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


Hired Hero
posted March 22, 2020 07:51 PM

Hello, Im having an issue with this mod. I have enabled this mod and "new upgrades" mod and game imidiatelly crashes. When i disable new upgrades, then i leave this typhon mod. Nothing changes. So my question is : how to use this mod?
And my second question is : What is that creature with quantity of 50?
https://imgur.com/a/oY8BVds
It replaces my first lvl creature and whtn i drag my mous over it. It  crashes. What is that and how to turn it off?

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VMaiko
VMaiko


Known Hero
posted March 22, 2020 08:51 PM

VordeX said:
Hello, Im having an issue with this mod. I have enabled this mod and "new upgrades" mod and game imidiatelly crashes. When i disable new upgrades, then i leave this typhon mod. Nothing changes. So my question is : how to use this mod?
And my second question is : What is that creature with quantity of 50?
https://imgur.com/a/oY8BVds
It replaces my first lvl creature and whtn i drag my mous over it. It  crashes. What is that and how to turn it off?


It's OBVIOUS, that you are not using my mod itself and that is why it crashes, having my mod with another Typhon is not just adding and replacing files, it is a whole process of creation and editing that you must do, don't use another Typhon, just use my mod if you want to play with my creatures, and if you want to learn to add creatures I suggest you see this thread .

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VordeX
VordeX


Hired Hero
posted March 22, 2020 09:58 PM

No. You didnt understand me. I want to use ONLY this your mod,nothing else. No other mods. Only this one in this thread. When i do and enable this. It just doesnt work. Doesnt appear anywhere. Clicking on capital and nothing happens. There is no additional option i wog options

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VMaiko
VMaiko


Known Hero
posted March 22, 2020 10:33 PM
Edited by VMaiko at 22:57, 22 Mar 2020.

VordeX said:
No. You didnt understand me. I want to use ONLY this your mod,nothing else. No other mods. Only this one in this thread. When i do and enable this. It just doesnt work. Doesnt appear anywhere. Clicking on capital and nothing happens. There is no additional option i wog options


In your capture I saw the default creature in the Typhon, so you cannot deny that you are using Typhon the one that comes by default, the only thing you need to play is my mod, don't use another mod please. Because that error cannot happen if you only install the .exe that I provide you. Don't forget to activate the mod in mod manager either

ERA 2 Recommended version is 2.9.12.

https://drive.google.com/file/d/1VIeeS1blgh1HsVL4DWI9Kx0EgaNxBZPP/view?usp=drive_open

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xericsin
xericsin


Famous Hero
posted March 23, 2020 08:17 PM

VMaiko said:
xericsin said:
@VMaiko Hi, I see the preventive counterstrike skill with the divine phoenix. Can you please tell me how you made it and how to port it for other creatures?

And for Guardian of Zeus, the Casting action cannot be disabled.


That trigger, is an exclusive ability in the Typhon function, you could do the same if you download Typhon in its respective thread.
And I know about casts, ERA 2 is very limited to this, you can only choose 2 options, unlike HoTA which allows you to choose the 3 types of actions.


Thanks for your reply. I wrote a script to switch attack/shoot/cast by pressing 1/2/3 buttons. Haha. If you want, I can give it to you.

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VMaiko
VMaiko


Known Hero
posted March 23, 2020 09:23 PM

xericsin said:
VMaiko said:
xericsin said:
@VMaiko Hi, I see the preventive counterstrike skill with the divine phoenix. Can you please tell me how you made it and how to port it for other creatures?

And for Guardian of Zeus, the Casting action cannot be disabled.


That trigger, is an exclusive ability in the Typhon function, you could do the same if you download Typhon in its respective thread.
And I know about casts, ERA 2 is very limited to this, you can only choose 2 options, unlike HoTA which allows you to choose the 3 types of actions.


Thanks for your reply. I wrote a script to switch attack/shoot/cast by pressing 1/2/3 buttons. Haha. If you want, I can give it to you.


Of course, you can send it to me privately and I will add it to the mod, you will help improve the gaming experience.

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VMaiko
VMaiko


Known Hero
posted March 24, 2020 05:02 AM
Edited by VMaiko at 05:03, 24 Mar 2020.

Update to v1.3.0

The main update of this version are the great graphic variety that I added and that are generated freely in a random map.
The reason for this update is to stimulate the desire to collect resources, the human mind is easily surprised by the new things it sees and wants to possess. By including new resource variants, people will once again have the same thrill of collecting as the first time they played the game.

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted March 24, 2020 09:28 AM

Thanks for update!

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VordeX
VordeX


Hired Hero
posted March 24, 2020 09:39 AM

Sorry, but clearly i can't do it. MAybe i am doing something wrong. Can u guide me?
1. I have New Era 2.9 version
2. I dont have any mod, excluding the ones already included i the newest version of Era ( era scripts eng, battle speed, in the wake of gods, wog scripts, xxl)
3. I Copied the subfolder typhon(inside there are folders "data"  and "eraplugins" , placed in my folder "mods".
4. Opened erastartmenu, enabled mod
5. Still I can't see any new option to activate this mod. When i right click on city hall, no option pops up to build anything or so.

Am i Doing anything wrong?

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VMaiko
VMaiko


Known Hero
posted March 24, 2020 03:13 PM
Edited by VMaiko at 15:17, 24 Mar 2020.

VordeX said:
Sorry, but clearly i can't do it. MAybe i am doing something wrong. Can u guide me?
1. I have New Era 2.9 version
2. I dont have any mod, excluding the ones already included i the newest version of Era ( era scripts eng, battle speed, in the wake of gods, wog scripts, xxl)
3. I Copied the subfolder typhon(inside there are folders "data"  and "eraplugins" , placed in my folder "mods".
4. Opened erastartmenu, enabled mod
5. Still I can't see any new option to activate this mod. When i right click on city hall, no option pops up to build anything or so.

Am i Doing anything wrong?


Wait, what did you do in the third step? That's not the way to install a mod, the whole folder is supposed to go in /mods, not the subfolders. My mod doesn't require Typhon, it's already included, just put the entire folder of my mod in modfolder.

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xericsin
xericsin


Famous Hero
posted March 24, 2020 05:36 PM

I sent you the Action Switching Script.

The original idea is to return shots to player's shooters immediately after action, if player set the action type to melee by right clicking the defend icon. So, AI will know the stack is still a shooter and continues to block it.

You can trim off the Cast_Move part.

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VordeX
VordeX


Hired Hero
posted March 24, 2020 08:11 PM

VMaiko said:
VordeX said:
Sorry, but clearly i can't do it. MAybe i am doing something wrong. Can u guide me?
1. I have New Era 2.9 version
2. I dont have any mod, excluding the ones already included i the newest version of Era ( era scripts eng, battle speed, in the wake of gods, wog scripts, xxl)
3. I Copied the subfolder typhon(inside there are folders "data"  and "eraplugins" , placed in my folder "mods".
4. Opened erastartmenu, enabled mod
5. Still I can't see any new option to activate this mod. When i right click on city hall, no option pops up to build anything or so.

Am i Doing anything wrong?


Wait, what did you do in the third step? That's not the way to install a mod, the whole folder is supposed to go in /mods, not the subfolders. My mod doesn't require Typhon, it's already included, just put the entire folder of my mod in modfolder.


whole folder went TO "MODS", not any subfoler. I wrote it clear. I copied your whole folder, pasted in mods. Enabled in era 2.9. And it doesnt work.Each mod i have work fine, only yours doesnt.  Should any option appear in wog options in game?

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VMaiko
VMaiko


Known Hero
posted March 24, 2020 08:29 PM

VordeX said:
VMaiko said:
VordeX said:
whole folder went TO "MODS", not any subfoler. I wrote it clear. I copied your whole folder, pasted in mods. Enabled in era 2.9. And it doesnt work.Each mod i have work fine, only yours doesnt.  Should any option appear in wog options in game?


Excuse me, I still don't understand what your error is, also it's rare that it doesn't work for you, you are the only one that happens to that, try to give more priority to my mod, surely it's some kind of conflict, this cannot happen to you if it is not some sort of conflict between mods or you have a duplicate Typhon mod enabled. Right-click on Edit mod data, and give it priority 2, so that it takes effect disables and activates the mod again.





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VordeX
VordeX


Hired Hero
posted March 24, 2020 08:46 PM

The only thing i must say after seeing your image is : LOL. I saw the name of your mod, and mine was totally different named. I clicked once again to download a mod from you link, and now i got your mod. I don't know how it happened but now it works.

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VMaiko
VMaiko


Known Hero
posted March 28, 2020 06:00 AM
Edited by VMaiko at 16:30, 30 Mar 2020.

Update to v1.5.0

[-]Mayor Update: This update is what everyone has expected and what the best experience will bring to the game, once you have bought the structure by right-clicking on the capitol you can recruit the creatures directly from the dwellings. A long-awaited function could not be achieved thanks to Berserker, all credits to him for improving my script adding that valuable code.
[-]NEW: A new function has been implemented and it's important not to forget it, with the numeric buttons (1,2,3) you will be able to change the type of attack for creature, specially shooters with cast, between melee(1), shooting(2) and cast(3), but for this new function, the old way of changing the attack style by right-clicking the 'defense' button is disabled, so please don't report it as a bug. The respective credits go to xericsin, an HC user who provided me with this important script.
[-]The Emissaries Return: Now Rock Covered Position and Snow Covered Position are guarded by a legion of Messengers, Lava and Snow Sharpshooters, once defeated, can be recruited not only the Guardians, but also the Emissaries at worthy high prices of an endgame.
[-]Fixed Resource manager message in Dark Tiamat needing shoot sound.
[-]Lord of Thunders sprite has been replaced, and the level 8 creatures' original sprites have been added so they don't look overwritten and matched with the assembly.
[-]Now no creature from any faction is neutral, everyone is 100% aligned to their factions, *Sharpshooters, Enchanters, Mommies, etc.
[-]Sharpshooters become Sharpshooters Elves, their health is increased, their min-max damage is reduced and they now shoot double.
[-]Master Archangels no longer resurrect allies fallen into angels, they now resurrect allies normally like other archangels but 3 times.
[-]The ultimate monster, "Dark Tiamat" is now much more powerful and very difficult to kill, but pitifully like all living creatures it will continue to be vulnerable to death stare.
[-]Balanced the parameters between Dark Tiamat and Necross Dragon.
[-]The name of the Energy Elemental Third Upgrade has been changed from "Flux Elemental" to "Plasma Elemental.

Update to v1.5.1

[-]Fixed bug of ghosts that are not obtained as a prize after completing Death Chamber.
[-]Fixed Some Third upgrades were not applicable in the dwellings.

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tupaz
tupaz


Adventuring Hero
posted April 03, 2020 12:21 AM


I made some little changes to this great mod
here are few of them:

- Made third upgrade units a little less powerful, but also cheaper.

- Adjusted Elf sacred DEF position.

- Changed the name of few units and their apparence.

- Revamped all units stats: Made castle units for exemple with much more defense skill, but with less HP, so they are easier to resurrect, but also this made them more suscetible to direct damage spells.
Now Dragons and beasts like wyverns, hydras and behemoths have more HP, but with less defence.
Also reduced all level 1 units HP, they should be more balanced than before.

- Adjusted all units price as follow:
Fight Value * skills value price increase / unit level price reduction

Skills price increase examples:
+3% of every point in speed after 5 speed
+25% for ranged
+20% for Flying
+20% for drain life
+20% for Death stare
+15% for preventive counterstrike
+15% for no retail
+15% for double strike
+15% for strike all around
+10% for no melee penalty
+10% for chance to block 50% damage
+5%/10% for almost all other skills

Level price reduction:
-50% for lvl 1 and 2
-60% for lvl 3
-70% for lvl 4
-80% for lvl 5
-90% for lvl 6
-100% for lvl 7 and 7+
-20% more price reduction for neutral units (this is made to give a little incentive to hire them)

Let me know if anyone interested to these changes, i'll put all togheter and upload the files.
Thank you for VMaiko, PerryR, Berserker and Master of Puppets for this great mod.




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elmore
elmore


Hired Hero
posted April 03, 2020 08:12 AM
Edited by elmore at 08:22, 03 Apr 2020.

tupaz]
Level price reduction:
-50% for lvl 1 and 2
-60% for lvl 3
-70% for lvl 4
-80% for lvl 5
-90% for lvl 6
-100% for lvl 7 and 7+
/quote said:


What exactly do you mean?
For example, new Magogs have a very strong attacking ability, so their price was increased by ~1.5 times from initial price at release. This is just one example to consider. 3 upgrades are not balanced enough by stats between their levels (there are a lot of cool skills that you need to consider, except for stats). And until this happens, it is easier to balance their price.

Join to WoG Discord chat: https://discord.gg/CxPaNrq there is a separate section for this mod

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tupaz
tupaz


Adventuring Hero
posted April 03, 2020 09:28 AM
Edited by tupaz at 09:51, 03 Apr 2020.

elmore said:
tupaz]
Level price reduction:
-50% for lvl 1 and 2
-60% for lvl 3
-70% for lvl 4
-80% for lvl 5
-90% for lvl 6
-100% for lvl 7 and 7+
/quote said:


What exactly do you mean?
For example, new Magogs have a very strong attacking ability, so their price was increased by ~1.5 times from initial price at release. This is just one example to consider. 3 upgrades are not balanced enough by stats between their levels (there are a lot of cool skills that you need to consider, except for stats). And until this happens, it is easier to balance their price.

Join to WoG Discord chat: https://discord.gg/CxPaNrq there is a separate section for this mod


I mean that lvl 7 units are 50% cheaper than lvl 1 and 2 based on their fight value (you need to build expensive structures to hire them after all)
So after I determine the skill increase value and multiple it for their fight value, I divide the result for this factor to determine the final price.
I know there are a lot of other skills to take into account, Avernum Magog skill inferno attack for example is one of them
i haven't done it yet, but i will do in future, maybe a +50% price increase would be fine, but to be onest i would like to remove this skill from their repertory, it's too OP on my opinion.

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VMaiko
VMaiko


Known Hero
posted April 05, 2020 07:09 AM
Edited by VMaiko at 07:10, 05 Apr 2020.

Update to 1.6.2: Balance Update
Thanks to Tupaz for this balance implementation.

-All creatures from all factions are less powerful but also cheaper.
- Revamped all units stats: Made castle units for exemple with much more defense skill, but with less HP, so they are easier to resurrect, but also this made them more susceptible to direct damage spells.
-Now Dragons and beasts like wyverns, hydras and behemoths have more HP, but with less defence.
-Adjusted all units price as follow: Fight Value * skills value price increase / unit level price reduction

Skills price increase examples:

+3% of every point in speed after 5 speed
+25% for ranged
+20% for Flying
+20% for drain life
+20% for Death stare
+15% for preventive counterstrike
+15% for no retail
+15% for double strike
+15% for strike all around
+10% for no melee penalty
+10% for chance to block 50% damage
+5%/10% for almost all other skills

Level price reduction:
-50% for lvl 1 and 2
-60% for lvl 3
-70% for lvl 4
-80% for lvl 5
-90% for lvl 6
-100% for lvl 7 and 7+
-20% more price reduction for neutral units (this is made to give a little incentive to hire them)


[-]Adjusted Elf sacred DEF position
[-]Fixed Necross Dragon bug not showing up in map editor.
[-]Wolf Raider's Third Upgrade has been completely redesigned to a unit that is more faithfully based on its original version.
[-]Changed some creature abilities for more balance, and others because they were not compatible with other abilities, causing them not to work.
[-]Now Dark Tiamat is not paired with the Gorynyches because they already have their own Dwelling, the fear of facing the Gorynyches is over!
[-]Necross Dragon also has their own Dwelling, however they will continue to line up with the Dracoliches due to their nature matching.

IMPORTANT FEATURE 2: A plugin was added that allows units to be upgraded quickly and efficiently, it is only necessary to press A + click on a creature to upgrade it, or A + click on the hero's portrait to upgrade them all. (Works perfect with Third Upgrades Mod). (By Ingrik)

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VMaiko
VMaiko


Known Hero
posted April 07, 2020 10:16 PM
Edited by VMaiko at 22:19, 07 Apr 2020.

Updated to v1.6.5

4 new scripts were added:

[*] Chain Prevention (PerryR): Guardians of Zeus can now cast Chain Lightning and not affect allies.
[*] No Friendly Fire Magic (PerryR): A script whose purpose is to make allied units suffer no damage when a creature such as magog attacks with fireball or inferno. (Armageddon not included)
[*] Santa Balance (PerryR): health of all summoned guards is set to 2HP and the shots for summoned Master Gremlins is set to 1.
Also the damage of the Ice bolt now has a proper scaling with the number of units.
[*] Demonic Rage: Script originally created by Algor, this allowed Horned Demons to have the "Rage" ability, that on each turn before attacking, their defense was reduced (-1) and attack increased (+3), now it is modified and adapted for Antichrists.


[*]Fixed some parameters of Master Archangel while balancing.
[*]Some prices for higher level creatures have been increased.
[*]Fixed some parameters that were not correct.
[*]Fixed Sacred Elf's shot was misplaced.

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