Changelog:
[+] The method of adding options to the WoG options menu has been updated - now the text is taken from the json file - thanks to igrik, Archer;
[+] mod WoG Graphic Fix Lite up to version 2.5.0 - thanks to Grossmaster;
[+] Updated HD mod to version 5.2 R56 - thanks to Baratorch;
[+] updated fonts in "WoG Rus" and "Game Enhancements Mod" - thanks to Grossmaster;
[-] Removed duplicate options from the WoG options menu;
[-] Removed inactive options (Split Decision, Terrain passability) from the WoG options menu;
[-] Removed duplicate options from ERA Scripts mod;
[#] Fixed triggering of events of the "Night Intelligence" option for inactive heroes (hidden in cities);
[#] Minor optimizations of some mods;
I love the Launcher! Such a handy way to play and update various forms of the game.
I'm noticing potential problems with random map generation that, as far as I know, weren't present in ERA 3.87 but exists in ERA 3.88.
I haven't figured out yet what the exact issue is, but random maps larger than 144 X 144 generated when the Third Updates Mod is enabled can't be edited in Map Editor (it rejects them as invalid file type) and tend to produce crashes in the game. For that problem, there is a workaround. I disable TUM, create, the map, edit if needed, and then re-enable TUM. No more crashes, but that doesn't solve the underlying problem, whatever it may be. Maybe the just-released version of TUM won't react in the same way. I'll test it when I have the chance.
However, the in-game map generator also has another problem--the tendency to create multiple starting towns for one or more players. I've seen everything from all players having two towns to one player having three. It sometimes takes four or five tries to get a map in which each player starts with only one town to generate, though I suppose it wouldn't be that difficult to fix the problem in Map Editor, assuming there's no other underlying problem.
I remember seeing both of these issues before, though not related to TUM, and commented on them earlier, I think in this thread. The problem developed after an ERA update and was solved by a subsequent one. That's why I'm thinking the current issues may be a product of the 3.88 update.
Not sure if this is relevant, but in 3.87, the in-game generated named random maps by date and time. In 3.88, it names them numerically (1, 2, etc.) Obviously, something changed. I happened to be watching the screen at the moment when the Unleashed Map Editor was updated during the 3.88 update, so there's clearly been a change there as well.
These issues aren't game breakers, and they'd only affect people generating huge random maps, but I did want to make the developers aware of the potential problem.
Changelog:
[+] Updated ERA to version 3.8.9 - thanks to Berserker;
[+] Updated HD mod mod to version 5.2 R59 - thanks to Baratorch;
[+] Now tweaks are enabled by default, creating unique saves for each map;
<Misc.TournamentSaver> = 1
<Misc.Misc> = 1
<Misc.RenameRandMap> = 1
[+] Added initialization of z1 to "54 wog - enhanced dwelling hint text.erm" to prevent possible problems with dwellings.dll - thanks to Archer;
[#] Fixed a bug that occurred when hovering over a phantom hero;
[#] Fixed random and frequent crashes caused by missing files for the "Night Scouting" option (Finally!);
[#] Fixed a bug in the "Henchmen" option that occurred when the AI tried to install an empty Henchmen;
I see the latest HD still didn't fix the loss of experience when splitting into single stacks. Please guys, can you drop a word to Baratorch, the game is unplayable at this state. I am still splitting the old way and is painful.
Salamandre said:I see the latest HD still didn't fix the loss of experience when splitting into single stacks. Please guys, can you drop a word to Baratorch, the game is unplayable at this state. I am still splitting the old way and is painful.
High!
I ve written to him a lot of times about that.
An issue is only when 1 creature is splitted or transfer (ctrl orshift+ctrl) - shift works well.
rhe problem is cause we can't cath those clicks via erm, anyway i have 1 almost tolerable solution in erm, which restore expirience after LEFT_MOUSE_RELEASE. I will try to complete it soon, as you are playing ERA
Salamandre said:It would be more comfortable to just restore the code from old HD versions where it worked, don't you think? 5.0 beta 31 had it.
iirc, it actually is not true - it was never working correctly with stack experience. Cause HD splitting to "1" unit just create (and always was creating) new stack near at and decrease original stack by 1 unit. But "Shift" really ve made and making dividing of the original stack.
i suppose you just have somewhere army management script from wog enabled- so in that case HD mod just does nothing. I mean that it just doesn't blocks scrpipt you use.
Changelog:
[+] Updated HD mod mod to version 5.2 R60 - thanks to Baratorch;
[+] Now it is possible to buy all the War machines at once in the blacksmith on the adventure map with the "War Machines 3" option;
[+] The following features have been added to the "Game Enhancement Mod":
!?FU(GetAdvDwellingName);
!#VA(objType:x) (objSubtype:x) (objName:x);
Returns the name of the dwelling on the adventure map, written in the CrGen1.txt and CrGen4.txt text files;
!?FU(gem_DlgItemPosition);
!#VA(itemId:x) (x:x) (y:x) (redraw:x);
Allows to get/set the position (x/y) of an element (here and after) in the current dialog window;
!?FU(gem_DlgItemSize);
!#VA(itemId:x) (width:x) (height:x) (redraw:x);
Allows to get/set the height/width of any element;
!?FU(gem_DlgShowItem);
!#VA(itemId:x) (showItem:x) (clickableItem:x) (redraw:x);
Allows to Remove/Hide/Show the element (x/y) of the element;
!?FU(gem_DlgDisableBtn);
!#VA(itemId:x) (enable:x) (whenDisabledFrame:x) (redraw:x);
Allows Disable an element (visible but inactive) and set the frame when it is disabled;
!?FU(gem_DlgDefProc);
!#VA(itemId:x) (currentFrame:x) (whenPressedFrame:x) (whenDisabledFrame:x) (closeDlg:x);
Allows Get / Set (Oh, YES!) The current frame, the frame on click and on def off and the "close the current dialog" functionality;
[+] Added a new hook !?FU(gem_OnTownScreenVisible) - triggers once when the town screen is visually displayed and until it is closed. It is necessary to get the town screen ID correctly to interact with it;
Modders, go for it
[+] Added new graphics for checkboxes and elements of radiant dialogs - thanks to Grossmaster;
[#] Empty elements are filled in hotkey help;
[#] Fixed resetting War Machines when replaying a battle with the "War Machines 3" option;
daemon_n said:
The same we have on the Latest. HD mod version.
NO, WE DON'T. Open your eyes and see:
HD LATEST, split single stacks/keep exp does not work, split equal stacks/keep exp works
I see, but try the same in Hero Screen Window, HeroMeet Screen Window, Town Screen Window.
And what you get then? Also try "Alt+Left Click after you divided the Creatures - so what you get then?