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Macron1
Supreme Hero
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posted May 22, 2013 12:57 AM |
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Edited by Macron1 at 01:47, 22 May 2013.
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Quote:
UPDATE: bug. Now it will complain
Note that while this is an error that needs fixing for now this will work correctly IF there won't be multiple mods with same ID.
So this will not work at release?
So there is no way but merge mods to one big mod?
This is not good, I think. Then spells, dwellings etc also be in this one big mod?
Why need this troubles?
UPDATE
My resume before sleeping:
merge 3 mods (creatures, heroes, town) into one.
Other option is too troublesome.
Just organize data in merged mod for subdirectories "townname-creatures",
"townname-town","townname-heroes" to avoid mistakes.
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Dr_Zomboss
Adventuring Hero
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posted May 22, 2013 06:52 AM |
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quote:
UPDATE: fixed. Should be OK in release build.
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Ok but you can put and the msvcr100.dll because i have an error when i start vcmi.
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IvanSav
Adventuring Hero
vcmi developer
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posted May 22, 2013 02:34 PM |
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@Macron1
In 0.93 it will cause warnings like "ID X from mod Y can't be used by mod Z" but as long as ID is unique it will work.
However this is temporary solution and it will be blocked in next version.
Why? Imagine that you have mod X that uses ID from another mod Y. For example adds creature into existing faction. It is obvious that mod X depends on Y so in mod.json you add Y in "depends" field. Everything works fine, VCMI will generate correct load order to load X after Y and you know full list of mods that are needed for Y to work.
But in case of town mod triplets you have creature mod that uses faction ID from town mod and town mod that uses creature ID from creature mod. This is example of circular dependency for which you can't generate correct load order. Because of this such situations are not allowed.
How to fix town triplets? Either merge them into one mod - should be simple enough or use approach from Cove mod: creatures and hero classes belong to "neutral" faction but cove-town mod changes this to correct "cove" faction - check cove-town/mod.json, creature and hero classes sections.
@Dr_Zomboss
I'm not the one who makes final package but both 0.92 and recent development build should use msvcr110.dll instead. Which was included in package.
However if this dll is indeed missing then this can be fixed by installing this:
http://www.microsoft.com/en-us/download/details.aspx?id=5555
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Macron1
Supreme Hero
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posted May 22, 2013 03:36 PM |
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Edited by Macron1 at 17:12, 22 May 2013.
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Quote: @Macron1
or use approach from Cove mod: creatures and hero classes belong to "neutral" faction but cove-town mod changes this to correct "cove" faction - check cove-town/mod.json, creature and hero classes sections
I've downloaded cove mod yesterday, and there is no neutral/etc assignment.
Maybe you forgot to upload new version?
Altrough I merged it to one big mod, and now it works:-)
Now I'm converting other towns, will take long:-)
But now in 0.93 it's logical with texts.json for towns - now it can be written, for which building text is eactly - not hentai way to load texts by order in buildings any more.
PS By the way, for towns i'm now merging buildings.json with texts from texts.json.
I don't plan to localize nothing, so better keep texts, costs and dependencies at one file.
Same I did already with creatures - texts in one file with other creature information helps quickly move creature from one mod or town to another.
PPS First bug - instead of Enchanter there displays Titan - needed edit of neutral.json in config/creatures/
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Warmonger
Promising
Legendary Hero
fallen artist
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posted May 22, 2013 08:58 PM |
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zmudziak22
Supreme Hero
Heroes 3 Fan
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posted May 23, 2013 07:00 PM |
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I started moving some neutral creatures to original castles like peasants to castle, trolls to stronghold, golems to tower. Dragons still be neutral, but peasant or troll fit good with original towns.
Can someone make a suggestion about it?
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Macron1
Supreme Hero
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posted May 23, 2013 07:06 PM |
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Quote: I started moving some neutral creatures to original castles like peasants to castle, trolls to stronghold, golems to tower. Dragons still be neutral, but peasant or troll fit good with original towns.
Can someone make a suggestion about it?
What to suggest?
If you think that peasant must me moved to original castle, then do like you think.
There are no rules in it except in your feel of mere.
PS For neutral creatures from original Heroes 3 I reserved "neutral" town.
The idea of it is here
http://heroescommunity.com/viewthread.php3?TID=30981 in bottom.
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zmudziak22
Supreme Hero
Heroes 3 Fan
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posted May 23, 2013 07:07 PM |
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I mean what neutral creatures fits with original towns form H3.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted May 23, 2013 07:28 PM |
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Quote: H4 artifacts pack! Adds almost 100 artifacts to the game.
Outrageous!
I mean outrageously easy, and I guess there is no real quantity limit except random generator?
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Era II mods and utilities
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un_notas
Hired Hero
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posted May 23, 2013 07:41 PM |
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@zmudziak22
I think that trolls fit quite well in Fortress too.
They fit quite well in Stronghold for obvious reasons (I mean, trolls are usually 'friends' of orcs and goblins. I'm not sure if there was any relation with trolls and Stronghold in Heroes Chronicles.
But it makes sense to put them in fortress because in HoMM3 and MM7 universe they live in Tatalia, in swamps. In addition, I think that the troll characteristics (statics, foot regular troop...) suit quite well to Fortress. I would also said that it's fair to add them in fortress because orc riders (wild boar) would go to Stronghold.
I think that it is a good idea to link neutral creatures with castles, as HoMM4 does.
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Warmonger
Promising
Legendary Hero
fallen artist
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posted May 23, 2013 08:56 PM |
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Quote:
Quote: H4 artifacts pack! Adds almost 100 artifacts to the game.
Outrageous!
I mean outrageously easy, and I guess there is no real quantity limit except random generator?
You should stop thinking about limits and start thinking about possibilities
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The future of Heroes 3 is here!
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mvassilev
Responsible
Undefeatable Hero
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posted May 23, 2013 08:56 PM |
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Question: If I play this in 1920x1080, will it make the interface (and everything on the map) tiny as the HD mod does, or does everything stay the same size but become more detailed?
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Eccentric Opinion
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zmudziak22
Supreme Hero
Heroes 3 Fan
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posted May 23, 2013 09:02 PM |
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They will be able to buy them at each town. But in town screen you'll see a black building without requiment of resources
My concept of H3 Creatures lineup
Peasant - Pikeman - Halabardier (Castle)
Gremlin - Master Gremlin - Halfling (Tower)
Rogue (?) I'm about put him to Dungeon
Wolf Rider - Wolf Raider - Boar (Stronghold)
Walking Dead - Zombie - Mummy (Necropolis)
Troll - alternative to Gorgons, will have similar stats.
Elf - Grand Elf - Sharpshooter ( Rampart)
Mage - Archmage - Enchancher (Tower)
Faerie Dragons linked to Rampart
Rust Dragons either Dungeon or Fortress
Crystal Dragons to Tower (?) like in H4
Azure Dragons they don't fit to exiting towns.
I'd see if someone convert WOG Creatures as mod, not turning on all addon.
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Macron1
Supreme Hero
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posted May 23, 2013 10:53 PM |
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Quote:
Gremlin - Master Gremlin - Halfling (Tower)
In WOG there is Santa Gremln (3rd upgrade).
Halflings don't fit in Tower I think.
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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted May 23, 2013 11:07 PM |
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Quote:
Quote:
Quote: H4 artifacts pack! Adds almost 100 artifacts to the game.
Outrageous!
I mean outrageously easy, and I guess there is no real quantity limit except random generator?
You should stop thinking about limits and start thinking about possibilities
Hopefully high quality possibilities
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zmudziak22
Supreme Hero
Heroes 3 Fan
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posted May 24, 2013 08:23 PM |
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Peasants were trained by Erathian Knights.
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Macron1
Supreme Hero
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posted May 26, 2013 05:18 PM |
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By the way, can one of VCMI developers say, am I right, that currently development of spells modding is made? And will it be available to 0.94 (est)?
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Warmonger
Promising
Legendary Hero
fallen artist
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posted May 26, 2013 06:08 PM |
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Macron1
Supreme Hero
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posted May 26, 2013 06:25 PM |
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Quote: Nope, where did you get that idea?
Now I can't find it yet. Somewhere in VCMI forum there was post from one of developers about adding mod system for spells.
So this is on hold now?
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Warmonger
Promising
Legendary Hero
fallen artist
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posted May 26, 2013 06:58 PM |
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People say many things and everyone is free to make what he wants. It doesn't mena there has been any progress with new spells at all. You probably misunderstood something.
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The future of Heroes 3 is here!
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