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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Heroes 5 Campaigns: Sylvan Walkthrough
Thread: Heroes 5 Campaigns: Sylvan Walkthrough This thread is 16 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 · «PREV / NEXT»
phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted November 10, 2007 06:55 PM

@Maurice...is it possible to mod a fix to the scripts?

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blackgoliath
blackgoliath

Tavern Dweller
posted November 10, 2007 07:30 PM

thanks

K I'll Try

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Maurice
Maurice

Hero of Order
Part of the furniture
posted November 10, 2007 07:51 PM

Quote:
@Maurice...is it possible to mod a fix to the scripts?


I've taken a look in the script of that mission and I see nothing wrong with it. It has to be something hard-coded that triggers the bug, it's pretty much beyond modding I think.

There is only *one* thing that I can think of, something odd I noticed about the script. Usually, the script starts off with declaring the variables and initialising those, then the functions are declared and finally the functions are called, triggers set, etc.

In this particular mission, the NEW_DAY trigger actually *precedes* the function being called in the trigger. It could be that after saving the game, this follow-up order might cause it to break. But that is just a hunch, more research is needed to be absolutely sure.

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blackgoliath
blackgoliath

Tavern Dweller
posted November 10, 2007 08:20 PM

Mission 1

Hey still not working I unistalled and went back to 1.2 should that be a problem.  Necro don't even attack and I haven't saved yet.  HELP please I am getting very annoyed with this campaign and this faction 10th time.

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blackgoliath
blackgoliath

Tavern Dweller
posted November 10, 2007 08:27 PM

Autosave

Would it change the way mission one works if I have the autosave turned off?

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Maurice
Maurice

Hero of Order
Part of the furniture
posted November 10, 2007 08:47 PM

I really need to try a thing or to. Haven't had time for that yet. Hopefully I will have some time later tonight, but not right now.

Beyond that, I don't know what's up with this mission. If you have the console open (check the Modding forum on how-to, if you don't know) and you are really desparate, then you can just open the console and type

@Win()

Yes, this is case-sensitive. It will automatically end the map, with a victory. Make sure you've reached the level cap with Findan when you do so .

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blackgoliath
blackgoliath

Tavern Dweller
posted November 10, 2007 09:34 PM

How you get there I can't find it

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blackgoliath
blackgoliath

Tavern Dweller
posted November 10, 2007 09:55 PM

Can someone send me save game at the start of mission 2 with patch 1.6 and tell me how to put it so I can put it on game and skip mission 1 e-mail is drewman94@earthlink.net

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Maurice
Maurice

Hero of Order
Part of the furniture
posted November 10, 2007 11:21 PM
Edited by Maurice at 23:22, 10 Nov 2007.

From the main forum overview, the link below this forum section is the Modders Workshop . You can find a lot of information there regarding modding - and part of that is adding a few things to enable the console.

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blackgoliath
blackgoliath

Tavern Dweller
posted November 10, 2007 11:33 PM

Can you just tell me how to open console screen

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Maurice
Maurice

Hero of Order
Part of the furniture
posted November 10, 2007 11:51 PM

It's explained in detail here. Just follow those directions and you will be able to open the console ingame.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted November 11, 2007 12:51 AM

I've found out that something odd is happening in this mission in the latest version.

When a Necromancer spawns, he has to attack one of the Garrisons. This is done by ordering him to move to a square directly behind the Garrison in question. By keeping the console open, I could see the script output during the game: when a Necromancer was spawned, an error message was thrown, saying that it could not compute a path to the designated square.

Perhaps they've changed a slight bit to the code that computes movement paths, making it impossible to calculate a path that is blocked off - even if the Garrison can be defeated and passed.

I've seen this with version 1.6; it could have been this way since earlier versions.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted November 11, 2007 10:50 AM
Edited by Maurice at 10:57, 11 Nov 2007.

The above is - sorry to have to say it - nonsense. The arrival of Biara is in no way related to the arrival of the Necromancers before that.

Also, the Necromancers that do pop up to attack the Borderguards have no AI; it is actively shut down, so that the Necromancers only listen directly to scripted orders instead of roaming the map like normal AI Heroes do. And to top it off, the orders they do get is to move to a square which is exactly one square beyond each of the five borderguards.

The key problem here is that the function that regulates the spawning and subsequent attacks throws an error. And whenever a function throws an error at a certain statement, the statements following it are not executed.

And if you want to know the details, this is the script function that regulates the arrival of the Necromancers and, eventually, Biara (I've bolded the statement that throws an error in 1.6):

Quote:
function timer()
  if GetDate(DAY) == m then
     DeployReserveHero ("Biara" , RegionToPoint('EnemyHere'));
     exp = GetHeroStat("Heam", STAT_EXPERIENCE);
     ChangeHeroStat("Biara", STAT_EXPERIENCE , exp/(3-dif));
     AddHeroCreatures("Biara",CREATURE_IMP , (5 + dif)*10);
     AddHeroCreatures("Biara",CREATURE_HORNED_DEMON , (5 + dif)*5);
     AddHeroCreatures("Biara",CREATURE_CERBERI , (5 + dif)*2);
     AddHeroCreatures("Biara",CREATURE_INFERNAL_SUCCUBUS , (5 + dif*2));
     AddHeroCreatures("Biara",CREATURE_FRIGHTFUL_NIGHTMARE , (5 + dif));
     AddHeroCreatures("Biara",CREATURE_BALOR , 2 + dif);
     AddHeroCreatures("Biara",CREATURE_ARCHDEVIL , 2 + dif);
     EnableHeroAI("Biara" , false);
     sleep (5);
     MoveHero("Biara", GetObjectPosition("Damlad"));
     startThread(biarakill);
  end;
  if GetDate(DAY) == m+2 then
     StartDialogScene("/DialogScenes/C5/M1/R3/DialogScene.xdb#xpointer(/DialogScene)");
     sleep (10);
     bor = 1;
     SetObjectiveState('prim1', OBJECTIVE_COMPLETED);
     AddHeroCreatures("Heam", CREATURE_TREANT_GUARDIAN, 5);
     for i = 1,5 do
        sleep (1);
        Trigger(OBJECT_CAPTURE_TRIGGER,borders[ i ], nil);
     end;
     SetObjectiveState('prim4', OBJECTIVE_ACTIVE);
  end;
  if GetDate(WEEK) > time and GetDate(DAY_OF_WEEK) > random(6) then
     time = time + 1;
     reserve = random(n) + 1;
     border_a = random(n) + 1;
     exp = GetHeroStat("Heam", STAT_EXPERIENCE);
     ChangeHeroStat(heroes[reserve], STAT_EXPERIENCE , exp/(3-dif));
     DeployReserveHero (heroes[reserve] , RegionToPoint('EnemyHere'));
     AddHeroCreatures(heroes[reserve],CREATURE_SKELETON_ARCHER , 20 + GetDate(WEEK)*10 + dif*5);
     AddHeroCreatures(heroes[reserve],CREATURE_ZOMBIE , 15 + GetDate(WEEK)*7 + dif*3);
     AddHeroCreatures(heroes[reserve],CREATURE_GHOST , 9 + GetDate(WEEK)*4 + dif*2);
     AddHeroCreatures(heroes[reserve],CREATURE_VAMPIRE_LORD , 5 + GetDate(WEEK)*2 + dif);
     AddHeroCreatures(heroes[reserve],CREATURE_DEMILICH , GetDate(WEEK) + dif);
     AddHeroCreatures(heroes[reserve],CREATURE_WRAITH , 2 + GetDate(WEEK)*dif/2);
     AddHeroCreatures(heroes[reserve],CREATURE_SHADOW_DRAGON , 1 + GetDate(WEEK)*dif/4);
     EnableHeroAI(heroes[reserve] , false);
     sleep (5);
     MoveHero(heroes[reserve], RegionToPoint(points[border_a]));
     n = n - 1;
     x = heroes[reserve];
     y = points[border_a];
     print (x);
     print (y);
     heroes=remove_element(x,heroes);
     points=remove_element(y , points);
  end;
end;



The name "Heam" in this script refers to Findan, and the region "EnemyHere" is the location where the Necromancers and Biara are spawned. The "Heroes[reserve]" is an array that contains the names of the five Necromancers, and the "points[border_a]" is an array that contains the region names of the five regions that the Necromancers need to reach, the square directly behind each of the five borderguards. The "time" variable is initially set to 0, and "m" is determined on difficulty level; it controls when Biara is spawned.

As you can see, the script has 3 distinct, unrelated IF statements. The first to spawn Biara, the second to notify the player that Biara has spawned 2 days later, and the third to spawn the Necromancers once a week.

As an aside, one of the five reserve Heroes for Player 2 is Orson; this is also the Hero with which Player 2 starts the map. When the script decides to call the "DeployReserveHero" with Orson, the script will throw an error right at that call already.

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blackgoliath
blackgoliath

Tavern Dweller
posted November 11, 2007 04:34 PM

Thanks a lot Maurice now I can get past the level

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Maurice
Maurice

Hero of Order
Part of the furniture
posted November 11, 2007 05:17 PM

The script should run every day, it's triggered on a NEW_DAY trigger (the name speaks for itself, I think ).

When it runs the script, it encounters this IF-statement:
if GetDate(WEEK) > time and GetDate(DAY_OF_WEEK) > random(6) then

GetDate(WEEK) returns the weeknumber and GetDate(DAY_OF_WEEK) returns the daynumber within that week. The "time" variable is initially 0, but as you can see in the script, once it evaluates the IF-statement to true, it will be increased by 1. This will make sure that the code following the IF-statement is evaluated only once a week. The random(6) command returns a number ranging from 0 up to and including 5.

As you can guess, if random(6) returns a 0 on the first day of the week, then GetDate(DAY_OF_WEEK) > 0 will always be "true". Now the random(6) is calculated with each passing, so as the week progresses, the chance that a Necromancer is spawned, increases, until the chance to spawn is 100% by day 6 (if none spawned in that week yet). This is the reason why the spawning day of Necromancers can vary from week to week.

Furthermore, it randomly determines which borderguard to attack; the distance to each borderguard varies relative to the location on which they're spawned, so the time needed to travel to their assigned borderguard also varies. This is where the spread comes from that you've observed.

Now I wanted to run some tests myself, but I don't really feel like re-installing Heroes V on my machine, to downgrade to a lower version . Unfortunately, v1.6 seems to have a bug with the command I put in boldface up above; the script returns an error, saying it couldn't find a path to the location specified for the Hero. As such, it never moves. So I can't run some tests either.

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ChaosMaster
ChaosMaster

Tavern Dweller
posted December 07, 2007 05:51 AM
Edited by ChaosMaster at 05:53, 07 Dec 2007.

I am stuck on the thrid mission(the defense).  I have version, I think, 1.3 and I had bought the guide book when I first got the game(back when it first came out), and its not helping me.

What happens isn't a glitch(I think), but the purp;e player keeps coming at me, which would have normally been okay, but he keeps getting progressively stronger at an insane rate.  Like, the first time he pops up after I take back the town, he is fairly manageable, with about 3 spectral dragons and 14-17 liches and 20-28 vampires with others less notable.  But, by the fourth or fifth time, he has around 40-50 liches, 5-10 Spectral Dragons and 50-70 Vampire Lords, again, with others less notable.  This is a problem because I can never get a significant force away from the town to try to free the heroes.

Also, even this would have been fine, but around the tenth week or so, teal sends a necro my way with about 700 skel archers, 400 plague zombies, 200 ghosts, 100 or so Vamp Lords, 70 Archliches, 40 Wraiths, and 20-30 Spectral Dragons.  This has happened to me both times I restarted and played again, if anybody has any advice to offer me, I'd be much appreciative.
____________

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Maurice
Maurice

Hero of Order
Part of the furniture
posted December 07, 2007 11:47 AM

Your Findan should be a fairly powerful Hero by the time you get to this level. Take only a relatively small army with him and leave the rest in the Garrison with a new Hero to defend it. After two or three sieges, that new Hero will have gained a fair number of levels. Use Findan to strike for at least the western most Sylvan town by week three or so and use that as a base of operations and new troops for him, while you keep the others in your capital city for defense.

Build up your defenses and creature dwellings. Keep in mind that castle towers do more damage, the higher the level of the town is.

Overall, I would suggest that you upgrade to a newer version. If you have 1.3, you are behind on the bug- and balance fixes. It could be that they changed this mission between the patches (I don't have the game files here with me at work, so I can't verify).

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meff
meff


Adventuring Hero
posted December 22, 2007 06:49 PM

Got no problem with missions... At the end Findan got 27 At, 40 Def, 16 SPP, 12 KN and thats on the last mission on sylvan campaign! He was with 32 At and 48 Def by the time he reached the last academy mission

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Undead_Warrior
Undead_Warrior


Known Hero
I hear voices in my head.
posted December 25, 2007 08:19 PM

I have a problem too. In the mission where I have to kill Nicolai I found all the dwarven artifacts I conquered all the Towns but I cannot kill Nicolai. Whem Ikill him, he just respawns from near a town. And I murdered him 6 tims I cant take it any more. I tried everything.

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skullman
skullman


Famous Hero
banned
posted December 25, 2007 10:42 PM

go to the seers hut too get phonexis and then kill him (make sure you don't lose them)
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