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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 ... 5 6 7 8 9 ... 10 20 24 · «PREV / NEXT»
RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted January 17, 2020 05:37 PM

drakiesan said:
Hi, i got problem when installed, personal wogifying options (rules, skills etc) will get back to default, when starting new scenario (or random) map, even when i set it up. I don't know why or if it's normal. It's only with this, i have newest versions of everything. No VCMI.


Newest Version of everything sounds good
When you say personal wogifying options I assume you mean secondary skill improvements from WoG options? If yes then some of these options get disabled by the mod to prevent conflicts. But for every option we disabled, there is a replacement in form of new scripts
Other from that you can select any option you want from WoG.
Iam not sure what you mean with going back to default, you can save WoG options and load them again later.
Does this answer your question?

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drakiesan
drakiesan

Tavern Dweller
posted January 17, 2020 05:52 PM

RerryR said:
drakiesan said:
Hi, i got problem when installed, personal wogifying options (rules, skills etc) will get back to default, when starting new scenario (or random) map, even when i set it up. I don't know why or if it's normal. It's only with this, i have newest versions of everything. No VCMI.


Newest Version of everything sounds good
When you say personal wogifying options I assume you mean secondary skill improvements from WoG options? If yes then some of these options get disabled by the mod to prevent conflicts. But for every option we disabled, there is a replacement in form of new scripts
Other from that you can select any option you want from WoG.
Iam not sure what you mean with going back to default, you can save WoG options and load them again later.
Does this answer your question?



Oh thank you very much. No it just revert back everything to default, like i didn't make any changes. But it's probably because I have conflicting scripts enabled. So it seems like it's reverted to default.
____________

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted January 17, 2020 06:39 PM

Okay cool.
When its first time you try the mod please use in HD luncher only 32 bit strechable to get correct colors. And please go though the readme, that you can see in mod manager, once

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted January 18, 2020 10:01 AM
Edited by RerryR at 10:02, 18 Jan 2020.

FallenAngel said:
Archer30 said:
Hi PerryR, just one quick question - is this mod compatible with ERA Scripts Mod 1.40? Do I need to disable any options to make them work together? Thanks

Edit: My question had been answered in the FAQ already...Ouch. I'm gonna try it out


Guys, please, don't even try to turn on multiple mods with such enormous count of scripts. In the best case you will spend 8 hours on XXL map and then just lose your progress because of some compatibility errors. That is for your sake. Consider ES and AC as different games to play.


While in general you really should be careful when mixing big mods, here the situation is a bit different.
For example, I always play with ES and ACM enabled and there is no problem. Of course, I only checked several options from ES and not all. When developing the mod we paid great attention to it that you can use as many options you like without conflict. I am not a fan of big closed platform mods.
So Archer, if you are not sure about options you can just ask.

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Archer30
Archer30


Adventuring Hero
posted February 01, 2020 10:18 AM



No

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted February 01, 2020 10:35 AM

looks like this barkeeper hasn't looked into the HotA lobby for quite some time Someone needs to tell him!

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Diacris
Diacris

Tavern Dweller
posted February 02, 2020 07:20 PM

There might be a problem with the Luck skill. It either it too overpowered (1 single zealot to deal 80 dmg to an archangel) or there's some minor issues with the damage function.

I personally replaced this skill with the old one. Everything is smooth except I cannot enjoy bad luck unless I enable the "Bad Luck" mod. That's my only complain here.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted February 02, 2020 08:23 PM
Edited by RerryR at 20:40, 02 Feb 2020.

Diacris said:
There might be a problem with the Luck skill. It either it too overpowered (1 single zealot to deal 80 dmg to an archangel) or there's some minor issues with the damage function.

I personally replaced this skill with the old one. Everything is smooth except I cannot enjoy bad luck unless I enable the "Bad Luck" mod. That's my only complain here.


One upload contained a typo in which Luck strike dealt 50 times more damage than intended. Maybe you caught that version? It was fixed in the beginning of December, so if you downloaded before that please try again.

Progress on new version 1.04 is going good, so you can expect a very cool update hopefully soon

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xericsin
xericsin


Famous Hero
posted February 05, 2020 08:28 AM

Suspicious bug at line 5696 in Advanced Classes Skills.erm

!?PI;
!!DO25576/0/155/1;   [loop through heroes]


!?FU25576;[I guess this line is missing?]
!!if|x16=127/x16=8/x16=106/x16=123/x16=4/x16=122/x16=6/x16=54/x16=65/x16=81/x16=130;
;Tiva
;Rion, Dessa, Verdish
;Lord Haart, Voy
;Christian, Torosar, Pyre, Vokial, Arlach, Gerwulf, Pasis, Ignissa

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted February 05, 2020 10:06 AM
Edited by RerryR at 21:12, 13 Mar 2020.

xericsin said:

!?FU25576;[I guess this line is missing?]



I guess you're right Thanks!
the line must have got deleted somehow.

For explanation: this changes the starting commanders of a few heroes to better match their specialty because there are synergies between Commanders and certain skills.
Like First Aid specialists get a Hierophant
or Ballista specialists get an Ogre Leader.
If that doesn't suit you you can immediately buy a new one in the town.

By the way, starting at v.1.04 the complete text was relocated to json or ert file, meaning there won't be a single English word in any erm file.    

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elmore
elmore


Hired Hero
posted March 01, 2020 06:18 PM

Just Thanks for the separate "[Game Difficulty] AI and Neutrals Difficulty Mod"

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elmore
elmore


Hired Hero
posted March 04, 2020 01:57 PM
Edited by elmore at 23:02, 04 Mar 2020.

Suggestions for "AI and Neutrals Difficulty Mod":
1) Write selected settings to the .ini file and ask at the beginning whether to load already saved ones or configure them again.
2) For the "Battle Commander" option, make 1 more dialogue window with a choice of rewards for victory. You can add a fourth option - a gold award in addition to experience, resources and primary stats.
 In the current version, getting the primary stats breaks the balance very much. When they can be obtained only by level or by visiting unique objects on the map. In addition, most artifacts are tied to primary stats - this immediately significantly reduces their usefulness.
3) For the option "Battle reward" everything is the same as for "Battle Commander"
 
Does the "Low-level troops grow faster" option replace the wog script with neutral growth or complement it?

P.S. I'm waiting for update RU version to start playing ACM. But issue with primary stat in the award applies and to him.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted March 13, 2020 09:12 PM
Edited by RerryR at 21:54, 13 Mar 2020.



Yes Barkeeper, time to play some Heroes of Might and Magic and preferably the brand new version of Advanced Classes Mod ;-)





VERSION 1.04 is ready




with this version, the circle to the famous Advanced Levels-(Sagamosa) Mod closes, as you can see on the new level up dialogue. I hope you like the design as much as I do. In this version, every class received 1 or 2 new and unique class perks and the visual update. Leveling up your Hero to Grandmaster was never more fun.
We also updated the mechanics for Luck and Morale by removing the old and stupid +3 cap. Finally it is worth to stack up your Luck and Morale if you want to. GM Eagle Eye will now learn you 5th level spells directly in combat, making it much more useful. The Summoning Elemental spells have been reworked and adjusted, each Element now fulfills a specific role during combat. Some Commanders received new battle features, such as stacking life and damage through killing enemies. There are many more little improvements throughout the whole mod. I also want to note that playing the ACM requires the newest version of ERA, I strongly recommend to use the ERA Assembly . Please delete the old version first, because AC mod now comes with one big-ass erm file.
V_Maiko remade the cool Third Upgrade mod, where every creature gets 1 additional upgrade. Third upgrade creatures with Typhon 2.7.1 check it out! and guess what it is fully compatible with the AC mod, just enable both mods at the same time.

Full Changelog:

Version 1.03 -> 1.04

- For the time of the Corona Pandemic, reenabled the Plague Week
- Reworked Advanced-Classes level up dialogue with new graphics, Hello Advanced Levels Mod ;-)
- Several new class perks, at least one for every class, (like Channeling, Concentration, Landlord and more ...)
- Added Medusa creature specialist for Dungeon (Demacon)
- Full compatibility with Battle Replay Plugin
- a lot of code optimization, for texts, functions, loops to work with the newest ERA. Now V2.9 minimum is required
- increased level class requirement all by +1 (+2 for GM at 10 skills)
- M/GM Luck and Leadership now give +4/+5
- Eagle Eye M/GM now can learn 5th level spells directly in combat.
- Improved Luck and Morale mechanics with better scaling and removed the old stupid +3 cap. Props to Igor
- Reworked Summoning Spell Mechanics (Now number of elements depend on total summoned HP, changed level of spells)
- added Spell Duration Mod as an option (new formula to calculate the duration of spells)
- Show current Magic Week when right-clicking End Turn
- Berserker cast radius changed 1/1/1/3/3/3 Hex (so like Fireball for Expert/M/GM)
- Spell Points cost increase for multicast made consistent (each consecutive cast gets more expensive)
- All Commanders now need at least 1 point in Magic to cast (amount of max casts reduced by 1)
- Shaman (+1 max damage) and Astral Spirit (+5HP) Commander now can increase stats permanently when slaying complete stack in battle (max 3 times per battle)
- adjusted the starting armies of creature specialist
- 3 Piece Secret Warrior Set Bonus now gives +1% chance/damage per 3 fights, same for Mage Set. Adventurer +1% growth per 20 wins
- Ring of the Magi gives +1% Spell Damage per 3 wins (so now it is not automatically a better choice than the secret set)
- Succubus charming now doesn't work on Mind Immune Creatures. HP threshold increased from 50 to 75*Succubus level + Succubus HP
- enabled that certain heroes start with different commanders that better match (thx Xercsin)
- Temple Guarding now regs +2 SP from lvl1 on with attacks
- Brute, removed Gold scaling on higher levels (damage scales good enough)
- Paladin Exp. gain slightly increased on low levels and reduced on high levels (from 10% per level to +5% per level +100%, so it equals out around level 20)
- Casting commander now profits from Sorcery if Hero has that skill (means +10-50% damage)
- reduced damage scaling of Battle Commander and set shots to zero (sometimes he had some which was bad)
- removed that GM Adv gets free Off/Arm/Archery
- Reduced Warfare bonus by 1att/def
- Diplomacy now shows the number of creatures that want to join, price increased by +30% for creatures to buy
- First Aid tent reduced HP bonus from +15% to +10% at GM and reduced total resurrection capacity to 3% of total army HP +100/200/300/500/1000 points
- Scouting gold/experience bonus at high levels slightly reduced and halved the creatures to fight, reduced chance to discover events
- brought the Barkeeper back online!

- fix Elemental Specialist didn't work as intended. Now they can only multicast their own elements spell and not every spell
- fix Adventurer could learn Wisdom at M/GM
- fix Battlemage no longer shoots damage ray before combat
- fix with State of Shock modifier from Air spells
- fix with 5% neutral upgrade per week option, could lead to neutral stack overflow on map
- fix for Scholar spell points regenenration when meeting with allied heroes
- fix in Neutral Units Scripts (Division trough Zero bug)
- fix sometimes First Aid Tent would heal the first unit in the stack fully (only noticeable for Commanders or high HP creatures)


Please delete old version first before installing!
Download Link (Dropbox)use [LATEST]:
http://bit.ly/2Ixe3fX

After 1.04 there will be one more version 1.05, which will be the final version. Theres only so much you can improve in a game. after that it is time for new projects...

A few things to note: When using the Daemon_n assembly, it comes with the new HD mod in version 5. To enjoy the correct colours we intendet for the mod, the game must run in the Mode: (stretchtable 16-bit OpenGL by Verok) or something similar. Please make the correct setting in the HD_Launcher.

When using the 10 skills plugin the new level up Dialogue will look distorted, this might soon be fixed, depending on motivation.




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FirePaladin
FirePaladin


Promising
Legendary Hero
DoR Modder
posted March 13, 2020 09:45 PM

RerryR said:


Yes Barkeeper, time to play some Heroes of Might and Magic and preferably the brand new version of Advanced Classes Mod ;-)





VERSION 1.04 is ready




with this version, the circle to the famous Advanced Levels-(Sagamosa) Mod closes, as you can see on the new level up dialogue. I hope you like the design as much as I do. In this version, every class received 1 or 2 new and unique class perks and the visual update. Leveling up your Hero to Grandmaster was never more fun.
We also updated the mechanics for Luck and Morale by removing the old and stupid +3 cap. Finally it is worth to stack up your Luck and Morale if you want to. GM Eagle Eye will now learn you 5th level spells directly in combat, making it much more useful. The Summoning Elemental spells have been reworked and adjusted, each Element now fulfills a specific role during combat. Some Commanders received new battle features, such as stacking life and damage through killing enemies. There are many more little improvements throughout the whole mod. I also want to note that playing the ACM requires the newest version of ERA, I strongly recommend to use the ERA Assembly . Please delete the old version first, because AC mod now comes with one big-ass erm file.
V_Maiko remade the cool Third Upgrade mod, where every creature gets 1 additional upgrade. Third upgrade creatures with Typhon 2.7.1 check it out! and guess what it is fully compatible with the AC mod, just enable both mods at the same time.

Full Changelog:

Version 1.03 -> 1.04

- For the time of the Corona Pandemic, reenabled the Plague Week
- Reworked Advanced-Classes level up dialogue with new graphics, Hello Advanced Levels Mod ;-)
- Several new class perks, at least one for every class, (like Channeling, Concentration, Landlord and more ...)
- Added Medusa creature specialist for Dungeon (Demacon)
- Full compatibility with Battle Replay Plugin
- a lot of code optimization, for texts, functions, loops to work with the newest ERA. Now V2.9 minimum is required
- increased level class requirement all by +1 (+2 for GM at 10 skills)
- M/GM Luck and Leadership now give +4/+5
- Eagle Eye M/GM now can learn 5th level spells directly in combat.
- Improved Luck and Morale mechanics with better scaling and removed the old stupid +3 cap. Props to Igor
- Reworked Summoning Spell Mechanics (Now number of elements depend on total summoned HP, changed level of spells)
- added Spell Duration Mod as an option (new formula to calculate the duration of spells)
- Show current Magic Week when right-clicking End Turn
- Berserker cast radius changed 1/1/1/3/3/3 Hex (so like Fireball for Expert/M/GM)
- Spell Points cost increase for multicast made consistent (each consecutive cast gets more expensive)
- All Commanders now need at least 1 point in Magic to cast (amount of max casts reduced by 1)
- Shaman (+1 max damage) and Astral Spirit (+5HP) Commander now can increase stats permanently when slaying complete stack in battle (max 3 times per battle)
- adjusted the starting armies of creature specialist
- 3 Piece Secret Warrior Set Bonus now gives +1% chance/damage per 3 fights, same for Mage Set. Adventurer +1% growth per 20 wins
- Ring of the Magi gives +1% Spell Damage per 3 wins (so now it is not automatically a better choice than the secret set)
- Succubus charming now doesn't work on Mind Immune Creatures. HP threshold increased from 50 to 75*Succubus level + Succubus HP
- enabled that certain heroes start with different commanders that better match (thx Xercsin)
- Temple Guarding now regs +2 SP from lvl1 on with attacks
- Brute, removed Gold scaling on higher levels (damage scales good enough)
- Paladin Exp. gain slightly increased on low levels and reduced on high levels (from 10% per level to +5% per level +100%, so it equals out around level 20)
- Casting commander now profits from Sorcery if Hero has that skill (means +10-50% damage)
- reduced damage scaling of Battle Commander and set shots to zero (sometimes he had some which was bad)
- removed that GM Adv gets free Off/Arm/Archery
- Reduced Warfare bonus by 1att/def
- Diplomacy now shows the number of creatures that want to join, price increased by +30% for creatures to buy
- First Aid tent reduced HP bonus from +15% to +10% at GM and reduced total resurrection capacity to 3% of total army HP +100/200/300/500/1000 points
- Scouting gold/experience bonus at high levels slightly reduced and halved the creatures to fight, reduced chance to discover events
- brought the Barkeeper back online!

- fix Elemental Specialist didn't work as intended. Now they can only multicast their own elements spell and not every spell
- fix Adventurer could learn Wisdom at M/GM
- fix Battlemage no longer shoots damage ray before combat
- fix with State of Shock modifier from Air spells
- fix with 5% neutral upgrade per week option, could lead to neutral stack overflow on map
- fix for Scholar spell points regenenration when meeting with allied heroes
- fix in Neutral Units Scripts (Division trough Zero bug)
- fix sometimes First Aid Tent would heal the first unit in the stack fully (only noticeable for Commanders or high HP creatures)


Please delete old version first before installing!
Download Link (Dropbox)use [LATEST]:
http://bit.ly/2Ixe3fX

A few things to note: When using the Daemon_n assembly, it comes with the new HD mod in version 5. To enjoy the correct colours we intendet for the mod, the game must run in the Mode: (stretchtable 16-bit OpenGL by Verok) or something similar. Please make the correct setting in the HD_Launcher.

When using the 10 skills plugin the new level up Dialogue will look distorted, this might soon be fixed, depending on motivation.






It's written "Arcane", not "Arkane".

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted March 13, 2020 09:56 PM

FirePaladin said:

It's written "Arcane", not "Arkane".


well it is a German Wizard with a defizite in spelling ...

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FirePaladin
FirePaladin


Promising
Legendary Hero
DoR Modder
posted March 13, 2020 10:33 PM
Edited by FirePaladin at 22:35, 13 Mar 2020.

RerryR said:
FirePaladin said:

It's written "Arcane", not "Arkane".


well it is a German Wizard with a defizite in spelling ...


No problem, I just gave him you some constructive feedback. I am not annoyed that it was written wrongly, I understand not everyone knows english perfectly.

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VMaiko
VMaiko


Known Hero
posted March 14, 2020 03:39 AM
Edited by VMaiko at 03:40, 14 Mar 2020.

RerryR said:

I strongly recommend to use the ERA Assembly . Please delete the old version first, because AC mod now comes with one big-ass erm file.
V_Maiko remade the cool Third Upgrade mod, where every creature gets 1 additional upgrade. Third upgrade creatures with Typhon 2.7.1 check it out! and guess what it is fully compatible with the AC mod, just enable both mods at the same time.



Thank you for recommending my mod, I just created an account here to post my mod which I think will fit more posting here than in the Russian forum.

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xericsin
xericsin


Famous Hero
posted March 15, 2020 04:34 PM

Wood Breastplate and Wonder Armor are the best start-up equipment.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted March 15, 2020 04:51 PM
Edited by RerryR at 21:37, 17 Mar 2020.

xericsin said:
Wood Breastplate and Wonder Armor are the best start-up equipment.


So true!



In the mornings I played a relaxed round on the Arrogance map vs Easy AI...
1h gameplay with Advanced Classed mod and Third Upgrade mod.

Little Hotfix on 1.0421 (I reuploaded)
- fix with missing .pcx image from extension heroes in Dialogue  
- fix problem with Master Firewall and Master Landmine scripts (continues animation)
- fix Lord/Landlord ability gives no Gold
- fixed possible crash with Hunter-class and certain battlefields
- fixed crash when clicking on Kingdom Overview (temporarily disabled)
- fix certain Hybrid classes could get Landlord ability


https://dropmefiles.com/hgZDP  or Dropbox link on first Page



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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 24, 2020 11:55 AM

how to make secondary skills have 5 levels?
I may want to do it in my mod

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