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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [Platform] Knightmare Kingdoms
Thread: [Platform] Knightmare Kingdoms This thread is 61 pages long: 1 10 20 30 40 50 ... 51 52 53 54 55 ... 60 61 · «PREV / NEXT»
majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted May 17, 2021 01:57 PM

@mryuu

Weird

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Nevemor
Nevemor

Tavern Dweller
posted June 02, 2021 12:58 AM

I will try to describe my opinion as objectively as possible. After playing this mod for 2 weeks, it seemed unusual to me from the very beginning, which prompted me to install and play it, despite many incompatibilities. New skills, reworked old, reworked commanders and creatures - a lot of innovations, which undoubtedly can be called one of the largest mods. But unfortunately, this mod has a number of problems that greatly spoil the experience, and often forced you to stop playing it. Here are the main ones:
1) Complete lack of balance. For example, by about level 20, the commander turns into a killing machine with many rebirths. After pumping the nobility skill and finding a couple of artifacts, add an even more indestructible unit to this situation. And the situation is such that one commander can smash enemy armies of medium strength or little more. Probably only a capital with summoned defenders (also a dubious balance) will be able to stop this. The balance with combat vehicles simply defies explanation. Give one faction the ability to resurrect a tent, sometimes even 2 times per turn. And to some, like Stronghold, just give buffs of questionable benefit. I often see that even with the first level of the Machinist skill and having a ballista of 1 level, the cannon does 0-1 damage to units. BUT at the same time, I saw an AI, a ballista specialist, and he had a cannon with damage something like 965465489+, just killing any stack with one hit ahaha. But most likely it was just a bug, unfortunately I did not save the screenshot.
2) almost impossible finish of the game. I tried to play on random maps, on standard and custom ones, almost always the result is the same: the computer freezes, and its turn can be expected indefinitely.
3) quantity, but not quality. Most of the new units do not have a description of abilities, do not have abilities for experience. The balance is also questionable. Bugs are also present, for example a wood elf is upgraded into a hunter, but then can be upgraded into a spectral hunter who cannot shoot.
Among other things, there are many ways to make the game easier to play. For example, a specialist in Training, and it is advisable to learn training as early as possible for the sake of free daily experience and a quick take on level 30+, which gives you unkillable commanders.
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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted June 02, 2021 06:35 AM
Edited by majaczek at 06:57, 02 Jun 2021.

1) there is lack of balance but not really complete
2) it is a problem with most of mods that use many arts, and it proceed from old good WoG (so the artifact support plugin have not yet cured it)
3) yes true not everything is fixed/fullfilled at the moment, I will greately accept help on that things

EDIT:
the 0-1 cannon is a bug - it is considered level zero cannon, it fixes itself when you buy enough level ballista, but yes it should work as level 1 cannon at least

EDIT:
if it is too easy, consider using higher difficulty in KK (the default to play is Duke, the greater the title the harder). I will think about nefing the nobility anyway.

playing on deity you would have much higher strugggle with enemies...

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Nevemor
Nevemor

Tavern Dweller
posted June 02, 2021 07:09 PM

Thanks for the answer!  Do not take my opinion as rude, the mod is really interesting.  I understand that this is a voluminous work and it is difficult not to have bugs here.  Therefore, you have patience in this wonderful development.  I forgot to say that another important problem is the lack of autosaves.  Is there some way to add this?

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted June 02, 2021 08:23 PM

Nevemor said:
Thanks for the answer!  Do not take my opinion as rude, the mod is really interesting.  I understand that this is a voluminous work and it is difficult not to have bugs here.  Therefore, you have patience in this wonderful development.  I forgot to say that another important problem is the lack of autosaves.  Is there some way to add this?


there are no autosaves but there are quicksaves
just press S to quicksave (remember to set Skirmish name at begining)

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nevernotloveyo
nevernotloveyo

Tavern Dweller
posted June 03, 2021 04:07 PM

I love this game. Perfect!
[url=https://bornederechargemontreal.ca/puissance-necessaire-pour-recharger-vehicule-electrique.html]Site web
[/url]

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Undeadgamer62
Undeadgamer62


Known Hero
posted June 03, 2021 05:33 PM

It's been a while since I've played, but my experience was somewhat different from Nevemor's. I found the last version to be much more stable and less crash-prone.

Some aspects are definitely more powerful in Knightmare Kingdoms than they are in plain ERA-WOG. However, the AI has access to those more powerful aspects as well. Even without setting a higher difficulty level, I lose to the AI sometimes. As in unmodded HOMM3, there is a large element of luck. If one of the AI players happens to hit a really good artifact earlier than I do or builds a hero to a somewhat higher level, then I'm on the receiving end of the imbalance. I'd say that happens roughly 25% of the time at a relatively early stage of the game. If I survive long enough, yes, I can almost invariably beat the AI players, but getting to that point isn't always easy. As long as the AI can do the same things I do, there is a kind of balance going on.

There are a few areas in which this isn't true. For instance, I've never seen an AI player put the horn of summoning together. (That's the combo artifact that gives your army guardians equivalent to what a capital gets.) In that sense, KK is still a work in progress, but I'm impressed by the amount of progress that's been made, even in the short time I've been playing KK. (Actually, the AI players aren't that great with equipment in general, sometimes not equipping the best they have or finding ways to ditch the really ineffective to make room for better. But that's true of unmodded HOMM3 as well.)

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nevernotloveyo
nevernotloveyo

Tavern Dweller
posted June 05, 2021 10:58 AM

Such a cool game. I love it.

[url=https://bornederechargelaval.ca/borne-electrique-de-recharge-pour-multilogements.html]bornederechargelaval.ca/[/url]
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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted June 05, 2021 07:55 PM
Edited by majaczek at 19:56, 05 Jun 2021.



there is going to be better version of Dragon Peaks in new Beta Version, currently it is supposed to be an Alfa (you can check how alfa goes if you can operate GIT)

It will support three upgrades features too

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Nevemor
Nevemor

Tavern Dweller
posted June 06, 2021 02:27 AM

Perhaps my message was not entirely accurate, so I will try to complement my vision again.
1) As for the complexity of the game, I just described some ways and tricks that can slightly facilitate the start of the game and faster lvl-uping of the hero. As I already wrote, the higher the level of the hero, the stronger the commander, respectively. But I agree that sometimes it happens that the AI ​​comes in the first weeks and blows me away especially if the difficulty is Emperor and higher. But if the map is large, and you have time to take level 25+, then most often the AI ​​is inferior to you in strength.
2) Yes, I know there is a quick save button, and it's better than nothing. But nevertheless, you have to get used to this, sometimes you forget to save several game days, and you have to repeat it again, considering how long the AI run after 2-3 months, this can take a lot of time. Maybe there is an autosave plugin?
3) my PERSONAL opinion is to improve the content that is already available now. Add descriptions to creatures, fix bugs in abilities and attributes. I am writing this for a reason, because I often hear the opinion about this mod that it contains many inaccuracies, and many users do not even want to try it out. But of course new content is also good but I believe that when the inaccuracies are corrected, it will be possible to start translating for this mod and increase its audience, I think the author is interested in this too. I can help with this when I finish the translation of TUM.
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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted June 06, 2021 04:04 PM

Nevemor said:
Perhaps my message was not entirely accurate, so I will try to complement my vision again.
1) As for the complexity of the game, I just described some ways and tricks that can slightly facilitate the start of the game and faster lvl-uping of the hero. As I already wrote, the higher the level of the hero, the stronger the commander, respectively. But I agree that sometimes it happens that the AI ​​comes in the first weeks and blows me away especially if the difficulty is Emperor and higher. But if the map is large, and you have time to take level 25+, then most often the AI ​​is inferior to you in strength.
2) Yes, I know there is a quick save button, and it's better than nothing. But nevertheless, you have to get used to this, sometimes you forget to save several game days, and you have to repeat it again, considering how long the AI run after 2-3 months, this can take a lot of time. Maybe there is an autosave plugin?
3) my PERSONAL opinion is to improve the content that is already available now. Add descriptions to creatures, fix bugs in abilities and attributes. I am writing this for a reason, because I often hear the opinion about this mod that it contains many inaccuracies, and many users do not even want to try it out. But of course new content is also good but I believe that when the inaccuracies are corrected, it will be possible to start translating for this mod and increase its audience, I think the author is interested in this too. I can help with this when I finish the translation of TUM.


thanks, could you list the most outstanding bugs in creature properties/flags/etc? I am going to fix it when adding new creatures for dragon peaks (the upgraded ones)

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Nevemor
Nevemor

Tavern Dweller
posted June 07, 2021 02:07 AM

It could be just balance or shortcomings, I will list this in the list of what I think is the most important:
1) balance of skills Exorcism / Damned. I propose to at least slightly reduce the damage, because even at 6-8 levels of the skill, the damage increases many times. For example, recently I saw that I should roughly kill 4-5 creatures, in the end I killed a full stack of 20+ creatures in one hit.
2) balance the pathfinding skill. I propose to slightly reduce the resource reward for movement points.
3) Spectral hunter (elf upgrade) cannot shoot.
4) Skeleton archers do not have a highlight (shine) during their turn, it is difficult to understand whose turn it is now. There are still some units with this problem, I will write more when I remember.
5) a description of the creatures' abilities (placeholder). I understand that this is a VOLUME work, but at least part of the creatures adding a description would be a very good update
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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted June 08, 2021 03:32 PM
Edited by majaczek at 17:19, 21 Jun 2021.

Nevemor said:
It could be just balance or shortcomings, I will list this in the list of what I think is the most important:
1) balance of skills Exorcism / Damned. I propose to at least slightly reduce the damage, because even at 6-8 levels of the skill, the damage increases many times. For example, recently I saw that I should roughly kill 4-5 creatures, in the end I killed a full stack of 20+ creatures in one hit.
2) balance the pathfinding skill. I propose to slightly reduce the resource reward for movement points.
3) Spectral hunter (elf upgrade) cannot shoot.
4) Skeleton archers do not have a highlight (shine) during their turn, it is difficult to understand whose turn it is now. There are still some units with this problem, I will write more when I remember.
5) a description of the creatures' abilities (placeholder). I understand that this is a VOLUME work, but at least part of the creatures adding a description would be a very good update


1) decreased the damage from Exorcism / Damned three times linearly (note that horned ring gives bonus to both and it is 3x)

2) I do not understand? do you mean additional move points for battle or resources when searching the camo? the latter are not collocated with pathfinding

3) fixed

4) won't fix until someone do it for me

5) yes it is PITA but will do later

There would be new KK soon

EDIT: Knightmare Kingdoms (2021-06-08_beta2)
here is a beta version, but it should work okay

EDIT:
Knightmare Kingdoms (2021-06-12_beta3)
here is a beta version, it should work better than previous one

EDIT:
Knightmare Kingdoms (2021-06-13_beta4) next beta

EDIT:
Knightmare Kingdoms (2021-06-21_beta5) next beta. use with ERA 3.8.0 or newer.

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aldzzz
aldzzz


Adventuring Hero
posted June 21, 2021 01:01 AM

which version of era is needed for this? thanks

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted June 21, 2021 05:19 PM

aldzzz said:
which version of era is needed for this? thanks

for beta5 use ERA 3.8.0

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aldzzz
aldzzz


Adventuring Hero
posted June 21, 2021 10:28 PM

majaczek said:
aldzzz said:
which version of era is needed for this? thanks

for beta5 use ERA 3.8.0



great, thanks! it should work with all the mods included in the latest era 3.8 install, right?

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted June 22, 2021 02:23 PM

aldzzz said:
majaczek said:
aldzzz said:
which version of era is needed for this? thanks

for beta5 use ERA 3.8.0



great, thanks! it should work with all the mods included in the latest era 3.8 install, right?


nope, with KK, you should only use core mods + HD mod

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aldzzz
aldzzz


Adventuring Hero
posted June 22, 2021 06:17 PM

majaczek said:
aldzzz said:
majaczek said:
aldzzz said:
which version of era is needed for this? thanks

for beta5 use ERA 3.8.0



great, thanks! it should work with all the mods included in the latest era 3.8 install, right?


nope, with KK, you should only use core mods + HD mod




okay, so if i'm using the latest "assembly" version, which mods should i disable for kk? thanks!

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted June 22, 2021 07:15 PM

aldzzz said:


okay, so if i'm using the latest "assembly" version, which mods should i disable for kk? thanks!


All but KK + WoG + ERA Erm Framework

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aldzzz
aldzzz


Adventuring Hero
posted June 22, 2021 09:17 PM

majaczek said:
aldzzz said:


okay, so if i'm using the latest "assembly" version, which mods should i disable for kk? thanks!


All but KK + WoG + ERA Erm Framework


ahh, i see, thanks for the explanations!

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