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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: EMPIRE of the WORLD IV, play
Thread: EMPIRE of the WORLD IV, play This thread is 97 pages long: 1 10 20 30 40 50 60 70 ... 73 74 75 76 77 ... 80 90 97 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 28, 2013 07:23 AM

The PERFECT spot for both Tazar and Boragus (one step right from where Tazar spawns), let them attack and die.



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OvidiuG
OvidiuG


Known Hero
posted March 28, 2013 09:04 AM
Edited by OvidiuG at 09:10, 28 Mar 2013.

quite good spot, ye. Saves a lot of time resurrecting in the end

Cheers

The Left side efreet (when killed) will be covered by a Shapshooter as it spawns , and the right side will be covered by a AD's clone (every round) to make it even more good?


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 28, 2013 09:11 AM

Both sides will be blocked by sharps if you bring hydras where it needs to, using clones. Practically he can't touch you.

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alisapa1211
alisapa1211


Famous Hero
posted March 28, 2013 10:15 AM
Edited by alisapa1211 at 10:16, 28 Mar 2013.

Sal does Water movement bonus work properly?! I have 4500 movement, jump on a boat, land instantly after that, now I have only 1609 movement. I can understand if we are traveling through a huge river like the one near Augustodunum, but if we are moving between small ponds like the one near Tenatha (there are even smaller ponds), then it is actually a HUGE loss (to the point it becomes worse than not having Water bonus), especially with all the new change to movement speed gained on Special Level. It also moves very slowly if you have Turbo mod on btw.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 28, 2013 10:29 AM
Edited by Salamandre at 10:34, 28 Mar 2013.

I don't think there is another solution than store movement value when you jump in boat, then restore it when you land, and this is what script does. I also noticed some loss but no idea how to script it differently. Maybe the problem comes from giving 150 points after each step in water, thus the movement increases slowly. But there is no way to give in water the exact value of the step, as heroes taxes diagonal movement 150 and straight 100. And there is no way in erm to know if he moved straight or diagonal.

@Edit: I just tested and hero loses 200 points for both aboard and land. But only > second times he goes in boat. First time he losses 1000 points. I will look into and see if something wrong.

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alisapa1211
alisapa1211


Famous Hero
posted March 28, 2013 10:40 AM

Well my movement loss is much higher than that and is the same even with  reloading. Have you simply tried giving bonus movement via Curse (65) when you are on water and take them away when you land? But if it can't be fixed then oh well.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 28, 2013 10:48 AM
Edited by Salamandre at 11:00, 28 Mar 2013.

Fixed, search for lines 5753-5765 in commodus.erm and replace by:

!?OB8&1000; Boat
!!FU&v7000<120:E;
!!IF&-220:M^As you step in the boat, you notice the winds direction changed. A strange magical force is pushing you from backside, and it never stops.^;
!!IF:V220/1;
!!IF:W-1; Read w wars
!!HE-1:W?v2;
!!VRw44:Sv2;

!$OB3&1000; Anchor point [restore points]
!!FU&v7000<120:E;
!!IF:W-1; read w wars
!!HE-1:Ww44;

And tell me what you think now.

Or if you already have the commodus.erm uploaded lately, replace with this one.

@Edit: ok, it works, changed the first !$ to !?, which means the  points are stored before you go in boat and restored after you land.
Curse will not work, curse stays all day, can't be removed in middle of turn.
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Era II mods and utilities

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alisapa1211
alisapa1211


Famous Hero
posted March 28, 2013 11:01 AM

Holy damn it WORKS, this is gonna be a huge change for the map (at least to me), can't believe that I'm the one who discovers this .

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 28, 2013 11:02 AM

be sure you pasted the edited script !?OB (first) and !$ (second), I edited between while testing. Thanks for observation.
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Era II mods and utilities

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alisapa1211
alisapa1211


Famous Hero
posted March 28, 2013 11:27 AM

Also on the way to fix the script I find the part to change abilities from the army dialog, so I test a bit and change Enchanted Haste (hasn't upgraded on any troops) into Dispel Helpful spells before attack (!!EAv9001:By1/1/112/78/100/0/5/10/15/20/30/35/40/45/100; for example) and it works perfectly, even with Caster Poison/Implosion, don't know why you say it wouldn't work.

And it's a bit inconvenient that once you have upgraded an ability, can't change it again by F12 and only solution is restarting the map.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 28, 2013 11:36 AM

I tested on demons both poison and dispel and poison never occurred, while is set to 100%, reloaded 3 times, same. As for abilities I have no idea how to make them reversible, you buy one, then change with another, how to update dialog, this is way too complicated and could create huge exploits (demons immune to fire = major kick a$$).
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Era II mods and utilities

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alisapa1211
alisapa1211


Famous Hero
posted March 28, 2013 11:58 AM
Edited by alisapa1211 at 12:00, 28 Mar 2013.

http://www.mediafire.com/?ofde5ghcxqv9d1b

Well here is a quick test save (fight the Hydra), still works properly for me even with Poison and Dispel, hope you try it out.

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master_learn
master_learn


Legendary Hero
walking to the library
posted March 28, 2013 12:04 PM

Quote:
(demons immune to fire = major kick a$$).

Reserved for the revenge against main enemy-Maximus!

Though as the players notice,immunity to fire is there to picked and given to demons if player wants to.

I suppose my @ss will be kicked hard because of speed difference between devils and demons,but there is one faction that might proove the choice right(demons fire immune)-MoD.
Haven't played yet with it.
____________
"I heard the latest HD version disables playing Heroes. Please reconsider."-Salamandre

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OvidiuG
OvidiuG


Known Hero
posted March 28, 2013 12:24 PM

I salute the movement modifications, related to boarding / leaving boat and water bonus.

I myself witnessed commodus loosing all the movement points after boarding / leaving boat. especially while playing mow.

As it requires erm editing I think is better if Valery makes those changes permanent in latest version of the pack and , kindly, asking to modify my current erm to have it while continuing MoS.

Thanks.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 28, 2013 12:26 PM
Edited by Salamandre at 12:35, 28 Mar 2013.

Alisapa, thanks for the save. Indeed, there is not that dispel code I used, because it casts dispel at every attack, even if no bonuses on creature, and is unacceptable to have 500 dispel animations in one battle. I used "cast dispel after hit" and it unvalidated poison.

ML: not really, if player gives immunity fire to demons, he can't kill mutare. Well maybe, using efreets and VERY improved ice ray, but not many factions can pay that so early. And then he will have a very bad time early with only demons vs Ajit, dragons, fire shield titans, hydras etc. Even Dace/jaegar cast constantly fire shield.

@Ovidiu, if you download the file I uploaded several posts earlier for Alisapa, then press F12, you will be fully updated. The AI growth will increase from month to month, but will not be much of a problem for you.

You will also get more movement from special levels, I don't think you will complain.
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alisapa1211
alisapa1211


Famous Hero
posted March 28, 2013 01:03 PM

Quote:
Alisapa, thanks for the save. Indeed, there is not that dispel code I used, because it casts dispel at every attack, even if no bonuses on creature, and is unacceptable to have 500 dispel animations in one battle. I used "cast dispel after hit" and it unvalidated poison.


Yes, but we can't have everything I guess. While the difference is not that much between cast before and after attack for other spells, with Dispel it's heaven and earth.

After attack Dispel => Attack a stack with Shield and Fire Shield => get damage reduced by Shield and damaged by Fire Shield reflection then Dispel, also useless when you only have one stack the next turn the buff reapplies. So yeah it deserves to be removed.

Before attack Dispel = Dispel the Shield + Fire Shield even before you attack, so your damage doesn't reduced or get damaged by Fire Shield.

In fact the Dispel code I use can cast multiple things at once too (yes like... 8 Chain lightning in one row), making it god tier when it comes to cast/attack.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 28, 2013 02:03 PM

I agree dispel is good, but if you keep it within your code, players will complain that once we fight with demons, every attack is generating animation + sound, even if there is no need of dispel. Then I will be asked to change it...to something else. Anyway, you raise a good point which shows why I never thought at dispel: I don't want demons to dispel the fire shield. They must have their vulnerability until the last battle, where they finally become gods.

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alisapa1211
alisapa1211


Famous Hero
posted March 28, 2013 02:39 PM
Edited by alisapa1211 at 14:41, 28 Mar 2013.

Yeah Dispel is that strong, even more when you consider that it is a level 1 spell (also Sphere of Permanence). Though my main concern at that time is Dispelling Shield to make up for the damage loss via Champion Distance bonus bug (don't like Enchanted bless that much because it takes quite some time to increase damage, also need to upgrade max to have properly effect, etc). It also Dispels Magic Mirror which has a very high chance to block (but not complete) Poison for whatever reason. But yeah it is indeed quite strong depends on the situations and map is easy enough.

How are you doing in the MoW game btw?!

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OvidiuG
OvidiuG


Known Hero
posted March 28, 2013 03:46 PM
Edited by OvidiuG at 16:11, 28 Mar 2013.

ok,

I took alisapa's erm and copied over my current one. but that doesn't contain the fix for neck lock .

so should I first use the neck fix erm and then use alisapa's erm for movement correction?

Meanwhile Rion working for the fallen Emperor




Doing some calculations that is a hefty 693 Mithril earned by that hero in 1 day . Possible due to latest movement fix + water bonus.
Is it balanced?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 28, 2013 04:14 PM
Edited by Salamandre at 16:21, 28 Mar 2013.

Emm, can't be possible. Each CB gives +1 mithril to the quantity previously given by a bank, if same day. No way Rion could visit so many in one day. 31 banks defeated same day with same hero?!!

The fix for neck should be used after reload, fix heroes, then no more used, as the devil's camp now says to remove admiral's hat from head and place in backpack (I will add for final to refuse if equipped). The bug was caused by selling a combo artefact while equipped.

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