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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: New Upgrades Mod [Amethyst Edition] for ERA
Thread: New Upgrades Mod [Amethyst Edition] for ERA This thread is 13 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 · «PREV / NEXT»
Undeadgamer62
Undeadgamer62


Hired Hero
posted June 21, 2020 03:59 PM

I did do some checking on the weirdness with the warlord banners and alternative dungeons. I had the same result on another random map. Deactivating warlord banners solved the problem, however.

Interestingly, that also solved the issue I had with the compendium of magic. The next time I found it, it worked exactly as it should.

I know that doesn't mean that the warlord banner setting is necessarily the culprit. It could be the issue actually involves a particular combination of settings, and deactivating any one of them would solve it. I'll experiment more as time permits.

I'm assuming it's a combination of multiple settings since no one else has reported a similar problem. I'm not really that big a fan of warlord banners, anyway, so turning them off is not a problem for me.

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Undeadgamer62
Undeadgamer62


Hired Hero
posted June 22, 2020 06:23 PM
Edited by Undeadgamer62 at 17:17, 26 Jun 2020.

Quique30 said:


I asked the same question about the cloak. The thing is, at least for me, it just becomes a pure aesthetic issue. Once you get your hands on it, with expert necromancy, the number of liches you get is enough to steamroll the whole map... and then some more. So, in the end, it doesn't really matter if it's liches, power liches or ancient liches doing it.

Cheers!


Yes, the way to keep the cloak working is not to upgrade the power liches to ancient liches.

That said, with all the high-powered critters available through WOG and this mod, a necromancer with a cloak of the undead king can't necessarily steamroll the whole map anymore. Now a lot of factors are involved.

Just yesterday, i lost a battle in which my necromancer had three groups of liches, averaging about 800 in each group, with the rest being blood dragons and other high-level necropolis creatures. I also had bow of the sharpshooter, meaning that the liches could keep shooting even with enemies right on top of them.

The necromancer was up against a hero with a decent number of dungeon units--and ten dark tiamats. The necro got wiped out. The other army lost everything else but still had eight of the dark tiamats at the end of the battle. Yes, the other hero had substantially better stats, which definitely made a difference, but against 2400 liches?

The moral of the story is that even a few of the 8th level creatures (particularly of the fourth upgrade variety) can beat a much larger number of lesser creatures. Having hundreds of liches is no longer an automatic victory against all odds--though it still does pretty well.

That's one of the things I like about WOG and this mod. I find AI players stay competitive with me until the very end of the game. They were much easier prey for the most part in the original game.

EDIT: What follows should be separate post, but the system is telling me I'll be penalized for replying in the same thread three times in a row. Anyway, for whatever it's worth, I'm seeing two kinds of error message. They may not be significant because the game neither crashes nor malfunctions in any significant way that I can tell. One occurs whenever one of my heroes enters battle with an AI hero. That one begins Unknown Error Location: option 760--achievements.erm: 537:2. I also get a series of three consecutive messages when I convert a dragon utopia to a town. That may be connected to the issue I was having earlier with being given a whole pile of warlord banners, but with banners switched off, the error message doesn't seem to indicate an actual problem. One of those begins "!CB:"--not a CrBank Location: Third Upgrade Mod.erm:1291:21. Each of the three cites a different part of the mod as an issue. I can supply the full error messages if needed, though, as I said, they don't seem to affect game play in any way.  
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VMaiko
VMaiko


Known Hero
posted June 27, 2020 06:59 PM

v.1.12.2

[-] Fixed some creature descriptions.
[-]  Balanced Ghost Behemoths, Spectral Behemoths and Sharp-Horned Demon.

In the next update I will add new content, sorry for the delay, I'm working on the next version of The Tides of War.

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mrnam
mrnam

Tavern Dweller
posted June 27, 2020 07:33 PM

why only tier 7 creature don't have 4th upgrade when i try to recruit in town?

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VMaiko
VMaiko


Known Hero
posted June 27, 2020 09:20 PM

Because everyone moved to level 8 dwellings, they will take the place of divine and special creatures as it was originally in WoG.

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fanofheroes
fanofheroes


Known Hero
posted June 27, 2020 11:36 PM

Hi VMaiko I'm really liking these updates!!!  I have a few questions about the artifacts..


1) What are the 6 pieces for 'Darzog Armor set piece'?
I found only 5, the artifacts that make the armor of the dammed and the pendant of death artifact.

2) I don't know if it's intentional or not, but the set pieces for swords, shields, helmets and armor are made in combination with a necklace and I noticed that the 4  primary skill booster artifacts  are grouped together by the race.  But I think there might be an error of some of them grouped:

[img][/img]


a) Rampart: I think centaur's axe and the unicorn helm are apart of rampart and the: "Priest of the light set peice"
-centaur's axe (says: battlemage's war dress. )
-helm of albaster unicorn (says: basilisk venom teeth)

b) fortress: "basilisk venom teeth"
-greater gnoll's flail (says: priest of the light)
-helm of chaos (Says: battlemage war dress)

b) stronghold: "battlemage's war dress"
-ogre's club of havoc (says: basilisk venom teeth)
-crown of the supreme magi (says: priest of the light)

Stronghold 4 peices makes the barbarian axe, so I don't know if that is why they are spread out around each other.  but then the necromancer artifacts make the armor of the dammed so maybe they are supposed to combine with a necklace to give the full effect too.  



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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted June 28, 2020 01:30 AM

fanofheroes said:
Hi VMaiko I'm really liking these updates!!!  I have a few questions about the artifacts..



let me answer that for VMaiko.
The names and sets as you showed are correct and no error. I tried to bring a bit of variety into the artifacts. Not everything is necessarily 100% thought trough. I just put together what I think could be fitting. There is also no race dependency.

For the Darzog Armor look at the undead Boots, they are part of that set.

If I may give you one suggestion (because I can see on the screenshot you posted): try setting in HD launcher your graphic mode to (stretchable) 16-bit OpenGL by Verok if you are using the assembly from Daemon. You will notice many new colors. Usually, the sets or spells should appear in Red color. There is no graphical drawback by doing that as far as I can tell.

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Undeadgamer62
Undeadgamer62


Hired Hero
posted June 28, 2020 01:42 AM

RerryR said:
fanofheroes said:
Hi VMaiko I'm really liking these updates!!!  I have a few questions about the artifacts..



let me answer that for VMaiko.
The names and sets as you showed are correct and no error. I tried to bring a bit of variety into the artifacts. Not everything is necessarily 100% thought trough. I just put together what I think could be fitting. There is also no race dependency.

For the Darzog Armor look at the undead Boots, they are part of that set.

If I may give you one suggestion (because I can see on the screenshot you posted): try setting in HD launcher your graphic mode to (stretchable) 16-bit OpenGL by Verok if you are using the assembly from Daemon. You will notice many new colors. Usually, the sets or spells should appear in Red color. There is no graphical drawback by doing that as far as I can tell.


I haven't had the chance to install this update yet, but today was my first experience with the Advanced Classes mod, which seems to have the same artifact combinations. It's good that you and VMaiko work together, because both mods are excellent, and it would be a shame if they weren't compatible.

Also, thanks to you and VMaiko for labeling what the pieces belong to. With new artifact combinations that use previous artifacts, it would be difficult to figure out what was happening without those indicators.

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fanofheroes
fanofheroes


Known Hero
posted June 28, 2020 04:10 AM

RerryR said:




If I may give you one suggestion (because I can see on the screenshot you posted): try setting in HD launcher your graphic mode to (stretchable) 16-bit OpenGL by Verok if you are using the assembly from Daemon. You will notice many new colors. Usually, the sets or spells should appear in Red color. There is no graphical drawback by doing that as far as I can tell.


Thank you for the pointers, I would've never known

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted June 28, 2020 11:34 AM

Undeadgamer62 said:

I haven't had the chance to install this update yet, but today was my first experience with the Advanced Classes mod


Okay, I hope you like it. Be aware that ACM is a complex mod. Best you dont touch the difficulty options in your first game. Also please check the description text in the mod manager to answer the most important questions on how to check your class and class points.

Undeadgamer62 said:

Also, thanks to you and VMaiko for labeling what the pieces belong to. With new artifact combinations that use previous artifacts, it would be difficult to figure out what was happening without those indicators.


You're welcome.
When you use ACM together with TU mod you actually should use a slightly modified TU mod version. There are problems with the spells from the commanders because typhon overwrites my spell changes. For that reason, I always keep an up to date Third Upgrade Mod 1.12.2 ACM Version in my Dropbox. Older versions of adapted TU mod can be found in "Old Versions Backup" folder.


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Undeadgamer62
Undeadgamer62


Hired Hero
posted June 28, 2020 10:51 PM
Edited by Undeadgamer62 at 23:12, 28 Jun 2020.

RerryR said:
Undeadgamer62 said:

I haven't had the chance to install this update yet, but today was my first experience with the Advanced Classes mod


Okay, I hope you like it. Be aware that ACM is a complex mod. Best you dont touch the difficulty options in your first game. Also please check the description text in the mod manager to answer the most important questions on how to check your class and class points.

Undeadgamer62 said:

Also, thanks to you and VMaiko for labeling what the pieces belong to. With new artifact combinations that use previous artifacts, it would be difficult to figure out what was happening without those indicators.


You're welcome.
When you use ACM together with TU mod you actually should use a slightly modified TU mod version. There are problems with the spells from the commanders because typhon overwrites my spell changes. For that reason, I always keep an up to date Third Upgrade Mod 1.12.2 ACM Version in my Dropbox. Older versions of adapted TU mod can be found in "Old Versions Backup" folder.



Oh, I was just reporting a bug in ACM thread about dimension door only being castable once, no matter what my level. I wonder if that's also a function of my not using the adapted version of Third Upgrades. In any case, I'll install the correct version and see what happens.

With regard to your other suggestions, I instinctively left the difficulty settings alone. (And a good thing that was--it appears that there's an AI hero with attack and defense four times mine as it is. It doesn't appear he'll need any special advantages.

I figured out how to view the ACM information. You've actually made that pretty easy.

Thanks again.

Edit: Added the adapted TU mod did change the commander spells, but dimension door is still not functioning as it should--unless I have to start a new game to really test it. The other changes took effect right away, though.

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Undeadgamer62
Undeadgamer62


Hired Hero
posted June 30, 2020 12:11 AM

Another minor bug report: lightning rod is not completely working. The stat changes do occur, but a hero without chain lightning doesn't get it from equipping the rod, and the troops do not receive immunity from lightning spells.

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tupaz
tupaz


Adventuring Hero
posted June 30, 2020 06:35 AM
Edited by tupaz at 06:41, 30 Jun 2020.

Undeadgamer62 said:
Another minor bug report: lightning rod is not completely working. The stat changes do occur, but a hero without chain lightning doesn't get it from equipping the rod, and the troops do not receive immunity from lightning spells.


Yes, some artifacts are not working or not completly working, like all artifacts that decrease enemy luck or morale, missing the .cfg file in their directory.

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VMaiko
VMaiko


Known Hero
posted July 06, 2020 05:49 AM

Sorry if I haven't been doing updates lately, the mod will have big changes and I want it to be presentable when it's released.

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Undeadgamer62
Undeadgamer62


Hired Hero
posted July 06, 2020 04:48 PM

VMaiko said:
Sorry if I haven't been doing updates lately, the mod will have big changes and I want it to be presentable when it's released.

It's only been a few days since the last update! We all know that these things can't be done that rapidly. A good product like this mod requires time to produce properly.

I have noticed an anomaly that I'll mention for whatever it may be worth. I'm not sure if it's connected to your last update or to the recent ERA update (Unfortunately, I downloaded and installed both at the same time.) Usually, Tiamat caves are fairly plentiful after wogification, but on three different random maps, not even one showed up. I checked in the map editor, and the Tiamat cave is still there and still named (rather than being object #, like some of the unscripted items). Yet it never appears. (Usually, three or four players end up with Tiamats in their army, so the difference is rather noticeable.)

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Quique30
Quique30


Adventuring Hero
posted July 06, 2020 08:50 PM

VMaiko said:
Sorry if I haven't been doing updates lately, the mod will have big changes and I want it to be presentable when it's released.


Looking forward to it. Thank you so much for your work!

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Undeadgamer62
Undeadgamer62


Hired Hero
posted July 13, 2020 09:56 PM

Another potential minor bug. You'll recall that tiamat caves stopped showing up during wogification after the latest upgrade (and my installation of the newest gaming build, so it's hard to know what the exact cause was. Anyway, the same is true of the dwelling for the highest level dracoliches (the ones that get two shots). I didn't notice that at first because they are still available from the undead dragon utopias, but I'm now convinced that's the only way to get them now. I've played several random maps since, and neither their dwellings nor tiamat caves have shown up even once. All the other "fourth upgrade" type creature dwellings do still appear during wogification.

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VMaiko
VMaiko


Known Hero
posted July 13, 2020 10:30 PM

In ERA 2.9.14 and ERA 3 I have also been having those problems during my mod development, right now I'm implementing another alternative to wogify so that they keep generating new dwellings.

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Undeadgamer62
Undeadgamer62


Hired Hero
posted July 14, 2020 04:31 PM
Edited by Undeadgamer62 at 20:17, 14 Jul 2020.

VMaiko said:
In ERA 2.9.14 and ERA 3 I have also been having those problems during my mod development, right now I'm implementing another alternative to wogify so that they keep generating new dwellings.

Ah, I'm glad to know that it's not just me. Thanks for your continued work on this project.

Edit: I'm relatively new to the community, so I don't know how this kind of thing works, but I wonder if it would be worth consulting the ERA people. They're probably unaware of this particular problem, but I've noticed a few other glitches that they may be working on. I had to turn off Battle Queue to avoid a crash at the end of the first turn, and I had to turn off bounty because in some circumstances it leads to a crash if there are no slots into which a captured outlaw can be recruited. I don't think either issue is related to the 3U mod, but it might be worth finding out what other things are in the works that could be relevant. Already, the ERA scripts package has been updated once to restore the military duty option--after which I had the issue with Battle Queue. I'm guessing a lot of work may be going on right now. Perhaps you could save some time by consulting with the ERA people. They might conceivably even know what the issue is once they know there's a problem.

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Plamen4o0o
Plamen4o0o

Tavern Dweller
posted July 18, 2020 10:40 AM

Hi to everyone here...I'm still new to thee mods but i like that one. I have only one problem with - how to get these new creature in town? I build all in town have plenty of resources but still can't get new 7+ creatures ( red bone dragon, master archangel and etc. ) Is there something in options that i must to do to see them ( or to buy them ) in town  or what? Want to play with these new 7+ lvl creatures. I'm sorry for the tread but don't know how to get them ((
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