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Thread: New Upgrades Mod [Amethyst Edition] for ERA | This thread is pages long: 1 10 ... 17 18 19 20 21 ... 30 · «PREV / NEXT» |
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VMaiko
Known Hero
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posted January 05, 2021 08:57 PM |
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fanofheroes, Thank you very much for your message, I will keep it in mind, because maybe my mod is not optimized enough to play it in HD.
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fanofheroes
Famous Hero
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posted January 06, 2021 05:29 PM |
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VMaiko said: fanofheroes, Thank you very much for your message, I will keep it in mind, because maybe my mod is not optimized enough to play it in HD.
My pleasure.
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VMaiko
Known Hero
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posted January 10, 2021 06:38 PM |
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Edited by VMaiko at 18:40, 10 Jan 2021.
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Update v2.7.0
Changes:
-Amethyst and Emerald updated.
--New Amethyst feature "isAimedCaster" now the creatures that attack with spells from large areas (like fireball, inferno, frost ring), can be selected the exact place where they want to cast by pressing F just like Faeries Dragon.
-Updated list of banned scripts for TUM, and "option 730 - single-slot composite artifacts" has been completely nullified from the mod.
-Removed extra "%" from Third Upgrade.json.
-Blocked AI effect from ET (Thanks to Archer).
-Fixed the problem that Pit Master couldn't raise demons due to lack of cast.
-The problem with the Necromancy has been resolved, it can now be used again in TUM.
-Improved Arctic Sharpshooters and Lava Sharpshooters.
-The first CB with variants has been released (it has 4 tiers of which once a certain tier is cleared, you will get an artifact of the same type but better). Content officially released previously in The Tides of War.
-An additional artifact added.
-Fixed the descriptions of some artifacts.
-The problem with OP Fire Shield has been fixed once again. I will do everything possible so that it does not happen again.
-Added 2 new def variants for WoG chests (the first one that is green was extracted from WoG fix, and the second one I did it myself merging both chests, the green one and the original red one).
This is the most optimized version to date, if you find any anomaly I will only accept reports with the last Assembly update, the last ACM update and with the TUM files intact without suffering alterations by third parties.
There will be no more updates in a while because I fulfilled another of my goals which is to add all the ToW content to TUM.
The next update will focus on another content implementation.
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Asthner2
Tavern Dweller
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posted January 10, 2021 11:08 PM |
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Hi! I'm having trouble with running the mod, but maybe it's because I'm missing something.
The mod seems to run ok on the current ERA 3 gaming build when used with normal scenarios - but when I try to run it with any campaign (well, "any" as in "I tested it with Long Live the Queen from RoA and Catherine's Charge from AB" ;p), the game crashes during loading of the map.
Is the mod fundamentally at odds with the campaigns, or is there a chance I'm doing something wrong and it's worth further troubleshooting?
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VMaiko
Known Hero
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posted January 10, 2021 11:54 PM |
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Edited by VMaiko at 00:02, 11 Jan 2021.
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Asthner2 said: Hi! I'm having trouble with running the mod, but maybe it's because I'm missing something.
The mod seems to run ok on the current ERA 3 gaming build when used with normal scenarios - but when I try to run it with any campaign (well, "any" as in "I tested it with Long Live the Queen from RoA and Catherine's Charge from AB" ;p), the game crashes during loading of the map.
Is the mod fundamentally at odds with the campaigns, or is there a chance I'm doing something wrong and it's worth further troubleshooting?
The mod seems to be that it's not compatible with RoE and AB campaigns due to Emerald that add content with the latest expansion such as combos artifacts, before SoD there were no combos, my mod is only playable in SoD campaigns.
A possible solution so that you can play campaigns before SoD is to disable emerald3_3.era, for that go to plugins and uncheck.
That will render the new artifacts useless, but it will allow you to play the campaigns before SoD.
If you see script errors ignore them, it was part of the coding for some artifacts in Emerald.
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Asthner2
Tavern Dweller
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posted January 11, 2021 01:30 AM |
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Bingo! From my initial test a moment ago the campaigns seem to be playable now. Thanks.
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VMaiko
Known Hero
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posted January 13, 2021 12:26 AM |
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The micro update v2.7.3 is here, there are only 3 changes to consider:
1. Hates have been organized and fixed, both in stack experience and .cfg files.
2. Made slight changes to two creatures, Terrible Hydras's regeneration was nerfed, due to him being nearly invincible in 1v1 combat. Fire Paladin's fire shield was put in .cfg, it no longer has a different fire shield than the others.
3. The immunities of the third upgrade elementals was fixed just like their predecessors.
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AleksDrims
Tavern Dweller
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posted January 23, 2021 12:52 PM |
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Hello. I liked your mod. But with him there were difficulties in the construction of maps. The whole problem is that the mod randomly changes some monsters, even those that were installed manually.
For example: Fixed 5 hydras - can turn into 5 tiamat.
How to make sure that certain monsters and buildings displayed on the map do not change?
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fanofheroes
Famous Hero
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posted January 24, 2021 05:10 AM |
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AleksDrims said:
Hello. I liked your mod. But with him there were difficulties in the construction of maps. The whole problem is that the mod randomly changes some monsters, even those that were installed manually.
For example: Fixed 5 hydras - can turn into 5 tiamat.
How to make sure that certain monsters and buildings displayed on the map do not change?
Hi,
move the script "monster replacer.erm" into the disabled folder. If you want to disable the building changes too, look for the buildings you don't want changed and move them in the disabled folder. The only drawback is, on random maps, if you disable the script, I don't think you'll be able to encounter all the cool units he's made in the map. Personally I left them in, besides, they never flee
but we each have our own preferences
look for them in here:
ResOunD > Data > s
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Vomi
Tavern Dweller
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posted January 25, 2021 05:26 PM |
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Edited by Vomi at 17:29, 25 Jan 2021.
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Hello guys, I have a problem. I installed Heroes III Complete, Era 3.2, and Third upgrade mod.
When I am playing with the necros, I try to resurrect dead troops, and the game crashes every time.
And I have similar problem with the barbarian magician too.
When I disable Third upgrade mod, everything is working well
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AleksDrims
Tavern Dweller
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posted January 25, 2021 09:10 PM |
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rudolphy
Tavern Dweller
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posted January 26, 2021 08:34 PM |
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Vomi said: Hello guys, I have a problem. I installed Heroes III Complete, Era 3.2, and Third upgrade mod.
When I am playing with the necros, I try to resurrect dead troops, and the game crashes every time.
And I have similar problem with the barbarian magician too.
When I disable Third upgrade mod, everything is working well
I have the same problem as well, every time using the resurrection spell. The game crashes before the animation of resurrection starts.
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rudolphy
Tavern Dweller
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posted January 26, 2021 11:10 PM |
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Vomi said: Hello guys, I have a problem. I installed Heroes III Complete, Era 3.2, and Third upgrade mod.
When I am playing with the necros, I try to resurrect dead troops, and the game crashes every time.
And I have similar problem with the barbarian magician too.
When I disable Third upgrade mod, everything is working well
I just tried V 2.5 and resurrection workes well :-)
@VMaiko: I only have V2.5 and 2.7.3 of your great mod. Is there a way for me to download V2.7 or 2.6 again to test this issue)
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted January 27, 2021 01:29 PM |
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Edited by majaczek at 13:31, 27 Jan 2021.
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rudolphy
Tavern Dweller
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posted January 27, 2021 08:51 PM |
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Seems it does not work with your amethyst2_4.dll
At least I can no longer load my saved game for testing. An error occurs that the animations cannot be loaded
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted January 28, 2021 02:12 PM |
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rudolphy said: Seems it does not work with your amethyst2_4.dll
At least I can no longer load my saved game for testing. An error occurs that the animations cannot be loaded
hmm maybe save format changed in meantime, test on fresh save
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rudolphy
Tavern Dweller
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posted January 30, 2021 09:55 PM |
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Edited by rudolphy at 21:57, 30 Jan 2021.
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You are right, no surrection crash any longer with your amethyst2_4.dll. But I had to restart my game ('') THANKS FOR YOUR HELP
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MrDweed
Tavern Dweller
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posted February 04, 2021 08:19 PM |
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Hello VMaiko!
I think I found a bug, because hero specialties doesn't increase the speed, attack and defense of the third upgraded specific units.
So Galthran's specialty are skeletons, so skeletons and skeleton warriors stats are increased in battle, but skeleton knights stats are not.
Sorry for my bad English, I just want to mention this bug.
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RerryR
Promising
Supreme Hero
Researching Magic
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posted February 04, 2021 08:36 PM |
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MrDweed said: Hello VMaiko!
I think I found a bug, because hero specialties doesn't increase the speed, attack and defense of the third upgraded specific units.
So Galthran's specialty are skeletons, so skeletons and skeleton warriors stats are increased in battle, but skeleton knights stats are not.
Sorry for my bad English, I just want to mention this bug.
You sure? I just checked and the bonus works. If you are very convinced something is wrong you can send me a savegame and your modlist and I will check.
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VordeX
Hired Hero
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posted February 07, 2021 05:57 PM |
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Edited by VordeX at 18:00, 07 Feb 2021.
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I got era 3.3.2 And this mod v 2.7.3(the latest) And it doesn't work, if i disabel mod everything is fine. Here are messages. BTW why is mod called "resound" ?
https://ibb.co/QQt0CPQ
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