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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Official VCMI Thread
Thread: Official VCMI Thread This Popular Thread is 116 pages long: 1 10 20 30 ... 36 37 38 39 40 ... 50 60 70 80 90 100 110 116 · «PREV / NEXT»
Macron1
Macron1


Supreme Hero
posted May 26, 2013 09:04 PM

Quote:
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.



Maybe so.
By the way, to say something, how's the progress with the special buildings going? Is it will be possible to assign at least basic abilities (+1 knowledge, +350 gold etc) to special buildings and Grails?
Or this is postponed to time, when scripting language will emerge?

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IvanSav
IvanSav


Adventuring Hero
vcmi developer
posted May 26, 2013 09:43 PM

This is one of features I'd like to have in vcmi at some point (probably before scripting - these two features are mostly unrelated).

Can't say when it will be available - we don't have any kind of roadmaps on when feature X will be ready. It all depends on developers interest in it and free time.

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Hive
Hive

Tavern Dweller
posted May 28, 2013 12:46 PM

Is there any way to switch off WoG functions in VCMII, making it run like vanilla H3 Complete?
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted May 28, 2013 12:59 PM

Of course there is. WoG features should be disabled by default. However, that's not the case in 0.92b package. Please wait for 0.93 in a few days.
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Hive
Hive

Tavern Dweller
posted May 28, 2013 01:13 PM

Quote:
Of course there is. WoG features should be disabled by default. However, that's not the case in 0.92b package. Please wait for 0.93 in a few days.


That's good news, thanks for the info!
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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted May 30, 2013 01:33 PM
Edited by zmudziak22 at 13:33, 30 May 2013.

It'll be good if we can inferno troops immune to magogs fireball! Because most of players use non upgraded gogs instead of magogs. Something like in Heroes V inferno troops are immune to Succubus firechain.

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Macron1
Macron1


Supreme Hero
posted May 30, 2013 02:38 PM

Quote:
It'll be good if we can inferno troops immune to magogs fireball! Because most of players use non upgraded gogs instead of magogs. Something like in Heroes V inferno troops are immune to Succubus firechain.

It's will be easy I think.
Give Magogs SPELL_LIKE_ATTACK ("spell.fireball"), but don't forget "effectRange":"ONLY_ENEMY_ARMY"


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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted May 30, 2013 03:38 PM

Or maybe make something like CREATURE_DEAMON like in HV in creatures ability, immune to fireball from magogs.

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted May 30, 2013 10:01 PM
Edited by Warmonger at 22:03, 30 May 2013.

The rule is as follows: secondary creatures will be hit only if they are affected by spell. So any creature immune to Fireball (or fire, etc.) is safe.

So, let's get back to mods. Our Zoo got lots of new species since last time. Can you name all of them? (:



This game is getting BIG.
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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted May 30, 2013 10:17 PM

Great. Can we in VCMI 0.93 use only WoG creatures as mod without all of content?

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Macron1
Macron1


Supreme Hero
posted May 30, 2013 10:27 PM

Quote:
Great. Can we in VCMI 0.93 use only WoG creatures as mod without all of content?

I think this is possible if correct WoG folder and remove all but creatures.

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted May 30, 2013 10:57 PM

Quote:
This game is getting BIG.

No. This is way more than big. This is HUGE!
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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted June 01, 2013 10:40 PM
Edited by zmudziak22 at 22:40, 01 Jun 2013.

On official site was realising VCMI 0.93. War update the firt post with VCMI 0.93 link.

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted June 02, 2013 08:15 AM
Edited by Warmonger at 16:45, 02 Jun 2013.

VCMI 0.93 released!

Most important changes are mod system improvements. Now All the mods are FULLY independent of each other, but one mod can modify another one.
WoG is optional and VCMI can launch without it.

As always, there are numerous bugfixes and improvements as well.

Please test the game and report any bugs on bugtracker, just like krs did:




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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted June 02, 2013 04:43 PM

The link to the bugtracker is broken
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Dj
Dj


Promising
Supreme Hero
Always loyal to HC
posted June 09, 2013 01:05 AM

VCMI_client has stopped working. What to do?

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted June 09, 2013 06:32 AM
Edited by Warmonger at 06:33, 09 Jun 2013.

The order is always the same:

1. Read the message and log.
2. Think.
3. If thinking doesn't cut it, ask for help.
4. Report a bug.
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Dj
Dj


Promising
Supreme Hero
Always loyal to HC
posted June 09, 2013 12:00 PM
Edited by Dj at 12:01, 09 Jun 2013.

are the Grove and Preserve Towns mods not compatible with the latest VCMI version?

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted June 09, 2013 12:36 PM

All the mods designed for 0.92 and 0.93 should work with new version, however they may be buggy. There is no 0.93 update of Grove, as far as I know.

The right place to publish and download working mods is the mod list.

Also, most certainly I had all new 4 towns run in the newest version.
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Dj
Dj


Promising
Supreme Hero
Always loyal to HC
posted June 09, 2013 12:39 PM

well those two are the problem 'unknown indentifier faction.preserve/grove from mod preserve/grove-heroes/creatures/town; ID is available in mod preserve/grove-town'

also where do i change the 'false' value in mod.json?

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