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kongsuni
Promising
Adventuring Hero
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posted July 27, 2020 01:06 PM |
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Edited by kongsuni at 13:38, 27 Jul 2020.
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Thanks for reply.
RerryR said:
Cannot confirm but:
at some point I used !?FU(OnGameEnter) to reset/save spell points instead of !?PI (PI only runs once at map start). But it was changed later. Maybe in your version it is not yet changed.
I found that it was fixed in recent version. Sorry for confusing.
RerryR said:
Tested two times, cannot confirm. Strange. Can you add a check to prevent cast in case of a siege?
With !!BA:S?y1; !!FU&y1<>0:E; Exit if siege. Search for "Precast" in erm file.
test save & map
This is the test file. Not always but sometimes crashes. Maybe, the target is set to arrow tower. Anyway, I wrote your code in my version, it was solved. Thank you.
RerryR said:
Actually EE should not trigger when creature casts spells.
Can you check if this line is present in your code:
!?BG0;
!!SN:W^Eagle_Eye_Spell_0^/0;
!!BG:A?y1; [Aktion in y1 Must be Hero Cast]
!!FU&y1<>1:E; [Exit if not Hero cast]
Thank you. I checked. Although I said so, I am not sure the origin of crush is eagle eye. It's just an empirical feeling.
Always, thanks for your effort!
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kongsuni
Promising
Adventuring Hero
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posted August 01, 2020 09:31 AM |
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Edited by kongsuni at 09:40, 01 Aug 2020.
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Additional report
It seems master & GM pathfinding does not increase the movement point of hero.
!?TM2&$once$=1/$AI$=0;
!!FU:E; [Disabled]
!!DO(AC_Function_3)/0/155/1; [loop through heroes]
It might be intended.
And, I carefully suggest that the pathfinding have an effect of offsetting the hero's movement penalty when there are slow units in the troop. pathfinding is good skill, but it become useless if hero learn fly or get angel's wing, which are not so rare in mid-latter part of game in wog.
It would be more flexible to compose the troops, especially for hunter.
this is my code for pathfinding.
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RerryR
Promising
Supreme Hero
Researching Magic
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posted August 01, 2020 10:07 AM |
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kongsuni said: Additional report
Hi kongsuni,
I don't know why I disabled it. But I like your idea
Next version:
Master Pathfinding
Reduces the hero movement penalty for carrying slow troops in the army.
Grandmaster Pathfinding
Eliminates the hero movement penalty for carrying slow troops in the army.
PS: The bug during sieges with precast was indeed the Arrow Towers thx
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RodWarrior
Hired Hero
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posted August 01, 2020 01:33 PM |
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I love the idea.
Also, I'd like to know if using advanced hero level up (that allows choosing any skill at level up) have some adverse effect on the way the classes are calculated, because I'm pretty sure I can't get grandmaster skills, just master. (I don't have my computer now since I'm traveling, but I will install heroes on my wife notebook and try to see if it still happens)
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Undeadgamer62
Known Hero
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posted August 01, 2020 04:19 PM |
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RodWarrior said: I love the idea.
Also, I'd like to know if using advanced hero level up (that allows choosing any skill at level up) have some adverse effect on the way the classes are calculated, because I'm pretty sure I can't get grandmaster skills, just master. (I don't have my computer now since I'm traveling, but I will install heroes on my wife notebook and try to see if it still happens)
One of the very few things I disliked about the original game was the random nature of skills available at level up. It made building a character a nerve-wracking experience, not so much in terms of regular maps as in terms of random ones, which I often use. One bad draw, and your character might end up crippled relative to the particular environment. Wog Wizardry and Battle Academies help with that, but not completely.
Does the mod you mentioned still work. I ran across an old one that claimed to do something similar, but it didn't appear to be designed for recent platforms. The one you name does seem to have been written for ERA II, but that's all I can tell about it.
Edit: An equally important question would be whether it works with the advanced classes mod. I'm thinking that it might not be able to hand the master and grandmaster skill levels present in the mod. I guess I could test myself, but I'm wondering if anyone has already had any experience with this. A problem might not emerge until well into the game,
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anti-victor
Adventuring Hero
Disciples 2 Map Creator
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posted August 01, 2020 06:23 PM |
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Old version didn't worked with AC mod from my experience. But new one is working, I was able to get Master and GM levels with no problems. The thing is unlimited skills. You can end up with multiclass and that can be unstable for the game. Imo it breaks the game too much. The design behind AC mod is to get one of them for one hero not all^^
I asked Igrik if he can cap skills at 8 maybe 10 but he said he would have to rewrite half of his code. He confirmed he's gonna make this mod for Era 3 tho.
I even go further and enabled 28 skills script from ES where in ini file you can set up number of skills you want and put ES with higher priority than lvl up mod but it didn't worked to cap at 8^^
Btw thanks to Wog Wizardy and Battle Academy you can also lern beyond 8-10 skills
If I get wrong skills and end up with no class I'm using Market of Time
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Live and Die by the Blade/In WoG we trust
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RodWarrior
Hired Hero
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posted August 01, 2020 07:56 PM |
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Interesting, I would get only one advanced class per character (at least it only showed one). But I couldn't get grandmaster, only master. Maybe I'm using old version?
I have no problem with +28, since I play at XXL and if game gets too easy I can use the difficulty options to make it harder as I'm playing, so no big trouble.
Also, I'm more a fun before balance guy, so my opinion is biased
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anti-victor
Adventuring Hero
Disciples 2 Map Creator
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posted August 01, 2020 08:38 PM |
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Maybe cuz of hybrid classes, those can only lern skills to master lvl so they can potentially limit gm lvls, but when I played I could do it, just some skills were dependent from another ones, so some gm levels unlock after I picked some other skills.
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Live and Die by the Blade/In WoG we trust
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RodWarrior
Hired Hero
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posted August 01, 2020 09:09 PM |
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Uhhhh that's probably it, then!
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RerryR
Promising
Supreme Hero
Researching Magic
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posted August 01, 2020 09:31 PM |
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Nice that it works, actually a little bit surprised
I'll be on holiday for the next weeks and when back I will release a little teaser for the final version 1.05. A lot has happened and I received awesome help from very talented people which you all will appreciate, lifting the mod to the next level
The release is only weeks away.
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anti-victor
Adventuring Hero
Disciples 2 Map Creator
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posted August 01, 2020 09:35 PM |
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RerryR said: Nice that it works, actually a little bit surprised
Why suprised? You saw that in my video about your creature banks
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Live and Die by the Blade/In WoG we trust
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Undeadgamer62
Known Hero
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posted August 02, 2020 05:42 PM |
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anti-victor said: Old version didn't worked with AC mod from my experience. But new one is working, I was able to get Master and GM levels with no problems. The thing is unlimited skills. You can end up with multiclass and that can be unstable for the game. Imo it breaks the game too much. The design behind AC mod is to get one of them for one hero not all^^
I asked Igrik if he can cap skills at 8 maybe 10 but he said he would have to rewrite half of his code. He confirmed he's gonna make this mod for Era 3 tho.
I even go further and enabled 28 skills script from ES where in ini file you can set up number of skills you want and put ES with higher priority than lvl up mod but it didn't worked to cap at 8^^
Btw thanks to Wog Wizardy and Battle Academy you can also lern beyond 8-10 skills
If I get wrong skills and end up with no class I'm using Market of Time
Thanks for the very detailed response. Very helpful!
ACM version 1.04 does limit heroes to a max of 10 secondary skills unless one uses the method RerryR was kind enough to reveal earlier in the thread. Are you suggesting the advanced level up mod somehow overrides that? Interesting! I don't know enough about programming to know how that could even be managed.
Whether or not being able to go up to 28 is broken or not depends on what one is doing. I can see how it would pose problems for multiplayer. But if one is doing single player on a random map, and the AI heroes can also have up to 28 skills--which they can--it seems balanced to me. Even on a XXL random map, nobody is likely to get close to 28 skills, anyway, and there are some compensating drawbacks. Unless one is using the advanced level-up mod, one still can face some awkward luck (like getting up to grandmaster in several skills waiting for advanced in earth magic to be able to use town portal effectively). I've tried ACM both ways. With only 8 or 10 skills, if luck was with me (wizard academy close by), I was able to get the skills I wanted with the levels I needed without having to stress too much over it. With the potential for all 28, I was usually able to get the skills I needed but was sometimes caught in a situation in which a low-level one was messing me up. Of course, I had the potential for multiple advanced classes in that situation, but only at fairly high levels, and sometimes AI heroes hit that point before I did. In other words, the game isn't necessarily easier in either situation, just different. I suppose which is better depends upon one's individual tastes.
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anti-victor
Adventuring Hero
Disciples 2 Map Creator
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posted August 03, 2020 03:48 PM |
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Well thats the beauty of wog, you can customize it to your playstyle. And ofc you will play whatever you like. I'm not forcing you to anything I only can give you my perspective.
So with Advanced lvl up mod you can get hybrid class very early its lvl 6, hybrid classes can't go GM only to master but they got good perks. Having those early is beyond fantastic, where normaly game would give you some other skills you don't want and slow down your progress toward hybrid class. Sure having to choose skills is great cuz you are deciding factor and thats it.
When you use this mod you will end up with GM Battlemage, Gm Druid and Gm Hunter. There is no point to go for pure Mage when you can be GM BM, same for other classes.
All classes have diff bonuses for a reason, for twist and replayability. Like today I wanna play Adventurer and maybe Hunter. Or maybe next game go for two mages and BM ofc hmm depends if game give me skills for actual class. I mostly make 2-3 strong heroes in my games well cuz with my bro I dont wanna maintain 8 heroes^^ it takes too much time in hotseat and he would go "sleep mode"^^ before I could end my turn . We even run randomizer from ES for lolz and homm2 feel with buildings, it also changes starting skills so you can play same hero and try diff class with him.
So in my perspective having 6 classes is good, even better on final version of mod. It expands your later hero development in a way and its good to see how they clash/interact between each other.
And I played Perrys' mods way long before AC mod. Around 2-3 years already. I even know how to sometimes cheat in AC mod^^ His magic mods before AC revived Wog for me, while I left hota. And as you see I'm still playing. So play as you like and enjoy this creation.
____________
Live and Die by the Blade/In WoG we trust
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Undeadgamer62
Known Hero
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posted August 03, 2020 05:04 PM |
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anti-victor said: Well thats the beauty of wog, you can customize it to your playstyle. And ofc you will play whatever you like. I'm not forcing you to anything I only can give you my perspective.
So with Advanced lvl up mod you can get hybrid class very early its lvl 6, hybrid classes can't go GM only to master but they got good perks. Having those early is beyond fantastic, where normaly game would give you some other skills you don't want and slow down your progress toward hybrid class. Sure having to choose skills is great cuz you are deciding factor and thats it.
When you use this mod you will end up with GM Battlemage, Gm Druid and Gm Hunter. There is no point to go for pure Mage when you can be GM BM, same for other classes.
All classes have diff bonuses for a reason, for twist and replayability. Like today I wanna play Adventurer and maybe Hunter. Or maybe next game go for two mages and BM ofc hmm depends if game give me skills for actual class. I mostly make 2-3 strong heroes in my games well cuz with my bro I dont wanna maintain 8 heroes^^ it takes too much time in hotseat and he would go "sleep mode"^^ before I could end my turn . We even run randomizer from ES for lolz and homm2 feel with buildings, it also changes starting skills so you can play same hero and try diff class with him.
So in my perspective having 6 classes is good, even better on final version of mod. It expands your later hero development in a way and its good to see how they clash/interact between each other.
And I played Perrys' mods way long before AC mod. Around 2-3 years already. I even know how to sometimes cheat in AC mod^^ His magic mods before AC revived Wog for me, while I left hota. And as you see I'm still playing. So play as you like and enjoy this creation.
It's definitely true that WoG can be adapted to one's tastes, and that is definitely one of its strengths.
Thanks for sharing your perspective.
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RerryR
Promising
Supreme Hero
Researching Magic
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posted September 05, 2020 07:00 PM |
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Edited by RerryR at 12:11, 12 Sep 2020.
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Advanced Classes Mod 1.05 Final
We proudly present to you the last version of our Advanced Classes Mod. I know the wait has been long but it is a worthy last update I would say. We tried to polish and improve all the little edges that still remained in the previous versions. The mod can now be considered complete. Because of the positive feedback I received over the last months, we put extra effort in creating this last update. I had great help from Daemon_n and Sandris they produced fantastic graphics which you will notice immediately when you start the mod.
Difficulty Mod
New in 1.05 is the completely reworked interface of the Difficult Mod as you can see in the picture above. I started this project together with Daemon at the beginning of the year. ERA now has a fully customizable and easy to understand mod to adjust your gaming experience vs the computer player. All options have descriptions when you right-click them. This mod will also be released as a standalone.
Warmachines
It is now possible to buy new Upgrades and Enchantments for all your Warmachines in the town by right-clicking the Blacksmith and the Mage Guild. Most of these new upgrades require your hero to have knowledge of a certain secondary skill. So it will not be possible for a hero to buy all upgrades. This will increase replay value and strengthen certain skills because they give you acess to powerful enchantments. Both the Blacksmith as well as the Wizard living in the Mage Guild will great you with sounds I imported from Might and Magic 7. All factions have a different sound. These guys will even start to insult you when you don't buy upgrades, so better go shopping with enough money in your stash
Game Options
When you start your game you now have the choice of several gaming options:
Spell Trainer, 10-Skills,Easy Classes,Classic Skin,Alternative Necromancy Balancing and Spell Duration
All options have an ingame description. Especially the "Easy Class" option you'll appreaciate because it allows to play a less strict game in regards to the secondary skills you have to choose.
ACM is the first H3 mod that offers a skin pack you can choose at the game start. Freely choose between class skill icons from between version 1.04 and 1.05. Both look great in my opinion. Many thanks again to Sandris, he put a lot of work in these icons. His art style is now immediately recognizable among the H3 modding community.
The Spell Trainer option allows you to train your spells by using them in combat. The effect is now displayed in your spellbook as well as the times you cast this spell, this gives a much better immersive feeling. Spell damage in your spellbook is now also correctly updated. This updated damage includes all sources like from artifacts or Grandmaster skills.
Reworked Secondary Skills
back to basic and close to original H3 mechanics. Some secondary skills have been reworked to better fit in the game, like Learning, Pathfinding, Luck or Necromancy.
And now?
I will continue to provide support for this mod for all upcoming ERA versions and I will fix all bugs reported to me. The work on this mod was massive, Iam sure it were several thousand hours of work time. Overall it contains nearly 30000 lines of ERM code this is nearly as much as the total of all WoG scripts combined. In fact, I have rewritten nearly every worthy WoG script/option. This has taken 4 years to complete. The mod can be played in 4 different languages, which is a lot, considering the amount of text that needs translation.
All people helping me with translation have received the release version beforehand, so we can expect a Russian, Korean and Chinese version soon
**********************************************************************
Changelog Version 1.05:
New:
- Update code to work with ERA 3. Thanks to Berserker.
- Added over 20 new and unique upgrades for Warmachines. Beautiful new icons from Sandris!
- Buy Enchantments for WM in the Mage Guild
- Buy Upgrades for WM at the Blacksmith
- Added Spell Trainer option. Level up your magic by using it in combat.
- Reworked all class skills icons (Thanks to Sandris)
- Added Classic Skin option (switch between v.104 and v.105 skill icons)
- Added Alternative Necromancy Balancing option
- Added Easy Class Mode Option: +5 Class Point between level 20 until 30
- Added a Welcome Message if ACM was started for the first time
- Added a new screen for class points table (without the need to scroll) and information about subclasses
- Added All Secondary Skills that give Magic Strength have updated description
- Added remade Difficulty Mod with a completely reworked interface (Thanks to Daemon_n). This one is huge!
- Added new casting mechanic for Oger Leader, Hierophant and Paladin, now ALL Commander Spells are actually cool and fun
- Oger Leader: Bloodlust can deal extra damage
- Hierophant: Shield can block flat damage
- Paladin: Cure can resurrect fallen troops
- Improved commander cast scaling for Tower and Dungeon, now profits from +%Spell dmg and +Crit chance/dmg and +%artifacts. Spells from commander cost 2SP+1*Lvl of Commander Magic
- Replace Mage Class "Elemental Resistance" skill with Magic pierce (breaking/lowering immunities) -20%/-30%
- Hunter Magic Block changed to 100% MR avoid in the first round for all hostile spells
- Luck Secondary Skill removed "Battle Bonus" now increases Luck strike damage Basic +10%, ....+50% damage at Grandmaster
- remade Learning Skill (bonus was too strong). Now grants the chance to learn additional primary points at certain map objects. +25% increased chance for specialists
- some heroes like Cyra (Haste) or Labetha (Stone Skin) will get an extra cast at level 20 and level 40, to bring them on par with other strong multicast heroes
- Tiva is now a Luck specialist and gains 10%+1% bonus per level luck strike damage. Check the Luck window.
- M/GM Pathfinding Reduces/Eliminates the hero movement penalty for carrying slow troops in the army. (thanks to kongsuni)
- M/GM Bless: Next attack Extra Damage based on your current Spell Points
- M/GM Anti Magic: as long as active all allied units get +15% MR on Battlefield
- M/GM Precision: deals 20%+1% for 5SP AOE damage to surrounding units, only 1 attack (SP scaling)
- M/GM Frenzy %chance to avoid counterattack (SP scaling)
- M/GM Counterstrike increased retaliation damage (SP scaling)
- Added: +Spell Damage modifier is now displayed more correct for all damage spells. Damage changes directly in the Spell Book.
Balance:
- The computer player will now pick skills much more carefully to teach advanced classes. Prepare to see more Master and Grandmaster AI players.
- Pendant of Free Will chance to Hypnotize reduced from 7% to 5% in melee and 3,8% when shooting and added check for Mind Spell Immunity
- Ballista Specialist and Ballista Commander reduced base damage gain per lvl for artillery
- reduced M/GM Summon elemental growth and duration to 1 round (each summons elemental cast still resets timer but is now harder to abuse)
- increased chance for scouting events again and fixed a very rare ctd when getting wrong creatures from event
- Archery and Armorer now only give 7 Warrior Points instead of 8
- increased costs for Diplomacy creature to join by +50% (they still cost no additional res)
- increased the Health of Battle Commander and lowered his damage
- Battlemage now reduce fixed -10% HP
- Druids blocked reduced to 4*Hero Level
- Removed FirstShot/Magic Block and Warcry message at battle start
- disabled "Enhanced Commander Artifacts" because they can give SS what is not intended.
- disabled "Magic Mushrooms" because they can give SS what is not intended, also you would not forget the Magic skill after one week
- increased damage/SP scaling of Inferno, Fireball, Ice Lightning, Firewall and Landmines
- Increases scaling of Fire Shield SP based damage
- little improvements with Master Clone and Cure and First Aid Tent heal
- speed-reducing mechanics are now capped at min 2 speed and not 1 (except slow cast)
- greatly increased the power of AI commanders and set their casts to zero
- GM Mage Channeling Ability now works with max mana equal or bigger
- Precast from Battlemage damage increased
- All heroes now start with their factions commander again. Let them find out by themselves what is op
Misc:
- Dls can now be skipped with pressing "Enter"
- Update readmes files
- changed all BA0 and BA1 trigger to OnBefore/AfterBattleUniversal for better MP support
- Implement the Third Upgrade Mod option for commanders so both mods work together. Thanks to VMaiko and Majaczek
- Added HotA fonts to pac file for increased text fields
- Added switching actions.erm by Xericsin because it is better than what I have. But needed adjustment for Conflux Commander.
(Use keys 1,2,3 to switch between melee, shooting, casting)
- Formatted comments in code thanks to "Alt+F"
- updated FUN.erm
- Added limit to creature bank growth to prevent overflow for games >10months. Limit is 500k troops per stack.
- cleaned .pac files
Fixes:
- fix Now AI is able to become GM Warrior.
- fix disabled "Extra Abilities" option due to bug (in Difficulty Mod)
- fix problem with Master Firewall and Master Landmine scripts (continues animation)
- fix possible crash with Hunter-class and certain battlefields
- fix crash when clicking on Kingdom Overview (temporarily disabled)
- fix Ring of the Magi gives no extra spell damage
- fix possible crash when replaying with BU:R (now Battlefield grid will look not so nice in the first replay round)
- fix important bug with primary stats when certain heroes had Armageddons Blade equipped
- fix critical bug when Precast would hit Arrow Towers during a siege(thanks to kongsuni)
- fix M/GM Intelligence for Heroes in Towns points regeneration
- fix Sorcery heroes would sometimes forget their spells after combat when playing as a defender (finally ^^)
- fix Eagle Eye learning spells in combat would not be remembered when playing as Sorcery Specialist
and more fixes ....
**********************************************
Version 1.0502
- Fix (ERA3) Artillery and Magic Artillery could shoot twice before combat
- Fix (ERA3) Secret Set piece Round Shield of Commander reduced commander damage
- Fix Dimension Door description in SPTRAITS.txt
- Fix Spell Trainer Option was not disabled correct
- Fix Difficutly Mod enabled Neutral Stack Experience Option
- Disabled the mysterious BattleAiVsAiFix.dll Plugin by default
- Added Class Table
- Added correct mage banner
- Secret Set Cloak not reducing Luck by 1 after fights
- Overheal will not increase the number of Commanders or Henchmans
- Succubus Charming fails when target has Anti-Magic
- Slightly reduced the attributes of the enemy AI commander
- Fix in the Dif Mod, that when clicking Insane Dif it would reset your current selection
So the proper order to choose your Difficulty is to select a level between Easy and Extreme, and after that you can click on Insane and select the Progressive Difficulty
It is very likely that there will be a 1.05f (fixed) version because the transition to ERA 3 and the amount of added code and last-minute changes always lead to a few unnoticed errors.
Please delete old version first before installing!
Download Link (Dropbox)use [LATEST]:
http://bit.ly/2Ixe3fX
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Bersy
Honorable
Supreme Hero
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posted September 05, 2020 11:27 PM |
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Archer30
Adventuring Hero
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posted September 06, 2020 05:56 AM |
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Edited by Archer30 at 05:57, 06 Sep 2020.
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Congratz on the release of ACM 1.05! Well done, Perry
And the master should get some rest from modding, at least for a little while
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RerryR
Promising
Supreme Hero
Researching Magic
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posted September 06, 2020 10:39 AM |
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Thank you Bersy and Archer
Can a moderator give this thread the "project" status again? It was lost somehow and I want to update the main post.
I added some pictures and explanations for the last post.
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HellBaron
Tavern Dweller
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posted September 06, 2020 09:05 PM |
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Edited by Maurice at 13:43, 09 Sep 2020.
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Just an amazing MOD. Keep going with your amazing work
____________
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Bersy
Honorable
Supreme Hero
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posted September 06, 2020 10:25 PM |
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