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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»
RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted September 24, 2019 08:30 PM
Edited by RerryR at 20:38, 24 Sep 2019.

tupaz said:
Played the mod a little seems to work fine except for 2 things:

1)Played on expert mode with these settings:
Tactics=0
AIPayday=30
Difficulty=80

With these settings, the AI should start to cheat after 1 month and will get an increased difficulty LVL (champion) after 2 months and 2 weeks
I'm wrong?
but here it is what happened in my game:
Around 2 months and 2 weeks, I meet an enemy hero with 90+ on all stats,
he was impossible to beat so I avoided him but after just 1 more week he got his stats "resetted" like 0 Atk, 0 Def, 0 Power and 99 knowledge, defeating him was not even a challenge.
Some other enemies heroes was getting stats like 0,0,99,99 or 0,0,0,1 or 0,0,1,1
that made the game difficulty not as planned.

2)probably a known issue: When you right-click on a hero portrait on starting heroes screen some heroes will get wrong specialty description.
for example, Melodia specialty on heroes starting list it says her specialty is fortune (wrong)
but after the game start her specialty is diplomacy (correct)



Tupaz there was a bug with the Payday setting, I'am sorry. I ran in the same problem with my game.
Its already fixed and reuploaded. Now Payday works as intended I hope
With activated AI Difficulty Mod on Hard and Payday set to 30:
+1 stat points per AI Hero Level Up starting at day 30 (+ various other boni)

2) I will look at descriptions again.



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portus
portus


Adventuring Hero
posted September 26, 2019 03:42 PM

I don't know if I'm doing something wrong, but I'm afraid several features of your mod aren't compatible with Wog revised mod.

I hardly have had time to play, but if Wog revised is present, I've observed these features to fail:
-When starting a scenario, you won't be offered the difficulty options.
-When clicking on hero's portrait to check all the info about warrior/magician/adventurer points, you'll be shown the classic hero biography instead.
-SS Nobility will show the right icon but will still display the name and description of Navigation. On the other hand, the Nobility specialty icon, name and description will show correctly.

As I've said, I have hardly played, so there might be much more...or this might have been a screwup by me. Anyone else has experienced the same stuff?

I'm running it on Era 2.6
____________
Ssssshhhhhhhpp!! Ah! (crimson cloud and I'm gone)

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted September 26, 2019 05:10 PM
Edited by RerryR at 18:54, 26 Sep 2019.

Hi portus,

thanks for the feedback. To be honest I don't use WoG revised anymore, as I understood it is partly included in igriks/daemon assembly or even newest ERA. also there is no reason not to update to the newest ERA 2.88 as there are many fixes and it is stable (if it works for you, seems like a few people have issues with it).  

When home, I can test with WoG Revised, in any case, to my understanding the difficulty options at map start and the class points when clicking the heroes portrait must work! If you say they only don't work when using WoG revised then we can take a look at what the combability issue might be. Same for Nobility description, the in-game description must work in hero screen. I'll check and write back to you

Edit:
So I check ERA 2.88 together with WoG Revised and I got none of the problems you mentioned, as expected. I can't check for ERA 2.6, sry.
My advice would be to update ERA and reinstall the mod. If the problem persists we can dig deeper.
PS I wrote you a PM  


 

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portus
portus


Adventuring Hero
posted September 26, 2019 05:51 PM

Alrighty, I wasn't even aware that there was a Era 2.88 versión! I'll try to get and install it, and let you know if anything is amiss.
____________
Ssssshhhhhhhpp!! Ah! (crimson cloud and I'm gone)

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Diacris
Diacris

Tavern Dweller
posted October 01, 2019 07:43 PM

I encountered another minor issue. When playing Castle (this might not be extremely relevant), once I reach GrandMaster Warrior, some units crit back at my units whether through retaliation or atacking.

I've observed this happening when fought some pikemaen

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted October 01, 2019 08:21 PM

well this shouldn't happen let me check...
by the way, I wrote you a PM with the script you wanted, you can test it.

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Darimus
Darimus


Hired Hero
posted October 03, 2019 03:35 PM

RerryR said:
tupaz said:
Played the mod a little seems to work fine except for 2 things:

1)Played on expert mode with these settings:
Tactics=0
AIPayday=30
Difficulty=80

With these settings, the AI should start to cheat after 1 month and will get an increased difficulty LVL (champion) after 2 months and 2 weeks
I'm wrong?
but here it is what happened in my game:
Around 2 months and 2 weeks, I meet an enemy hero with 90+ on all stats,
he was impossible to beat so I avoided him but after just 1 more week he got his stats "resetted" like 0 Atk, 0 Def, 0 Power and 99 knowledge, defeating him was not even a challenge.
Some other enemies heroes was getting stats like 0,0,99,99 or 0,0,0,1 or 0,0,1,1
that made the game difficulty not as planned.

2)probably a known issue: When you right-click on a hero portrait on starting heroes screen some heroes will get wrong specialty description.
for example, Melodia specialty on heroes starting list it says her specialty is fortune (wrong)
but after the game start her specialty is diplomacy (correct)



Tupaz there was a bug with the Payday setting, I'am sorry. I ran in the same problem with my game.
Its already fixed and reuploaded. Now Payday works as intended I hope
With activated AI Difficulty Mod on Hard and Payday set to 30:
+1 stat points per AI Hero Level Up starting at day 30 (+ various other boni)

2) I will look at descriptions again.





Some other enemies heroes was getting status like 0,0,99,99 or 0,0,0,1 or 0,0,1,1

The heroes with primary skills nearly 99 will be reset to 0
How to fix that?


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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted October 03, 2019 03:44 PM
Edited by RerryR at 15:44, 03 Oct 2019.

Unless I haven't messed up somewhere else, this bug should be fixed in the newest version 1.021. Download [LATEST] in the mod folder.
If you say you have already the newest version, please send me a savegame.

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gravemaster
gravemaster

Tavern Dweller
posted October 03, 2019 03:49 PM

I have no idea how to run this mod. I have an issue like:
Exception EassertionFailed in module erm_hooker.era at 000186EB. Assertion Failure (D:soft ...)

I enabled WOG and Advanced Class on Mod Manager, every other mod I disabled.
I tried to download ERA 2.88 from:
http://heroes3wog.net/era-2-download/

But the only mirror is via google drive which blocks downloading because "infected file with a virus".
Anybody help me please?
____________

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Darimus
Darimus


Hired Hero
posted October 03, 2019 04:01 PM
Edited by Darimus at 16:08, 03 Oct 2019.

RerryR said:
Unless I haven't messed up somewhere else, this bug should be fixed in the newest version 1.021. Download [LATEST] in the mod folder.
If you say you have already the newest version, please send me a savegame.


Sorry! I'm still in version WOG 3.58
I'll install Era v2.8.8 soon

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted October 03, 2019 04:06 PM
Edited by RerryR at 16:15, 03 Oct 2019.

gravemaster said:
I have no idea how to run this mod. I have an issue like:
Exception EassertionFailed in module erm_hooker.era at 000186EB. Assertion Failure (D:soft ...)

I enabled WOG and Advanced Class on Mod Manager, every other mod I disabled.
I tried to download ERA 2.88 from:
http://heroes3wog.net/era-2-download/

But the only mirror is via google drive which blocks downloading because "infected file with a virus".
Anybody help me please?


Hi gravemaster,

sounds more like an ERA problem. If you disable the mod, can you start a normal game and play? Check this for help with ERA 2 thread You can always find the newest ERA version in Bersys signature.

At http://wforum.heroes35.net/forumdisplay.php?fid=104 you can find a thread which also provides a good ERA version which can solve these problems.

@Darimus
I'am more surprised that you were able to start the mod at all with WoG 3.58
please update to ERA II

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gravemaster
gravemaster

Tavern Dweller
posted October 03, 2019 04:56 PM

God Bless you! I'll try. Yes, without this mod Era runs the game. I'll try to reinstal Era.

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gravemaster
gravemaster

Tavern Dweller
posted October 04, 2019 11:20 AM

I have installed ERA 2.88 and WOG Revised with these instructions:
http://heroes3wog.net/installation-of-era-2/

And Advanced Class mod runs! Great, thanks for help!
One more question: are there any specific settings in WoG options (in game) that I should match to play this?

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted October 04, 2019 03:31 PM
Edited by RerryR at 15:37, 04 Oct 2019.

gravemaster said:
I have installed ERA 2.88 and WOG Revised with these instructions:
http://heroes3wog.net/installation-of-era-2/

And Advanced Class mod runs! Great, thanks for help!
One more question: are there any specific settings in WoG options (in game) that I should match to play this?


We are glad to hear that

The mod disables most options that are not needed or not compatible automatically, so use any option you like and see if it works or not. If you find an incompatibility you can write and we will check.

The only exception is if you want to play with 10 skills instead of 8, in that case, please use the"10 Skills"" plugin by Igrik (recommended)or the play with 10 skills option from WoG menu and activate the option at map start.



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NimoStar
NimoStar


Responsible
Supreme Hero
Modding the Unmoddable
posted October 04, 2019 05:20 PM

Great, you made logistics even more OP :V

I woudn't think making your creatures faster (which also increses their initiative?) is needed at all in such an already competitive skill.

Other changes look fine, though I am not sure about wog-scouting. This can ruin many maps that depend on resource scarcity.
____________
https://www.moddb.com/mods/greatest-mod

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted October 04, 2019 05:46 PM
Edited by RerryR at 18:15, 04 Oct 2019.

NimoStar said:
Great, you made logistics even more OP :V

I woudn't think making your creatures faster (which also increses their initiative?) is needed at all in such an already competitive skill.

Other changes look fine, though I am not sure about wog-scouting. This can ruin many maps that depend on resource scarcity.


Let me explain my thoughts on that.
Logistics is, in fact, the only skill I nerfed from Basic to Expert
(Edit: I also weakened Necromancy)

Logistics from 10/20/30 to 15/20/25%

Now there is the fact that we have two new skill ranks, so I have to give something.

At Master/Grandmaster rank increase speed of stacks in battle by 1 during the first round and movement increased to 30/35%

So at GM you get 5% more movement which is maybe 1 tile, thus to make the skill have also a use in battle it increases the speed in the first battle round. Also please consider how these skills are acquired, its not that every hero can learn M/GM. It can only be learned for Adventurer. In order to become Adv. you have to pick a certain skill combination. So you could argue that it is actually a nerf for Warriors and Mages.
We tried to change all SSkills so that they further strengthen the role of that class. In the case of Adv. it is to be rich, fast and huge armies but overall weak and little spell knowledge.

And one more point to make my case: Of course Logistics is a competitive skill and you always want to pick it, fine you can pick it, but same is true for Earth Magic, okay you can pick it too, next Offense we all like that! but now you start to get a problem because you can barely reach Grandmaster rank in any class because you don't have enough class points. Maybe you can still reach a hybrid class if lucky. That is how the mod works, don't just cherry-pick as you are used to, make choices and built up your hero  

Scouting actually doesn't give many resources, I reduced the chance for an event to happen and added new events. If you learn it at M or GM however it gets much better.  Still, picking Scouting on a resource scarcity map can now be an option early game.
Estate, on the other hand, is much stronger because it increases resource piles and has a chance to give a very small amount of gold/res
after combats.


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NimoStar
NimoStar


Responsible
Supreme Hero
Modding the Unmoddable
posted October 04, 2019 06:17 PM

You actually made it stronger at basic.

Also the more movement speed in battle is similar to Pathfinding, thus you can get +2 movement... guaranteeing a very large tactical advantage. By comparison the hero that gives +2 movement to every creature as specialty is banned by default showing the power of this.

And 5% is not one tile when you are a logistics specialist...

And about Scouting, you could recruits lots of heroes with scouting and make them walk around the map with no set goals just to gain trinkets, isn't that correct?
____________
https://www.moddb.com/mods/greatest-mod

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted October 04, 2019 06:30 PM
Edited by RerryR at 18:34, 04 Oct 2019.

NimoStar said:

Also the more movement speed in battle is similar to Pathfinding, thus you can get +2 movement... guaranteeing a very large tactical advantage. By comparison the hero that gives +2 movement to every creature as specialty is banned by default showing the power of this.

Yes, that is correct, +2 speed is a huge advantage in vanilla H3. But we take WoG as base, with stack experience enabled so +2 speed is not so strong as in normal H3. also adventurer needs these advantages in battle to keep up with Warriors.

NimoStar said:

You actually made it stronger at basic.
And 5% is not one tile when you are a logistics specialist...

yes maybe its a bit more, but also 25% is less than 30% on expert
and specialty is calculated from the base value and only 3% per level in this mod.

NimoStar said:

And about Scouting, you could recruits lots of heroes with scouting and make them walk around the map with no set goals just to gain trinkets, isn't that correct?

Correct, if you want you can hire additional heroes with scouting and walk in circles and try to squeeze out goodies from scouting

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portus
portus


Adventuring Hero
posted October 05, 2019 04:20 AM
Edited by portus at 04:22, 05 Oct 2019.

Speaking of stack experience, do you (Rerryr) recommend enabling it for your mod? It's always been one of my favorite features introduced by WoG, but I didn't like the fact that you don't know how experienced the enemy's stacks are until you face them in battle, and there can be a HUGE difference in the outcome of the combat depending on that, especially in the first steps of a game when trying to claim mines and resources. However, I must admit that I haven't tried it in ERA 2.88, so perhaps sth has been updated since.



Now it's time for a little bugreporting:

-Merist's specialty icon is wrong in the Hero-meets-Hero screen. It shows Sir Mullich's boots.

-The new spell level order doesn't seem to apply to the map adventure shrines. I've found myself visiting the basic shrine (shrine of magic incantation is it? I mean the Brown one) and getting Slow, and visiting the white, sparkling one and getting Earthquake. I don't know if this is intended.

-Finally, this is more of a suggestion than a bug report: It would be nice if Nobility's growth-boosting effect didn't trigger automatically and instead you were given the chance not to waste the week's benefit in a God-forsaken village (BTW, the same could be said about Mana vortex not acting automatically on the first hero to show up, but this is a tale for another day...).
____________
Ssssshhhhhhhpp!! Ah! (crimson cloud and I'm gone)

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted October 05, 2019 09:26 AM

portus said:
Speaking of stack experience, do you (Rerryr) recommend enabling it for your mod? It's always been one of my favorite features introduced by WoG, but I didn't like the fact that you don't know how experienced the enemy's stacks are until you face them in battle, and there can be a HUGE difference in the outcome of the combat depending on that, especially in the first steps of a game when trying to claim mines and resources. However, I must admit that I haven't tried it in ERA 2.88, so perhaps sth has been updated since.


Enabling Stack Experience is totally up to you, I usually have it enabled. I admit the system is not perfect but I like the fact to train my troops.
You can set the rate at which neutral stacks gain experience with my mod, and theres also a WoG option which allows that. As a rule of thump, on easy level 1 creatures gain one rank per week, higher tier creatures are slower.
In ERA scripts theres also an option that disables all abilities that stack experience gives and leaves you only with the stats/speed/health boost, maybe that is an option for you.

portus said:

Now it's time for a little bugreporting:

-Merist's specialty icon is wrong in the Hero-meets-Hero screen. It shows Sir Mullich's boots.


I have spent several hours and tried to fix this problem in the Heros-Meeting-Screen but have given up, I don't know why this happens. We have to accept this little flaw now

portus said:

-The new spell level order doesn't seem to apply to the map adventure shrines. I've found myself visiting the basic shrine (shrine of magic incantation is it? I mean the Brown one) and getting Slow, and visiting the white, sparkling one and getting Earthquake. I don't know if this is intended.

Shrines should only give spells appropriate for their level, I thought the game would handle this automatically if spell levels are changed in SPTRAITS. I will check and see how it behaves.

portus said:

-Finally, this is more of a suggestion than a bug report: It would be nice if Nobility's growth-boosting effect didn't trigger automatically and instead you were given the chance not to waste the week's benefit in a God-forsaken village (BTW, the same could be said about Mana vortex not acting automatically on the first hero to show up, but this is a tale for another day...).

Agree, Alf has also suggested this before. I'll see if it is possible to implement in the next version.

Speaking of next version, a little sneak peak on the updated Bonus-Table, it now gives more information about class sets bonuses.
Has anybody actually managed to collect a complete class set so far?








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