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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Masters of Summoning mod
Thread: Masters of Summoning mod This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
Khadras
Khadras


Famous Hero
posted September 02, 2015 12:14 PM

Hi! I have a little sugestion: Why must we need to summon nonupgraded creatures if we have option to summon the upgraded ones? I sugest to have on first line the upgraded version of town creatures, and for second line to have the folowing creatures: that town L8 cratures, Gorynych, Dracolich Dragon, Faerie Dragon, Rust Dragon, Crystal Dragon and Azure Dragon for all towns. This creatures are neutral creatures and it will be nice to have them in battle mose easy. And I suggest if it is possible to set this second line of creatures into an ini file or in a list in erm file to be able to change it by player if he wants another creatures, or to choose them from a list that appear in setting window organized by level of the creature. I suggest also the link of the choosing option to hero level to be in more steps. I mean the creatures that appear on the list to be one of x'th level of hero. L1 creatures to be able to choose at 1-2 hero level, L2 creatures at 3-4 hero level, and so on until Azure Dragon at 27-28 hero level.

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bloodsucker
bloodsucker


Legendary Hero
posted September 02, 2015 03:42 PM

Salamandre said:
but if better ideas...


Why not add it to all heroes spellbook (even the ones who don't have a spellbook will get it when they buy it.), it works for AI with normal elementals, isn't it.

You changed the pictures of spells on purpose, it was inevitable or you didn't noticed? EX Sorrow

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 04, 2015 03:40 PM

Khadras said:
Hi! I have a little sugestion:


Your definition of "little" is very funny.

True that we don't need unupgraded mobs, but is easier for me as the def frames coincide with DL item, a technical matter. Then I don't want to use neutrals or level 8 because the calculations would be a nightmare, + creatures as azure dragon are way too overpowered.

Hard to please everyone, but thanks for suggestions. Is just too much work, as now I am only scripting once a month, and to kill time.


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bloodsucker
bloodsucker


Legendary Hero
posted September 04, 2015 06:59 PM

Salamandre said:

+ creatures as azure dragon are way too overpowered. ...

Hard to please everyone, but thanks for suggestions.


Or Khadras didn't really tried to use the spell or his gameplay really sucks. The bigest problem I see as the mod is right now is how you immediatly give two levels (4 creatures) for each new basic magic school and nothing for upgrading them.
I have to use the first choices a lot more then I would, while my magic skills become advanced and expert whithout any new creature levels. I find this particullary annoing with three magic schools. I would prefer to get them at expert instead of learning a fourth. Like it is I have to wait forever (a few battles) until I get level 7 and I never have a chance to use level 6 (yes, I know I still can choose them but who would choose to summon the same HP of Champions over Archangels or Naga Queens over Titans?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 04, 2015 07:05 PM

Well, the idea is the offer any creature. Now it is a game flaw if only HP/attack/defense is the priority. Yet I can think at variants where you will summon vampires over ghost dragons or iron golems over titans, which shows that when abilities are creative and well thought, suddenly there is variation.

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bloodsucker
bloodsucker


Legendary Hero
posted September 04, 2015 07:47 PM
Edited by bloodsucker at 23:37, 04 Sep 2015.

Salamandre said:
I can think at variants where you will summon vampires over ghost dragons or iron golems over titans, which shows that when abilities are creative and well thought, suddenly there is variation.


Well, when I'm playing Necro I never go over level 5 and is from another town. Oh, those Master Genies operate wonders. But I can't choose Enchanters and I would.

And I said Champions over Archangels and Nagas over Titans. I would probably go for Dreads over Ghost Dragons at least is how I usually spend my money in Necropolis.

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sirironfist
sirironfist


Known Hero
King of the ogres
posted September 05, 2015 11:14 AM

Very cool mod, i love that idea.


Wouldn't it be possible to place this spell in every heroes spellbook by default? So that you have the spell the instant you buy a spellbook?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 05, 2015 12:52 PM

The spell is available in every mage guild, which means you will have it when you buy a book. Or you mean something else?
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sirironfist
sirironfist


Known Hero
King of the ogres
posted September 05, 2015 01:51 PM

Every magic hero has at least one spell at the beginning without having visited a mages guild. I thought like adding this spell to every hero who has a spellbook from the beginning.
But I have no idea how to make it accesible for might heroes in that case.

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bloodsucker
bloodsucker


Legendary Hero
posted September 05, 2015 02:15 PM
Edited by bloodsucker at 15:45, 05 Sep 2015.

sirironfist said:
Every magic hero has at least one spell at the beginning without having visited a mages guild. ...
But I have no idea how to make it accesible for might heroes in that case.

Don't worry, you just need to place the spell in the heroes knowed spell, can be done without a spelbook but you can't access it without one.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 05, 2015 03:28 PM

I am also a bit annoyed by spell being 100% in all guilds therefore taking unnecessary space. I will change it to give to every hero with magic book and which leaves a town.
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bloodsucker
bloodsucker


Legendary Hero
posted September 05, 2015 03:41 PM

Salamandre said:
I will change it to give to every hero with magic book and which leaves a town.

I guess that won't help on another issue I asked you before: do you know why some spells had their pictures swaped? Can you do something about that?
And how about spell books in battlefield and bought at School's of Wizardry?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 05, 2015 03:43 PM
Edited by Salamandre at 15:46, 05 Sep 2015.

I messed the spells icons when compiling?

Will look and fix.

@What you talk about? Just checked and all spells correct. Show a screen of your error.
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bloodsucker
bloodsucker


Legendary Hero
posted September 05, 2015 04:16 PM
Edited by bloodsucker at 16:48, 05 Sep 2015.

Salamandre said:
Just checked and all spells correct. Show a screen of your error.


Did you checked Mirth, Sorrow and Fortune?

Mirth
Sorrow
Fortune

Save

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 05, 2015 10:04 PM
Edited by Salamandre at 22:05, 05 Sep 2015.

Mod updated and reuploaded.

* Corrected wrong frames for mirth, sorrow and forgetfulness
* Added .ini file

You have two choices in ini file.

1) Summon unique (summoned creatures add to previous stack) or multiple stacks (new stack at each cast)

2) You can learn the spell in two ways: via daily timer, it checks which of your heroes hasn't the spell and gives automatically, or play your chance and learn the normal way, from mage guilds (10% chance for each town)

Same link, delete first old.

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bloodsucker
bloodsucker


Legendary Hero
posted September 05, 2015 10:32 PM

Salamandre said:
1) Summon unique (summoned creatures add to previous stack) or multiple stacks (new stack at each cast)


Uau! That way it's really for ghost fights. It's gonna be great.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 05, 2015 10:39 PM
Edited by Salamandre at 00:09, 06 Sep 2015.

No, I have a problem so need to think at a solution. Removed mod until is done.

@OK, uploaded, I solved  problem, damnt that was a tough one

?what about ghosts? We can't summon ghosts.
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bloodsucker
bloodsucker


Legendary Hero
posted September 06, 2015 12:10 AM
Edited by bloodsucker at 00:14, 06 Sep 2015.

Salamandre said:
I have no clue how to track summoned dead stacks.

Don't, check if there is a stack, if no stack summon at initial position.
It wouldn't even make sense, I get that you would want them to be summoned in front of the archers they sacrized themselves to block but now they are dead and you need to summon another group and send them there. I think this is exactly how Heroes IV summoning spells worked.
You would summon a bunch of genies with illusion spell from genies or a bunch of imp, then you move them into enemies reach so they suck their attacks. If they didn't they die and next turn you summon they will be summon in the same stack, if they die the new creatures are summoned in from of the hero.

P.S. Now this post doesn't make sense. Gonna try to see what you did.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 06, 2015 12:13 AM

bloodsucker said:
=
Don't, check if there is a stack, if no stack summon at initial position.


No!!! How couldn't I think? So easy!!

[/sarcasm off]
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bloodsucker
bloodsucker


Legendary Hero
posted September 06, 2015 12:18 AM
Edited by bloodsucker at 00:21, 06 Sep 2015.

Salamandre said:
[/sarcasm off]
Oh! You couldn't track the existence. I assumed you couldn't track the location.

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