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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 ... 15 16 17 18 19 ... 20 30 40 50 60 70 80 90 100 110 116 · «PREV / NEXT»
Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted January 20, 2012 07:17 PM

It should be possible, but not an one-liner anymore. You know, buildings have graphics, prerequisites, cost, position and blitting order... modding towns is just a complicated job.
But someday...
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Alustor
Alustor


Famous Hero
ooo da :)
posted January 20, 2012 07:18 PM
Edited by Alustor at 19:19, 20 Jan 2012.

the second upgrade for the pirates in hota i think that's like a special town ability,i wouldn't desire to have it for all town in game,but hey,it may be useful for someone

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 20, 2012 08:05 PM

I see that the resources bar is same as regular. Would be great to enlarge it a bit so we can get more digits and get rid of the negative overflow triggering after a certain quantity, don't you think?
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Bersy
Bersy


Honorable
Supreme Hero
posted January 20, 2012 08:12 PM

Overflows require valid code everywhere like SafeAdd (Source, Value), SafeSubtract(Source, Value). I have doubts that VCMI wrote the code in this way.

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted January 20, 2012 08:17 PM
Edited by Warmonger at 20:39, 20 Jan 2012.

Quote:
I see that the resources bar is same as regular. Would be great to enlarge it a bit so we can get more digits and get rid of the negative overflow triggering after a certain quantity, don't you think?
Well, not really - it's the part of town screen, which is 800x600. Adventure map has a separate, wider resource bar, which could also possibly hold Mithril.

Overflow can be handled to some extent by widening resource variable and using only unsigned (positive) types. Also, resource change may be capped by another value (integer, 32 bits) than resource total (48 or 64 bits). But if you set multiple Dwarven treasuries running for months, it just gets wrong at some point.

Quote:
Overflows require valid code everywhere like SafeAdd (Source, Value), SafeSubtract(Source, Value). I have doubts that VCMI wrote the code in this way.

You underestimate us. There is only one function which actually sets resources and it's called from everywhere else in the code. So we need just to make it safe in one place. Software engineering!

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Bersy
Bersy


Honorable
Supreme Hero
posted January 21, 2012 11:12 AM

I supposed so, but i meant not only the resources, but every in-game parameter: number of guards, experience, spell points, primary skills and so on. Some mod/map makers like extreme values. It's general problem for all games. For instance, in Eador setting gold to 999,999,999 leads to huge negative income, becase such buildings as h3 treasury are calculated using integers.

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted January 21, 2012 11:36 AM
Edited by Warmonger at 11:38, 21 Jan 2012.

Some solutions for resources, experience or stack damage are necessary, as there were reports of them overflowing in some hardcore scenarios. But can you imagine mana overflow? If someone tries to give billions of mana to hero, it's his problem, not ours.

All such variables should be made unsigned so they never get negative  or crash/block the game, but that's all. If someone really wants to break the game, he will find the way.

Still, thanks for the tips, I'll have a look at them in spare time.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 21, 2012 11:50 AM

In general one should not look for values so high. From what I've seen, only a few maps use high values, moreover they don't get past 500 000 for creatures.

Probably setting max value for creatures (slot) to 500 000, gold and resources to 99 millions should be safe, I never saw higher values, even in TDS. As for spell points, I don't see the purpose, as even if someone imagines battles where you need to cast 1 million spells, would be safer to lower spells cost in that case, than setting mana at ridiculous values.
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted January 23, 2012 05:33 PM
Edited by Warmonger at 17:33, 23 Jan 2012.

I found a nice site which displays detailed statistics about open-source projects. See Ohloh here.

Especially interesting is the part "estimated project cost"
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted January 29, 2012 05:26 PM
Edited by Warmonger at 17:26, 29 Jan 2012.

Some nice movie of VCMI running on smartphone & tablet (in Russian)

This is something you can't do with WoG nor ERA
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Bersy
Bersy


Honorable
Supreme Hero
posted January 29, 2012 06:28 PM

Nice review. Hope you'll manage to turn the plans into reality.

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DariusArgent
DariusArgent


Adventuring Hero
posted January 29, 2012 07:15 PM

Awesome stuff. Now you are famous, congratz.
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AdamK
AdamK


Hired Hero
posted February 07, 2012 10:31 PM

Hi All )

i'm new here, but an old Heroes 3 fan !


i've read plenty of post in this forum, and i have some idea for it..

1. the skill system...
improve the present 3 upgraded skill (basic, advanced, expert) system..like the way Heroes 5..
 - basic
 - advanced
 - expert
 - master
 - grandmaster
some skill ( logistic, pathfinding, navigation,offense,armorer etc...) has an +X% improvement
another skill like earth,water,fire and air
ex : master fire skill + blind = area effect like berserk way
     grandmaster fire skill+blind = bigger area effect
     master fire skill + berserk = 2 turns effect
     grandmaster fire skill + berserk = 3 or 4 turns effect
and the same way another magic school earth,water and air

it is very usefull in case of very high level Heroes..

5*8 (5*10) is more than 3*8 (3*10) ))


2. the spell by affected creatures...
 it can be displayed more than 3 or 4 spell, and below it duration when i click on the creatures...

3, the skill bonuses...
 when The Hero has offense,armorer etc. specialism.. it can be summarized displayed...
 30% (65%) more damage in case of the offense skill

4. commanders detailed screen appears smiliar the Hero has...(the arifacts display (head,shoulder,rings, legs, torso etc.)

5. skill improvements 2...
- only the high leveled (50+ or 90+) sorcery specialism Heroes can learn grandmaster fire,earth,water and air skills
or create a fire,earth,water,air specialism Heroes...he/she can learn grandmaster wizard skills (earth,water,fire,air)

6. create "buy all usefull creatures" button
we can set that creatures, which will be buy almost the corresponding castle..

7.3 or more leveled maps ( i've to read it before...I imagine 3+ leveled, 512*512 Empire of the world 5 map (or campaign) )

8. more datailed Quest log menu ( where can i find, the deadline, 2 rows details - 1 row is too short often...)

9. too much resources bug...when it is too much it turns negative :SS
  creatures too
10. bigger battleplaces - 15-20 hexa

11. the better or high leveled Heroes are much more expensive when hired from the tavern
ex: (2500*level^2) gold

12. more than 99 in case of primary skill ( ex.: 255 255 255 255 )
it is usefull with stacking artifact ( sword of justice +5 all skills + 1 after 50 victorious battle)


sorry for my very bad english...but i'm so enthusiastic in case of Heroes 3 playing or thinking about it )


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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted February 08, 2012 07:46 AM
Edited by Warmonger at 07:51, 08 Feb 2012.

Quote:

2. the spell by affected creatures...
it can be displayed more than 3 or 4 spell
9. too much resources bug
12. more than 99 in case of primary skill

Already done.
Quote:
7.3 or more leveled maps
8. more datailed Quest log menu
10. bigger battleplaces - 15-20 hexa

Already proposed, but no one posted a good solution for these.

The rest are beyond the scope of the project.

Also, this showcase thread is NOT a right place to flood with your ideas. Try here.
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demoix
demoix

Tavern Dweller
posted February 08, 2012 03:52 PM

Please in other release add function like "gosolo" , becouse now TAB button dont working, and this function only can be writen over TAB button - [TAB] gosolo
(its not cheat as developers said)

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted February 14, 2012 09:13 PM
Edited by Warmonger at 21:14, 14 Feb 2012.

Finally Tow presented working adventure AI

link

It's moving, it's ALIVE!
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 14, 2012 09:17 PM

Congrats on progress, working AI is big step.
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hero15
hero15


Hired Hero
posted February 15, 2012 04:24 PM

Quote:
Finally Tow presented working adventure AI

[url=http://forum.vcmi.eu/viewtopic.php?p=6508#6508]link[/url]

It's moving, it's ALIVE!


Wow, awsome! Hopefully this will make more singleplayer users trying it out and maybe submitting some bugreports!

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted February 18, 2012 10:22 AM

With AI things are getting interesting.



Full game on random map 252x252.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 18, 2012 03:31 PM

Looks very nice. The scrolling bar is updating in real time regardless the spells cast? If blinded, the creature is still shown in the list?
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