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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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stakon
stakon

Tavern Dweller
posted October 03, 2018 06:45 PM
Edited by stakon at 18:47, 03 Oct 2018.

Hi all!

I am a long time fan of the series and more specifically Homm2 & Homm3. I have also played M&M rpg's 6,7,8 many many times...

I started with Homm2 a few months after it was released when a schoolmate got an original version of it.
I still remember my first hot seat game, i randomly chose and got the necromancer castle. It felt sooo great back then. Immediately it became my favorite title and i kept playing it and listening to its great music for many years.

When Homm3 was published i was excited at first but disappointed after sometime because it lost much of the "charm" of Homm2, its great yet simple graphics, atmosphere and music.

That meant i was back to homm2 again. Until...a friend of mine showed me wog, i think around 2002-2003 and that was it! I never looked back and i have been using and promoting it as much as i can and all my friends started using it.

So here i am again, finding out that there are still many people taking good care and loving this wonderful game. Before everything else i would like to thank everybody for their effort, for contributing and sharing their ideas. It really warms my heart to see how many people give their love to this game and its mods.

I have a list of questions gathered through the many hours of playing and trying to find out things on my own. Some of those questions i have somewhat answered myself but i am not sure of them. I have done some research before asking and i found it impossible to find something concrete. If there is a more appropriate thread to ask these questions please point me to it. I hope these questions also help others who might struggle with ERA II but vie to enjoy it as much as i do.


Now for the questions...

1. ERA II definition/purpose/stability
a) Era is some sort of a collection of utilities used to play, code, make maps and manage mods. And wog is one of those mods, probably the most important one.Correct?
b) What do the different versions of ERA achieve?
c) Is there a version considered to be "stable" and should be preferred over others? Or is it better to always get the latest one?

2. Random Crashes
The most annoying problem with wog/ERA II is the seemingly random crashes. This can happen after a couple of minutes or after an hour but they are very common. It can happen during the start menu, the adventure map, the hero screen...i think it can happen everywhere.  The computer just hangs and i have to kill the process in order to continue. Are there any things i can do to avoid this? Does the OS affect this beheviour?(I am currently using Windows 10 Home.) Can I use any type of settings, best practises etc. to overcome it like compatibility mode, admin rights and so on?
As a side note I have been using ERA 2.46 in windows 7 on my old machine and the crashes were there but they happened rarely.

3. Managed Crashes
Some other times the crashes are more graceful. There is a message informing me about the crash that points me to the log files. So can i do anything about these log files? Can they point me to the right direction? Is there any information about the mod/script that creates the problem?

4. Mod priorities/Script conflicts.
a) I read the notes in every mod to be sure there are no side effects or problems with other mods.
However i am not aware of many "golden rules" that should apply everytime. Are there any? I think that the wog mod should always be on bottom but nothing more.
b) I have also noticed that the Wog Revised mod which is recommended has some scripts that are already included in the latest Era releases. Do i need it or are these two merged?
c) Are there mods/scripts i should avoid? Are there any known bugs with some of them? Combinations that simply don't work well together? Is there a list of these i can read?

5. SOD
a) Why is safeSOD needed? Why is SOD so special that it needs a separate mod? What are the problems if it is not used?
Does this mean that SOD maps cannot be wogified?
b) What about Armageddon's Blade? Why isn't it affected?

6. Wogification
a) What does it really mean to wogify a map? As i think of it, the selected mods/scripts are applied to it.
b) Which maps are safe to wogify?
c) Is there a problem if i wogify a wog map?
d) What about wogifying campaign maps? Can there be problems with object replacement/hero modification scripts etc?

7. Scenarios
I see that there are many scenarios by creative people and i really want to try them out. (TEW,The Dragon Slaughter  and many more)
a) What mods are to be loaded together with them? Should they be wogified?
b) I would also love to hear your recommendations for multiplayer hotseat maps.
c) How can i see if a map is XXL?

8. Other
a) Glory of War and other mods like it state that a lot of things are changed. Are they to be used alone or are they compatible with wog?
b) Is it recommended to use the HD mod? Are the any risks to combine it with era/wog?



Thank you all for bearing with me and thank you again in advance for any helpful replies.

Cheers!








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Bersy
Bersy


Honorable
Supreme Hero
posted October 03, 2018 07:38 PM

1a) Utilities + code, implementing Mods system, +buffixes and tweaks, etc.
1b) As in any product: new features for programmers, modmakers, more rarely users. Bug fixes, experiments.
1c) 2.46, 2.77 (if you create DebugEra directory manually).
2) Mostly solved by Era default setting: UseOnlyOneCpuCore=1 in heroes3.ini
3) Era 2.7 has DebugEra directory with a lot of information for those, who know ERM/Assembler.
____________
Heroes 3 Era and everything for it. Releases folder for releases.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 04, 2018 12:17 AM

stakon said:
5. SOD
a) Why is safeSOD needed? Why is SOD so special that it needs a separate mod? What are the problems if it is not used?
Does this mean that SOD maps cannot be wogified?


Era/wog has also tons of interface or map adventure facilities mods, which do not change the gameplay from SoD, just save time and clicks, nothing you can not know by save/reload. So Safe SoD is a script blocker, a mod where allowing you to play a sod map in SoD conditions bu recognizing all interface/cheats mods. For example, optimal for playing SoD and RoE campaigns, but with goodies as see seer huts location and quests, artifacts guards, banks setup, monsters split, battle spells and so on. All WoG scripts except the mods you enable will be blocked.

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stakon
stakon

Tavern Dweller
posted October 04, 2018 03:25 PM

Hi again,
I really appreciate your fast responses.

@Bersy
I have already read somewhere about this flag (UseOnlyOneCpuCore=1)
but it was already set to 1.
Now that you also mentioned it i tried and changed it back to 0.
Turns out that i have very few crashes now.
I only tested for about 2 hours though.
Before that it kept crashing every 10 minutes.
I will keep an eye on this setting and test some more.
As  a side note the game now seems to crash more often when i am trying to access the system menus (save,load etc.)

@Salamandre
I didn't know that SOD has conditions and scripts by itself. Now it makes sense.
This means that when i play a SOD map i should expect things to malfunction if i also load other game changing scripts.

Looking forward to also get responses for my other questions.

Thanks again!
____________

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NimoStar
NimoStar


Promising
Supreme Hero
Modding the Unmoddable
posted October 04, 2018 03:43 PM

6- As far as I recall wogification affects maps objects, not the selected scripts. The selected scripts work even if the map is not wogified.

Basically by wogifying you will get some of the map features changed to WoG special features, which are extremely hacky

There may be other effects but that is the most notable one.
____________
Discover H4 Greatest Mod!
https://www.moddb.com/mods/greatest-mod/downloads
(Also biggest of only two 2 mods for HOMM IV)

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Bersy
Bersy


Honorable
Supreme Hero
posted October 05, 2018 01:11 AM
Edited by Bersy at 13:23, 05 Oct 2018.

stakon, UseOnlyOneCore flag definitely reduces crashes, not increases. Anyway, you have field for experiments.

4a) Install mods in the same order, you'd unpack archives in game, overwriting same files. The higher the priority is, the later archive was 'virtually unpacked'. So you start from most basic mods and proceed with most special or those, who change gameplay/interface greatly.

Some global mod
...
WoG (the Core)

4b) WoG Revised removes some unstable WoG scripts and adds some new interesting and stable.

4c) War Machines 2-3 are not stable for sure.

5b) No Blade in WoG in terms of campaigns or anything one need to take care of.

6a) Wogification = application of all turned on scripts + replacing old objects with new WoG objects on the first day.
6b) All maps without built-in scripts. You will be warned, if map has built-in scripts.

6d) Possible, but you need mod like SoD Safe. This mod ensures, that campaign will be playable. Otherwise WoG could replaces some creature or artifact, or change game rule so, that campaign would become buggy.

7b) Any XXL (possibly random) without build-in maps and known passability problems.

8b) It's possible to use HD mod for better experience. People recommend version 4.xx.
____________
Heroes 3 Era and everything for it. Releases folder for releases.

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stakon
stakon

Tavern Dweller
posted October 08, 2018 05:04 PM
Edited by stakon at 17:05, 08 Oct 2018.

My thanks again for your suggestions and feedback.

As a side note, I have been using War Machines 2 for some time, i will start disabling it in my future games.

Cheers!
____________

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