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#1
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I do consider scouting mostly useless. I only bothered with the first rank of it for a long time. Search radius basically reduces tedium, but doesn't make a gameplay difference, since you'd dig up the same things with or without it. Assuming you run around constantly hitting D like I do. Eventually I went for rank 3 just for the int bonus.
About Ancient Ents: I've noticed that enemy ancient ents are obsessed with summoning. When I was first encountering them, looking at their resists and realizing it would be tough to kill them quickly, I was dreading their ranged attack. Instead, they all seem to summon on their first turn, usually giving me enough time to kill them. I'm playing as a mage with an elf army - my hunters'/elves' attacks feel like they barely scratch enemy ancient ents, until I use hellbreath. Which is a spell I rarely used in the vanilla version of the game, so that's a nice change. Last edited by Kiras; 04-29-2014 at 08:12 AM. |
#2
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Their summoning is a priority if your army is smaller than theirs. Rooted becomes more important if they are on fire or your army is bigger than theirs. One thing is that the unit AI currently does not account for damage types, although I added extensive statistics for the spell AI. For example, I catalog the percent of damage of each type so that this can be used when casting spells such as Stone Skin or Divine armor. Conversely, resistance types are also catalogued so that it can be determined whether casting Hell Breath can be used effectively. Stuff like that. After I release my current development mod, I'll probably visit the unit AI to see if this data can be leveraged to aid the AI in choosing what to do... /C\/C\ |
#3
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Please find attached (at the bottom) the latest update to my H3B mod!
This update contains a lot of changes! There is also some debug information that you will find at the start and during combat that I've left in for now so that you can get a feel for certain things that affect combat. The first is the map location and what terrain type it is as well as the time of day since these parameters are very important with respect to bonuses or penalties. I've been using this to update the arena location types so that arenas give proper bonuses. My work here is not done and so I plan to continue to use the information that you see on the first line to help me in altering the terrain type of a certain arena. As an example of this, there are many forest locations that have an arena type that is normal. I've changed these to be forest so that Elves now benefit from their "Loves the Forest" feature since technically you are running all around through the forest. The next combat message you will see appear is a listing of the enemy hero / tower spells and their score. I've spent a lot of time developing a much more strategic system with respect to the generation of the spell's score, which affects its probability of being cast. So if you are interested, you can scroll back through the combat log in fights with enemy spellcasters and see what the scores are for their spell choices. This information was invaluable in helping me improve this part of the game. Both of these messages will be removed in a future version, but for now I've left them since they help me with mod development and debugging. You can simply ignore these messages as they don't affect anything. This update also includes the addition of Blue Dragons as a new unit! I had a lot of fun developing them and so I hope you have fun playing them or fighting them. Note that you will need to start a new game to be able to "legitimately" use them since the *.LOC files that I edited only affect new games. Nonetheless, I've also added Blue Dragon Eggs and so you can always use the cheat command (tilde, ~) to open the cheat dialog and type "item blue_dragon_egg" to add one (or repeat for more) to your inventory. You can then hatch them and try them out in your current game! This is what I did to debug them. Note that I have added logic in ARENA.LUA to allow the AI to use their abilities, but this part I have not debugged yet to ensure that it works. There are also now several NPC's that will exchange a certain container type for crystals (eggs, seeds, etc.). So far I have Lady Beaulla (Ent Seeds), Frogus Bogis (Dragonfly Eggs), Old Chvakah (Spider Eggs), Milk Woman Wilma (Thorn Seeds), and Witch Helga (Snake Eggs). I still have more work to do here... Drahha will now offer to exchange dragon eggs for runes. You need to talk to him a couple of times after finishing his quest to get the option to make the exchange. Another big change is that the difficulty and map location bonuses now apply to enemy unit talents as well. This means that they do more damage with abilities that cause damage, summon more allies, have a higher percent chance of certain effects, etc. Ice damaging spells / abilities now amplify damage based on half of the target's fire resistance if the target is fire immune or they are demons and damage reduction from physical resistance is only half if they fit the above requirements. This change means that there is a pseudo "ice" damage to targets that should normally be vulnerable to ice spells (like Dragons and Demons, for example). There are also a ton of bug fixes that either you have pointed out or that I've discovered on my own. So let's hope that I've made the mod better in this regard. There are also myriad other changes, some deal with making units more interesting / playable (like the changes to bears and unicorns), others with adding penalties (like the new penalties to the Undead), and some that are just general. Since there are a ton of changes in this update, there may still be some bugs out there, so if you have any problems with this update, be sure to post them here. I'm not done making all the changes that I want, but I think I've implemented all the changes that require a restart. The only reason to restart is if you want to get the *.LOC file (note that the arena LOC changes do not require a restart) changes (like Blue Dragons, etc.), otherwise feel free to continue your game like normal after an update. Once again, thanks for downloading and trying out my mod - I hope you enjoy this update! ![]() Here is the detailed (long) list of changes (and the mod can be downloaded below): Version Beta 2014-05-08
Wow! Lots of changes! With so many, there are bound to be some areas that I haven't debugged yet, but I can restart a new game without it crashing and I've resolved all issues I've discovered to date. Nonetheless, I'll continue playtesting and debugging this release, but don't let this stop you from downloading this update and trying it out! Enjoy! ![]() /C\/C\ Download removed due to new version available. Please see the last post in this thread for the latest version - thanks! Last edited by MattCaspermeyer; 05-12-2014 at 03:36 AM. Reason: New version available so download links removed |
#4
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Please find attached below a critical update for those who use Build 35,234. If you are using Build 35,396 then this update simply adds new features (although it does have some more bug fixes).
There is a problem with Build 35,234 when using the LUA Game Library function LocType. This function is supposed to take an input and then output true / false depending on whether the current location type is the same as the input location type queried. No matter what the input I specify is, this function throws an internal error thereby halting execution of the current LUA script and preventing execution of subsequent LUA code. This problem is often fatal, causing the game to crash to the desktop when the game's error-handling code continues with the next execution task and that code expects certain code to have been executed. I currently use this function in ARENA.LUA to determine whether the location is cemetery, dungeon, etc. for reporting this at the start of combat. This is meant to allow me to debug my mod better and I can simply comment this section of code out and problem solved for this file since it is not important to anyone but me. However, I also use Game.LocType in UNIT_FEATURES.LUA for applying several new bonuses / penalties that I have recently added. Since this function is broken and it would cause similar LUA script halts, which would invariably cause a game crash, I've decided to create a fork for Build 35,234 users so that they can still play my mod, although, technically it is no longer compatible with build 35,234 due to the bug in Game.LocType. This development fork for Build 35,234 has Game.LocType calls commented out in ARENA.LUA and also UNIT_FEATURES.LUA as well. The unit features in UNIT_FEATURES.LUA affected by this are: ![]()
If you use Build 35,396, then these work as intended without the above restrictions. For those using either build, this version adds new features and for the most part completes the initial development of adding in all the NPC's that I currently plan to use to exchange containers for Magic Crystals. Here are the NPC's and what they exchange for Magic Crystals: Carl Leonard - Griffin Eggs Dragon Attah - Bone Dragon Eggs Gelena Attahskaya - Dragon Eggs (Green, Red, Black, and Blue) Priest Owein - (Skeleton) Coffins Furious Paladin - (Vampire) Carved Coffins I've also added the capability for Black Dragons to select the Power of Fire path in finer detail (so that you can outline a path just like the AI) if you are controlling them. The developers made this change in WotN and now it comes to The Legend via this update! ![]() There are also a few bug fixes here and there - here's the detailed list of changes: Version Beta 2014-05-11
The next area I want to focus on is revisiting spell power because there have been a lot of changes since I initially developed this section of the mod. Pretty much damage I'm going to leave as it is since I think it is sufficient, but I'll be looking into the power of bonus and penalty spells to see if a change is warranted. Thanks for your patience as I fixed this problem if you're using build 35,234. Note that an email to 1CC or the vendor you got build 35,234 from is warranted since it is technically not the latest. I'm going to send another email to GoG to see if they respond to this issue because they should be using build 35,396. I'm fortunate that I have both builds, otherwise I would have been at a loss as to what the problem with Build 35,234 was. /C\/C\ Note that I'm no longer supporting Build 35,234 because I provide Build 35,396 here Please see the first or last post to get the latest version. Last edited by MattCaspermeyer; 06-01-2014 at 09:47 AM. Reason: New version available so download links removed |
#5
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Please find attached a critical update for my HOMM3 Babies mod.
Note that I am no longer supporting Build 35,234 - I actually have provided the kb.exe for Build 35,396 here. I tried it out with my GOG version of the game and it seems to work okay - I hope it works for you, too! There was a bug in the WotN code for the implementation of the Black Dragon - Dragon Power talent that caused issues when the AI used that talent. I've fixed the problem by having it use the WotN code if a human is controlling it or the original TL code if the AI is controlling the unit. I've also added some more NPC trading options - Archmage Rezo can now convert mana potions to an increase in your mana and Shaman Karrakh (if you don't kill him) can do the same with rage potions. Also Chief Engineer Debat in Mehgard has a machine that can exchange runes - the rates are very favorable: 2 for 1, 3 for 2, and 4 for 3. Now you can exchange runes if you end up with excess with only a 50 to 25% penalty in the exchange (Debat is very happy about his machine as a Dwarven inventor). Note that the mana / rage increase can be more than advertised if you have items that add %mana / %rage equipped on your hero. This was driving me crazy for a while as I didn't understand why I would sometimes get +2 rage instead of +1 for just one potion, but it was because the %rage increase item happened to be rounding up with just a +1 increase that would make it look like +2. I've also gone through the spell powers and readjusted values based on the bonuses that are possible in the game. Now it should take a very high-level mage with very good spell bonuses to maximize the power of most spells. You should now find that your spell power has decreased when applying this update. I've also added the capability for Life Light to resurrect troops. I've been wanting to do this for a long time and finally added the capability. It works on all units except summons (Phoenix and Evil Book) and Demons and still damages the Undead. Spell mana cost has gone up 50% or higher to account for the fact that it is very similar to the Paladin Prayer ability in AP / CW. This spell makes it possible to resurrect a group of units in a 7-hex radius, but the resurrection power is low for the mana involved so it should not be overpowered. As an example in my game, my Paladin has the best spell bonuses I've ever had @738% and with a base heal of 50 @level 1 the resurrection power @level 3 is 1485 per hex. So you'll be able to only res at most a few level 5 units per hex (still pretty awesome, though) and that is with a cost of 52 mana. You can combine it with Heal to make it more effective at lower levels if you have the turns and mana to do that. It also does an incredible amount of damage now to the Undead due to the increase cost, although the damage / mana is only slightly better than it was before. Mana / Crystals / Costs of a lot of spells have been updated to make them current with changes that I've made to the game since I initially devised these values. For example, Phoenix is now 20, 40, and 80 mana for Levels 1 through 3 since they have the ability to Sacrifice themselves to resurrect allies. The difficultly level now also amplifies enemy hero spell power and spell duration and so you'll find enemy heroes even tougher now on Hard and Impossible difficulty levels. I've also expanded the capability of the target's resistance to effect the duration of unit talents and Spirit abilities. For example, if a unit can cause stunning, the duration of the spell is lessened / amplified depending on the target's physical resistance. I've also added some more resistances to certain mage ATOM's (see the detailed change list) as well as the Undead now have a magic damage vulnerability based on their level due to them being magical constructs and magic damage's ability to disrupt this energy and cause more damage. There are also some other minor bug fixes - here is the detailed list: Version Beta 2014-06-01
I really feel like I've implemented everything that I want to implement here. The mod is really starting to feel complete to me. So this may be my last update for a while unless there are some crashing bugs that I have not found or if other bugs are found or reported. Don't forget if you don't have Build 35,396 of the game, you can download it here. Thanks again for trying out my mod and providing comments! ![]() Matt Caspermeyer /C\/C\ Download here and don't forget to get Build 35,396 if you don't have it above: |
#6
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Hello i like this mod a lot , but i dont agree with mesing up so much with creature speed and initiative , i thin it destroys the game core of combat
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#7
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Mana is bugged , with mana flask you will exchange with mana , and also that quest where you have to be mage or level 15 , i am always left from 109 mana to 30 permanently
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