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Heroes Community > Heroes 5 - Modders Workshop > Thread: True Upgrades
Thread: True Upgrades This thread is 2 pages long: 1 2 · NEXT»
Crispy_Critter
Crispy_Critter


Hired Hero
posted June 24, 2012 10:20 PM
Edited by Crispy_Critter at 19:41, 26 Jun 2012.

True Upgrades

Hello everyone,

I’ve taken TotE’s alternative upgrades and incrementally increased their stats and costs to give each tier in every faction an ultimate upgrade. I’ve also added a resource cost to the final upgrade in an attempt to make control of mines a necessity in the middle to late game after the castles are completely built up.

I’ve been playing Markkur’s “Icy Defense” with a stripped down version of TotE (just EE and this mod), and it’s definitely a new experience as you have to balance your resources between buildings and upgraded units. I’m not sure if the mathematics I used were too simplistic to maintain overall gameplay balance, so I figured if we get enough people testing it we may end up with a decent mod with some tweaking.

Known glitches: 1) I managed to get the upgrade feature within the town screen to recognize the new costs, although the text boxes do not reflect the correct amount you end up paying.
2) For some reason, the hill forts discount the upgrades by 50%.

Special thanks to TSoD and Alcibiades for their power calculator. Since I was getting conflicting values for the existing base units, I refigured every unit’s power rating (not NCFs) to try to keep everything on an even keel. (I’m assuming the power rating is what the AI uses to assess a threat level).

Download [url=http://www.4shared.com/zip/lAl-tEho/true_upgrades.html]here[/url].

Or here - [url=http://www.mediafire.com/?z4sywmzce8y55iz]MediaFire[/url]
____________
[url=https://www.kickstarter.com/projects/brownboxboardgames/altasia-by-brown-box-board-games]Altasia[/url] is live!

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rpgyay
rpgyay


Known Hero
posted June 24, 2012 10:51 PM

Thanks, I will definitely check this out... one thing I am noticing is that there are alot of possible extra files in this, were they really all needed?

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Crispy_Critter
Crispy_Critter


Hired Hero
posted June 25, 2012 12:47 AM

rpgyay,

The extra files are probably not needed. I wasn't sure if it would still function if I removed anything from "game mechanics". I'll try to experiment with it when I get time and possibly re-upload. Thanks for the input.
____________
[url=https://www.kickstarter.com/projects/brownboxboardgames/altasia-by-brown-box-board-games]Altasia[/url] is live!

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LarkinVB
LarkinVB


Known Hero
posted June 25, 2012 01:14 AM

I can't download. It says "You should Sign Up or Login to download this file" but I don't want to do this to get a file.

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Crispy_Critter
Crispy_Critter


Hired Hero
posted June 25, 2012 01:15 AM

Download updated. Excess files removed. Thanks again, rpgyay.
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Crispy_Critter
Crispy_Critter


Hired Hero
posted June 25, 2012 01:18 AM

Larkin VB,

I already had an account with 4shared. I'll see if there are any other file sharers I can upload to that don't require an account. Any suggestions?
____________
[url=https://www.kickstarter.com/projects/brownboxboardgames/altasia-by-brown-box-board-games]Altasia[/url] is live!

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esvath
esvath


Known Hero
posted June 25, 2012 03:59 AM

mediafire is free (and fast! )

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rpgyay
rpgyay


Known Hero
posted June 25, 2012 04:33 AM

You're welcome, I figured the extra files weren't needed.

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Crispy_Critter
Crispy_Critter


Hired Hero
posted June 25, 2012 05:06 AM

MediaFire link added to first post. Thanks esvath.
____________
[url=https://www.kickstarter.com/projects/brownboxboardgames/altasia-by-brown-box-board-games]Altasia[/url] is live!

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flonembourg
flonembourg


Known Hero
posted August 05, 2012 01:51 AM

hello Crispy Critter, first of all good works this is a great Mod and in addittion to RPE Mod this is a new game! and taking ressources as fast as possible is a necessity if you want to buy the " ultimate upgrade"...

However i have a few things to tell you about the ressources cost of the ultimate upgrades:
i think it is more logical to adjust the ressources cost at the power-level of the creatures:
tier 1 - 1 wood ok
tier 2 - 1 ore ok
tier 3 - 1 sulfur ok (because the sulfur is much more difiicult to have than ore or wood)
tier 4 - 2 Mercury ( 1 mercury = 1 sulfur so people will take the tier 4 creatures with 1 mercury rather than a tier 3 creature withe 1 sulfur)
tier 5 - 3 crystal
tier 6 - 4 gem
tier 7 - 3 gem or sulfur...(depending on the castle) + 1  wood, ore ...  of all the ressources except the originally ones!

I think it is more balanced

Finally i have found ( and repaired lol)a cheat (bug?) who permitted me to buy the ultimate creatures without paying an extra ressources...
the cheat: double clic on the "first upgrade" in the catsle and upgrade it into the final and you don't pay the true cost ( you don't give the extra ressources)
Test it and you'll see!
i have modified entirely your mod in order it was impossible to cheat but it took me a long time because i'm not a good Modder lol
Now when i upgrade the hell hound ( hire the upgraded dwelling) it disappears and becomes the cerberi there is only 2 creatures ( cerberi and firebreathhound ) the last case is left! but it works.
the files to modify : creature cerberi --> base creature (hell_hound) change it to creature_unknown and add into the upgrades: "Cerberi" next to firebreath_Hound
In the files Firebreath_hound change base creature (hell_hound) by Cerberi annd all will work!!!




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arxur
arxur


Adventuring Hero
posted August 06, 2012 05:15 PM

Seems interesting, going to check out this tonight. Did you change the creature's abilities as well or only stats?
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flonembourg
flonembourg


Known Hero
posted August 06, 2012 10:19 PM

Yes i changed few things , i didn't change the stats but i changed few ablities from the ultimate upgrages like for example:
- The longbowman i deleted the piercing arrows ablility.... because this is not an ability who resulted of the Marksman

The most important change i made is to recalculated the XP (experience you gain) according to the power of the creature!
Because since i played heroes 5 i found you are not enough rewarded after a hard battle against for example an archimage ( i hate them in early creeping) The XP you gain( in most of the case) is not in correlation with the difficulty ( it's just my opinion).

SO i have done a simple correlation between creature power and XP

example power creature 350 --> 35 XP it seems logical but NIVAL don't respect that cause if you fight a creature tier 4,5,6 or 7 the XP decrease gradually
example power creature 6095 (titan) --> 290 XP ????, with this Mod (crispy critter's mod that i modified) it 'll be 609 or 610 XP.

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Crispy_Critter
Crispy_Critter


Hired Hero
posted August 10, 2012 09:46 PM

flonembourg,

First of all, thanks for your interest in this mod. I'm not really much of a modder either, I just had this idea and wanted to try to make the game a little better. I realize there are still a few bugs and balance issues, and I'm glad someone else is looking at it, too. Sometimes a fresh set of eyes can spot a lot more errors than the originator.

I'm actually still working on this. I'm starting from scratch with the power ratings for all the creatures using the improved Creature Power Calculator by Nargott, Stetnoel, and Psatkha to try to achieve some balance in randomly generated maps. I'm also adjusting resource costs and speed/initiative issues, and am making a map specifically designed for this mod. So anyone still interested - stay tuned.

Thanks for your input and work on this project.
____________
[url=https://www.kickstarter.com/projects/brownboxboardgames/altasia-by-brown-box-board-games]Altasia[/url] is live!

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rpgyay
rpgyay


Known Hero
posted May 01, 2013 08:18 AM

Quote:
hello Crispy Critter, first of all good works this is a great Mod and in addittion to RPE Mod this is a new game! and taking ressources as fast as possible is a necessity if you want to buy the " ultimate upgrade"...

However i have a few things to tell you about the ressources cost of the ultimate upgrades:
i think it is more logical to adjust the ressources cost at the power-level of the creatures:
tier 1 - 1 wood ok
tier 2 - 1 ore ok
tier 3 - 1 sulfur ok (because the sulfur is much more difiicult to have than ore or wood)
tier 4 - 2 Mercury ( 1 mercury = 1 sulfur so people will take the tier 4 creatures with 1 mercury rather than a tier 3 creature withe 1 sulfur)
tier 5 - 3 crystal
tier 6 - 4 gem
tier 7 - 3 gem or sulfur...(depending on the castle) + 1  wood, ore ...  of all the ressources except the originally ones!

I think it is more balanced

Finally i have found ( and repaired lol)a cheat (bug?) who permitted me to buy the ultimate creatures without paying an extra ressources...
the cheat: double clic on the "first upgrade" in the catsle and upgrade it into the final and you don't pay the true cost ( you don't give the extra ressources)
Test it and you'll see!
i have modified entirely your mod in order it was impossible to cheat but it took me a long time because i'm not a good Modder lol
Now when i upgrade the hell hound ( hire the upgraded dwelling) it disappears and becomes the cerberi there is only 2 creatures ( cerberi and firebreathhound ) the last case is left! but it works.
the files to modify : creature cerberi --> base creature (hell_hound) change it to creature_unknown and add into the upgrades: "Cerberi" next to firebreath_Hound
In the files Firebreath_hound change base creature (hell_hound) by Cerberi annd all will work!!!





I couldn't get this to work right, can you upload your modded true upgrades? or clearer instructions would be fine as well, thanks!

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flonembourg
flonembourg


Known Hero
posted May 01, 2013 01:06 PM



I couldn't get this to work right, can you upload your modded true upgrades? or clearer instructions would be fine as well, thanks!


I have deleted the mod a year ago from my game , i found it was fun but there was some balance problems when you creeps the map and you met some neutrals in third upgrades there were simply too strong to deal with....
And i simply "rebalanced" ,thanks to "RPE MOD", the alternative to make them a real alternative's choice (ex: arcane archer = master hunter).
but if you want to mod is simple you have just to apply the cerberi's example for all the creatures.

for the cerberi file do that:

<?xml version="1.0" encoding="UTF-8"?>
<Creature ObjectRecordID="40">
<AttackSkill>4</AttackSkill>
<DefenceSkill>2</DefenceSkill>
<Shots>0</Shots>
<MinDamage>4</MinDamage>
<MaxDamage>6</MaxDamage>
<Speed>8</Speed>
<Initiative>13</Initiative>
<Flying>false</Flying>
<Health>15</Health>
<KnownSpells/>
<SpellPoints>0</SpellPoints>
<SpellPoints1>0</SpellPoints1>
<SpellPoints2>1</SpellPoints2>
<Exp>40</Exp>
<Power>370</Power>
<TimeToCommand>10</TimeToCommand>
<CreatureTier>3</CreatureTier>
<Upgrade>true</Upgrade>
<PairCreature>CREATURE_HELL_HOUND</PairCreature>
<CreatureTown>TOWN_INFERNO</CreatureTown>
<MagicElement>
<First>ELEMENT_EARTH</First>
<Second>ELEMENT_WATER</Second>
</MagicElement>
<WeeklyGrowth>8</WeeklyGrowth>
<Cost>
<Wood>0</Wood>
<Ore>0</Ore>
<Mercury>0</Mercury>
<Crystal>0</Crystal>
<Sulfur>0</Sulfur>
<Gem>0</Gem>
<Gold>160</Gold>
</Cost>
<SubjectOfRandomGeneration>true</SubjectOfRandomGeneration>
<MonsterShared href="/MapObjects/Inferno/Cerberi.(AdvMapMonsterShared).xdb#xpointer(/AdvMapMonsterShared)"/>
<CombatSize>1</CombatSize>
<PatternAttack href="#n:inline(PatternAttack)" id="item_3e5e2c5b-3241-44bd-9310-cd2acaea5443">
<PatternAttack ObjectRecordID="1000015">
<Patterns>
<Item>
<cells>
<Item>
<x>1</x>
<y>-1</y>
</Item>
<Item>
<x>1</x>
<y>0</y>
</Item>
<Item>
<x>1</x>
<y>1</y>
</Item>
</cells>
<AngleRotateTo>0</AngleRotateTo>
</Item>
<Item>
<cells>
<Item>
<x>1</x>
<y>0</y>
</Item>
<Item>
<x>1</x>
<y>1</y>
</Item>
<Item>
<x>0</x>
<y>1</y>
</Item>
</cells>
<AngleRotateTo>45</AngleRotateTo>
</Item>
<Item>
<cells>
<Item>
<x>1</x>
<y>1</y>
</Item>
<Item>
<x>0</x>
<y>1</y>
</Item>
<Item>
<x>-1</x>
<y>1</y>
</Item>
</cells>
<AngleRotateTo>90</AngleRotateTo>
</Item>
<Item>
<cells>
<Item>
<x>0</x>
<y>1</y>
</Item>
<Item>
<x>-1</x>
<y>1</y>
</Item>
<Item>
<x>-1</x>
<y>0</y>
</Item>
</cells>
<AngleRotateTo>135</AngleRotateTo>
</Item>
<Item>
<cells>
<Item>
<x>-1</x>
<y>1</y>
</Item>
<Item>
<x>-1</x>
<y>0</y>
</Item>
<Item>
<x>-1</x>
<y>-1</y>
</Item>
</cells>
<AngleRotateTo>180</AngleRotateTo>
</Item>
<Item>
<cells>
<Item>
<x>-1</x>
<y>0</y>
</Item>
<Item>
<x>-1</x>
<y>-1</y>
</Item>
<Item>
<x>0</x>
<y>-1</y>
</Item>
</cells>
<AngleRotateTo>225</AngleRotateTo>
</Item>
<Item>
<cells>
<Item>
<x>-1</x>
<y>-1</y>
</Item>
<Item>
<x>0</x>
<y>-1</y>
</Item>
<Item>
<x>1</x>
<y>-1</y>
</Item>
</cells>
<AngleRotateTo>270</AngleRotateTo>
</Item>
<Item>
<cells>
<Item>
<x>0</x>
<y>-1</y>
</Item>
<Item>
<x>1</x>
<y>-1</y>
</Item>
<Item>
<x>1</x>
<y>0</y>
</Item>
</cells>
<AngleRotateTo>315</AngleRotateTo>
</Item>
</Patterns>
<RotateToMainTarget>false</RotateToMainTarget>
<DamageToMainTargetCoefficient>1</DamageToMainTargetCoefficient>
<DamageToOtherTargetsCoefficient>1</DamageToOtherTargetsCoefficient>
<DamageAll>false</DamageAll>
</PatternAttack>
</PatternAttack>
<flybySequence/>
<Visual href="/GameMechanics/CreatureVisual/Creatures/Inferno/Cerberius.xdb#xpointer(/CreatureVisual)"/>
<Range>0</Range>
<BaseCreature>CREATURE_UNKNOWN</BaseCreature>
<Upgrades>
<Item>CREATURE_FIREBREATHER_HOUND</Item>
               <Item>CREATURE_CERBERI</Item>
</Upgrades>
<Abilities>
<Item>ABILITY_NO_ENEMY_RETALIATION</Item>
<Item>ABILITY_DEMONIC</Item>
<Item>ABILITY_THREE_HEADED_ATTACK</Item>
</Abilities>
</Creature>

And for the Firebreaterhound's file do that:

<?xml version="1.0" encoding="UTF-8"?>
<Creature>
<AttackSkill>4</AttackSkill>
<DefenceSkill>3</DefenceSkill>
<Shots>0</Shots>
<MinDamage>3</MinDamage>
<MaxDamage>5</MaxDamage>
<Speed>8</Speed>
<Initiative>13</Initiative>
<Flying>false</Flying>
<Health>15</Health>
<KnownSpells/>
<SpellPoints>0</SpellPoints>
<SpellPoints1>0</SpellPoints1>
<SpellPoints2>1</SpellPoints2>
<Exp>35</Exp>
<Power>338</Power>
<TimeToCommand>10</TimeToCommand>
<CreatureTier>3</CreatureTier>
<Upgrade>false</Upgrade>
<PairCreature>CREATURE_UNKNOWN</PairCreature>
<CreatureTown>TOWN_INFERNO</CreatureTown>
<MagicElement>
<First>ELEMENT_EARTH</First>
<Second>ELEMENT_WATER</Second>
</MagicElement>
<WeeklyGrowth>8</WeeklyGrowth>
<Cost>
<Wood>0</Wood>
<Ore>0</Ore>
<Mercury>0</Mercury>
<Crystal>0</Crystal>
<Sulfur>0</Sulfur>
<Gem>0</Gem>
<Gold>160</Gold>
</Cost>
<SubjectOfRandomGeneration>true</SubjectOfRandomGeneration>
<MonsterShared href="/MapObjects/Inferno/Firebreather.(AdvMapMonsterShared).xdb#xpointer(/AdvMapMonsterShared)"/>
<CombatSize>1</CombatSize>
<PatternAttack href="/GameMechanics/Creature/Creatures/Inferno/FirebreatherHound.xdb#xpointer(/PatternAttack)"/>
<flybySequence/>
<Visual href="/GameMechanics/CreatureVisual/Creatures/Inferno/3rd/FirebreatherHound.(CreatureVisual).xdb#xpointer(/CreatureVisual)"/>
<Range>0</Range>
<BaseCreature>CREATURE_CERBERI</BaseCreature>
<Upgrades/>
<Abilities>
<Item>ABILITY_DEMONIC</Item>
<Item>ABILITY_THREE_HEADED_ATTACK</Item>
<Item>ABILITY_NO_ENEMY_RETALIATION</Item>
<Item>ABILITY_FIRE_BREATH</Item>
</Abilities>
</Creature>

Don't touch to the hellhound's file no need!
Try it and all works fine!

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rpgyay
rpgyay


Known Hero
posted May 01, 2013 08:43 PM

Thank you very much, I spent hours trying different things but I couldn't figure out what I was doing wrong

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flonembourg
flonembourg


Known Hero
posted May 02, 2013 11:20 PM

you're welcome! I spent many hours too a year ago to understand what i did wrong!

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rpgyay
rpgyay


Known Hero
posted June 18, 2013 10:03 PM

I ended up reverting the cheat fix, it caused heroes that specialize in creatures to only give the bonus to the base creature, also it would cause the game crash when using certain town features like the dungeon sacrifice that would boost their growth.

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necromance
necromance


Hired Hero
Town Pillager
posted October 08, 2013 11:03 PM
Edited by necromance at 23:05, 08 Oct 2013.

this has alot of glitches. it needs alot of work but is a good idea overall.
____________
raise the dead, raise the
power.

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DieDevil
DieDevil


Adventuring Hero
posted October 27, 2013 05:10 PM

necromance said:
this has alot of glitches. it needs alot of work but is a good idea overall.


Not really, just needs a little more polishing. It sounds like a great mod, but I have a few concerns;

By how much is the ultimate upgrade better than the first upgrade? By the same amount the first upgrade is better than the original?

Haven't played it yet, so have you completely changed the alternative upgrades or just made them stronger?

Thanks

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