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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Advanced Classes Mod
Thread: Advanced Classes Mod This thread is 24 pages long: 1 2 3 4 5 ... 10 ... 20 21 22 23 24 · «PREV / NEXT»
KAMUCH
KAMUCH

Tavern Dweller
posted November 06, 2022 03:04 AM

Bug?

Hi all. Great mods and great improvements.
I have had located ona bug regarding Asvanced class mod. When I level up by character he do not gain extra attack, defence , spell ower or wisdom. On screen shows he gonna get it but after  pick  a secondary skill primary skill not been added. Example heroes lvl 12 has 2 attack, 2 defence, 1 spell power, 1 wisdom. Artifacts add main stats properly or other boosts collected from the map  are ok. Not sure if this is a bug but doesnt seem right.
____________

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted November 06, 2022 07:37 AM

KAMUCH said:
Hi all. Great mods and great improvements.
I have had located ona bug regarding Asvanced class mod. When I level up by character he do not gain extra attack, defence , spell ower or wisdom. On screen shows he gonna get it but after  pick  a secondary skill primary skill not been added. Example heroes lvl 12 has 2 attack, 2 defence, 1 spell power, 1 wisdom. Artifacts add main stats properly or other boosts collected from the map  are ok. Not sure if this is a bug but doesnt seem right.


Hi,

I suspect you have an ERA Script option enabled that lets you distribute primary skill points after level up.
Check your options please ;-)

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted November 09, 2022 01:20 PM

Hi RerryR!

Now I can play with hidden display, so I can't see experience points, but your artifacts don't give extra skill, so useless, but game is working, how? H3ERA HD is enabled.
____________
Fight MWMs - stand teach

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted November 09, 2022 03:07 PM

Hi Ghost,

I didn't really get the point of your question.
I somehow take that you still can't click experience points button in hero screen? If so you still have a severe unresolved problem in your installation.

It's true that commander artifacts don't give any secondary skills but that makes them not useless because they have new properties.

Please send me a save game of your problem.



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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted November 09, 2022 03:29 PM

RerryR said:
Hi Ghost,

I didn't really get the point of your question.
I somehow take that you still can't click experience points button in hero screen? If so you still have a severe unresolved problem in your installation.

It's true that commander artifacts don't give any secondary skills but that makes them not useless because they have new properties.

Please send me a save game of your problem.


Heh ok I show pictures.. Because I don't use a cloud service..





Yes I meant useless hidden skills.. Because you don't use a secondary skills but new properties.. Now it works, what earlier I can't press experience or it crashes.., because H3ERA without HD.. No important, but I hope you understand now..


____________
Fight MWMs - stand teach

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted November 09, 2022 03:52 PM
Edited by RerryR at 16:01, 09 Nov 2022.

ah okay understood now.
I will remove the "Display Hidden" skill message so the player will be able to view experience points again. Thanks for reporting ;-)

Edit: okay done
The new version will soon be ready and released. I have already over 40 small changes/fixes accumulated  

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted November 10, 2022 09:34 AM

RerryR

When we love WoG option, so your game says cannot and presents/gives experience point, not hidden skills.

I hope H3 Launcher in your ACM..
____________
Fight MWMs - stand teach

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted December 04, 2022 11:12 AM
Edited by RerryR at 11:15, 04 Dec 2022.



Advanced Classes Mod Changelog Version 1.085

New:
- refactored code to set skill descriptions in hero screen (by Daemon).
- refactored code for Mobile Market of Time (by Daemon).
- New appearance of the Warmachine Upgrades window (by Daemon and Sandris).
- Each commander class now has own value for Magic Resistance, Dwarf and Golem type. Check bonus list to see commander attributes.
- Right Clicking on Spell points in hero screen now show SP that gets restored over night in hero screen.
- Right-Clicking on commander now shows commander class and live kill count in battle.
- Cloak of the Undead King full setbonus now working (5% leech)
- Restructured the script that disables incompatible WoG options. Gave a brief description as to why this particular option is disabled, to help players understand.
- Oris now starts with Frenzy spell because she is Fire Specialist.
- Attracted creatures from Diplomacy skill now also cost resources if they require it.
- Diplo now works for AI, they will always accept the offer to buy as long as they have cash (thx to demoix to point that out)
- Nobility now works for AI if hero walks in castle. (thx to demoix to point that out)
- Most scouting events now works for AI (thx to demoix to point that out)
- Spell Trainer: In order to level spells the magic school is no longer required, meaning you can start levelling spells right from the start, in order to compensate the chance for levelling up has been slightly reduced. (Idea and implementation from Sokiee)
- Right-clicking the hero name now shows preferred main class. You can use this the see ig a hero prefers Warrior, Mage or Adventurer.
- Ogre Club now has small chance to stun in melee attack.
- Spyglass and Speculum now unlock unique scouting events.
- Diplomacy numbers overview when right click skill. Shows all sources of Diplo (Artifacts, Skills, Speciality)
- Elemental Unity set bonus redone (the orbs set). Added Magic Pierce when set is full.
- Artillery pre damage skill now works in combat. (Thanks to Daemon)
- Eagle Eye Magic Artillery skill now works in combat, better for multiplayer matches and the replay option.


Balance:
- Hunter Magic block reduced from +100%MR to +50%MR (Dwarv Type) in the first Battle Round.
- Commanders now have less magic resistance due to Magic skill. (from 95% to 40%).
- Commander Attack skill gives less Attack (from 40 to 30 on GM).
- Commander Defense skill gives less Defense (from 55 to 35 on GM). 55 was just to much, especially compared to attack value, which was lower for some reason.
- Wizard Well now regenerates 200+20% of max SP, instead of always full.
- Com Scout class chance to generate res down to 33% (from 50%).
- commander artifacts buffed if equipped on hero, to make them better alternative. They now give more primary stats.
- Basilisks Venom set bonus buffed with more primary stat points when full.
- Changes to mechanic of Fire Shield spell. Now for the FS to return more magic damage, it has to be casted on that creature. FS also now trainable with Spell Trainer.
- Reduced the power of the Fire Mage commander class by lowering the damage.
- Reduced default "Damage_Spells_Increment" for spell trainer from 2 to 1% per level up (you can still change it back if you want). Now it should be more consistent with the Sorcery skill.
- Ciele Magic Arrow now free cast for every 7 levels (from 6).
- Improved Magic Arrow damage increase down to 2% (from 5%) per level but increased the level cap to 4 times hero level. This should give slower progression.
- Scouting specialists increased chance for scouting events per level to 4 (from 3).
- Reduced spell damage from all orbs from +50% to +25%. Added Magic Strength so now the also good for buff spells.


Fixes:
- fix Brute Gold gain per combat limited to 1 million to prevent overflow (thanks to Stonem).
- fix Uland multicast before level 20.
- fix Brute Commander gold gain was double reduced by passive (thanks to Blood).
- fix secret mage set gave 3 crit chance/damage per fight instead of 2, as pointed out in description.
- fix Diplomacy overflow, now the max amount of creatures that can be obtained is limited to 1000 creatures (thanks to Stonem).
- fix for Adventurer and Mage class set when equipping two rings, could lead to stat overflow (Thanks to Tupaz).
- Fix Elemental Unity Set extra cast (Thanks to Stonem).
- Fix special heroes extra cast not increasing the cast counter (which would spells cost more SP).
- Fix Summon Element from Conflux Commander bad interaction with Orbs (thanks to Stonem).
- Fix disabled WoG option 9th/10th skills, now hero experience can always be viewed. Use 10th Skill mod instead. (Thanks to Ghost)
- Fix many optimizations to prevent desync in multiplayer matches. For examples new windows will now only show to the player who is active and not both. Still the mod is not really recommended for TCP/IP MP, but you can try.
- Fix Soul Eater passive will no longer increase skeleton Henchmen. (Thanks to Suftfree)

Removed all files of Difficulty Mod from ACM. Dif Mod will now be distributed as a standalone mod. As usual, before installing the new ACM version, delete ACM mod folder to prevent old/outdates files in the installation. Archer packed and installer that will install both mods at the same time and clean old files.

Download: Download on ModDB

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ArdentWyrm
ArdentWyrm


Famous Hero
King of the Elder Dragons
posted December 05, 2022 10:05 PM

don't really understand this mod, so the new classes are aligned with original factions, or new ones?
____________
Torment is blinding. It lies. Its pollution steals my sense. It promises: destroy everything and the pain will cease.
- Kralkatorrik
https://dragcave.net/user/ArdentWyrm

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted December 06, 2022 07:36 AM

ArdentWyrm said:
don't really understand this mod, so the new classes are aligned with original factions, or new ones?


There is an extensive readme that explains many questions on the mod, there are even videos showing the new class system.
In short: you can enable new classes for your hero depending on which secondary skills you pick. These classes also allow learning secondary skills up to Master or even Grandmaster level.

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vsivak
vsivak

Tavern Dweller
posted January 06, 2023 06:12 PM

Hi,

Thank you very much for the update of the fantastic mod. I was playing this version for last few days and I have found the commanders to deal less physical damage than in the previos version, sometimes I would say even too less. But I have to test this version more for more conclusions.
Wouldn't you like to provide New Level up screen mod as a optional part of the installation? I really think it makes the game more immersive.
And is this mod compatible with New Spells mod from Kongsuni (http://heroescommunity.com/viewthread.php3?TID=46451)? I tried to use the both but I think there are some compatibility issues (For example Haste was again level 1 spell).

Thank you for the best WOG mod.

Martin

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ArdentWyrm
ArdentWyrm


Famous Hero
King of the Elder Dragons
posted January 06, 2023 06:49 PM

RerryR said:
ArdentWyrm said:
don't really understand this mod, so the new classes are aligned with original factions, or new ones?


There is an extensive readme that explains many questions on the mod, there are even videos showing the new class system.
In short: you can enable new classes for your hero depending on which secondary skills you pick. These classes also allow learning secondary skills up to Master or even Grandmaster level.

can I have the readme link?
____________
Torment is blinding. It lies. Its pollution steals my sense. It promises: destroy everything and the pain will cease.
- Kralkatorrik
https://dragcave.net/user/ArdentWyrm

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted January 06, 2023 08:13 PM
Edited by RerryR at 20:14, 06 Jan 2023.

@vsivak hey man, thanks!
Best WoG mod


commanders have been slightly reduced in attack and defense value. To be precise:

No Attack Skill: 5 Attack
Basic: 7 Attack
Advanced: 10 Attack
Expert: 14 Attack
Master: 20 Attack
Grandmaster: 25 Attack (old 30)

No Defense Skill: 5
Basic: 9 Defense
Advanced: 15 Defense
Expert: 20 Defense (old 23)
Master: 27 Defense (old 35)
Grandmaster: 35 Defense (old 55)

this means mostly defense value got reduced. Apart from this, there was no change I can recall.

NewLevelUp screen is currently not fully supported, sorry :/
New spells mod could work, but you should compare sptraits.txt file to see if any changes in the level of spells has occurred. Best if you edit to your own liking.


@ArdentWyrm
the readme.txt is found in the ACM mod folder, and there is also a help and readme section. Videos can be found here:
https://www.youtube.com/watch?v=fuGQJ3z5LXc&list=PLrE0bNniyC-wy6a5Qn_u994TMs5aGXQyo

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vsivak
vsivak

Tavern Dweller
posted January 07, 2023 12:00 AM

Hi,

NewLevelUp screen works for me flawlessly, my suggestion was to add it as an option to installation because not many players know about it and it is really good.
I tried New spells mod but it is not working with the newest ACM because new spells description and levels are messed up. I am not an ERA modder but if I understand correctly I have to unpack advanced classes mod.pac file which contains sptraits.txt and do the same with new spells.pac? How should I proceed? What program do I need? Can you help me with that? Thank you very much.


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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted January 07, 2023 03:26 PM
Edited by RerryR at 15:30, 07 Jan 2023.

vsivak said:
Hi,

NewLevelUp screen works for me flawlessly, my suggestion was to add it as an option to installation because not many players know about it and it is really good.
I tried New spells mod but it is not working with the newest ACM because new spells description and levels are messed up. I am not an ERA modder but if I understand correctly I have to unpack advanced classes mod.pac file which contains sptraits.txt and do the same with new spells.pac? How should I proceed? What program do I need? Can you help me with that? Thank you very much.


If NewLevelUp works fine then that's nice, currently, I have no plan to implement it.
As for the New Spells mod from kongsuni he writes there's an ACM adapted version available. The sptraits.txt file is in  advanced classes mod.pac, that's correct. You can open it with MMArchive and extract it. The file can then be opened with Text Table Editor from ERA tools.
You can try extract all files required for the new spells and put them in the newer acm version. But I am not sure if this will work, you can try.



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Khadras
Khadras


Famous Hero
posted February 14, 2023 01:45 PM
Edited by Khadras at 13:46, 14 Feb 2023.

Hi! Since we can pick level 1 to 6 creatures with master level necromancy, I think it would have been useful if the Cloak of the Undead King artifact could pick up level 7 creatures, thus overriding the choice made by Master Necromancy. This override isn't ok either, but at least have the possibility of raising Bone Dragons, Ghost Dragons, Blood Dragons or Red Bones Dragons. More interesting would be to raise Necross Dragons or Dracolich. What do you think? Can you make this mdification to the Cloak of the Undead King artifact?

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted February 14, 2023 08:36 PM

Hi,

in the Third Upgrade Mod folder there is a necromancy.cfg file,
the last three IDs correspond to the units that get raised after combat if the Cloak of the Undead King is equipped. The creature IDs can be found in the TUM manual.
This could work for you.

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Khadras
Khadras


Famous Hero
posted February 15, 2023 08:01 AM

RerryR said:
Hi,

in the Third Upgrade Mod folder there is a necromancy.cfg file,
the last three IDs correspond to the units that get raised after combat if the Cloak of the Undead King is equipped. The creature IDs can be found in the TUM manual.
This could work for you.



Thank you very much!

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Azure_Dragon
Azure_Dragon

Tavern Dweller
posted March 19, 2023 09:30 AM

Bugs and Options

Hello. I am currently playing Heroes 3 WOG via Era Launcher (v. 1.03) with activated mods : Advanced Classes Mod 1.087 and Third Upgrades Mod Version: v2.16.1 and XXL-mod. I would like to continue playing with this configuration. I am playing HARD difficulty. These mods are brilliant and I would like to thank all the developers for their efforts. But I have several issues that occur.

I like the ACM a lot, but I used to play a lot with commander secondary skills and I would like to develop all 28 secondary skills. The second one I figured out how to combine it with ACM. But some other things I can't solve. So I would like to ask the developers these things :

1. Is it possible to make a change  in some scrips so that commander secondary skill "Death Stare" to be recovered back and not to be replaced by "Poison" ? If it is, what should I do ?
2. If in the current version the upper thing is NOT possible, would you consider making it an option ?
3. In the past it was possible to play with ALL 6 commander skills. At the beginning you choose only 4 but in the advanced witch huts (there was such a WOG-option) you were able to exchange mithril for other secondary skills and their further development both for the hero and his/her commander. Is it possible to make some changes in some scripts so that all 6 commander skills to be available again ? If yes - what should I do ? If in the current version such changes in scripts are NOT possible, would you consider making it an option ?
I know that these thing were reworked in ACM and it seems that my options may lead to building very powerful commanders, but I like the game that way. The AI is already too powerful.

4. Another mod that I like a lot is Upgradable silos. I included it in my mod directory but at the moment it ONLY works like this : Each town silo produces 1 ore & 1 wood + 1 of the special resource asked for level 7 creature. The second benefit that used to work before (Each silo can be upgraded every week, and will produce +1 of the special resource) does not work. It gives me the option to pay resources for the upgrade but the the special resource asked for level 7 creature DOES NOT increase every week. Is it possible to make this mod compatible with ACM ?

I have also noticed 2 things that may need fixing and I like to report :  
1. Right now I am playing a random map with Fortress. Castle is built inside it and it is available for me to recruit upgraded creatures (2nd upgrades). But the recruitment screen does not display properly :  the mighty gorgons are placed in the field of Berserker files, the basilisks are placed in the field of the gorgons and the flies are placed in the field of the basilisks. This nedds fixing.

2.I also have activated bouty hunter mod. On the panel right to the game screen exactly above the pictures of the heroes and the towns over the castle and bounty hunter mod icons there is A BOW standing as a graphic bug. It used to be for an artifact in old versions. Can this visual bug be removed ?

Thank you for your help in advance !  
____________

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted March 19, 2023 07:59 PM
Edited by RerryR at 20:07, 19 Mar 2023.

Hi Azure Dragon

Azure_Dragon said:
I would like to thank all the developers for their efforts.
 Thanks!

Azure_Dragon said:
1. Is it possible to make a change  in some scrips so that commander secondary skill "Death Stare" to be recovered back and not to be replaced by "Poison" ? If it is, what should I do ?

I wont make an option for it, because this is a lot of work. You can change yourself. Go to Mods Advanced Classes Mod Data s and open advanced classes skills.erm In that file search for "Death stare" and delete the two lines that say "remove death stare - attacker"/defender".
Next go to Data and open acm_mod.zip. Delete the entry dlg_npc3.def
to get correct image in Com DL.

Azure_Dragon said:
2. If in the current version the upper thing is NOT possible, would you consider making it an option ?

no

Azure_Dragon said:
3. Is it possible to make some changes in some scripts so that all 6 commander skills to be available again ?
Just activate the option "Maximum Commander Skills" and thank Archer for providing it ;- )


Azure_Dragon said:
4. Another mod that I like a lot is Upgradable silos.
As far as I know it was recently remade for ERA 3 and should become available soon. I will ask on Discord and maybe update this information if needed.

Azure_Dragon said:
I have also noticed 2 things that may need fixing and I like to report :  
1. Right now I am playing a random map with Fortress. Castle is built inside it and it is available for me to recruit upgraded creatures (2nd upgrades). But the recruitment screen does not display properly :  the mighty gorgons are placed in the field of Berserker files, the basilisks are placed in the field of the gorgons and the flies are placed in the field of the basilisks. This nedds fixing.

Okay thanks for reporting, it might get fixed if possible. I don't experience this problem, so a Save would be helpful.

Azure_Dragon said:
2.I also have activated bouty hunter mod. On the panel right to the game screen exactly above the pictures of the heroes and the towns over the castle and bounty hunter mod icons there is A BOW standing as a graphic bug. It used to be for an artifact in old versions. Can this visual bug be removed ?

This mod has also been remade by me and will be published at some point. For now if you want to get rid of the additional symbol on the adventure map you must delete it from the mod itself. And delete the section of code in the erm file. I think Sal made some decent comments on how to locate it.




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