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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Advanced Classes Mod
Thread: Advanced Classes Mod This thread is 24 pages long: 1 ... 7 8 9 10 11 ... 20 24 · «PREV / NEXT»
FoxTactics
FoxTactics

Tavern Dweller
posted April 29, 2020 11:28 PM

Looks very cool and interesting!.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted April 30, 2020 12:33 PM

FoxTactics said:
Looks very cool and interesting!.


Thanks!
It turned out that the mod is not very "beginner-friendly", even for seasoned WoG veterans there are a lot of subtle changes that takes some playtime to become aware of. But if you stick to it you will be rewarded with a great playing experience that offers a high replay value.

So if you need some guidance please take look in the Help and Readme folder or ask us ;-)  

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VampMarcie
VampMarcie


Hired Hero
posted April 30, 2020 03:20 PM
Edited by VampMarcie at 15:20, 30 Apr 2020.

Today, for no reason, whenever I launch ERA with Advanced Classes Mod 1.04, it gives me an error whenever I double click on a town saying:

Quote:
Angel.SaveEventParams is DEPRECATED. Use Era.GetArgXVars and assign arguments any time


Anyone know why that is? Even if I disable literally every other plugin and script, I still get this message for some reason. I might just reinstall ERA but I shouldn't need to if it's just this mod causing the issue.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted April 30, 2020 04:07 PM
Edited by RerryR at 16:12, 30 Apr 2020.

VampMarcie said:
Today, for no reason, whenever I launch ERA with Advanced Classes Mod 1.04, it gives me an error whenever I double click on a town saying:

Quote:
Angel.SaveEventParams is DEPRECATED. Use Era.GetArgXVars and assign arguments any time


Anyone know why that is? Even if I disable literally every other plugin and script, I still get this message for some reason. I might just reinstall ERA but I shouldn't need to if it's just this mod causing the issue.


Is there somewhere in your Mods an old "erm_hooker.era" plugin or do you use outdated version of ERA? Mod requires ~ERA 2.9.13.

Please go ingame and start any map. Press F11 and send a zipped copy of the "Debug" folder via dropmefile to me please.

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VampMarcie
VampMarcie


Hired Hero
posted May 02, 2020 05:08 PM

RerryR said:
Is there somewhere in your Mods an old "erm_hooker.era" plugin or do you use outdated version of ERA? Mod requires ~ERA 2.9.13.

Please go ingame and start any map. Press F11 and send a zipped copy of the "Debug" folder via dropmefile to me please.



I'm running ERA 2.9.13 and my "erm_hooker.era" plugin was last updated on 2019-11-23.

[url=https://mega.nz/file/sR5XhBIC#pM-gZp026OiroD3dj8eM84BLRVNF0HSqfiymmyR4uhU]Here[/url] is a link to the Debug folder I've uploaded to MEGA.

I ensured I ran WoGBase.dat and no mods aside from the base enabled mods, Advanced Classes Mod and Third Upgrade Mod for ACM.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted May 02, 2020 05:16 PM

VampMarcie said:
RerryR said:
Is there somewhere in your Mods an old "erm_hooker.era" plugin or do you use outdated version of ERA? Mod requires ~ERA 2.9.13.

Please go ingame and start any map. Press F11 and send a zipped copy of the "Debug" folder via dropmefile to me please.



I'm running ERA 2.9.13 and my "erm_hooker.era" plugin was last updated on 2019-11-23.

Here is a link to the Debug folder I've uploaded to MEGA.

I ensured I ran WoGBase.dat and no mods aside from the base enabled mods, Advanced Classes Mod and Third Upgrade Mod for ACM.


Looks like you installed Advanced Classes Mod over an old version, so there were several outdated files in your folder left.
Please delete ACM mod folder and just install again the newest version from two weeks ago. This will fix your problem.

have fun

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VampMarcie
VampMarcie


Hired Hero
posted May 02, 2020 05:37 PM

RerryR said:
Looks like you installed Advanced Classes Mod over an old version, so there were several outdated files in your folder left.
Please delete ACM mod folder and just install again the newest version from two weeks ago. This will fix your problem.

have fun


Ahhh no wonder! Thank you so much, reinstalled it after deleting the folder it it works flawlessly!

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Vidron
Vidron

Tavern Dweller
posted May 10, 2020 01:15 AM

Astral Spirit Commander

Hello, The casting limit for Astral Spirit commander is not working properly for me. Once I get the Basic level in Magic to be able to cast once, it lets me cast as many times as I want. It's summoning the correct amount of elementals each cast though.

Btw, thank you for this mod, I really love it!
____________

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anti-victor
anti-victor


Adventuring Hero
Disciples 2 Map Creator
posted May 10, 2020 07:54 AM

Vidron said:
Once I get the Basic level in Magic to be able to cast once, it lets me cast as many times as I want.


We already know about this issue, so don't worry . But thank you for feedback and as well playing the mod ^^
____________
Live and Die by the Blade/In WoG we trust

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VMaiko
VMaiko


Known Hero
posted May 26, 2020 06:16 AM

v1.05 with commanders compatible with Typhon when?

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RodWarrior
RodWarrior


Hired Hero
posted June 03, 2020 09:38 PM

So,

I was back to heroes 3 after a lot of years of no playing, and just loved this mod.

Thanks for making it, i am having lots of fun with my little brothers.

The thing is, i really like to play in a more RPG relaxed way (you can call it cheating, idc). 28 secondary skills possible, warfare, war machines 1, all the advanced skills (except for scouting),  artifacts and commanders can learn all skills (using stones) with their abilities.

Yeah, not a *super balanced* way to play, but i have lots of fun with it and my brothers, so i was thinking to kindly ask you if you have a version that don't deactivate this things?

I would still love to have nobility, since we play on no-water maps.

Only reason to ask here is because in the readme you said that you could help if we ask kindly, so here i am.

Anyway, still love the mod, my brothers loved nobility (sylvia new favorite hero), and i really liked the classes and subclasses.

I just wanted to play some XXL vs monsters (stack up) so i can enjoy heroes like it was some kind of hot-seat RPG.

Anyway, thank you so much for all your work. I hope someone can help me.

Thanks!

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted June 03, 2020 11:05 PM

RodWarrior said:
So,

I was back to heroes 3 after a lot of years of no playing, and just loved this mod.

Thanks for making it, i am having lots of fun with my little brothers.

The thing is, i really like to play in a more RPG relaxed way (you can call it cheating, idc). 28 secondary skills possible, warfare, war machines 1, all the advanced skills (except for scouting),  artifacts and commanders can learn all skills (using stones) with their abilities.

Yeah, not a *super balanced* way to play, but i have lots of fun with it and my brothers, so i was thinking to kindly ask you if you have a version that don't deactivate this things?

I would still love to have nobility, since we play on no-water maps.

Only reason to ask here is because in the readme you said that you could help if we ask kindly, so here i am.

Anyway, still love the mod, my brothers loved nobility (sylvia new favorite hero), and i really liked the classes and subclasses.

I just wanted to play some XXL vs monsters (stack up) so i can enjoy heroes like it was some kind of hot-seat RPG.

Anyway, thank you so much for all your work. I hope someone can help me.

Thanks!


Playing Hotseat H3 with good pals is the best
and with that much praise I cannot deny you your wish.
But I want to mention that there was a reason I put in these limitations with 10 skills. It significantly increases the replay value and your decision making ingame. In the long run these are vital points to keep a game interesting and refreshing.

If you want to use the unlimited SS option from ERA scripts, open ACM/Data/s/80 wog - disable options.erm
and search for this line
!!UN824/0;  [Disable Maximum Skill option from ES]
delete it and save the file with ERM editor!

Dont activate the Warmachine scripts. Once my 1.05 update is released the name Warmachine Scripts I,II,III will be wiped from the memory of the WoG community, its gonna be good


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tupaz
tupaz


Adventuring Hero
posted June 04, 2020 04:15 PM

RerryR said:
RodWarrior said:
So,

But I want to mention that there was a reason I put in these limitations with 10 skills. It significantly increases the replay value and your decision making ingame. In the long run these are vital points to keep a game interesting and refreshing.




100% agree with that.
Also having unlimited skills I'm not sure but will probably lead to having all heroes with hybrid OP classes.

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fanofheroes
fanofheroes


Famous Hero
posted June 10, 2020 01:28 AM

I just noticed the small hero specialty icons when 2 heroes meet up don't match up with the large hero's specialty icons. Basically the UN44.def and UN32.def files do not match up correctly so it's throwing off the matching for the small icons.  Not a big deal, i can fix on my own.  unless you're OCD like this gal then maybe for the next update  Otherwise I really love this mod!!  

Do the classes rise up based on the number of skills a hero has or the experience they get? I started a hero out with all the secondary skills and they have all the bonuses of the class they're in.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted June 10, 2020 09:42 AM

fanofheroes said:
I just noticed the small hero specialty icons when 2 heroes meet up don't match up with the large hero's specialty icons. Basically the UN44.def and UN32.def files do not match up correctly so it's throwing off the matching for the small icons.  Not a big deal, i can fix on my own.  unless you're OCD like this gal then maybe for the next update  Otherwise I really love this mod!!  

Do the classes rise up based on the number of skills a hero has or the experience they get? I started a hero out with all the secondary skills and they have all the bonuses of the class they're in.


Hi,
i never understood why they dont match in the meeting screen. Its the number one bug in my list since one year. If you can fix it i would be very 😊

The class system works based on SS choices, like you can only master in what you are good at. So picking many adv. skills will allow you to reach Master Adv. Once you reach the master rank in a class it will unlock all SS of that class to be learned at master level.
The mod is intendet to be played with only 8 or 10 skills. Picking more SS with a hero will bypass my idea and you can archieve several classes at the same time. Usualy only one Grandmaster level or only one hybrid class is allowed/archievable.

Check the readme and opening post for details pls. In your hero screen left and rightclick your hero portrait for Information.

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fanofheroes
fanofheroes


Famous Hero
posted June 10, 2020 09:48 PM

RerryR said:
fanofheroes said:
I just noticed the small hero specialty icons when 2 heroes meet up don't match up with the large hero's specialty icons. Basically the UN44.def and UN32.def files do not match up correctly so it's throwing off the matching for the small icons.  Not a big deal, i can fix on my own.  unless you're OCD like this gal then maybe for the next update  Otherwise I really love this mod!!  

Do the classes rise up based on the number of skills a hero has or the experience they get? I started a hero out with all the secondary skills and they have all the bonuses of the class they're in.


Hi,
i never understood why they dont match in the meeting screen. Its the number one bug in my list since one year. If you can fix it i would be very 😊


I'm sorting through the images to get them in the right order and I'll upload the def files here (or where ever you'd like) as soon as I'm done





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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted June 10, 2020 10:56 PM

Thank you very much! the reason i changed them was for the correct speciality icon during map selection. Take your time, iam one week out of business before i continue with acm. For uploading i recommend dropmefiles.com

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fanofheroes
fanofheroes


Famous Hero
posted June 11, 2020 06:06 PM
Edited by fanofheroes at 18:09, 11 Jun 2020.

RerryR said:
Thank you very much! the reason i changed them was for the correct speciality icon during map selection. Take your time, iam one week out of business before i continue with acm. For uploading i recommend dropmefiles.com



I was able to fix most of the hero specialty icons but there’s a problem with a few.  This is hard for me to explain but I’ll try:
Originally, the UN44/UN32 files places each hero in a position.  So if you look at the list in the hdl files, position 1 is Orrin, pos 2 is Valeska etc.  I don’t know how, but by the design of the mod, some heroes overlap the same position and have been placed all over.  Now that’s not a problem unless you want hero A to have x and hero B to have Y.  right now, the overlapping heroes can either be all x, or all y.
Also it seems that despite having there be 157 heroes (with campaign heroes) to choose, there has to be a total of 298 positions, otherwise it will start counting from the top again.  

Here’s a list of the over lapping heroes:  the first column after the name is the showing specialty, the second column is the desired specialty. I went with the majority icons for overlapping heroes so there would be as minimal amount of ‘off-heroes’ from their desired skill icon.

(sorry for the spacing, it looked different when i typed it)

hero/ Showing/ Desired / suggestion?
a)
Gerwulf / tactics /tactics
Lacus / tactics / tactics
Catherine / tactics /swordsman/ (maybe make her specialty tactics too cause Roland still has swordsman icon, or code her to be like roland in terms of position)

b)
Astral / Bloodlust /hypnotize
Ash / bloodlust /bloodlust/ (you can’t change one without the other)

c)
Sylvia / nobility / nobility
Voy / nobility / nobility
Thane / nobility / Scholar / (maybe give thane nobility too?)

d)
Coronius / ballista / wisdom / (maybe give coronius ballista skill too?)
Pyre / ballista / ballista
Christian / ballista / ballista
Grunnison / ballista / ballista

e)
Orrin / Learning /Archery
Gelare / Learning /Learning
Vidomnia / Learning /Learning
Tiva / Learning /Learning

f)
Sephinroth / Scouting /Estates
Lord hart (castle)/ Scouting /Estates
Fiona / Scouting /Scouting
Gundula Scouting Scouting


here are the UN44/UN32 def files, and the UN44/Un32 hdl files

UN44/UN32def plus hdl

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted June 11, 2020 06:16 PM

Thank you very much, i know it is a time consuming task
I'll check as soon as i can and report back.

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tupaz
tupaz


Adventuring Hero
posted June 15, 2020 08:10 AM
Edited by tupaz at 08:35, 15 Jun 2020.

I have played with advanced classes mod a lot, like 50+ random maps and I was a bit disappointed on how you need to choose almost all class skills to reach grandmaster (9 skills out of 10) and even so most of the times you end up with master or hybrid classes, also cause you need 9 skills out of 10 every grandmaster class is basically the same. So I modified most of class points you get with every skill like follow, this makes grandmaster classes much easier to get and also increase the variety of skills they can use, I have played 5 random maps and seems to works fine, now to reach GM level usually you need 7 skills out of 10, Only tested with 10 skills.
What you think?




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