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RerryR
Promising
Supreme Hero
Researching Magic
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posted August 06, 2021 01:02 PM |
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demoixas said: I think adventurer class getting 8000 gold every time captures the town is way too overpowered. Hero makes infinite money especially if there are more towns on the map. Maybe could be 8000 gold capture once per week allowance?
It depends on the map you play and how quickly you can become M/GM Adventurer.
However, a time limit for once per week would be a good idea.
I will put it on todo list. Thanks
If you don't want to wait so long you can edit the value yourself in the advanced classes skills.erm
Search for
!?FU(Town_Plunder);
and change the amount to any desired value,
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Dreamaster
Tavern Dweller
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posted August 15, 2021 12:15 AM |
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Hello PerryR, Creators and Contributors of this wonderful mode!
I have been playing Heroes 3 since 2000. This game catched my heart right from the start. I still remember when some guy gave me a copy of H3 and i immediately started playing this game filled with beautiful visuals and epic music. Even remember my first map that was classic "All for One". Everything with this game seemed perfect and i was hooked right away. Deep strategy combined with fantasy setting was like a dream that came true.
Every time i came back to this game something changed. New expansions, wog, hota and acm. Really enjoyed and appreciated every piece of new content that came to Heroes community. Nothing is better than modes that can keep the great games alive for so long.
I have been playing ACM for some time now. This mode is expanding the game like no other. The sheer amount of work and heart that have been putted into this is huge and visible on first sight. Mode is adding a whole new dimension to various game mechanics that were previously touched by WoG. ACM is full of great ideas and has a great potencial for future improvements.
/*----------------------------------------------------------------------*/
Now about some things specificaly:
Hero Classes - Things get very interesting with this feature. It further improves on heros identity and makes your strategy deeper. 3 main classes are good and feels really powerful. It gets you motivated to try achieve the grandmaster rank for all of these classes. Hybrid ones are great and fun too. But one thing is missing in my opinion. Speaking about "Jack of all trades" class for some of us that prefer picking up the mix of skills without a focus on one-two things.
Commander Classes - A welcome change for our bloodthirsty commanders. I like how classes are different from each other and offer some amazing gameplay. My favorite is the Supporter which can be really strong with some specific commanders. Overall i like the implementation and its really fun to have a much useful unit on the battlefield. One thing could be changed. Some commander skills are rather useless with specific classes like Shooting ability with Ranged class (gets shooting for free) or Mystery class with any of the Damaging skills. I would like to see some custom Skills for specific Classes in the future.
Artifacts - Really appreciating the changes made to artifacts. They are cool and fun to use (not you Necklace of Ocean Guidance). My favorite is Wood Breastplate, perfect effect for perfect strategies. Set bonuses are balanced and useful. There is still room for improvements but this is good overall.
Secondary skills - I love a changes and two new ranks made for Secondary skills. They are way cooler and more useful than old ones. Not sure about Nobility thought, iam not fan of ability mainly useful for garrisoned hero. Warfare is the weakest of the bunch when old function is not activated before game.
Spells - Big fan of work on spells. New functions for grandmasters are great addition and improving spells is fun mechanic. Still plenty of space for possible improvements (MASS Fire Shield anyone?).
Heroes specialisations - I like the rebalance of some specialists. Economists and Creature heroes need some helping hand to increase their fun factor and viability. Also bring Remove obstacle speciality please
Warmachines - They are so much useful now and improvements from towns are cool.
UI - Nice implementation and simple to get the info i need.
/*----------------------------------------------------------------------*/
Keep up doing what you doing ACM creators. Community stands behind you.
TLDR: Mode offers a great playing experience with a high replay value. Guys developing ACM are very talented, helpful and doing incredible work which will not be forgotten.
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xapaq
Tavern Dweller
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posted August 16, 2021 12:11 AM |
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Problems with creature stacks
Hi, thanks for awesome mod.
I have some troubles with turning off the creature stack experience. In the WOG selection I have disabled it. If I run without AMC, the game runs fine with no stack exp. But it seems that when I activate the AMC in the mod manager, the neutrals start getting stack experience.
Any idea on how to turn this off?
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RerryR
Promising
Supreme Hero
Researching Magic
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posted August 16, 2021 08:29 AM |
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Edited by RerryR at 08:30, 16 Aug 2021.
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Dreamaster said: Hello PerryR, Creators and Contributors of this wonderful mode!
I have been playing Heroes 3 since 2000. This game catched my heart right from the start. I still remember when some guy gave me a copy of H3 and i immediately started playing this game filled with beautiful visuals and epic music. Even remember my first map that was classic "All for One". Everything with this game seemed perfect and i was hooked right away. Deep strategy combined with fantasy setting was like a dream that came true.
Every time i came back to this game something changed. New expansions, wog, hota and acm. Really enjoyed and appreciated every piece of new content that came to Heroes community. Nothing is better than modes that can keep the great games alive for so long.
I have been playing ACM for some time now. This mode is expanding the game like no other. The sheer amount of work and heart that have been putted into this is huge and visible on first sight. Mode is adding a whole new dimension to various game mechanics that were previously touched by WoG. ACM is full of great ideas and has a great potencial for future improvements.
Hi Dreamaster,
thank you for sharing this nice review and your experience with us. It is always nice to see people that play the game for a long time, find renewed joy with modifications.
I saved all your feedback and worked on the many bug reports you provided. It all takes time, so don't be worried if you don't see immediate changes, it can take months before it finds its way in the game.
@xapaq
please try to change the settings of the Dif Mod. ACM cannot activate Stack Exp, but the Dif Mod can.
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xapaq
Tavern Dweller
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posted August 16, 2021 12:22 PM |
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Thanks RerryR for that quick response
I have disabled it and it still shows up with stack exp.
Am I overseeing something perhaps trivial?
I sent some screenshots on configurations and settings.
I have tried 2 fresh installs.
https://snipboard.io/6PmrKM.jpg
https://snipboard.io/tbs8FD.jpg
https://snipboard.io/g6vmkx.jpg
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RerryR
Promising
Supreme Hero
Researching Magic
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posted August 16, 2021 01:27 PM |
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Edited by RerryR at 08:33, 17 Aug 2021.
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xapaq said: Thanks RerryR for that quick response
I have disabled it and it still shows up with stack exp.
Am I overseeing something perhaps trivial?
I sent some screenshots on configurations and settings.
I have tried 2 fresh installs.
https://snipboard.io/6PmrKM.jpg
https://snipboard.io/tbs8FD.jpg
https://snipboard.io/g6vmkx.jpg
it should work like that, when I'am back at home I will test with your settings. I will let you know.
Edit: @xapaq
tested and ACM does not activate Stack Experience. Don't know what it activates for you. Make sure you have unchecked the Stack. Exp option in the Dif mod, or even better move the "new game difficulty.erm" in the disabled folder and test again.
For further help I invite you to our WoG/ERA modding Discord for better help:
https://discord.gg/TaB2HgCd
I also suggest that you use the H3 Launcher to update your game.
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Darimus
Hired Hero
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posted September 12, 2021 05:05 AM |
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Edited by Darimus at 05:15, 12 Sep 2021.
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Idea: Tweak price of high level creatures
We usually prefer to buy high level creatures first, and buy low level creatures later, example: High level creatures: (level 7) Angel, Archangel, ...
Is there a way/mod/script to tweak price/increase price of high level creatures (level 6, 7) before making new game?
This can make player to buy more low level creatures, and somehow it can make game more balance.
It's more challenge to game when players must choose which creatures they should buy first.
If they choose to buy level 7 creatures first, they won't have enough money to buy more low level creatures.
Example:
I want to change price of level 7 creatures: + 1000 gold (Angel, hydra, ...), and level 7 upgraded creatures: + 2000 (Archangel)
This change will be apply to all kind of town.
Weak point of this tweak:
If raising price too much, we don't have enough gold to buy all creatures in a week, so will have more extra creatures can't buy every week.
If you have a look at thread
New Upgrades Mod [Amethyst Edition] for ERA
http://heroescommunity.com/viewthread.php3?TID=46241&pagenumber=1
Tweak price at second upgrade creatures and third upgrade creatures will make game more balance and challenge
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RerryR
Promising
Supreme Hero
Researching Magic
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posted September 12, 2021 08:55 AM |
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Edited by RerryR at 08:57, 12 Sep 2021.
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Darimus said: Tweak price at second upgrade creatures and third upgrade creatures will make game more balance and challenge
Hi,
creature cost can be edited in the "crtraits.txt" file that can be found inside pac archive.
Mods like WoG or TUM have their own file, so must edit that.
Edit: as for your problem with starting TUM. Try to delete HD_WoG.dll from resound folder and try again.
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Darimus
Hired Hero
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posted September 13, 2021 04:52 AM |
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Edited by Darimus at 07:06, 17 Sep 2021.
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1. We can't edit crtraits.txt in Era 3?
Must use ERM, right?
2. Third Upgrade Mode: I tried to delete resound.dll from ResOunD folder
It works!
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Darimus
Hired Hero
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posted September 17, 2021 04:56 AM |
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Edited by Darimus at 05:01, 17 Sep 2021.
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AI defeated hero
I defeated this hero.
Next a few weeks, sometimes I can buy defeated hero from Tavern
Why AI don't buy defeated hero again in next turn after AI choose to retreat?
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RerryR
Promising
Supreme Hero
Researching Magic
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posted September 17, 2021 08:58 AM |
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Darimus said: I defeated this hero.
Next a few weeks, sometimes I can buy defeated hero from Tavern
Why AI don't buy defeated hero again in next turn after AI choose to retreat?
Hi,
ofc you can edit text files in ERA 3. Most likely there is another text file that overrides your changes. Create a own mod with your files and give it priority over all other mods.
Why the computer player does not buy this hero? Look at him, he's ugly as snow.
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BrandochDaha
Hired Hero
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posted October 16, 2021 05:26 PM |
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Thank you to PerryR and all other contributors to this wonderful mod. Tried it after last playing WoG 3.58f quite a long time ago and ACM enriches the experience so much. It is obvious that a lot of thought and effort went into all additions and improvements - classes, skills, spells, commanders. When playing you really need to plan to get M/GM levels, but with this mod now it seems that were are no weak/useless skills, so it is no big deal to not get Offence/Armourer as a Mage. So thanks again for an awesome mod!
____________
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phaxujishi
Tavern Dweller
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posted December 14, 2021 05:57 PM |
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I noticed that with this latest update the 150% bonus to the Paladin commander has been removed. I'm delighted to see this change.
Whenever I would play any map, I felt heavily inclined towards the Castle town-type due to the Paladin's bonus. That bonus felt very imbalanced. A few months ago I asked for help with the code so that I could replicate this bonus to all of the other commanders so as to fix the balance of the game.
The change worked quite well in giving everyone an even ground to play on, but it sure altered the game overall dramatically. The bonus was just much too powerful. It either needed to be applied evenly or completely dropped. That's why I'm happy to see that it's gone now.
Will there be any other bonuses given to the Paladin commander now that the XP bonus has been removed? When I tested removing the ability from the Paladin, he felt underpowered.
By the way, I still have to say that this is still my absolute favorite mod for HoMM III. I'm always very excited when I see an update for it (like this one).
I still don't agree with the balance done with the secondary skills and how many points they provide to becoming a master, but so long as I can alter that fact myself it's nothing I can complain about. Everyone has different philosophies for how they approach their ideal game and allowing me to follow my own ideal in this respect has allowed me to enjoy this mod to its fullest. Thank you.
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RerryR
Promising
Supreme Hero
Researching Magic
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posted December 15, 2021 08:01 AM |
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Edited by RerryR at 08:12, 15 Dec 2021.
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ACM Version 1.073
More than 3 months have passed since the last update so it was time to release all the little fixes and changes that have pilled up before Christmas holidays. While there is no major new content update like the commander classes this time, still there are a couple of new things. Commander classes by the way, I don't know how you feel about them, but up to this point, I have not managed to try out every possible hero, commander and class combination available. I must say that this element really enriches the gameplay a lot and is definitely something that could be expanded further in the future.
I now managed to fix all problems with the secret commander class and if you haven't managed to unlock it up to now you can keep an eye on the tavern and what the bartender has to say about that.
With this 1.073 update, the Difficulty-Mod has received a major new feature which is called Stack-Experience rebalance. This project is still under development and will be for some time. The aim of this project is to tune down most of the experience bonuses the creatures receive. Once ready it will be a fully customizable feature that will allow you to play a tuned down game close to H3 vanilla stats but with the Stack-Exp feature enabled. Each creature will only get one significant ability at the ace level and not 5 or 6, as it can happen currently. I started to rework all creature abilities of my favorite mod: The Third Upgrade Mod by Maiko, later I will include all H3 and WoG creatures as well, but it takes some time.
You should not activate this option if you are so used to having double-strike on all units and you can't even tell if this has always been like this or was a WoG feature. It really is mostly a big nerf on everything.
Changelog 1.073
When updating please delete the old version before installing 1.07
Patch 1.073 requires an updated ERA 3.9 including the newest ERA ERM Framework mod! Otherwise, you will be presented with tons of ERM errors at map start.
New:
+ AI will now use commander classes
+ right-click artifact backpack to get an overview of all artifact sets (Thanks to Kongsuni, see first picture ;-))
+ Changed description of some sets, now it is clear if an artifact gives magical or physical crit chance/ crit damage
+ New Option to revert back to old Diplomacy (no reduction in aggression value)
+ Resurrection and Animate Specialists can now multicast their spell (+1 cast for every 12 levels)
+ Added Alamar and Thunar as Summoner Specialists
+ various tweaks to starting skills for heroes Jeddith, Cuthbert, Oris and a few more (thanks to Dreamaster)
+ Now all heroes regenerate 2 spell points daily as default
+ Reenabled a couple of WoG/ES options that were previously blocked (around 10 options)
+ added a lot of descriptions for commanders mechanic when right-clicking Commander Class name in the bonus list
+ WM Upgrade Treatment now shows given gold per combat
+ Overheal Upgrade now gives Battlelog entry
Balance:
- First Aid tent heal buffed after hero level 25
- Commanders Magic Resistance now reduces Fire Shield damage
- Soul Eater can no longer increase skeleton henchman number during combat
- Commander Vampires no longer gain +health for kill count
- Fire Mage can no longer shoot
- Fire Mage gains 2% Spell Power +0,5% Health per kill
- Paladin commander no longer gains 150% of hero experience
- Defender commander stats and passive slightly up
- Warmachine Upgrade Fireball Attack now requires Air Magic 🙃 (there was no requirement for Air_M but two for Fire_M)
- Intelligence gives less maximal spell points 25/50/75/100/125%
- Mystic add percentage spell points regeneration +5/6/7/8/9/10%, in addition to the fix amount (idea by Berserker)
- Fiona now has increasing chance for scouting event per level, instead of flat bonus
Fix:
- Fix all problems with Fire Mage class
- Fix M&GM Sorcery not giving correct amount or MS
- Fix WM upgrade Treatment that gave less gold then intended
- Fix Ballista AOE attack does not damage stacks standing at battlefield position 0 anymore (thanks to Arno)
- Fix Spell trainer summon air required expert earth to level up and vice versa
- Fix now commander artifacts in the commander window show correct description
Dif Mod:
- New option to increase monsters aggression by +1 or +2 or +3 (with 33% chance each) (now as separate option)
- New Option: Stack Experience Rebalance: Removes most OP or unnecessary stack abilities from all new TUM monsters and WoG units, leaving them only with 1 important skill at ACE level. Reduces all other stack exp values aswell
- Updated Mixed Neutrals configuration with monsters IDs from TUM 2.16
- Battle Commander gains +20% health when playing with TUM
- Creature Banks AI-commander strength slightly reduced on all levels
If you like the mod and the update you can leave a positive review on ModDB:
ModDB Downloads
@BrandochDaha & phaxujishi
thanks for the feedback guys
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Quique30
Adventuring Hero
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posted December 15, 2021 12:51 PM |
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Hey there, Perry! Thank you so much for making and updating this amazing mod. Along with TUM, these are the mods I can't play HoMM without.
What feedback I have to give you is related to how commanders's class develops via kills. Although it's been improved, It still does't feel very organic and some classes struggle if you don't use them too offensively. Like I often find myself going out of my way and "setting up" the stage so that the last kill is done by my hero. Would it not be better to tie it to how they now gain xp?
Cheers!
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Bersy
Honorable
Supreme Hero
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posted December 25, 2021 12:56 AM |
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demoixas
Hired Hero
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posted February 04, 2022 02:06 PM |
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Would be possible to return navigation skill manually?
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Fanofheroes
Famous Hero
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posted February 04, 2022 03:12 PM |
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demoixas said: Would be possible to return navigation skill manually?
If you collect enough lighthouses or assemble the Admiral's hat, you can get quite the navigation boost
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demoixas
Hired Hero
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posted February 05, 2022 04:03 AM |
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Fanofheroes said:
demoixas said: Would be possible to return navigation skill manually?
If you collect enough lighthouses or assemble the Admiral's hat, you can get quite the navigation boost
reeeee
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RerryR
Promising
Supreme Hero
Researching Magic
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posted February 05, 2022 09:46 AM |
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demoixas said: Would be possible to return navigation skill manually?
Rumors say that if you pick Nobility it will also increase your movement on the water.
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