - set the day of progressive difficulty - click extreme difficulty - click save - set the date of payday

If I switch the sequence (set extreme difficulty - set insane difficulty, as the previous version), at the day of progressive difficulty, the difficulty become easy AI.

I think it would be better to change the insane difficulty button to toggle.


2. 'overheal' seems to be not working now.

in the line 6241, !!SN:W^Tent_Overheal_%Y61^/?y80; seems to wrong. I think it should be changed to !!SN:W^Tent_Overheal_%Y61^/?y81;

I like the idea of overheal, but I think the effect is too strong. I think we need more restrictions, such as spending gold or something.


3. Blacksmith and mage guild can not be destroyed. Maybe you can adapt the mechanism in the third upgrade mod that you have already done.

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Quique30
Quique30


Adventuring Hero
posted September 10, 2020 04:57 AM
Edited by Quique30 at 04:59, 10 Sep 2020.

RerryR said:

2) AI bouncing back and forth hmm. I would have thought that the new Creature Banks could produce something like that, but if it even happens at signs. Currently no idea, but I'll check your save thanks.



Hi!

I think it was a sign...Or maybe there was a structure next to it and made me think it was a sign. But it was rare, unlike the other 2 structures I mentioned that are like magnets to the AI heroes.

And thanks for the tip! I must have missed the Blacksmith. So many cool things!

Cheers.

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted September 10, 2020 07:43 AM
Edited by RerryR at 07:45, 10 Sep 2020.

kongsuni said:
Really amazing updates.

Thanks for your effort.


kongsuni said:

Few reports from other users
1. New difficulty setting system is really great.
One minor problem, setting insane AI difficulty is somewhat unintuitive.

From now, the process is

click insane difficulty - set the day of progressive difficulty - click extreme difficulty - click save - set the date of payday

If I switch the sequence (set extreme difficulty - set insane difficulty, as the previous version), at the day of progressive difficulty, the difficulty become easy AI.

I think it would be better to change the insane difficulty button to toggle.

Okay, I get your point. It is not easy to design an intuitive control panel.  
Our thought process was the following: Based on the experience of my previous Dif Mod, where the Insane difficulty was available from start, it tempted players to blindly choose it and get beaten up. Then complained. So I wanted to create a "hidden" Insane-Difficulty level which is not accessible right from the start but only through the option "Progressive Difficulty". So I thought you click "Insane" and set the option to choose the game day at which your difficulty should increase to the next level. Now to actually get to the Insane level you would need to set the difficulty to "Extreme" and then use Progressive Difficulty to advance to Insane. That was my idea.

Now I see it rather turned out that the "secret level" is not so secret and very present as a button, which is actually nothing else than a button for the Progressive Difficulty option and at the same time a preview for the Insane difficulty level.

I am not sure if I will change it again because the code is very complicated and it currently works, but thanks for your input, we will consider it.


kongsuni said:

2. 'overheal' seems to be not working now.

in the line 6241, !!SN:W^Tent_Overheal_%Y61^/?y80; seems to wrong. I think it should be changed to !!SN:W^Tent_Overheal_%Y61^/?y81;

I like the idea of overheal, but I think the effect is too strong. I think we need more restrictions, such as spending gold or something.

%Y81 is a typo, I corrected it thanks!
I tested it a little bit more and I think the overheal is okay. But based on your feedback I reduced the change to work on all levels by 10-15% and increased the used Heal Capacity by +50 points. You cannot abuse it now, because once your stack is fully healed you cannot heal it further, so in the best case, it will only work a few times per combat.

kongsuni said:

3. Blacksmith and mage guild can not be destroyed. Maybe you can adapt the mechanism in the third upgrade mod that you have already done.

I will restore the possibility to destroy these two building.

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Zoggerger
Zoggerger

Tavern Dweller
posted September 11, 2020 02:27 PM

I've been playing the game for years, and I always get the chance to try out the new features and functions of PerryR. Nice to see that the mod is so popular .

Keep up the good work !

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted September 12, 2020 12:23 PM
Edited by RerryR at 12:24, 12 Sep 2020.



We just uploaded a little update with a nice new Class Table Window that wasn't quite ready last week. I made that together with Sandris.
I also updated the first post.

Version 1.0502

- Fix (ERA3) Artillery and Magic Artillery could shoot twice before combat
- Fix (ERA3) Secret Set piece Round Shield of Commander reduced commander damage
- Fix Dimension Door description in SPTRAITS.txt
- Fix Spell Trainer Option was not disabled correct
- Fix Difficutly Mod enabled Neutral Stack Experience Option
- Disabled the mysterious BattleAiVsAiFix.dll Plugin by default

- Added Class Table
- Added correct mage banner
- Secret Set Cloak not reducing Luck by 1 after fights
- Overheal will not increase the number of Commanders or Henchman's
- Succubus Charming fails when the target has Anti-Magic
- Slightly reduced the attributes of the enemy AI commander
- Fix in the Dif Mod, that when clicking Insane Dif it would reset your current selection

So the proper order to choose your Difficulty is to select a level between Easy and Extreme, and after that you can click on Insane and select the Progressive Difficulty

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Bersy
Bersy


Honorable
Supreme Hero
posted September 12, 2020 05:41 PM

Hey, Advanced Classes Mod 1.0503 Rus.exe here )
I would still recommend Sandris to release localizations as separate mod with only changed files advanced_classes.json renamed to advanced_classes_rus.json, for instance. Thus localization will work with any newer base version.
____________
Heroes 3 Era and everything for it. Releases folder for releases.

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asandris
asandris


Hired Hero
posted September 12, 2020 05:56 PM
Edited by asandris at 17:57, 12 Sep 2020.

Bersy said:
Hey, Advanced Classes Mod 1.0503 Rus.exe here )
I would still recommend Sandris to release localizations as separate mod with only changed files advanced_classes.json renamed to advanced_classes_rus.json, for instance. Thus localization will work with any newer base version.

Actually, json are not the only files that are different from the original English version.
There are also some different *.defs and *.txts inside *.pacs and completely different *.snd.

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted September 12, 2020 06:20 PM

Thank you guys for your support! In the last few days, the ACM 1.05 has been downloaded over 300 times from my Dropbox alone and just after one week of release, the mod has been translated into 3 additional languages, now all available to download. Absolutely amazing  

Bersy, we will consider your suggestion ty.

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fiur
fiur


Promising
Supreme Hero
Map Creator
posted September 15, 2020 10:28 PM

part from Kyrre and Fiona who else start as adventurer?

btw this mod is so cool played 9 maps since 9 sept.
____________

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AlfWithCake
AlfWithCake


Known Hero
posted September 16, 2020 12:21 AM
Edited by AlfWithCake at 00:52, 16 Sep 2020.

Basically anyone that has adventurer secondary skill or resources as speciality, besides a few exceptions.
List of all adventurers:
Castle: Sylvia, Rion, Caithlyn;
Rampart: Kyrre, Gem, Melodia;
Tower: Daremyth, Ain;
Inferno: Fiona, Calid;
Necropolis: Isra, Clavius (has offense speciality, intended), Vidomina, Nagash;
Dungeon: Damacon (has medusas speciality, which is strange), Gunnar, Jeddite, Sephinroth;
Stronghold: Dessa, Gundula;
Fortress: Voy, Verdish, Merist;
Conflux: Gelare, Grindan

Chance to get skills depends on hero alignment, but inclined towards adventurer skills, so you can get your GM Adventurer easier. But heroes are inclined to learn certain adventurer skills very easy:
Castle: Nobility and Diplomacy;
Rampart: Scouting and Logistics;
Tower: Pathfinding and Learning;
Inferno: Diplomacy and Scouting;
Necropolis: Logistics and Offense;
Dungeon: Estates and Scouting;
Stronghold: Logistics and Nobility/Estates/Scouting;
Fortress: Pathfinding and Eagle Eye;
Conflux: Learning only. Generally all skills have near medium chance, but can learn Necromancy.

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XEricSin
XEricSin


Famous Hero
posted September 24, 2020 02:53 PM

Hi, RerryR.

This part of your code draws my attention.

*Fix Battle Plugin by igrik fix
Here all variables should be reset before a repeated fight
!?FU870520;
...
!!DO(AC_Function_125)/0/41/110;       [Reset Position for Teleport]

!?FU(AC_Function_125);
!!BMx16?y1;
...

I remember !?FU870520 is called by the replay plugin and it is run before !?BF.

Although no error is raised in the actual game, I still wonder that !!BM should be called after !?BF.

What do you think?

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Rimgrabber
Rimgrabber


Known Hero
It's a fixer-upper
posted September 24, 2020 02:57 PM

Hey everyone so I've never played any mod except HoTA so I'm totally clueless about how WOG and ERA work and how they fit in. Can someone DM me a brief explanation so that I can play this mod, or link me a video that explains it? Also, is this mod compatible with HoTA? I'm gonna miss my Cove if it's not but I guess it can't be helped. Thanks in advance.

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted September 24, 2020 04:42 PM

Rimgrabber said:
Hey everyone so I've never played any mod except HoTA so I'm totally clueless about how WOG and ERA work and how they fit in. Can someone DM me a brief explanation so that I can play this mod, or link me a video that explains it? Also, is this mod compatible with HoTA? I'm gonna miss my Cove if it's not but I guess it can't be helped. Thanks in advance.


Hi Rimgrabber,

nice to see you coming to the dark side

First I recommend you to clone your current H3 installation, it is best to run HotA and ERA in two different folders. Or you can make a new clean installation of H3. Than I recommend to use the gaming assembly by Daemon which can be found in the newest version here:
http://heroescommunity.com/viewthread.php3?TID=46111

A tutorial on how to install it, here:
http://heroes3wog.net/how-to-install-era-3-gaming-build/

This is an all in one installer, which works very well.

When you have done this you can start your H3ERA_HD.exe via game launcher and test, same as HotA. There's a WoG option button which lets you set many different game options. For a starter, I recommend to disable nearly every option and especially the replacement of objects. By doing this will give you a nearly original H3. Later when you are more experienced you can enable more options that suite you.

To run Advanced Classes Mod you need to download it from my Dropbox and install in your main H3 folder. Than you should start the Mod Manager and enable the Mod. Please read the ACM description which is given in the Mod Manger briefly. Now you are ready to play. When everything was setup correct you will get an ACM welcome screen that tells you that the mod is enabled.  

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Rimgrabber
Rimgrabber


Known Hero
It's a fixer-upper
posted September 24, 2020 05:47 PM

Thanks so much! Can't wait to try out your mod!

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