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Heroes Community > Heroes 5 - Modders Workshop > Thread: new alternative upgrades : the beta
Thread: new alternative upgrades : the beta This thread is 12 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 · «PREV / NEXT»
VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted September 04, 2008 11:56 AM

QP for the good work, Fauch! Keep this project up, I'm waithing for even better results!
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Disturbed-Gnu
Disturbed-Gnu


Supreme Hero
Pro Bacon Vodka Brewer
posted September 05, 2008 08:40 PM

Did you found a way to make the icons or may i give it a try?

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Fauch
Fauch


Responsible
Undefeatable Hero
posted September 05, 2008 11:49 PM

at least it worked for the centaur captain, so I'm trying to do the same thing here.

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SimonaK
SimonaK


Promising
Supreme Hero
posted September 11, 2008 08:23 AM

A bug !

In

GameMechanics/Creature/Creatures/Creature_329.xdb

we can see:

Quote:
<Abilities>
<Item>ABILITY_AURA_OF_MAGIC_RESISTANCE</Item>
<Abilities/>



the close tag sounds like a empty tag...

Change <Abilities/> to </Abilities>




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MPaBkaTa
MPaBkaTa


Adventuring Hero
Cow lover
posted September 11, 2008 08:33 AM

Might not be very helpful but i think there was a old mod that recolored Haven Alternate Upgrades to black.
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SimonaK
SimonaK


Promising
Supreme Hero
posted September 12, 2008 08:21 PM

Other Bug!

Guerrier Goblin ( CREATURE_380 )

Its « BaseCreature » is CREATURE_UNKNOWN

And should be CREATURE_GOBLIN


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Disturbed-Gnu
Disturbed-Gnu


Supreme Hero
Pro Bacon Vodka Brewer
posted September 15, 2008 06:15 PM

When does the next version come out?

Is there alot more to do?

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Fauch
Fauch


Responsible
Undefeatable Hero
posted September 15, 2008 10:28 PM

it seems to me there isn't a lot left to do. some icons, some cameras, and a few other things. and I don't know if scripts work.
(they don't when I use the console, but I have no idea if they are supposed to be used in the console or no)

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted September 16, 2008 07:34 AM

I see no idea why the script might not work, but will send you a test map shortly.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted September 16, 2008 02:31 PM

Quote:
(they don't when I use the console, but I have no idea if they are supposed to be used in the console or no)
In the Console, you have to type "@" at the start when using the scripting functions. Note, you must NOT type it before each function call.

For example:
CORRECT
@print("a")
@print(GetCurrentPlayer())

INCORRECT
print("a")
@print(@GetCurrentPlayer())

Or you already knew this?
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Fauch
Fauch


Responsible
Undefeatable Hero
posted September 16, 2008 06:55 PM

the functions work if I use the numeric IDs but not the textual ones.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted September 16, 2008 06:58 PM

Well I always use the numeric values anyway. They are faster, trust me (well, it won't make a visible difference but heck)
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Fauch
Fauch


Responsible
Undefeatable Hero
posted September 16, 2008 07:23 PM
Edited by Fauch at 19:56, 21 Sep 2008.

it's not a problem for me either, I use numeric IDs too. but I was wondering if I may have done a mistake in my scripts.

here is an excel table with the stats of all the creatures :
http://myfreefilehosting.com/f/902ea59348_0.15MB

I've modified some of the official creatures too (I plan to release a version of the mod where original creatures won't be modified too)

red dots mean there is a hidden note.

the new alternative demon orc :

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knightnecro
knightnecro


Hired Hero
omfgwtf
posted September 21, 2008 09:07 PM

hm its cool mod though ... if i can make a request ... can you replace my vindicator or squire with this one here pls .... (the stats change is not necesarry)

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SimonaK
SimonaK


Promising
Supreme Hero
posted September 22, 2008 11:17 PM
Edited by SimonaK at 04:51, 23 Sep 2008.

I'm beginning mass test on all NCFs...

and...




Why this bug exists yet?


Quote:
I plan to release a version of the mod where original creatures won't be modified too


« Prodigious Idea »

It should always have been like that.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted September 23, 2008 12:23 PM
Edited by Fauch at 12:54, 23 Sep 2008.

Quote:
Why this bug exists yet?

no idea, maybe it wasn't fixed in the latest beta.
it looks fine on my game.


Quote:
Quote:
I plan to release a version of the mod where original creatures won't be modified too


« Prodigious Idea »

It should always have been like that.

it was planned since a quite long time.

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knightnecro
knightnecro


Hired Hero
omfgwtf
posted September 23, 2008 04:51 PM

thanks for the awesome mod fauch !!!!

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SimonaK
SimonaK


Promising
Supreme Hero
posted October 01, 2008 01:59 AM
Edited by SimonaK at 01:00, 02 Oct 2008.

Ok, Fauch, I found Simplet bug:

in its MonsterShared:

Replace:

<AnimSet href="/Characters/Creatures/Renegades/Simplet-arena.(AnimSet).xdb#xpointer(/AnimSet)"/>

By
<AnimSet href="/Characters/Creatures/Renegades/Simplet-arena.xdb#xpointer(/AnimSet)"/>


Remove « .(AnimSet). »



Secondo:

What is the Creature_382's utility ?

I want to understand.






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SimonaK
SimonaK


Promising
Supreme Hero
posted October 02, 2008 03:40 AM
Edited by SimonaK at 04:01, 02 Oct 2008.

Your MOD has a serious bug











And I know the origine of it.

It happens because the two original upgrades have one upgrade, the third.

In a castle, we can upgrade a creature to one of its upgrade if the dwelling for this upgrade
is built in the castle


As each original upgrade have one upgrade, the third, then the castle cannot apply upgrading because
the dwelling for does'nt exist.

This is considered like a bug because we cannot upgrade a creature in a castle even if the dwelling for has built
As seen in first pictures.


Here a schema of your upgrade concept:




Example of your Upgrades GameMechanics on RACE_DWARF Tier 4

CREATURE_BROWLER      --> CREATURE_BERSERKER, CREATURE_BATTLE_RAGER
CREATURE_BERSERKER    --> CREATURE_352
CREATURE_BATTLE_RAGER --> CREATURE_352
CREATURE_352          --> CREATURE_BERSERKER, CREATURE_BATTLE_RAGER

So,

If here, I click



I happen there



Or if I click this



I happen there too



And finally I can be back





I think that could be better especially that causes bugs

I use other way.

Now, my upgrade concept




Example of my Upgrades GameMechanics on RACE_DWARF Tier 4

CREATURE_BROWLER      --> CREATURE_BERSERKER, CREATURE_BATTLE_RAGER
CREATURE_BERSERKER    --> CREATURE_BATTLE_RAGER, CREATURE_352
CREATURE_BATTLE_RAGER --> CREATURE_BERSERKER, CREATURE_352
CREATURE_352          --> CREATURE_BERSERKER, CREATURE_BATTLE_RAGER

I just add a second upgrade for each original second upgrades, the other original second upgrade.

Now the results:








Moreover that fix the « cannot upgrading in castle » bug.
because the « a dwelling for a upgrade must exist » condition falls true.

I really think that is the best way to see third upgrade.

I adjusted all upgrades GameMechanics like that.

And I fixed too all original creatures to their all real original stats.


Now,

As I'm a gentleman

I give you this archive containing that « /GameMechanics/Creature/Creatures » folder


http://www.speedyshare.com/293922536.html





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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted October 02, 2008 08:08 AM

Good job, Simon WIll have to test it asap.

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