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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 10 ... 14 15 16 17 18 ... 20 23 · «PREV / NEXT»
RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted June 06, 2021 10:05 AM
Edited by RerryR at 22:33, 10 Jun 2021.

Penguincha said:
I thank you for making this mod. This mod single-handedly made me interested in HOMM3 again, after so many years. The way that this mod reworks elements of this game appeals to me so much.

Thanks, for me it is the same.
I also have some news about the 1.07 version, if no problems are found during the testing phase I can upload the new patch next Friday! The patch will introduce 9 new classes for commanders.

Penguincha said:
Is there any way to modify the erm to be able to carry over master/grandmaster skills, spell upgrades, commander stacks (astral spirit and shaman) and/or warmachine upgrades to the next scenario in campaigns? I thought I saw a component that resets spell upgrades at the beginning of the map, but I don't really want to mess with something I don't know; I am very new to erm scripting.


Yes ERA 3 made it possible. It is just a question of saving and restoring variables at map start. These variables must be manually written in a text file. But I don't want to give you too much hope either. For example to transfer Master/Grandmaster skills to the next map you would need 155x28*2 variables. For WM-Upgrades it will be 155x24 variables, and for spells around 155x~40 variables
Unless there is a better or less work intense way it is out of my motivation.


Edit:
Smichaelis said:

Your mod is amazing!, thank you so much for your effort and success! I now play again on a regular basis thanks to you.
Looking forward to your next update, best wishes and hope you continue your art.

Thank you, a old tabletop gamer



You are welcome and thanks for feedback!

Edit: 1.07 needs one more extra weekend to finish

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Smichaelis
Smichaelis

Tavern Dweller
posted June 10, 2021 07:09 PM
Edited by Smichaelis at 19:13, 10 Jun 2021.

Its been along time..3 or 4 years sense I've played Heroes. Had to find my log in info in a old notebook tucked away in a box in the basement.

Your mod is amazing!, thank you so much for your effort and success! I now play again on a regular basis thanks to you.

Looking forward to your next update, best wishes and hope you continue your art.

Thank you, a old tabletop gamer

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted June 11, 2021 04:13 AM

Too bad we don't get this much programming for H4 we could use some hero class customization and SPECIALTIES most of all.
____________
Never changing = never improving

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted June 12, 2021 10:45 PM
Edited by RerryR at 09:33, 26 Jun 2021.



ACM Version 1.07

I decided to bring in some new content regarding the commanders. The new patch will allow you to customize your commander even more by selecting a class that influences how the attributes of your commander develop during the game.

Commander Class Update:

With the patch 1.07 we introduce a new feature: Commander Classes
With the first kill of your commander, you will be able to choose a class in combat.
The following 9 classes are available:

Fighter - Usually focuses on melee attacks and dealing damage.
Ranger - Usually focuses on shooting and ranged attacks.
Defender Usually focuses on defense and disrupting the enemies.
Caster - Usually focuses on casting damage spells.
Supporter - Usually focuses on casting supportive spells and using the commander's passive ability. Has different bonuses for each commander type.
Leader - Usually focuses on leading the army by providing certain boosts to your army.
Scout - Usually focuses on multiple attacks and generating resources in combat.
Vampire - Your commander becomes partly undead, losing 33% of its total health. Requires Necromancy to perform the ritual. Vampires restore 25% of the damage dealt as HP.
(Secret Class) - Needs to be unlocked first.

Each class influences the attributes of your commander and can increase certain attributes further by killing enemies in combat.
Masteries: Each class has a unique Mastery that gets unlocked when having reached enough kills.

The 8 attributes for the Commanders are:

Attack - Just attack value
Defense - Just defense value
Damage - Just damage value min+max
Health - Influences total hit points
Speed - Influences speed
Spells - Influences the power of spells. Each spell now has a scaling with this modifier. Meaning it will also change the power of spells like Bloodlust, Magic Arrow, Power-Cure and so on. For different spells, the modifier will have different effects.
Passive - Influences the passive of every commander. Each passive now has a scaling with this modifier. Eg: the Brute will generate more gold with attacks, the Necro will raise more skeletons, the Astral Spirit will reduce the health and damage of enemies further and so on...
Aura - The leader commander emits a 1 hex aura that buffs allied units standing next to him. The effect gets increased. The range of the aura can also be expanded.

My hope is now that this system allows for many interesting combinations between the 4 out of 6 base commander skills and his class. Especially the new passive modifier will allow for many combinations if you like to play around with certain mechanics.
If it works out as I imagined or if the system has little effect remains to be seen. But I think it is cool and I will certainly play many games and will try out how the different classes and combinations play out.
By the way: Overall the power of commanders was reduced, so don't worry about them being too OP. However, I added an option to restore their strength to their former glory, just activate the option at map start.

The second big part of the patch was a complete refactoring of the level-up code. This was done by Berserker. Thank you very much, I know it was not easy to dive into my code
It will allow two new game modes to make everybody happy:
Choose Class - Allows to delay the class selection to accumulate enough class points until you can select your desired hero-class.
The Berserker Mode- Allows to learn any skill up to Master and Grandmaster level regardless of your hero class. Just classic H3 with 5 instead of 3 secondary skill levels



New "info" table. When right-clicking the experience icon in your hero screen you will be presented with a table that contains all numbers and information about your hero and his skills. This will allow you to follow in detail how the new skills effects scale.
For example, it will give you information about your First-Aid tent and its effectiveness in combat, your crit chances, your commander spells and much more. Overall this was something we clearly needed to keep up with the hidden formulas and numbers behind the new game mechanics.


Changelog

When updating from 1.06 please delete old version before installing 1.07

Patch 1.07 requires an updated ERA 3.8 including the newest ERA ERM Framework mod! Otherwise, you will be presented with tons of ERM errors at map start.

New:
+ New status list when clicking on the experience icon which includes many numbers and statistics
+ New Game mode made by Berserker that allows learning all skill to M/GM regardless of class
+ New Game mode made by Berserker that allows learning any class
+ Implemented new Commander Class System with 9 different classes for the commander, including a secret class that can be unlocked
+ All Commander artifacts received a rework and can now be worn by the hero again. Added 9 new unique properties.
+ Astral Spirit now has different passive: Instead of Enemy running away the damage and health of all enemies is reduced by 5%+C_LvL:5, resulting in a similar effect
+ Grandmaster Scholar now teaches level 5 spells

Fixes:
- in online games artifact description will not be reset anymore
- fix for Artillery specialists the number of shots after level 60
- Removed the delay when healing units with First Aid Tent
- Fix when having several resources giving artifacts of the same type in backpack
- Fixed M/GM Force Field effect (now works again)
- Battlemage Hard Training/ Critical Hit the wrong description

Balance:
- Reduced the power of all commanders to work with the new class system
- Breastplate of Petrified Wood damage block reduced, when all damage is blocked this will now be indicated by a sound
- Armor of Wonder damage block reduced
- Dragon Scale Shield, Quiet Eye of the Dragon +50 flat Magic damage block
- A few changes in SPTRAITS.txt (reduced the power of some AOE spells)
- Multicasting is now slightly more expensive
- Magic Wand +5% Magic Pierce, Pendant of Sorcery +10% Magic Pierce
- Mage Secret-Set gains crit/crit damage for every 2 fights won instead of 3
- Warrior Secret set slightly nerfed

Misc:
- Learning now shows exact %chance to gain primary skill point when visiting map objects
- Added a Battlelog entry when Heal Capacity is depleted
- Disable Tactics option now available in the map start option and fixed outdated trigger
- updated some help files
- Poison Icon for Commander added, thanks to Archer
- Removed FU 7701 from erm code to increase stability
- In Dif mod AI-Difficulty and Payday are now saved
- Removed FUN.erm from game folder, increasing compatibility and stability of the mod
- removed "BattleAIvsAIFix.dll", "remove theoretical battle ai vs ai.dll", "RK primary skill overflow.dll"0kb Now it is in your own responsibility to play with these plugins or not
- Information about classes when clicking on Att/Def/SP/Know icon removed, it is now all available in the Class-Table

ModDB Downloads
Edit: Updated opening post on page 1.




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Quique30
Quique30


Adventuring Hero
posted June 13, 2021 03:53 PM
Edited by Quique30 at 16:06, 13 Jun 2021.

Hi there, Perry! Thank you for updating your amazing mod.

Just starting but, where's the ERA 3.8 link? The lastest one I could find, in the ERA III mod thread, is 3.7.

Thanks!

P.D.: NVM. Saw the link to the assembly.

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portus
portus


Adventuring Hero
posted June 13, 2021 10:27 PM

Great stuff and great ideas, just as usual! Looking forward to playing it this summer!
____________
Ssssshhhhhhhpp!! Ah! (crimson cloud and I'm gone)

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Phaxujishi
Phaxujishi

Tavern Dweller
posted June 21, 2021 04:29 AM

I have been playing this mod and I like it quite a bit.  I think it's a great idea and it adds a new dimension to the game that's really interesting and fun.  I hope to see more mods like this in the future.

That being said, I don't agree with the class values attributed to each of the secondary skills.  I'm not going to bother with trying to argue why I don't like them.  Without being too tangential, in my experience, 99% of modders seem to have their own preferences and care very little about their end users' preferences.  That being said, I would like if I could change the values for my own personal enjoyment.

I tried to use the ERM editor to change the values (I found them on about line 580 or so), but when I changed the values, the game began to have minor glitches as a result.  For example, sometimes monsters were unable to hit any of my army at all during combat.

The only thing I did was change the individual values, like changing Offense from +8/+1/+1 to +8/+2/+2, and that was it.  Is there any way to change these values without disrupting the game so much?

Also, the changes that I made were not reflected in the user interface, so that when I changed Offense to those new values, they were not shown in the UI (although they DID change how much my hero was actually acquiring).  Is there any way to reflect those changes in the UI?

Thank you for any help you can give!  It's much appreciated.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted June 21, 2021 07:37 AM
Edited by RerryR at 07:40, 21 Jun 2021.

Phaxujishi said:
I have been playing this mod and I like it quite a bit.  I think it's a great idea and it adds a new dimension to the game that's really interesting and fun.  I hope to see more mods like this in the future.

That being said, I don't agree with the class values attributed to each of the secondary skills.  I'm not going to bother with trying to argue why I don't like them.  Without being too tangential, in my experience, 99% of modders seem to have their own preferences and care very little about their end users' preferences.  That being said, I would like if I could change the values for my own personal enjoyment.

I tried to use the ERM editor to change the values (I found them on about line 580 or so), but when I changed the values, the game began to have minor glitches as a result.  For example, sometimes monsters were unable to hit any of my army at all during combat.

The only thing I did was change the individual values, like changing Offense from +8/+1/+1 to +8/+2/+2, and that was it.  Is there any way to change these values without disrupting the game so much?

Also, the changes that I made were not reflected in the user interface, so that when I changed Offense to those new values, they were not shown in the UI (although they DID change how much my hero was actually acquiring).  Is there any way to reflect those changes in the UI?

Thank you for any help you can give!  It's much appreciated.


Sure I will help you.
To change to points required to advance to Master/Grandmaster search for:
Master_Level_Global_Value
Grandmaster_Level_Global_Value
But be careful there are two instances in the code, one if you play with 8 skills and the other if you use the 10 skills plugin.

To change the points for each skill or want to have special heroes have custom points search for:
!?FU(Calc_Class_Points_Original)

to show these changes also in the Class_Table open the advanced_classes.json in the LANG folder and look at line 809 until line 907.


Edit: Glitches should not happen from these changes. If your monsters miss in combat right-click the experience icon in the hero-screen and see under the artifact section if you have any artifacts that grant flat damage block. That could cause creatures to take no damage at all.

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Phaxujishi
Phaxujishi

Tavern Dweller
posted June 25, 2021 12:16 AM

RerryR said:

Edit: Glitches should not happen from these changes. If your monsters miss in combat right-click the experience icon in the hero-screen and see under the artifact section if you have any artifacts that grant flat damage block. That could cause creatures to take no damage at all.


Thank you very much for your advice - I made the changes and they worked!  And no glitches either, so I'm assuming you were probably right that it was something unrelated to the changes I had made.

Is there any way to change the total points needed to become a master or grandmaster?  The hack is set to 45 and 72 respectively and I would like to change those values.  I found one line that references these values (line 380) and changed them but it made no difference in gameplay.

Also, there was another change that I was interested in possibly doing.  Is there any way to take the code that allows for the XP that the paladin commander provides and give it to ALL the commanders?  I replicated the code that allows for the paladin to get extra XP and copied and pasted it into each of the other commanders while replacing the "if paladin" lines with "if brute" and "if soul eater", etc..

During gameplay, it worked, but for some reason whenever it would calculate the XP, it would do it for each time the code was listed.  Thus, after a battle, a commander would get XP for the paladin, the brute, the soul eater, etc.  In other words, where they might have gotten 26 XP, they actually got 26 times 9 XP (one for each commander entry in the code).

Thanks again for any advice you can give!  This is kind of my first foray into any kind of programming (although I'm really just rearranging existing code).

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Phaxujishi
Phaxujishi

Tavern Dweller
posted June 25, 2021 06:48 PM
Edited by Phaxujishi at 18:48, 25 Jun 2021.

I located another place in the code (a bit earlier than line 380) that also handled the limits of Master and Grandmaster and I altered them and it worked!  So never mind about needing any help with that.  I got it to work.

As far as my question regarding how to give the XP bonus to all the commanders, I also tried to use the "if" statement that loads the type of commander into the code that handles getting XP for damage by making "if" for every commander.  Thus, in the code where XP would be determined and it asks "if paladin", I added "if brute", "if soul eater", etc..  Unfortunately, it didn't seem to do anything at all.

Oh, I had another question.  In the readme, it stated that the ACM also altered spells, such as slow and haste.  I'd like to change the amount of speed that each of those spells effect, as well as their level, but I couldn't locate them anywhere.

Again, thanks for any help you can give.  I should add that this is one of the most remarkable hacks I've ever seen.  It's very inspirational (which is why I keep trying to alter things to fit my tastes).

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted June 26, 2021 09:14 AM

Phaxujishi said:
I located another place in the code (a bit earlier than line 380) that also handled the limits of Master and Grandmaster and I altered them and it worked!  So never mind about needing any help with that.  I got it to work.


Good that you found it, I knew you would want to change this that's why I wrote it in my first answer:
"To change to points required to advance to Master/Grandmaster search for:
Master_Level_Global_Value
Grandmaster_Level_Global_Value"
but maybe you missed it ;-)


Phaxujishi said:
As far as my question regarding how to give the XP bonus to all the commanders, I also tried to use the "if" statement that loads the type of commander into the code that handles getting XP for damage by making "if" for every commander.  Thus, in the code where XP would be determined and it asks "if paladin", I added "if brute", "if soul eater", etc..  Unfortunately, it didn't seem to do anything at all.

Please show your code. I will help you. It is certainly possible.

Phaxujishi said:
Oh, I had another question.  In the readme, it stated that the ACM also altered spells, such as slow and haste.  I'd like to change the amount of speed that each of those spells effect, as well as their level, but I couldn't locate them anywhere.


Yes spells are changed in level and power. Most importantly spells now scale with your Magic Strength. Right-Click your experience icon in your hero screen to see your current value.
In the help and readme folder check:
"spell changes.txt" and "scaling magic readme.txt"

for example for haste it would go like this:
"Haste/Prayer: 35->1, 45->2, 75->3, then 4 after 110 MS.

To change spell levels and spells starting-power you can open the "advanced classes mod.pac" extract the SPTRAITS.txt file and open it with "Text Editor" from Heroes 3 tools. Rest is self-explanatory.

Phaxujishi said:
Again, thanks for any help you can give.  I should add that this is one of the most remarkable hacks I've ever seen.  It's very inspirational (which is why I keep trying to alter things to fit my tastes).


Thanks man, we are glad you like it. Feedback is always welcome

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Phaxujishi
Phaxujishi

Tavern Dweller
posted June 27, 2021 12:25 AM

RerryR said:
but maybe you missed it ;-)


I'll admit it...  I did.  Excitement got the better of me.

RerryR said:
Please show your code. I will help you. It is certainly possible.


Here's the code:

!?MF1;                                  [Gives Damage dealt in Experience to Hero after Combat]

!!UN:C42149568/4/?y10;                  [Get Physical Damage type]
!!if|y10=4462398/y10=4455011/y10=4456676:; [Only run when melee or shooting damage]
!!MF:W?y80;
!!FU&y80>0:E;

!!BG:A?y1;
!!if|y1=6/y1=7:;
!!SN:W^Commander_Aktion^/y1;            [Save if Melee6 or Shooting7]
!!BG:H?y5;
!!BG:N?y1;                              [Attacking Stack]
!!MF:N?y4;                              [damage receiving stack]
!!SN:W^Paladin_Attacking_Stack^/?y50;
!!VRy1&y4=y1/y50>=0/y50<=41:Sy50;       [If Attacking Stack gleich Damage Recieving Stack it means Retaliation]
!!SN:W^Paladin_Attacking_Stack^/y4;
!!BMy1:T?y2;                            [Creature Type]
!!if|y2=174/y2=183:;                    [if Paladin]
!!if|y2=179/y2=188:;                    [if Brute]
!!if|y2=177/y2=186:;                    [if Succubus]
!!if|y2=180/y2=189:;                    [if Oger]
!!if|y2=175/y2=184:;                    [if Hierophant]
!!if|y2=178/y2=187:;                    [if Soul Eater]
!!if|y2=176/y2=185:;                    [if Temple Guardian]
!!if|y2=181/y2=190:;                    [if Shaman]
!!BG:H?y5;                              [Get Hero]
!!HEy5&y5>=0?y56;                     [Get Hero Color]
!!OW:Iy56/?y57;                         [Get if AI or Human}]

As you can see, all I did was take the "if [insert commander]" code and replicate it after the "if paladin" part.  My hope was that the code would apply the XP gain for the paladin to all of the commanders.  But in testing nothing seemed to happen at all.

RerryR said:
Thanks man, we are glad you like it. Feedback is always welcome


I'm not sure how much feedback would be of interest, so I'll simply describe my feelings regarding this mod and why I'm trying to readjust it.

To begin with, I think this mod is brilliant.  It adds a dimension of play to the game that is really fun and interesting.  I love it.  It has inspired me.

That being said, the issues I have are mostly with the balancing of the mod, specifically the class point allocations.  I will elaborate:

Under the current system, players are encouraged to pick certain secondary skills over others even if they're under the same category.  For example, Offense provides 8W/1M/1A, for a total of 10 points, whereas Luck gives 6W/3M/4A, for a total of 13 points.  Luck provides almost a third more total points than Offense.  This implies that Offense must be a better secondary skill than Luck, otherwise why would it need to be penalized?

Furthermore, this system dissuades players from picking certain skills over others even if they're under the same category.  For example, a player might wish to build a Warrior/Mage, but because some of the Warrior skills give more points to Mage than others, they are encouraged to pick certain skills over others (even if they're both Warrior).

I don't like that idea because it limits versatility of building heroes and it implies that certain secondary skills should be penalized when compared against other ones.  Ideally, all of the secondary skills should be useful, and so I think a system that attempts to give more total points to some skills than others is not something that should be pursued.

Lastly, it's a bit confusing.  I found it very hard to remember which skills provided which points and then try to arrange them all in such a way as to best benefit my hero.

As such, I changed the points to reflect this logic.  All of the skills now give 8/2/2 to their respective category.  For example, Offense gives 8W/2M/2A, as does Luck and Ballistics and any other Warrior skill.  Likewise, Wisdom gives 8M/2W/2A, just like Mysticism or Scholar does as well.

I also changed the numbers needed to become a master and grandmaster to 40 and 76 respectively.

Under this new system, a hero needs at least 4 skills to master any category (as well as at least 4 from other categories):

(4 * 8) + (4 * 2) = 40.

You will notice that to master anything, the hero needs to have at least 4 skills from a single category AND they must have at least 4 other skills as well.  This system prevents heroes from ever mastering all three categories.
 
To become a grandmaster, heroes need at least 7 skills:

(7 * 8) + (7 * 2) + (3 * 2) = 76.

7 skills in the appropriate category each giving 8 points, each of the skills mastered providing 2 more points per skill, and 3 more skills each providing 2 more points.

Under this system, a hero can become a grandmaster of any one of the three categories by pursuing only 7 skills, but they will have to master all 7 to become a grandmaster.  This allows them to choose 3 other skills as they see fit without worry.  But if a player wants to attain grandmaster earlier, all they have to do is choose more skills for their respective category.

During testing, I was very pleased with the results.  For example, I was able to become a Grandmaster Warrior (with any of Warrior skills I wanted) while also having Logistics, Pathfinding and Wisdom.  I also had a friend try it (who is also playing the ACM) and he was pleased as well.

Anyway, these are just my impressions (and why I was interested in making these changes for myself and only myself).  I hope my feedback is useful, and if not, that's okay too -- I'm having fun with this mod either way!

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aldzzz
aldzzz


Adventuring Hero
posted June 28, 2021 05:31 AM

hello,

this looks fantastic!

i want to try it out but wondering which of the mods from the latest assembly build do i need to disable?

i understand that very fortunately tum is compatible with acm, but what else?

thanks!

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted June 28, 2021 08:25 AM
Edited by RerryR at 08:30, 28 Jun 2021.

Phaxujishi said:

As you can see, all I did was take the "if [insert commander]" code and replicate it after the "if paladin" part.  My hope was that the code would apply the XP gain for the paladin to all of the commanders.  But in testing nothing seemed to happen at all.



your approach is correct.
Every !!if condition needs to be closed with !!en;
You can also write like this
!!if&y2>=174/y2<=191;                 [if any commander]
y2 is the creature IDS of commanders, that means run this code it the ID is between 174 and 191, that should include all Commanders at the attacking and defending side.

Phaxujishi said:
Under the current system, players are encouraged to pick certain secondary skills over others even if they're under the same category.  For example, Offense provides 8W/1M/1A, for a total of 10 points, whereas Luck gives 6W/3M/4A, for a total of 13 points.  Luck provides almost a third more total points than Offense.  This implies that Offense must be a better secondary skill than Luck, otherwise why would it need to be penalized?

Furthermore, this system dissuades players from picking certain skills over others even if they're under the same category.  For example, a player might wish to build a Warrior/Mage, but because some of the Warrior skills give more points to Mage than others, they are encouraged to pick certain skills over others (even if they're both Warrior).

I don't like that idea because it limits versatility of building heroes and it implies that certain secondary skills should be penalized when compared against other ones.  Ideally, all of the secondary skills should be useful, and so I think a system that attempts to give more total points to some skills than others is not something that should be pursued.


When it comes to modding there is no wrong or right (except if you post ideas in the HotA suggestion thread ).
There was my idea about a class system and about how to utilize some of the weaker secondary skills. What we have here is just my idea and implementation. I welcome you to make changes and adjust the mod to your liking.
As you identified correctly some skills give more points than others. In my head, I divided the skills into two categories: Secondary Skills I usually always want to pick every game regardless of what I play and secondary skills that are usually considered weak.
I wanted to give the player more incentive to also decide on these less desirable skills so that the hero gets more diverse and you don't always pick the same skills on the hero.
So you want Loga, Earth Magic, Offense and Armorer? Sure go ahead, but then it will be more difficult for you to reach hybrid classes.
That was my idea ;-)

Phaxujishi said:
Lastly, it's a bit confusing.  I found it very hard to remember which skills provided which points and then try to arrange them all in such a way as to best benefit my hero.


There is an Excel Class calculator sheet in the help me files. And what I didn't know for a long time that during the level-up screen you can click on your hero portrait to access the class and skill table.

Phaxujishi said:
As such, I changed the points to reflect this logic.  All of the skills now give 8/2/2 to their respective category.  
...
Under this system, a hero can become a grandmaster of any one of the three categories by pursuing only 7 skills, but they will have to master all 7 to become a grandmaster.  This allows them to choose 3 other skills as they see fit without worry.  But if a player wants to attain grandmaster earlier, all they have to do is choose more skills for their respective category.


7 to 3 skills are totally fine. In my system, it is more like 8 to 2 and 4/4 for hybrid classes.

Phaxujishi said:
Anyway, these are just my impressions (and why I was interested in making these changes for myself and only myself).  I hope my feedback is useful, and if not, that's okay too -- I'm having fun with this mod either way!


Good


@aldzzz from the gaming build/assembly all mods will work! I always play with TUM, no problem.
Maybe disable Spells Description to avoid double entry of numbers in the spell names.

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aldzzz
aldzzz


Adventuring Hero
posted June 28, 2021 04:52 PM

RerryR said:

@aldzzz from the gaming build/assembly all mods will work! I always play with TUM, no problem.
Maybe disable Spells Description to avoid double entry of numbers in the spell names.


whoa that's amazing! i'll try your mod out asap

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Bersy
Bersy


Honorable
Supreme Hero
posted June 28, 2021 06:16 PM

Quote:
Furthermore, this system dissuades players from picking certain skills over others even if they're under the same category.  For example, a player might wish to build a Warrior/Mage, but because some of the Warrior skills give more points to Mage than others, they are encouraged to pick certain skills over others (even if they're both Warrior).

Seems like this issue is totally solved by Choose Class option.

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aldzzz
aldzzz


Adventuring Hero
posted July 03, 2021 09:26 AM

um, so i played with acm for a few days and maybe someone smart should take a look at my wog settings config cos all kinds of weird things happened.

had a ~lvl14ish castle army with 3rd upgraded units (except archangels) with a hero who got master mage (45/45, whatever that means) and...

a tiny ai army with nothing else mentionable than one (1) divine phoenix constantly regenerating basically wiped the floor with me.

another thing was an ai hero (when checking thro tavern) having 99att (but i didn't get as far as to fight this yet before getting pissed off at the previous thing).

pls check out my settings, maybe something is enabled that shouldn't be for acm: download link

my own thinking is that maybe it has something to do with choosing difficulty levels at start? even though i have difficulty mod turned off, i still had to choose (tho i chose easy/easy so idk if it really has *that* big of impact).

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted July 03, 2021 09:45 AM

aldzzz said:
um, so i played with acm for a few days and maybe someone smart should take a look at my wog settings config cos all kinds of weird things happened.

had a ~lvl14ish castle army with 3rd upgraded units (except archangels) with a hero who got master mage (45/45, whatever that means) and...

a tiny ai army with nothing else mentionable than one (1) divine phoenix constantly regenerating basically wiped the floor with me.

another thing was an ai hero (when checking thro tavern) having 99att (but i didn't get as far as to fight this yet before getting pissed off at the previous thing).

pls check out my settings, maybe something is enabled that shouldn't be for acm: download link

my own thinking is that maybe it has something to do with choosing difficulty levels at start? even though i have difficulty mod turned off, i still had to choose (tho i chose easy/easy so idk if it really has *that* big of impact).



Good Morning,

lets see.. I will need your save to check. WoG settings will be okay, I am sure.
So 45/45 I am also not sure what you are referring to. Maybe you mean the class points? Each skill gives certain amount of points. These class points determine your hero class: Warrior, Mage or Adventurer. The class decides which skills you can level further to M/GM level.

About the AI. Looks like you play with Third Upgrade Mod? If AI has insanely high stats it is most likely an experience overflow caused by the Third Upgrade Mod. It will catapult AI heroes to level 70 with a negative experience. Nothing I can do about it. At least that is my guess.
Divine Phoenix is also a unit from TUM and I don't know why it keeps resurrecting. Looks like the wrong amount of casts is set for this creature.
If you want I can check the save if you send it.

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aldzzz
aldzzz


Adventuring Hero
posted July 03, 2021 10:15 AM

uhh yes i play with tum. when i checked about the compatibilities, you said that acm+tum is okay? so it's not after all?

i'm sorry, i deleted all the saves on impulse when the game pissed me off

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted July 03, 2021 10:23 AM
Edited by RerryR at 10:28, 03 Jul 2021.

aldzzz said:
uhh yes i play with tum. when i checked about the compatibilities, you said that acm+tum is okay? so it's not after all?

i'm sorry, i deleted all the saves on impulse when the game pissed me off


no problem, but why do you assume it is an incompatibility?

As I said, I always play with both mods enabled.
The errors you describe can also happen if you play only with TUM.

By the way which version of TUM do you use?

If I browse TUM 2.10 changelog it states this:

-Reduced the number of rebirths of Divine Phoenix.
-Emerald updated, the feature that changed the behavior of the game to obtain experience was removed, this may be a possible solution to the problem of experience overflow, negative experience and 0 experience.

See, these problems were already described... while with the last TUM update the change to get exp overflows was lowered, it still can happen as reports show.
We really hope to fix this bug soon.



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