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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Welcome to the WoG and Beyond forum! (FAQ)
Thread: Welcome to the WoG and Beyond forum! (FAQ) This thread is 13 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 · «PREV
VikingII
VikingII


Adventuring Hero
posted March 10, 2018 09:33 PM
Edited by VikingII at 21:34, 10 Mar 2018.

Yes, that is, thank you, it is easy to miss.

*
*

Another question about the Enhanced War Machines I, "Ammo cart gives spell points per combat turn" apparently it is not working, I've noticed when I reached a level 6 cart and not having growing my pints in the adventure map or each combat turn, it is a bug or maybe a conflict with other mods or artifacts? (I had an artifact who gives +1 spell per day, but I've removed it to test the cart better).

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 10, 2018 09:53 PM

I see the script is implemented, can you post a save please?

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VikingII
VikingII


Adventuring Hero
posted March 11, 2018 05:02 PM
Edited by VikingII at 17:04, 11 Mar 2018.

Salamandre said:
I see the script is implemented, can you post a save please?

Thanks, here is the save:

https://ufile.io/mnk4w

If is important, Solmyr has his cart on level 4 and seems not working, and I have the following mods in this load order:

ENABLED:
WoG animated trees
All Upgrades (the mod you've made to me and I've improved with more units), here is the script:
Quote:
ZVSE
!?PI;
!!MA:U139/0; Peasants -> Pikemen
!!MA:U138/29; Halflings -> Master Gremlims
!!MA:U29/138; Master Gremlims -> Halflings
!!MA:U33/116; Iron Golems -> Gold Golems
!!MA:U116/117; Gold Golems -> Diamond Golems
!!MA:U3/137; Marksmans -> Sharpshooters
!!MA:U19/137; Grand Elves -> Sharpshooters
!!MA:U9/136; Zaelots -> Enchanters
!!MA:U35/136; Arch Mages -> Enchanters
!!MA:U41/152; Titan -> Lord of Thuneder


Hero Specialty (another personal mod to change the specialty of some heroes), here is the script:
Quote:
ZVSE
!#HE5:X0/23;
!#HE21:X0/1;
!#HE151:X0/22;
!#HE40:X0/8;


Fred Objects
Hota Objetct
Training Facility
Original Interface
Yona (tested this before and after Wog Revised)
Wog Revised
Wake of Gods


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 11, 2018 05:18 PM
Edited by Salamandre at 17:20, 11 Mar 2018.

Well, in your save it does not work, but as soon as I hit F12 and reload scripts (wog revised + wog installed) it works, he gains 4 MP/turn. Debug also shows v591 is set to 1, which activates the script. Try F12 then report, maybe you changed mods while playing, then reload?

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VikingII
VikingII


Adventuring Hero
posted March 11, 2018 05:48 PM

Still not working, and also I've noticed with Warfare, when I try to heal a unit, sometimes it appears a question mark, as when the unit is at top health, but when the unit is wounded, so I've managed to push the Wait button on the first aid tent, and then I could heal the unit... if I can solve this bug by pushing wait (since First Aid Tent is the last in the turns), I don't care about this one.

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LucPatenaude
LucPatenaude


Famous Hero
Owning all 7 Heroes games
posted March 11, 2018 07:05 PM

Just to clear the terms on the names of secondary skills in Heroes game' series.

The skill Warfare is a term used in the skill wheel of both heroes 6 and especially Heroes 7.

Warfare is more of a specialization than that of a secondary skill.

In Heroes 3(modded or not), the secondary skill's name is War Machines with the usual 3 levels of proficiency in that a percentile attribute is given to such secondary skill.

Specializations are reserved to specific heroes in that very old title. One hero gets the ammo cart specialization, another one gets the First Aid Tent specialization and, one other such as Vittorio of the Castle Faction(Haven) gets the Ballistae specialization.

The skill Warfare from both Heroes 6 and 7 has other tertiary skills and, starts at the proficiency of Novice(3 of them). Then, 2 more for the Intermediate proficiency(second level). 1 more for Expert proficiency(third level) and, 1 more for the Master proficiency(Fourth and last one in the skill wheel + only 3 masteries per hero per skill wheel).

In conclusion, try to get that secondary skill of War Machines up to Expert in order to get that W.o.G. extra function to finally kick in.


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VikingII
VikingII


Adventuring Hero
posted March 12, 2018 05:04 AM
Edited by VikingII at 05:07, 12 Mar 2018.

No problem, thanks for the explanation.

Now, I'm playing with allies (Castle, Rampart, Tower), having mixed troops, and I have the "Call to Arms" feature (in town, by clicking 1 to 7, automatically buy all creatures from dwellings aligned with that town).

Well, I don't know what I've done but I remember to click over an unicorn in Castle, and the base growth in the low-left icon changed from Cavaliers to Unicorns...

I haven't done the experiment to buy Unicorns from Castle by clicking "6", but I imagine is for that, maybe?

My problem is that I don't remember what I've done, I've tried to click 6 while mouse-over Nagas, Pegasus, Unicorns in Castle town but nothing happened, also tried shift+6 (or alt, or ctrl).

That was a bug? or it is a function in WoG? is that possible to recruit other town units having conquered their dwellings?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 12, 2018 10:07 AM

I never used that script so I can't say for sure, but it looks like a bug, yes. Please post a save and I will try to debug.

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VikingII
VikingII


Adventuring Hero
posted March 12, 2018 03:16 PM
Edited by VikingII at 18:39, 12 Mar 2018.

If it is not intended by modders, it should be a bug, glad to not happening in my new gameplay. But if it helps you to find bugs, this is the save:

https://ufile.io/300gt

In the Castle, just click on Haflings, Pegasus, Unircorns or Nagas, then press a number of a dwelling with troops, and portrait will be changed.

Is a previous version of the map you've downloaded before, the changes in the map are decorative only (2 or 3 buildings, some vegetation, etc), and using the same mods.

edit: it happened in my current game again, here is the save:

https://ufile.io/7xgl3

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 12, 2018 07:23 PM

Well, you use custom creatures in town so is not compatible with that mod. It looks for standard ID's.

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VikingII
VikingII


Adventuring Hero
posted March 13, 2018 03:34 PM
Edited by VikingII at 23:23, 14 Mar 2018.

Salamandre said:
Well, you use custom creatures in town so is not compatible with that mod. It looks for standard ID's.

Apparently that bug does nothing, only changes the portraits on the bottom-left screen but when you exit the town and re-enter, returns to its natural creatures, it don't allows you to buy those creatures, so if it is harmless, I don't care, thank you for explain it.

***
Edit, I have another question:

I'm disabling the Portal of Glory in Castle, and Dragon Cliffs in Rampert, that means it remains in "silver" color, and still seeing angels and dragons when click the Fort, even when I can't buy them anymore.

Is there a way to remove a town structure to not display it anymore in silver and the creatures in the fort?

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Seraphita
Seraphita

Tavern Dweller
posted July 04, 2018 12:49 AM
Edited by Seraphita at 00:49, 04 Jul 2018.

Hi guys,

I've come back to H3 after a long time and got a question regardin WoG:

Is there a list of options (or option-combinations) that are known to causse the game to crash at some point?
A friend just tried it with a fresh installed WoG/ERA II, but the game crashed after 1 month and 2 weeks (in game time) or so.
____________

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 04, 2018 01:11 AM

Occasional crashes may happen and it depends on your system, so reload. Constant crashes, which occurs each time you perform a specific actions, depend on script bugs, which may also be triggered by incompatible mods. As a thumb rule, never combine two scenario-mods (maps).

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