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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 40 ... 44 45 46 47 48 ... 50 60 70 80 90 100 110 116 · «PREV / NEXT»
Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted November 24, 2013 05:14 PM
Edited by Galaad at 17:24, 24 Nov 2013.

I have v 0.8 downloaded from official VCMI website ?

Also, I assume this strange is known, but Forge's heroes starts with cyber zombies, creature that you can't recruit in town (replaced by grunt soldiers). Did I mix up everything or ??

:-/

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Macron1
Macron1


Supreme Hero
posted November 24, 2013 05:45 PM

Galaad said:
I have v 0.8 downloaded from official VCMI website ?

Also, I assume this strange is known, but Forge's heroes starts with cyber zombies, creature that you can't recruit in town (replaced by grunt soldiers). Did I mix up everything or ??

:-/

Forge is not finished yet.
And there is a lot of mess up in heroes like speciality description says one thing, icon is another speciality, and in reality there is other speciality.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted November 24, 2013 06:31 PM

Yeah I thought so.. Forge is so beautiful though it's outstanding graphics, other townscreens would deserve a polishing now =P
I can't wait for HoTA forge as well... But VCMI will be the best when fully operationnal. Just for the menu and loading screens I'm in love with it.

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mvassilev
mvassilev


Responsible
Undefeatable Hero
posted November 26, 2013 09:38 PM

I'm not sure that this is a VCMI-specific problem, but I installed the Forge, Grove, and Cove towns. Forge and Grove work fine (at least in the 5 minutes of testing I did), but when I select Cove as my town and tell the game to load the map, VCMI crashes.
____________
Eccentric Opinion

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted November 26, 2013 09:53 PM

1. We never had any report crashes concerning Cove. Are you SURE that it's caused by Cove? What makes you think that?
2. Please report any unexpected issues on our bugtracker.
____________
The future of Heroes 3 is here!

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mvassilev
mvassilev


Responsible
Undefeatable Hero
posted November 26, 2013 10:16 PM

I disabled all the mods, re-enabled them one by one, and now all the towns work. Weird.
____________
Eccentric Opinion

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted December 01, 2013 02:01 PM

Some new improvements!




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The future of Heroes 3 is here!

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Macron1
Macron1


Supreme Hero
posted December 07, 2013 07:26 AM
Edited by Macron1 at 08:15, 07 Dec 2013.

The first polish Abyss version is out!

You can find it here:
http://www.forum.acidcave.net/topic.php?TID=2164&page=7

Version is in English completely.
The only trouble is that it's archive name and root directory has some polish symbol in it.
So it must be renamed to "Glebia" to avoid some bugs from it and to unzip it.

UPG Seems it's based on my Abyss version:-) So my work isn't wasted.
But a lot of heroes are added, adventure map dwellings from Axolotl and some big reworks.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted December 07, 2013 11:19 AM

Yes !! Thx for da link !

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Macron1
Macron1


Supreme Hero
posted December 07, 2013 04:15 PM

Also draft version of polish Christmas Town by Pointer:
http://www.forum.acidcave.net/topic.php?TID=890&page=40
It absolutely needs Christas Devil unit (devil with blue xmas hat)

PS Can polish modders say, what's with Kronwerk town works?
I have some ideas on it's use for some faction so what to hear is work on it is going or abandoned?

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted December 07, 2013 06:09 PM

Quote:
Seems it's based on my Abyss version:-) So my work isn't wasted.

Is it why it's 50% buggy and 100% unbalanced? God save us!
____________
The future of Heroes 3 is here!

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted December 07, 2013 06:23 PM

Warmonger said:
Quote:
Seems it's based on my Abyss version:-) So my work isn't wasted.

Is it why it's 50% buggy and 100% unbalanced? God save us!

lol
____________

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Macron1
Macron1


Supreme Hero
posted December 07, 2013 06:31 PM
Edited by Macron1 at 18:47, 07 Dec 2013.

Warmonger said:
Quote:
Seems it's based on my Abyss version:-) So my work isn't wasted.

Is it why it's 50% buggy and 100% unbalanced? God save us!


My version wasn't buggy.
If you want balance, then use my tool on VCMI forum and automatically correct creatures parameters.
UPD It's again evil Macron1 is guilty, that polish Abyss is unbalanced

PS On acid cave you were nervious about creatures not on their levels. Lineup is still from creator, I done nothing wrong for it:
http://heroes3towns.com/?town=depth&page=units

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted December 07, 2013 08:10 PM

Hey, how do you make the thing with Metal/Mineral Factory? It's cool...

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IvanSav
IvanSav


Adventuring Hero
vcmi developer
posted December 08, 2013 05:14 AM

Mineral/Metal Factory - that was me experimenting with some new features for next release.

Check wiki for description on how this can be done as well as my test mod that you can see on screenshot. But since this is a new feature it won't work in 0.94.

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Macron1
Macron1


Supreme Hero
posted December 08, 2013 07:56 AM
Edited by Macron1 at 08:16, 08 Dec 2013.

IvanSav said:
Mineral/Metal Factory - that was me experimenting with some new features for next release.

Check wiki for description on how this can be done as well as my test mod that you can see on screenshot. But since this is a new feature it won't work in 0.94.


Great, I see, that you finally are making blocking buildings ("noneOf"). I waited for this feature for too long.

Are old format of "requires"/"upgrades" is obsolete, and ID numbers must be replaced by string IDs?
Or you plan to maintain both ways of it? (I again fear of lot of work in correcting this:-)
Maybe write some perl script to automatically convert faction/buildings/structures.json to new format?

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IvanSav
IvanSav


Adventuring Hero
vcmi developer
posted December 08, 2013 11:04 AM

Quote:
Are old format of "requires"/"upgrades" is obsolete, and ID numbers must be replaced by string IDs?

Yes. Check wiki - it contains complete changelog.
Quote:
Or you plan to maintain both ways of it? (I again fear of lot of work in correcting this:-)

Only for a while, to give modders time to update.
Quote:
Maybe write some perl script to automatically convert faction/buildings/structures.json to new format?

This can be a problem considering that I don't know perl. So unless somebody else will do this - no.

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Macron1
Macron1


Supreme Hero
posted December 08, 2013 11:11 AM

IvanSav said:
This can be a problem considering that I don't know perl. So unless somebody else will do this - no.


OK, if i'll find time, i'll  will try to write it

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rtx
rtx

Tavern Dweller
posted December 08, 2013 11:23 AM

So how the game will detect what is what? Or we'll finally have option to choose what is building doing, like which one is dwelling, which one is mage guild and which one gives thing like '+1 power'? That would be great! Especially if special buildings would work.
Will catapult and adventure spells be fixed in next version?

I also have another question, that sounds stupid but suprisingly has sense - will there be support for 1067x600 resolution? Reason is pretty simple - with that townscreens and battles would be in window whith the same height as screen [small windows in 1366x768 are very uncomfortable on small laptop screen]. I personally use that resolution when I play H3 in HD mod, and it's great.
Also, could VCMI not minimize whenever autosave occurs? It's very annoying.

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Macron1
Macron1


Supreme Hero
posted December 08, 2013 01:42 PM

Sand Tower for VCMI:
http://forum.vcmi.eu/viewtopic.php?p=11045&sid=a92152f208324265f072b1f823b973e4#11045

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