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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Era II Mods/Maps
Thread: Era II Mods/Maps This thread is 38 pages long: 1 10 20 ... 30 31 32 33 34 ... 38 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 07, 2013 09:47 AM
Edited by Salamandre at 10:56, 07 Mar 2013.

I have HD mod and swap troops feature is not available for Era/WoG, is it? So is not a matter of HD choice. The swap in wog is more complicate than sod, due to experience ranks.

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Asheron
Asheron


Famous Hero
Ancient
posted March 07, 2013 12:19 PM

Oh I see, it's been a while since I played with HD mod, my bad.
____________

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 07, 2013 08:43 PM
Edited by majaczek at 23:29, 11 Mar 2013.

Knightmare Commanders (WiP)
link: https://docs.google.com/file/d/0B86cxlMj84asdnN3R0JMYWlZbkU/edit?usp=sharing
what it does:
Mod focus on commander mechanics

Current version has:
a binary patch to make commanders accept stack experience (authors: Bersy, majaczek)
Revamped commander casted spells (author of setting: majaczek)
Revamped Commander primary skills (just diferent numbers plus per level gain) (authors: doom3d, majaczek)
Revamped some commander secondary skills to have different meaning (no more shooting, some skills are stronger, author: majaczek)
designed some script API for ease of further modifications (author: majaczek, heavily uses ERA's SN:W - thanks Bersy )
Commander description and skill icons updated to match mod changes (author: majaczek, some icons ripped)

How to install: unzip to mods, then activate in modsman (requires newest ERA).
Wog Options: any if only Enchanced Commanders is marked ON.

Mod is incomplete yet (but playable), so please don't add yet to the first page.

PS: should I prepare separate topic or is it fine like now?

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Bersy
Bersy


Honorable
Supreme Hero
posted March 07, 2013 09:28 PM

This one is fine I think.

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A-tan
A-tan


Hired Hero
"I am your sword"
posted March 08, 2013 08:08 AM

hm~ may I ask what is the creature dwelling for ghost and anubis warrior in HoL 3.2? Thanks in advance
____________
Love can be awfully inconvenient sometimes.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted March 09, 2013 12:01 PM

Revisitable Cartographers

This mod resets the cartographers monthly and lets you revisit them for the usual price of 1000 gold.

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hero15
hero15


Hired Hero
posted March 09, 2013 05:17 PM

Quote:
Swap Troops

Original script by Fnord, buttons by Baratorch, modifications by Salamandre and JimV.

[url=https://www.box.com/s/118jn697hz033bjqjqqu]DOWNLOAD (360 Kb)[/url]

[URL=http://imageshack.us/photo/my-images/715/013gq.jpg/][/URL][URL=http://imageshack.us/photo/my-images/854/012vv.jpg/][/URL]



Wow! Thank you very much for this mod

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 09, 2013 08:41 PM
Edited by majaczek at 23:03, 11 Mar 2013.

ERA 2.43 and most of mods from this page in single torrent

idea accepted by Salamandre. Doesn't include oryginal heroes3 game. credits inside.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 09, 2013 08:45 PM

Quote:
idea accepted by Salamandre.




Amen.


____________
Era II mods and utilities

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted March 09, 2013 09:13 PM

Quote:
ERA 2.43 and most of mods from this page in single torrent



Why did you exclude Snow Castle, one of the oldest mods?

Nice work but it would be better if it's not a wikisend link because they expire in a week. This kind of thing is useful if it's permanent.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 09, 2013 11:45 PM

It will expire in 90 days, and i probably will make update until then.

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alisapa1211
alisapa1211


Famous Hero
posted March 10, 2013 12:59 AM

Sal have you thought about adding your Special Level bonus after you have fought X numbers of battles from TEW IV?! Bonuses can be really simple like giving X stats, adding a slot of secondary skills is also good since in normal game you can only have 10 slots of skill.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 10, 2013 01:39 AM

Umm, tuning special features for regular game-play is hard, one will say is too big, another will complain why this or not that...time to learn erm for you
____________
Era II mods and utilities

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alisapa1211
alisapa1211


Famous Hero
posted March 10, 2013 01:57 AM

Quote:
Umm, tuning special features for regular game-play is hard, one will say is too big, another will complain why this or not that...time to learn erm for you


Well yeah it depends on the size of the map I guess, but I think there is always the choice to turn the mod on or off anyway.

And I do known some basic ERM, like editing creatures' stats and skills, or Heroes movement via Curse and that's it .

Btw I test the Knightcommander mod and didn't see my commander receiving Stack Experience like in the description?!

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 10, 2013 08:38 AM

It's hidden. Believe me it works. It's how new abilities work.
I mean no SE ranks but SE mechanics. In oryginal wog it were inaccessible to real commanders - so my script wouldn't work.
All new secondary skills use SE mechanics. Remember you must also tick enchanced commanders in wog options.

For example if you play with temple guardian  you get new skill out of the box - flash swing - it replaces shooting. The lighting part is mere scripted, but return like harpy part is acquired via !!EA (stack experience reciever).

It seems i'm going out of SE features quick (first i thought there's plenty of them). It means I would need some greater scripter abilities if I want enchance commander specialities
I'm going to adapt some existing scripted features to make script triggered only if specific commander on hero side. I plan give temple guardian a power that it's master can cast multiple spells per turn .
Problem with early version crashing on commander casting ressurection on non-living solved in my own way (spell temporary switches to safe spell cure).

Alisapa how do you feel about the mod?

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blackstomper
blackstomper


Adventuring Hero
Member of the old Wog-team
posted March 10, 2013 09:04 AM

Does anyone know how to make the XXL mod compatible with all the templates you can choose from in HD mod?
Or is that impossible?

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alisapa1211
alisapa1211


Famous Hero
posted March 10, 2013 10:20 AM
Edited by alisapa1211 at 10:24, 10 Mar 2013.

Quote:

Alisapa how do you feel about the mod?

Simple but great, thanks for the mod. However some skills are still much stronger than other, Block or Horrible Wound for example (ignore 50% def and Age) compared to something like Champion Charge Bonus. Same for starting spells and abilities (also Succubus ability can be really annoying sometime because it keeps seducing weak units that you don't need), Orge Leader has the strongest ability with Double Attack and summon Ballista (very powerful with Enhanced War Machine option) at start.

Spells are still lackluster (Resurrection and Clone are nice though) to waste a turn to cast especially later when you have like 4-500 damage with Double Attack or Attack All Around and such. Maybe there should be the option to cast mass spell with certain conditions (for example level 20 Commander with Grand Master Magic Power). Or even better: Commanders now has their mini spell books (possible in Sagamosa mode), it can contain something like one buff (Haste), one debuff (Slow) and one offensive spell (Meteor Shower). They having multiple separate turns is also nice (spell casting turns and attack turn).

And since you have already make Commanders have Stack Experience bonus, how about Henchmen also?! Henchmen really falls off and become weaker than normal stack fast even with the bonus because he doesn't receive benefits from Stack Experience bonus, that and Warlord Banners bonus. And of course, once they die (quite easy when go against Mighty Gorgon or First Aid Tent Heal bug) you have to return to town to resurrect them while Commander can be directly Resurrected in battle or via Helm of Immortal.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 10, 2013 07:51 PM

I thought champion charge is very good especially with yona, don't you think that? alisapa please list skills that still need touch (whole list not "for example"). Also mod still seems not complete. What spells do you suggest? (there are double spells or mutual spells allowed, but only friendly spells). I may add some hostile spell after/before attack thought. And tell me if any skills are to strong in your opinion (there is still death stare for example but i want to keep this). Any suggestion what more SE thingies should I put on the commanders? (note that for some reasons grelin guards, summon and summon clone doesn't work - all else seem be fine).

About henchman... hmm I may edit henchman script from WoG Revised to give SE ranks after some levels but later . I also thought about writing better War Machines script and doing expansion for hero secondry skills: Navigation, Luck and diplomacy.

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alisapa1211
alisapa1211


Famous Hero
posted March 11, 2013 10:10 AM
Edited by alisapa1211 at 10:18, 11 Mar 2013.

Quote:
I thought champion charge is very good especially with yona, don't you think that?

Hm I forgot the Champion Charge Bonus from Yona, but it still feels a bit weak, until you have Attack and Return that is, but at that point you waste 2 slots anyway. Compared to Double Attack which is much more straight forward, easy to use and can synergy with lots of other skills, like Death Stare for example.

Quote:
alisapa please list skills that still need touch (whole list not "for example").

_ Block. Self explanatory here I guess.

_ Horrible Wounds: 50% Def Reduce is already very strong, combine with Age in one skill is a big no. Maybe we can take Age out and give it to other weaker skill.

_ Magic Armor feels a bit lack luster for me, I don't feel like Magic Mirror is that needed when you already need Magic Power to get it which gives 95% Resistance. Maybe because I usually go full offense so I can't make use of the Fire Shield properly, don't know.

_ Fly seems to be on the weaker side. When you have a speed like 15 and up (quite easy to cover with Boot of Haste) the difference between having Fly or not is little aside from a few situations. I think merging this with Attack and Return (don't need Flash Swing) would be fine (basically like a Harpy).

_ Merge Rebirth and Regeneration together, their themes fit with each other and together they can hopefully compete to skills like Double Attack which is good in any situations.

All in all each skill has its purpose, just some combinations are stronger than others. For examples I usually go the setup: Health (must in any situations) + Damage (also a must) + Defend (+55 Def is just too good)and + Attack. This combo gives high stats, Horrible Wounds + Crushing Damage + Fear + Strike All Around + Double Attack + Endless Retaliate. All off these skills are already very powerful on their own. The setup also allows much easier farming ability since you don't really need Magic Power or Speed when fight against monsters. If I'm lucky (though not that lucky because I usually play XL map) I can pick up Boot of Haste and those Commander Power Stones + Witch Huts to cover the Speed part and get the remaining skills.

So...
Attack + Speed: No Retaliation.
Attack + Magic: Age (which is No Retaliation now).
Hit Point + Magic: Regen + Rebirth.
Magic + Heath Point: Fly and Return (take Regen slot)?
Magic + Speed: Multiple Cast Time?

Due to merging we have some open slots for skills again. Maybe the ability to Drain Life for Commander (low percentage to avoid broken)?

Quote:
What spells do you suggest? (there are double spells or mutual spells allowed, but only friendly spells). I may add some hostile spell after/before attack thought.

Spells I don't know much because I rarely ever use them even at lower levels, the only spell I use the most is Summon Elementals from Astral Spirits to create meat shields in the early game. It also a few rare spells that scale well with Magic Power (Pendent of Sorcery), the rest are Animate Dead and Resurrection (which is new in this mod).

Btw shouldn't Soul Eater (commander for Necropolis) be automatically Undead right at the start instead of needing a Passive to become one?! But since it has Death Stare as bonus skill it kinda make up for the useless Passive.

Quote:
Any suggestion what more SE thingies should I put on the commanders? (note that for some reasons grelin guards, summon and summon clone doesn't work - all else seem be fine).

I think Commander being able to use Warlord Banner (and maybe some more artifacts, Bow of Seeking replacement for example) and it is good, Commander is already very strong now and AI just can't make use of them, changing more just widen the gap too much.

Quote:
I also thought about writing better War Machines script and doing expansion for hero secondry skills: Navigation, Luck and diplomacy.

For Luck I think merging it with Leader Ship (like Warfare) is a good idea. Their problem is that Luck and Morale items are too easy to find, Pendant of Courage alone already gives 3 Morale and Luck. However in case you have Diplomacy (aka having 7 stacks from 7 different towns), then you will need both at the same time.

I am also waiting for the Sorcery bonus that allows you to bypass Orb of Inhibition, or Cursed Ground. Maybe only Sorcery Specialists can have this bonus to avoid imbalance !!

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alisapa1211
alisapa1211


Famous Hero
posted March 11, 2013 05:45 PM

Test a bit and it seems the SE system is very buggy when combine with Commander artifacts that gain attributes after x battles. I open the Commander Chart and my Commander Damage is about 800 - 1300 (Sword of Sharpness + 200% dmg, not that hard for a XL map). However in game battle my Commander damage is only about 200, and the damage he deals is based on this damage, same for Health, it states 5k health, but true heath that I can receive is only around 800 Health.

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