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payneinc
Hired Hero
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posted June 25, 2017 11:56 AM |
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Edited by payneinc at 11:57, 25 Jun 2017.
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Ok, New error cropped up today. Not sure what caused it but it was during computers turn. Did not crash game, just popped up a few error windows.
Screen 1: http://www.filedropper.com/screen1
Screen 2: http://www.filedropper.com/screen2_1
screen 3: http://www.filedropper.com/screen3
Here is a list of the mods I was using and order:
WoG
WoG Revised
Yona
Secondary Skills Scrolling
Morn battlefields
Mithril Smelter
Sorcery damage buff
Fast Battle Animation
Intelligence Bonus
Mystik Skill Enhancement
Critical Sorcery
Magic Artillery
New Artifacts
Upgrade ALL
Magic Weeks
Improved Spells
Intelligence Bonus 2
Adventure Pillars
Invited Tavern-en
More First Money
Select your Battlefield
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted June 25, 2017 12:31 PM |
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Second and third screen show conflicts from Jim Vogan scripts (magic artillery). Usually he scripts heavily for battle, so I doubt this scripts will work with others using same triggers. Would be helpful if you attach a save for each screen, it is impossible to track an error only from a screen but 100% successful if a save + screen (or wog log)
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RerryR
Promising
Supreme Hero
Researching Magic
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posted June 25, 2017 02:58 PM |
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Edited by RerryR at 15:02, 25 Jun 2017.
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Hi,
i see you are using my mods quit heavily, good good
So first screenshot is my bad, i uploaded a new version with fix. "New or improved Artifacts 1.2" (problem was i forgott to make a check if there actually was a defending hero after fight when setting moral and luck). Hope this helps.
The second screenshot i cannot say, i dont have these lines of ERM code on my computer (i think). Maybe upload a save is a good idea if the error persists. From which Mod does it come? Would need to know if i should check for compability.
Third screen probably a result of the problem in screen one.
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payneinc
Hired Hero
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posted June 26, 2017 01:49 AM |
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Here is a link to the save game.
Link: http://www.filedropper.com/solo1
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rerryr
Promising
Supreme Hero
Researching Magic
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posted June 29, 2017 09:42 AM |
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Edited by rerryr at 18:15, 29 Jun 2017.
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Spell Trainer
-Using spells in combat will make them more effective
This is a new project i started. You now will be able to increase the power or effect of your combat spells by using them.
For example if you kill an enemy unit with Ice Bolt the damage of that spell will increase by 5% permanently. Or if you use Bloodlust it will increase your attack more with every use. Maybe some spells will gain new effects by reaching a certain threshold (maybe 20 uses). Values are not yet decided and suggestions and ideas are welcome. Should there be caps? or how often can you level up a spell in one combat?
Your hero has to know the respective magic school at expert and scholar to level up spells. I think scholar fits nicely here.
I uploaded a little test version called Spell Trainer 0.2 Beta
For now it supports only 5 spells. But there will be more within the next weeks.
Dropbox Link: https://goo.gl/G5dFhK
And iam still working on my other projects. There will be little updates next week.
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markmasters
Famous Hero
Dragon of justice
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posted June 29, 2017 02:31 PM |
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This is only the first time I bump into this thread and it looks like an awesome mod, I'm convinced I actually should try WoG once
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RerryR
Promising
Supreme Hero
Researching Magic
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posted June 29, 2017 06:40 PM |
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Edited by RerryR at 18:45, 29 Jun 2017.
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Yeah you should definitely try ERA if you haven't already
Use Mod Manager (its already integrated in ERA installer) to activate different modifications as you like.
If you want to try out some of my Mods (or others) just download and activate in mod manager. There are also some excellent maps available as mods.
The overall idea of my modifications is that it should be more fun to play a viable "caster" hero by choosing magic oriented secondary skills and not just always armor/offense + earth magic only.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted June 29, 2017 06:58 PM |
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rerryr said:
For example if you kill an enemy unit with Ice Bolt the damage of that spell will increase by 5% permanently. Values are not yet decided and suggestions and ideas are welcome.
Idea is great ofc, but what about cheating by using low and boring level fights to precisely get a deadly spell later? I mean you attack a couple of imps stacks then your spell is +35% in one fight. I think should be related hero level (1-10th level augment spells from attacking lev 2-3 creatures, 11-20 from level 4-5, 20-30 from level 6-7 and so on). Level 1 monsters should not be allowed for increasing spells damage, too easy to cheat.
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted June 29, 2017 07:09 PM |
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The idea is cool and it would make Ice Bolt unique, a more practical and better solution to Sal's concern of exploiting it, would be not to make it permanent but restrict the damage increase to each battle, so when the battle ends, it would reset.
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Are you pretty? This is my occasion. - Ghost
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RerryR
Promising
Supreme Hero
Researching Magic
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posted June 29, 2017 07:43 PM |
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Edited by RerryR at 19:21, 09 Jul 2017.
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I had some ideas in mind to prevent exploit.
1)you only upgrade damage when you kill a squad with that spell
(this would ofc not work on buffs)
2) Basic Scholar allows you to upgrade 1 spell each day in combat, advanced 2 and expert three times a day.
3) maybe set an hard cap at double or tripple damage. For buffs i think something like dimishing retourns is necessary.
4) link spell upgrades to hero level; this could be something like the cap, level 20 hero can only reach like 10 upgrades, level 30 can do 20 and so on
5) you gain less % damage with each kill e.g. only 1% or 2% instead of 5%
and iam a big fan of synergies, so when your heroes knows intelligence, or wisdom, or magic schools you gain a little bit more with every use than without.
Sals idea to link it to monsters level is also a good one
Edit: Updated first post
Also uploaded Improved Spells 2.0 with several fixes and one new spell: Magic Arrow
-the annoying negativ HP bug for commander and henchman is gone
-also Blind and Cleanse should work correct again.
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RerryR
Promising
Supreme Hero
Researching Magic
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posted July 09, 2017 07:23 PM |
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Edited by RerryR at 19:30, 09 Jul 2017.
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Spell Trainer
Here is my newest version of the mod. Nearly all mechanics and spells are implemented. Iam still looking for some testers mainly regarding balance, so if anyone wants to provide some feedback that would be great. Overall i think the idea of leveling spells is very nice and i dont know if any other mod in this direction exists, i have only read ideas so far.
So here are the rules:
With
Basic Scholar you can make 1 spell upgrade per combat
Advanced Scholar you can make 2 spell upgrades per combat
Expert Scholar you can make 3 spell upgrades per combat
When a spell gains a level you will hear a sound in combat and you can read level count in the battle log. All supported spells are written in the readme file.
Damage spells:
Recive +4% damage for every enemy stack killed with that spell. Except Destroy Undead and Death Ripple, these spells get a fixed damage bonus.
Some spells can not level up when killing low level tier units. E.g. to level up Implosion don't kill imps
Spells can be leveled to hero level with 100% success rate. For every level higher then hero level chances are decreasing for level up.
Example: Your hero has level 10 and you want to level your implosion to level 11 you only have 90% chance to level up.
If your spell is level 11 and you want to reach 12 your chance is only 80%... and so on. So your spell can never be more then 10 levels ahead from your hero level.
Also your hero has to be expert in the corresponding magic school. You cannot level basic haste for example.
Buffs/Debuffs:
Level ups are sett individual for every spell.
It mostly follows this pattern: Level ups at 3,6,15,25,40,70 ect... uses
There is no restriction for level up buff spells except that you will need a lot of cast if you want to reach very high levels.
Protection from Elements and Summoning Elements level up together. So casting Prot. Air also increases your counter for Prot. from Water.
I still have some more ideas for future updates, but it will need a little time.
Dropbox Link: https://goo.gl/G5dFhK
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted July 09, 2017 08:08 PM |
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Great idea to limit upgrading to hero level. However, if it was my mod, I would add an .ini file where the player can switch on/off this cap level. People who want a decent challenging game would still get it, but on the other side, wog freaks would also be allowed to level their implosion to billions, without any restriction. Just an idea.
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pokie
Tavern Dweller
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posted July 17, 2017 04:16 AM |
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Thanks for the fun mods, RerryR. When trying to use your custom version of Crimson and Clover, I get many warnings about missing objects. Is there some common prerequisite mod that I am missing?
Also, I am curious - what other maps do you like to use with these mods?
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RerryR
Promising
Supreme Hero
Researching Magic
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posted July 17, 2017 08:53 AM |
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Edited by RerryR at 19:45, 17 Jul 2017.
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pokie said: Thanks for the fun mods, RerryR. When trying to use your custom version of Crimson and Clover, I get many warnings about missing objects. Is there some common prerequisite mod that I am missing?
Also, I am curious - what other maps do you like to use with these mods?
Hi pokie,
yes there are two objects patches and one special mod for scripted battles which you need to play the map. I uploaded a pack with all necessary mods. You can just activate it and play the map.
A few notes to the map:
-it is designed as a 2 player hotseat map, so resources, mines, monsters are distributed equally
-beating the AI is not the main challenge, it is completing the map. but when you play single player you will get double bonuses because it is designed for 2 players
-the maps comes with some modified scripts which make the beginning (first 2 to 3 weeks) very challenging, and also after that the AI and the neutral monsters outscale you at some point
-reloading is no shame, because there are some tough scripted battles
-the AI can not escape their zones unless you open the gates
-not all heroes can be picked, some are set on the map with high attributes. hiring them is not allowed
-abusing DD and Fly you can pick up artifacts which you usually should fight for (cheating)
-you need to activate random hero in WOG options
-starting difficulty should be set to impossible
You can activate all mods you want, check my usage.txt in the download folder to see mod order.
I usually only play this map, so regarding my modifications i would say the can also work good on random maps. At some point of course you need to keep the balance by increasing difficulty of the map.
By the way Spell Trainer Mod is finished.
Changes in v.1.0:
added 4 artifacts for upgrading:
[collar of conjuring] allows + 1 spell upgrade per combat
[ring of conjuring] allows + 1 spell upgrade per combat
[cape of conjuring] increases the maximal level for your damage spells by 5!
[ring of the magi] Damage Spells Upgrade twice as fast! + all of the other bonuses
- each buff/debuff now has 10 levels to advance
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pokie
Tavern Dweller
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posted July 21, 2017 08:04 AM |
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Is Master of the Elements no longer a supported mod? I don't see it in Older Versions.
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RerryR
Promising
Supreme Hero
Researching Magic
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posted July 21, 2017 08:20 AM |
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Edited by RerryR at 17:39, 23 Jul 2017.
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pokie said: Is Master of the Elements no longer a supported mod? I don't see it in Older Versions.
looks like accidently deleted it some time ago
Thanks for the hint, it's up again
Edit:
little updates to Improved Spells and Magic Weeks
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RerryR
Promising
Supreme Hero
Researching Magic
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posted September 10, 2017 05:59 PM |
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Edited by RerryR at 02:16, 29 Sep 2017.
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After having a little break i started playing H3 again and found a few things which needed correction.
Updated the Spell Trainer Mod to V1.1:
- spell leveled up when creature was killed later in the fight fixed
- fixed random Upgrade for AI at the beginning of battle
- fixed wrong value calculation for Death Ripple, Destroy Undead, Resurrection and Animate Dead
- Replaced 2 flags which were used by other mods
- AOE spell now also level up when hitting more than 1 target
- increased the level cap for some buffs
Updated Critical Sorcery Mod to V1.6:
- Crit is now calculated for each stack separately
- Death Ripple, Destroy Undead and Armageddon can do critical hit now, but have reduced crit damage
Edit:
Updated Critical Sorcery Mod to V1.61:
- fixed sometimes random crit animation was shown when AI selected targets or was in auto combat
- added some new effects to two artifacts -[Rib Cage, Skull Helmet]
Updated the Spell Trainer Mod to V1.11:
- expanded some level caps
Edit2:
Updated Critical Sorcery Mod to V1.62:
Updated Improved Spells Mod to V2.02:
Dropbox Link: https://goo.gl/G5dFhK
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orc
Famous Hero
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posted September 28, 2017 09:06 AM |
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Edited by orc at 09:11, 28 Sep 2017.
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Hello,
I liked blood lust. How much attack does it gain for every stack slalin?
I think the other stuff are a bit too OP lol (I play vs ai and he cast implosion all day, and he kill 200 gryphons, if he had double damage sorcery he will kill all 200 gryphon with 1 shot lol, and wisdom, and scholar lol)
also, how did you change hero portrait? some of them seem quite nice (Tyris ) I would actually tyris is boy in SoD portrait lol
and lastly, how do I install these things on Era II? I already downloaded extra cast spell, but it was only a .exe file. I did not see any readme.txt or anything. I even opened the file with notepad++ and I couldnt read anything from the code (not sure how people code I use notepad++ though cuz erm scripter I didnt like it and it wasnt neat).
I already have one script of mine and I wanted to run it too but I could only copy it into my map cuz it doesnt show up in custom scripts options in the wog-ify options
Edit: also thanks for bumping so people can notice. (I think you should link this thread in your signature so even if you go on vaccation we can find this thread when you dont bump it)
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avatar
Promising
Supreme Hero
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posted September 28, 2017 09:10 AM |
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*.exe is just self extracting rar file. Click on it and just install/unpack mod. All mods should be within /Mods directory in folder where you have installed ERA.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted September 28, 2017 09:13 AM |
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yes, specify your game path when asked (ie C gog Heroes complete) and will self install. Then you need to open mods configuration in mod manager -there should be an icon on your desktop linking to it, then manipulate which mods are enabled/disabled from there. Don't play with all mods enabled!
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