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RerryR
Promising
Supreme Hero
Researching Magic
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posted September 26, 2020 01:16 PM |
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Edited by RerryR at 13:18, 26 Sep 2020.
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Little Update from to fix some of the problems that were reported to me.
Version 1.054
Four new options for Dif Mod
{AI Recover Losses}
The computer player recovers {50%} of any lost units in combat vs neutral stacks. If a unit is killed completely it will not be recovered.
{AI Compensation}
To give the AI a better start each owned hero gets additional units at day one and additional units to recruit in towns. The amount of additional units depends on the option {Neutral Stack Size} and {Double Stack Size}.
The hero only gets level 1-3 units and not if he already has above 100 units in one slot. This option helps to solve the problem that the computer was sometimes unable to defeat the big stacks that could be generated at map start. The amount of additional units is roughly the same as the Stack Size option adds units to neutral stacks.
{AI Useful Spells}
When the Payday is reached each AI hero will get a spell book and the following spells for free: {Haste}, {Slow}, {Cure} and {Curse}
{AI no Dimension Door}
To avoid lag on big maps the Dimension Door spells for all computer players will be replaced to fly. This should reduce loading time for AI between rounds.
- fix Neutral Stat gain not working
- fix clicking on Insane Dif would reset current AI-Level selection
- Insane level now selectable from start and Progressive Difficulty moved as separate option (less confusing)
- If Monsters are replaced with Dif Mod Uptier Option they now will not be set to aggressive
- If Stack size is added to neutrals they now will not be set to "Never join" if they were supposed to "Always join"
- Reduced the power of the AI commander on all levels by reducing his bonus damage by ~ -50%
- some new hint texts in Difficulty DL
- slightly increased the chance for Diplo at Basic-Expert (20-30) to join
- slightly reduced the chance to gain additional stat points with learning at map objects
- fix correction for Mass Spells in Spell Duration Mod
- fix in Hero screen for some hereoes could show window with any click
I added two rather experimental options to increase the starting power of the computer player, if needed. AI Recovers Losses and AI Compensation. I hope they dont cause any trouble, report any suspicous behaviour to me please.
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fiur
Promising
Supreme Hero
Map Creator
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posted September 30, 2020 10:55 AM |
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Edited by fiur at 10:56, 30 Sep 2020.
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fortress bug?
in my last 10 games (random xl 8 players)...
when Ai take one of my fortress towns they have manage to lvl. up the mage guild to lvl.5??!! Im not sure if that should be possible...?
or if its a bug...
I can not click on the guild in the town but new spells shows up in my spell book...
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RerryR
Promising
Supreme Hero
Researching Magic
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posted October 02, 2020 05:18 PM |
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Edited by RerryR at 22:41, 02 Oct 2020.
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fiur said: in my last 10 games (random xl 8 players)...
when Ai take one of my fortress towns they have manage to lvl. up the mage guild to lvl.5??!! Im not sure if that should be possible...?
or if its a bug...
I can not click on the guild in the town but new spells shows up in my spell book...
Hi Fiur
Very interesting bug. I have no idea where it comes from or how this could happen, I doubt it has to do with ACM. Maybe Iam wrong. I will test it on the weekends and update this post.
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Undeadgamer62
Known Hero
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posted October 03, 2020 04:05 PM |
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RerryR said:
fiur said: in my last 10 games (random xl 8 players)...
when Ai take one of my fortress towns they have manage to lvl. up the mage guild to lvl.5??!! Im not sure if that should be possible...?
or if its a bug...
I can not click on the guild in the town but new spells shows up in my spell book...
Hi Fiur
Very interesting bug. I have no idea where it comes from or how this could happen, I doubt it has to do with ACM. Maybe Iam wrong. I will test it on the weekends and update this post.
It must be very time-consuming in this kind of situation (recent release of ERA III with many, many changes) to run down the cause of anything. That's not even counting possible changes in other mods like Third Upgrades that also had a recent new release and is probably frequently used with yours. I'm sure we all appreciate your dedication.
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Solifugo
Tavern Dweller
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posted November 12, 2020 02:44 AM |
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Very good mod! I have tinkered with it a bit and found it enjoyable. I congratulate you!
Now, for my personal two-cents:
-Would you consider making the mod compatible with the function of razing buildings from wog? It is kind of a dealbreaker for me in some situations (like playing titanic maps!). Perhaps it would be easier to include an option on map startup to disable the new blacksmith/guild upgrades (like the options to enable/disable spell trainers and such)? As much as I love these upgrades, I (and maybe other people too?) would be willing to let them go in order to keep the demolish function. Even if you manage to capture a city that has no blacksmith and mage guild yet you can still not reform it because you can't raze the ghost house, lol.
-Now, a personal pet peeve of mine you may freely disregard: As much as I feel you have spent a considerable amount of time tweaking the artifacts and artifact set bonuses, would you consider inserting also a startup option to turn these modifications off, if at least for compatibility's sake with other mod rules?
Once again, congratulations on this project!
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RerryR
Promising
Supreme Hero
Researching Magic
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posted November 12, 2020 07:41 AM |
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Edited by RerryR at 07:48, 12 Nov 2020.
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Solifugo said: Very good mod! I have tinkered with it a bit and found it enjoyable. I congratulate you!
Thank you, thank you
Solifugo said:
-Would you consider making the mod compatible with the function of razing buildings from wog?
Done. It will be available in the next mini update.
If you dont want to wait until then you can open Advanced Classes Skills.erm with an ERM Editor and look around line ~23800
seach for:
!?FU(Warmachine_Upgrade_Town);
x1=Hero Number, x1= 1 or 2 (Blacksmith or Mage Guild)
!!CM:R0; [Disable] Delete this line
Save. Now in your next game it should work as y are used to, or for your current savegame press F12 ingame, save and reload.
Solifugo said:
-Now, a personal pet peeve of mine you may freely disregard: As much as I feel you have spent a considerable amount of time tweaking the artifacts and artifact set bonuses, would you consider inserting also a startup option to turn these modifications off, if at least for compatibility's sake with other mod rules?
Once again, congratulations on this project!
It is difficult to fulfill this wish. The code for the artifacts is entangeled everywhere and in dozens of triggers, I cannot seperate it easily. But imagination and pretending is our best friend in fantasy games, isnt it?
Open Advanced Classes Skills.erm and look around line 13500, search for:
*Set Artifact Descriptions at Map Start*
!?FU7700;
Now insert this code:
!!FU:E; Exit function
This will prevent that the description of artifacts to be set. Now they will leave them as they are in vanilla and they can be changed by other modifictions.
That means that the effect of the artifacts will still apply but you wont see the description. When you now activate other mods the new scripted effect of the artifacts will also apply. Maybe that way is suiteable for you.
@fiur
I was not able to reproduce that issue. If you want me to investigate further you can send me a savegame where the bug is about to happen. If not I will put this issue to the 1001 unresolved mysteries of ERA.
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Solifugo
Tavern Dweller
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posted November 12, 2020 05:13 PM |
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Edited by Solifugo at 04:39, 14 Nov 2020.
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Whoa, thanks a lot! It worked! And thanks for the fast reply!
Well I'll negotiate with the artifacts using the settings you provided, I'll see how it goes. I would still propose you look into means of turning them off or making the mod a bit more... Er... modular? But you obviously have higher priorities atm (like restoring the kingdom overview screen?) and I am pretty sure that that would not be easy to code.
Thx for your patience, I'll be sure to keep up with this thread!
EDIT:Now that I've played some matches, I feel myself able to provide more tangible feedback; I'll try to itemize it:
-Ignoring necromancy, each skill contributes to it's main class with an average of 8.5 points when mastered, and 2.5 to the other classes. So, in order to reach 72 class points you need to pick about 8 skills from the class you intend to hit, which is in fact almost all of them. Isn't that a bit too much? Many (if not all!) of the vanilla classes struggle a lot to roll for some skills in any of the three class groups which causes you to basically ignore the vanilla class' structure to force a roll using external mechanisms if you want to pursue a grandmastery (or even a dualclass!); you better pray you'll get lucky with witches hut, colleges or prepare yourself to visit markets of time a lot. In fact IMHO it's so difficult to do that, it ends up falling into "grail in XL random maps" category: It's easier to simply win than to pursue it and when it comes, it no longer makes any difference.... Unless you actually get the secret sets.
-And now that we hit the secret sets, may I ask how do they actually work? You get a chance to drop them from battles when you win while already having a mastery or is that unnecessary? Does the chance improve if the battle was worth more xp? Is it tied to battle rewards? How does it choose what type of piece will be dropped? Does it follow some criteria? I'm sorry if I mix feedback with more questions, but there seems to be no documentation for these mechanics (I searched the mod folder and this whole thread, found nothing unless I'm blind)
-At the battlemage ability screen, it lists "critical strike", but the help box will describe it's actually warrior's +10% troop dmg. in battle it also seems to be the case, hero class stats screen corroborates with this.
-I was left with a slight impression that mages and adventurers get better stuff than warriors. Might want to take a look into that, dunno.
Anyway thx again for ur patience! =)
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RerryR
Promising
Supreme Hero
Researching Magic
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posted November 14, 2020 09:31 AM |
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Edited by RerryR at 10:14, 14 Nov 2020.
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Solifugo said:
EDIT:Now that I've played some matches, I feel myself able to provide more tangible feedback; I'll try to itemize it:
-Ignoring necromancy, each skill contributes to it's main class with an average of 8.5 points when mastered, and 2.5 to the other classes. So, in order to reach 72 class points you need to pick about 8 skills from the class you intend to hit, which is in fact almost all of them. Isn't that a bit too much?
That's pretty much correct and the distribution of the class points was designed like that. It is not the intention of the mod that you get the perfect hero every game. To reach the Grandmaster rank you need to invest heavily to be on top of your profession. I believe the reward is well worth it. It also helps to balance out the classes among each other because they all have their strengths and weaknesses. Sure we all want Earth Magic and Log every time, but when you take it, can you still reach Grandmaster Warrior?
Market of Time and rolling secondary skills with Mithril at Which Huts help a lot. Each of the three classes has an increased chance to get the corresponding class skills at level up, but of course, you still need a bit of luck.
Solifugo said:
-And now that we hit the secret sets, may I ask how do they actually work? You get a chance to drop them from battles when you win while already having a mastery or is that unnecessary? Does the chance improve if the battle was worth more xp? Is it tied to battle rewards? How does it choose what type of piece will be dropped? Does it follow some criteria? I'm sorry if I mix feedback with more questions, but there seems to be no documentation for these mechanics (I searched the mod folder and this whole thread, found nothing unless I'm blind)
The secrets set pieces are meant to be secret, thats why you wont find much information about them, only if you tip the bartender in the tavern, he will tell you some tricks ;-)
For example:
"Did you know that class sets only start to drop after your hero has reached level 20?"
"Did you know that your chance to collect a class set piece is doubled when fighting against a battle commander or an enemy hero?"
and so on...
Solifugo said:
-At the battlemage ability screen, it lists "critical strike", but the help box will describe it's actually warrior's +10% troop dmg. in battle it also seems to be the case, hero class stats screen corroborates with this.
Oh, the wrong name sneaked in. The skill name must be "Hard Training" instead of "Critical Hit". I corrected it, thanks.
Solifugo said:
-I was left with a slight impression that mages and adventurers get better stuff than warriors. Might want to take a look into that, dunno.
Anyway thx again for ur patience! =)
Warriors scale very good with troops and deal a lot of damage. But admittingly I favor more Mages and Adventurers, so maybe they got a bit more of the "new" stuff. People usually don't complain about skills like Archery, Offense of Armorer. These skills are good and fine, so there's less need to change anything about them, unlike First Aid, Learning, Eagle Eye ...
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XEricSin
Famous Hero
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posted November 29, 2020 05:25 AM |
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Hi Perry,
I noticed that my hero 133 with creature specialty for cr208(level5) is having a cr210(level4) in hero's 3rd slot at game start.
I think this is due to ACM.
Is it a bug which should otherwise give a creature of specialty?
Thank you.
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RerryR
Promising
Supreme Hero
Researching Magic
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posted November 29, 2020 10:20 AM |
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Edited by RerryR at 10:22, 29 Nov 2020.
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XEricSin said: Hi Perry,
I noticed that my hero 133 with creature specialty for cr208(level5) is having a cr210(level4) in hero's 3rd slot at game start.
I think this is due to ACM.
Is it a bug which should otherwise give a creature of specialty?
Thank you.
Hi,
yes, creature specialists have a chance to start with 1 of their creatures.
!#SN:W^Zulu_Mod_On^/?y1;
!#HE133&y1=0:C0/2/113/1; [133 Erdamon starts with 1 Earth Element]
but only when Zulu Mod is turned off.
Due to recent developments on the ERA platform, it is necessary that I have to update a few files from ACM to ensure proper functioning also on the newest ERA. Maybe I can do that today.
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XEricSin
Famous Hero
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posted November 29, 2020 02:09 PM |
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RerryR said:
Hi,
yes, creature specialists have a chance to start with 1 of their creatures.
!#SN:W^Zulu_Mod_On^/?y1;
!#HE133&y1=0:C0/2/113/1; [133 Erdamon starts with 1 Earth Element]
but only when Zulu Mod is turned off.
Due to recent developments on the ERA platform, it is necessary that I have to update a few files from ACM to ensure proper functioning also on the newest ERA. Maybe I can do that today.
OK. I found the problem.
My !#SN:W^Zulu_Mod_On^/1; is executed after your !#SN:W^Zulu_Mod_On^/?y1;
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RerryR
Promising
Supreme Hero
Researching Magic
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posted November 29, 2020 03:36 PM |
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XEricSin said:
OK. I found the problem.
My !#SN:W^Zulu_Mod_On^/1; is executed after your !#SN:W^Zulu_Mod_On^/?y1;
Solution:
!#SN:F^PluginExists^/^amethyst2_4^; [Check for a certain plugin]
!#SN&v1=1:W^Typhon_Third_Upgrade_Mod_Active^/1; [Check for Third Upgrade Mod and set it active if dll was found]
Tell me the exact name of a plugin that exists in your Zulu mod, so I can set the flag earlier.
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XEricSin
Famous Hero
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posted November 29, 2020 04:33 PM |
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RerryR said:
Solution:
!#SN:F^PluginExists^/^amethyst2_4^; [Check for a certain plugin]
!#SN&v1=1:W^Typhon_Third_Upgrade_Mod_Active^/1; [Check for Third Upgrade Mod and set it active if dll was found]
Tell me the exact name of a plugin that exists in your Zulu mod, so I can set the flag earlier.
THanks.
I will change my script file name to "95 xxx.erm", then it will be executed before your "Axxx.erm".
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RerryR
Promising
Supreme Hero
Researching Magic
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posted December 04, 2020 10:03 PM |
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Edited by RerryR at 10:08, 05 Dec 2020.
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New Update to Version 1.055
The recent advancement in the ERA version made it necessary to update some files that are delivered with ACM. Consider this more as an intermediate version. There are not many new things, just some polishment, and little balance changes.
This version requires the newest ERA version 3.2 and the ERA ERM framework mod, but to compensate you no longer need the WoG scripts mod ;-). That will allow you to play a very close to the vanilla Heroes 3 game, just with all ACM changes.
As always, delete the old version before installing the new.
Version 1.055
- New Nobility screen that shows the exact amount of new recruits. Big thanks to Alf
- Spell Trainer: Changed the chance to level up spells for all classes. To see the current chance right-click spellbook**
- Improved Luck strike animation in combat thanks to XEricSin (it is now closer to the original)
- Priest of the Light/Dark Set increased full set bonus
- Town demolishing/rebuilding works again
- Now ACM works without WoG Scripts YEAH ;-)
- Restoring Movement for M/GM Adv now only works in 50% of all cases, bonus was to strong
- Spell Trainer: In Quick Combat the chance to level up a spell is only 50% to encourage the player to use his spells and not get the level-ups for free
- updated Difficulty Mod to version 1.03
- Economy Specialists now show generated resource amount when clicked in icon
- Some spell buff specialists received a free cast at level 20 and 40 to bring them on par with other heroes
- little nerf for First Aid heal during and after combat from 10 to 8 per hero level. Heal Capacity down from 3% to 2% total army health
- little nerf for Diplomacy, reduced the number of monsters that want to join
- little nerf for Learning and Learning Specialists reduced the chance to gain stat points
- little nerf for First Aid Specialists, additional heal now at level 20 instead of level 10
- Nagash spec icon changed for ERA 3 (thanks to Archer)
- removed PSKIL42.def (thanks to Archer)
- replaced attack icon (thanks to Archer)
- updated UN44.def (thanks to Archer)
- fix WM immune to all spells now, including Armageddon
- fix Battlemage advanced skill name corrected to Hard Training (thanks to Solifugo)
- fix scouting even vs monsters now will always give you a reward (thanks to Archer)
- fix Random Hero.erm when playing with 8 players (thanks to Archer)
- fix ERM error during level up when playing with 28 skills
- added two empty .dll files to suppress unwanted plugins (non-theoretical AI Batlle and Overflow fix)
- some update in help files
**
Chance to perform an spell upgrade during Combat:
Warrior:10%
Adventurer:25%
Mage:50%
Scholar:+25%
Mage Class Points:+x%
Colar of Conjuring:+15%
Possible Spell Upgrades per Combat:
Warrior:0
Adventurer:0
Mage:+1
Scholar Basic:+1
Scholar Expert:+1
Scholar Grandmaster:+1
Ring of Conjuring:+1
Druid:+1
Battlémage:+1
Grandmaster Mage:+1
To check current chance right click your spellbook
This system will ensure that mainly the Mage class can perform spell upgrades. But with a little bit of investment Warriors and Adventurers can also perform Spell Upgrades, especially when picking Scholar or wearing artifacts.
Dropbox
Edit:
Discord Server Support
Installation Tutorial:
This mod requires the latest ERA 3.2 version.
Download the assembly Link to Heroes3.5.net
Go to the HD Launcher and make the following settings:
For resolution, I recommend 1180x664 or 1280x720
and any filter.
Thanks to the ERA team and the creator of HD mod the HD mod can now be used in the newest version and you can choose any graphic mode. I recommend the: (stretchable) 32-bit OpenGL by Verok. Colors should now work regardless of the selected bit size.
A few notes:
- The Spell Description mod is not recommended, it will give you false information and create double entry in your spellbook. All spell descriptions are set by ACM mod.
- If you use the Battle Queue plugin you must use OpenGL mode in HD launcher, otherwise, combat will not run smooth.
- If you use the Spell Panel plugin it will conflict with the switching action script because both use the numbers 1,2,3 as hotkeys in battle. Both scripts are not done by me so I won't change them. Choose either one. If you want to switch to casting or shooting for commanders right-click the defend icon in combat.
- The Scroll Secondary Skill mod is useless in combination with ACM, just use the 10-skill plugin
- The settings you make for Dif mod are now saved and applied when you start your next game. Keep that in mind when playing around with the settings.
@Sal
right, you immediately spotted it
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted December 04, 2020 10:34 PM |
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Damnt, new dialog possibilities, looks nice. Good luck to you guys.
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lklos2020
Tavern Dweller
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posted December 06, 2020 08:52 AM |
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Guys, I just came back to H3 after several years and try this mod. This is so damn good, great job everyone.
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fanofheroes
Famous Hero
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posted December 16, 2020 05:35 AM |
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Hi RerryR,
there was something up with the UN32.def. the pics are not entirely in the correct alignment. For example when heroes meet Edric's griffin speacialty appears with swordsman instead of griffins. You had working well in an earlier version, but this update I don't think has it. I'll try to see if I have one saved or deleted. I'll keep seeing if there are any other discrepencies
[img][/img]
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RerryR
Promising
Supreme Hero
Researching Magic
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posted December 16, 2020 07:13 AM |
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Edited by RerryR at 07:14, 16 Dec 2020.
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hey hey,
yes I remember you send me the new UN32.def files where this was fixed. The problem was that it would also change the secondary skill icon in the hero selection window. Because of that, I decided to keep it the way it is currently. I still have these files (the erm file and the UN32.def) if you need them.
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fanofheroes
Famous Hero
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posted December 16, 2020 05:53 PM |
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RerryR said: hey hey,
The problem was that it would also change the secondary skill icon in the hero selection window.
Yea, when you're starting a game you mean right? My memory is rusty, but that's when you scroll through the hero selection part it wouldn't match.
Because of that, I decided to keep it the way it is currently. I still have these files (the erm file and the UN32.def) if you need them.
Please if you could send me these. If the error in the secondary skill part only occurs when you're selecting a hero at the beginning, it's only a temporary hick-up at the beginning. the other option lasts the whole game.
I've been trying to make a new interface for HD wog and I stumbled across: SECSK32.def - I wonder if this file is used in the SS icons in the hero selection window? It's the same size/dimensions as the UN32.def files. My erm skills aren't the greatest, but maybe a separate command for SS icon in the hero selection screens can be taken from SECSK32.def instead of UN32.def? This may solve both problems!
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lolin-lol
Tavern Dweller
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posted December 29, 2020 11:02 AM |
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