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Full Version: Third Upgrade Mod [Amethyst Edition] v2.18.2
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Raistlin, emerald 3 dont need emerald .bin, also fix a lot of annoying bugs from emerald 2, and is compatible witb ERA 2 and ERA 3. In a nutshell, emerald 3 better than emerald 2 even if s not a official development. 4
Updated to v1.12.1

[-] Fixed crashes caused by emerald 3.
[-] The decorative object that was missing in the mod has been added again.
[-] Fixed bug of Utopias that disappeared in random map.
Скажите плз данный мод не совместим с эра 2.9.14HD???
Holy_Avenger, совместим. А есть какие-то проблемы?
Image: ff8c12a4d622fe.png
Вот список модов стоящих сейчас, отключив этот мод игра идет без проблем и вылетов. С этим модом постоянно выкидывает, полагаю что с чем-то из списка не совместим...
Holy_Avenger, advanced classes mod, я думаю.
Или 6 слот. Поскольку в нём уже есть данный мод
Отключал и то и то бесполезно именно этот мод постоянно выкидывает при загрузке сейва либо при создании рандом карты либо просто в игре на каком-то событии,хотелось новых сушек оценить, но увы...
Holy_Avenger, тогда отключай до тех пор, пока не заработает.Ab
GREAT UPDATE v2.0

As of version 2.0 it works only in ERA 3 for the new CBs, if you want to play in previous versions you will have to enter \Mods\Third Upgrade Mod\Data\s to delete the "New_CB_XXX.erm" scripts, or save them outside "s" folder for operation in ERA 2. You will lose the chance to play with New Creature Banks if you do that, so it's recommended to play in ERA 3 for a complete experience.

[-] All mod core has been completely changed, no longer works with Typhon, now works with Amethyst, developed by feanor/OxFEA, and improved by Majaczek. Now works with a plugin just like artifacts (Emerald) so the differences between Typhon edition and Amethyst Edition will be detailed below:

*Creatures no longer use Preventive Counterstrike or Range Retaliation, creatures possessing those abilities were replaced by others for balance.
*No more defense bonus.
*No more Prot. from shooting.
*In my mod it's already impossible to make alternative units in towns.
*It's now possible to create units with new abilities, like Faerie Dragons and Enchanters.
*It's possible to regulate the damage of spell attacks, so Avernum Magogs now attack again with inferno as in the first versions of my mod but with regulated damage.
*Fire shield damage can also be regulated.

The only major flaw in using Amethyst is the creatures that no longer appear in RMG, but in the next update they will appear again via replacing with other creatures.

*NECROMANCY*

Thanks to amethyst, something that has been asked for so much is now possible and it is necromancy compatibility with Third Upgrades Mod.
Necromancy has now been adapted and works as follows:

Basic Necromancy: Raise Skeletons
Advanced Necromancy: Raise Skeleton Warriors
Expert Necromancy: Raise Skeleton Knights

Cloak of the Undead King has also been made compatible with Third Upgrades Mod and Necromancy:

Basic Necromancy: Raise Mummies
Advanced necromancy: Raise Ghosts
Necromancy Expert: Raise Ancient Liches

[-] Added 10 new Creature Bank (Thanks to PerryR's script)
[-] Random map generation has been completely fixed so it shouldn't crash anymore.
[-] Fixed and changed some defs and images of creatures.
[-] 4 new creatures were added to the game.
[-] Added a new upgrade for Arch Mage, now Enchanters are neutrals again.
[-] New artifacts are now easier to find around the map.
[-] Now special upgrades from level 7 can be obtained by upgrading in Hill Fort third upgrades level 7 or in Level 8 dwellings.
V_Maiko, nice combo of your mod, PerryR' CB and majaczek plugin 132
Berserker, Thank you, but my mod is a triple combo, I also have the Emerald plugin improved by Majaczek too, so the artifacts have more functionalities, I think as a future update I plan add alternative upgrades via artifacts, thanks to this code written in emerald 96-copy

Code:
ParseInt(buf, "UpgradeFrom=", &no_save.upgrade_from[target][0]);
    ParseInt(buf, "UpgradeTo=", &no_save.upgrade_to[target][0]);
    ParseInt(buf, "UpgradeFrom2=", &no_save.upgrade_from[target][1]);
    ParseInt(buf, "UpgradeTo2=", &no_save.upgrade_to[target][1]);
    ParseInt(buf, "UpgradeFrom3=", &no_save.upgrade_from[target][2]);
    ParseInt(buf, "UpgradeTo3=", &no_save.upgrade_to[target][2]);
    ParseInt(buf, "UpgradeFrom4=", &no_save.upgrade_from[target][3]);
    ParseInt(buf, "UpgradeTo4=", &no_save.upgrade_to[target][3]);
    ParseInt(buf, "UpgradeFrom5=", &no_save.upgrade_from[target][4]);
    ParseInt(buf, "UpgradeTo5=", &no_save.upgrade_to[target][4]);
    ParseInt(buf, "UpgradeFrom6=", &no_save.upgrade_from[target][5]);
    ParseInt(buf, "UpgradeTo6=", &no_save.upgrade_to[target][5]);
    ParseInt(buf, "UpgradeFrom7=", &no_save.upgrade_from[target][6]);
    ParseInt(buf, "UpgradeTo7=", &no_save.upgrade_to[target][6]);
    ParseInt(buf, "UpgradeFrom8=", &no_save.upgrade_from[target][7]);
    ParseInt(buf, "UpgradeTo8=", &no_save.upgrade_to[target][7]);
    ParseInt(buf, "UpgradeFrom9=", &no_save.upgrade_from[target][8]);
    ParseInt(buf, "UpgradeTo9=", &no_save.upgrade_to[target][8]);
Updated to v2.0.1 for ERA 3

+New creature: Specter, now ghosts are neutral again.
+Fixed an issue related to upgrading the first three levels of creatures in Stronghold.
+Avernum Magogs attack Inferno been balanced.
+Fixed Necross Dragon attack, they can now attack with death cloud like Dracoliches.
V_Maiko, does emerald plugin support creature upgrading?
Emerald 3, developed by Majaczek admits to upgrade a specific creature (UpgradeFrom=) to another (UpgradeTo=) by ID, the effect takes place the next day, I have created two artifacts that works that way, a crossbow, and another one that I named " Gelu's Bow ".

Image: 1.png Image: 2.png
I install Heroes + Era 2.8.8, then install Third Upgrade Mod v.2.0.0 for ERA II, start new game and recieve bug
It's disappointing Bad
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