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Thread: New Upgrades Mod [Amethyst Edition] for ERA | This thread is pages long: 1 10 ... 20 21 22 23 24 ... 30 · «PREV / NEXT» |
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nomercy
Tavern Dweller
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posted April 24, 2021 05:54 AM |
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Edited by nomercy at 06:32, 24 Apr 2021.
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VMaiko said:
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.
I played Shadow of Death campaigns with Third Upgrades Mode v2.8.7 but the heroes’ experiences, skills and levels are not carried over to the next scenario. The heroes are reset to level 1 with default skills at the beginning of each new scenario.
And, the TUM doesn't allow combine or dissemble original SoD combo artifacts anymore (e.g. Cornucopia, Wizard's Well...)?
I dont use any other mods, except some default ones like WoG Animated, ERA scripts ENG, and WoG Scripts.
Does anyone know how to fix this? Thanks
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VMaiko
Known Hero
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posted May 01, 2021 09:28 PM |
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Updated to version 2.9.0
Changelog including the list of what the mod contains has been updated in the main thread.
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zh199172
Tavern Dweller
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posted May 02, 2021 09:51 AM |
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VMaiko said: Updated to version 2.9.0
Changelog including the list of what the mod contains has been updated in the main thread.
great job
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Bersy
Honorable
Supreme Hero
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posted May 02, 2021 04:08 PM |
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VMaiko
Known Hero
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posted May 02, 2021 05:09 PM |
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Edited by VMaiko at 17:10, 02 May 2021.
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Bersy said: Creature portraits look bad. Maybe it's time to use png for them. Do you have portraits in original bmp/png quality?
The only portrait that I see really bad is Hell Stallion, it looks especially bad and without a traditional solution (I don't know how you see the others are bad if they were indexed perfectly as their original image). Could you teach me how to use png? I'm not really aware of the png implementation.
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Bersy
Honorable
Supreme Hero
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posted May 02, 2021 05:41 PM |
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VMaiko
Known Hero
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posted May 02, 2021 06:34 PM |
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Bersy said: Do you keep original frame bmps/pngs before packing to def?
I convert the defs that are png to bmp with the photoshop index, the ones that I create myself are also indexed directly with photoshop with a background of the factions that I got from the forum.
In the def itself there is no apparent loss of quality, but within the game engine the quality is damaged by HD mod.
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Khadras
Famous Hero
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posted May 03, 2021 06:26 AM |
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Hi! Please change the upgrade of zombie in a different undead creature. Please let the mummy neutral like ghost. Find a different creature for upgrade zombie, like ghoul or something like that, with ability to eat nearby corpses to heal itself. Please let the mummy in the desert again, because is not suitable for upgrading the zombie.
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VMaiko
Known Hero
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posted May 03, 2021 06:51 AM |
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Khadras said: Hi! Please change the upgrade of zombie in a different undead creature. Please let the mummy neutral like ghost. Find a different creature for upgrade zombie, like ghoul or something like that, with ability to eat nearby corpses to heal itself. Please let the mummy in the desert again, because is not suitable for upgrading the zombie.
I would have already done it if i had a proper def for it, the ability will be as easy as extracting the "zombie-flesheaters" script and using it in a possible new zombie upgrade.
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phe
Famous Hero
Life and Freedom
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posted May 03, 2021 09:21 AM |
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Edited by phe at 00:09, 04 May 2021.
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any chance for optional double cost of upgrade and disabling universal creature upgrade? maybe something like7++ creatures instead +5 attack, +5 defence, + some damage, + 50HP in comparison to 7+ creatures... seems bit weird that Firebirds could become Devine Phoenixes or Gorynyches can become Dark Tiamats...
I like the name Hellish Plague...
Maybe Vermims could be similar/alternative creatures in different colours...but Hellish Vermin sounds cool...
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Bersy
Honorable
Supreme Hero
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posted May 03, 2021 02:14 PM |
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VMaiko
Known Hero
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posted May 03, 2021 03:36 PM |
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Bersy said: People complain of crashes on this version. Did you upgrade any plugin?
I have not updated any plugins, it uses the same as the previous version, it details the errors, most likely the Russian localisation is the problem and not my main mod.
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Bersy
Honorable
Supreme Hero
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posted May 03, 2021 10:15 PM |
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bloodshade21
Tavern Dweller
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posted May 04, 2021 12:45 PM |
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Hi, I found another bug, and it's quite obvious that this mod is causing it. It's about creating heroes in the map editor. It's not possible to put heroes (either imprisoned or not) that are greater than level 1. Any amount of experience I put seems irrelevant, as they are always going to be level 1. Additionally, their skills won't be properly displayed if experience is set manually.
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VMaiko
Known Hero
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posted May 04, 2021 10:52 PM |
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Edited by VMaiko at 22:55, 04 May 2021.
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bloodshade21 said: Hi, I found another bug, and it's quite obvious that this mod is causing it. It's about creating heroes in the map editor. It's not possible to put heroes (either imprisoned or not) that are greater than level 1. Any amount of experience I put seems irrelevant, as they are always going to be level 1. Additionally, their skills won't be properly displayed if experience is set manually.
The problem is due to the Mysterious Cave script, but luckily it has already been solved, download the script and replace it in Mods/ResOunD/Data/s
Link here: https://dropmefiles.com/qwtuB (the link only lasts 7 days from today)
This fix will be included in the next version.
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bloodshade21
Tavern Dweller
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posted May 05, 2021 07:22 PM |
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Thank you very much for that quick fix! I have a couple of questions if you don't mind:
1. Do you think you'll be able to import some of those beautiful graphics from the new upgrades for VCMI?
2. I know I already asked, but could you please add a feature in the Amethyst editor so that we can set the number of spell casts for creatures? Or if there is another way to do this manually, that would be great.
Thank you very much for your hard work!
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VMaiko
Known Hero
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posted May 24, 2021 07:13 PM |
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Third Upgrade version 2.9.2
-Fixed Royal Treasury messange input.
-Improved Hell Stalllion portrait.
-Updated emerald, fixed minor bugs.
-Level 7 creature banks was balanced.
-Fixed all new dwellings from version 2.9, now generate the creatures as they should.
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fanofheroes
Famous Hero
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posted May 24, 2021 09:02 PM |
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I noticed earlier today in the previous version, that the 'Ritual Dagger' and the 'Crossbow' artifacts don't upgrade the units they claim to do. I installed the new update now, and this problem still occurs. Does this happen to anyone else as well?
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VMaiko
Known Hero
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posted May 24, 2021 10:03 PM |
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fanofheroes said: I noticed earlier today in the previous version, that the 'Ritual Dagger' and the 'Crossbow' artifacts don't upgrade the units they claim to do. I installed the new update now, and this problem still occurs. Does this happen to anyone else as well?
Have you noticed your units the next day?
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fanofheroes
Famous Hero
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posted May 24, 2021 10:09 PM |
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VMaiko said:
fanofheroes said: I noticed earlier today in the previous version, that the 'Ritual Dagger' and the 'Crossbow' artifacts don't upgrade the units they claim to do. I installed the new update now, and this problem still occurs. Does this happen to anyone else as well?
Have you noticed your units the next day?
haha no I didn't. I was looking for something like what Gelu/Dracon have with the upgrade button in the unit stats. It worked as it should, thank you!!
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