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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Official VCMI Thread
Thread: Official VCMI Thread This thread is 88 pages long: 1 10 20 30 40 50 60 70 ... 80 81 82 83 84 ... 88 · «PREV / NEXT»
stachnie
stachnie


Adventuring Hero
posted November 27, 2016 07:39 AM

Warmonger said:
Quote:
BTW: the crashes had been caused not by Flaming Arrow but by the fact that I had given an artifact boosting ranged damage to a commander who cannot shoot (from the Egyptian town - IIRC Bastion).

The crash was caused by moving ANY artifacts around.


This is not true. Let me summarize:
- I have given a Bastion commander a few artifacts like Emerald Bow and Flaming Arrow. The result: a crash every time the commander attempts to shoot.
- I have downloaded a daily build from mid November and I was able to remove artifacts from commanders. After removing any archery artifacts and giving him melee or defensive ones the commander could not shoot at all (unlike commanders from most of other towns).
- After giving the same artifacts to a commander who could shoot by himself I had no crashes caused by shooting. BTW: the Flaming Arrow effect was not too great.

If you like, I may post it to the bug forum but:
- I am not sure if this is a bug or feature
- I have found a workaround and this may be interesting not only for bug-hunters.

S.

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted November 27, 2016 08:30 AM
Edited by Warmonger at 08:32, 27 Nov 2016.

Quote:
I have given a Bastion commander a few artifacts like Emerald Bow and Flaming Arrow. The result: a crash every time the commander attempts to shoot.

Creatures with no shooting animations will crash when they are given the ability to shoot. It's faulty mod - every Commander should have shooting animation. Difficult to fix on our side. Especially if it's not reported.

Do not report any buds in this thread, use Mantis.
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stachnie
stachnie


Adventuring Hero
posted November 27, 2016 12:44 PM

Warmonger said:
Creatures with no shooting animations will crash when they are given the ability to shoot. It's faulty mod - every Commander should have shooting animation.


O.K., now I understand - commander is treated as just another creature (I was confused by the fact that in previous post you had mentioned creatures).

S.

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Macron1
Macron1


Supreme Hero
posted November 27, 2016 01:24 PM

stachnie said:
Warmonger said:
Creatures with no shooting animations will crash when they are given the ability to shoot. It's faulty mod - every Commander should have shooting animation.


O.K., now I understand - commander is treated as just another creature (I was confused by the fact that in previous post you had mentioned creatures).

S.


DEF animation file of creature(commander) must have Shooting Up/Straight/down animation sequinces. Altrough I think it's better not to crash with error, but play cast or attack animation sequinces if shooting animations are missing.

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avatar
avatar


Famous Hero
posted November 27, 2016 08:43 PM

To be clear: Preacher (Bastion commander) HAS ALL shooting animation! Problem is n whole VCMI WoG commander system. In native WoG any commander can't shoot at start, unless he gain shooting ability. In VCMI WoG mod, all commanders have shooting ability from the beginning. But, edeksumo - author of Bastion mod - decide not implement shooting ability from start, only to learn it later (like core WoG does).
So preacher.json file doesn't have command:
"canShoot" :
{
"type" : "SHOOTER"
},

So Preacher can't shoot by configuration. So I guess, when you try to wear artifact that allow commander to shoot - crash appear.

Stachnie - WoG mod for VCMI is buggy and vcmi team stopped devop it long time ago. You must learn what you can do with this mod and what you can't For example - commanders' skill system is far from finish and no one tries to fix it right now!
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stachnie
stachnie


Adventuring Hero
posted November 29, 2016 11:44 AM

avatar said:
Stachnie - WoG mod for VCMI is buggy and vcmi team stopped devop it long time ago. You must learn what you can do with this mod and what you can't


O.K. Maybe one day someone will come back to that. It would be nice, because these addons are interesting.

Quote:
For example - commanders' skill system is far from finish and no one tries to fix it right now!


Yes, I have noticed that. The way I advance a commander seems to have no effect (or a very limited one) on his abilities. However, he gains new abilities, HP, damage, speed etc. with new levels automatically. E.g. at level around 40 (maybe 41) he starts to shoot twice.


S.

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valgaav
valgaav


Adventuring Hero
posted December 01, 2016 12:26 PM
Edited by valgaav at 09:42, 07 Dec 2016.

As for VCMI AI with extra resources does a decent job (Just that one has to give it really a lot extra resources). It lacks a bit as far as taking towns or defending them goes, but that Warmonger already knows. IMHO to sum it all up it is a bit better then AI from Freeheroes2 (open source engine for heroes2) if you give it extra resources.

Generally I think that AI one way or another will have to cheat if it is going to be any kind of challenge for human players. Right now with extra resources it is close to the level of original AI from h3 (I always gave original h3 AI extra resources so I'm comparing it to that).

So Warmonger IMHO good job done with AI . Considering how complex it has to be for heroes, I can imagine it to be quite a challenge to code.

So maybe consider doing resource trick by default so that less users complain and more can test real capabilities of Vcmi AI



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bloodsucker
bloodsucker


Supreme Hero
posted December 01, 2016 01:21 PM
Edited by bloodsucker at 14:33, 01 Dec 2016.

valgaav said:
Generally I think that AI one way or another will have to cheat if it is going to be any kind of challenge for human players...

I don't get this post but I believe they're thinking of things like when will they come out of town and when to stay inside, etc... but if this post deserves any credit then (from my testing) it should give 75 to 50% extra growth (considering the levels) to 160% and at least 200% growth to Impossible but this wont do much if you don't:
1. Increase resource income according to number of cities owned (I think 1500 at 160% and 4000 at 200% buy all extra creatures);
2. Consider to give at least Logistics, Earth and Wisdom to every hero AI buys or frees.
3. When an hero is hired or released from prison by the AI it is maked so you can't hire him and recieves incremental bonus to prims and experience according to the number of days passed and the amount of towns on the map.
4. First hero of any AI recieves extra starting units (maybe just double for 160% and tree times for 200%) and a good incremet to his prims (here I can't give tested numbers but maybe plus 3 to each prim at 160% and plus 5 at 200% would be enouch);
5. Make sure any AI hero learns at least the most important spells (haste, slow, shield, blind, etc...).

One should notice that besides a few options in building order, the number of heroes AI players will hire, etc... all increments to difficulty are increments to the difference betwen human player starting resources and AI starting resources, this way everyday you spend on map decreases your desadvantage and makes it easier to win, this is why larger maps are easier. OTOH, if AI recieved progressive bonus to both growth and income the desadvantage would be kept and the challenge wouldn't lower so much as you progress on the map. Unfortunatly AI's hero development and movement on the map aren't that good (this is one thing I think VCMI developers are looking at) so one needs to give them extra skills or they will tend to be weaker then a human hero 'raised' in equal conditions and since game mechanics favour prims over number of creatures, they will not put a big challenge.

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pim18
pim18


Known Hero
posted December 01, 2016 06:13 PM

Silly question. Are the linux versions of VCMI updated? It says 0.99 but a lot of features from the windows version are missing(like submods by example)

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avatar
avatar


Famous Hero
posted December 01, 2016 07:33 PM

For now, it's best thing is copy folder 'mods' from windows version to linux version.
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pim18
pim18


Known Hero
posted December 01, 2016 07:38 PM

Hmm thanks. It works now

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Galaad
Galaad


Honorable
Undefeatable Hero
Enrothian Conservative Party
posted December 01, 2016 07:49 PM

I would suggest to put a disclaimer on the website or something for linux users, not everyone will bother to look or ask for the missing files, then will miss his chance to experience VCMI.

I also concur about the suggestion to give the extra resources to AI by default, if I weren't told this trick in your forums I would have stopped playing it and have a wrong idea of it.
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zeryss
zeryss


Adventuring Hero
posted December 13, 2016 03:20 AM

in the future, vcmi will be able to add new soil?

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Macron1
Macron1


Supreme Hero
posted December 13, 2016 07:44 AM

zeryss said:
in the future, vcmi will be able to add new soil?

You mean terrain?
I hope so.

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zeryss
zeryss


Adventuring Hero
posted December 13, 2016 08:02 AM

New military siege machines?

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Macron1
Macron1


Supreme Hero
posted December 14, 2016 11:44 AM

zeryss said:
New military siege machines?


They will be made when someone is interested in coding them.
Long ago I tried to code new siege machines (as a faction property), but this approach wasn't liked by vcmi depelopers.
Siege machines have also an artifact part, so mechanics of working with siege machine artifacts must be changed also (it means that ballista/ammoCart/catapult must be made replacible.

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Famous Hero
posted December 14, 2016 05:40 PM

Macron1 - definetelly Christmas is the perfect time to show us some youd ideas as some mods - like your new adventure spells
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Macron1
Macron1


Supreme Hero
posted December 14, 2016 06:21 PM

avatar said:
Macron1 - definetelly Christmas is the perfect time to show us some youd ideas as some mods - like your new adventure spells


I am not a christian
I can share my json configs for spells, but recently I got no time to test them and balance them. If someone is interested, he can PM me (better on vcmi.eu forum).

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Alyx182008
Alyx182008

Tavern Dweller
posted December 14, 2016 06:39 PM
Edited by Alyx182008 at 18:41, 14 Dec 2016.

avatar said:
@stachnie.
From some time I play Grove quite often and try to find and fix bugs. If you want you may test my version. For me, gameplay is ok now, exept combo: Grove + WoG's Stack Experience submod. It's source of various eroors and crashes. Without this mod, all seems to be ok. So if you encounter any bugs, let me know about them. And tell me if Velve's speciality is not too overpowered.
Here's link: http://www89.zippyshare.com/v/US8mNwUD/file.html


Hi, long time lurker, first time poster.
I downloaded the latest VCMI yesterday and started messing around with it, including with Grove town (the same version you posted). Also noticed it was buggy in combination with WoG stack experience. So I took a closer look and managed to fix the problem.
The issue lied in the creature configuration for the stack bonuses. Basically, when you define stack bonuses, any reference to a spell (if for example you want to make the creature cast a spell after it attacks) or references to other creatures (if you want it to hate other creatures) must be done with the exact number ID. Whoever converted this mod to VCMI didn't use the ID numbers, but instead referenced them by name, such as "spell.mirth" or "creature.dwarf". This normally works for creature attributes, but it crashes the game if it's written as such under stack experience.
Example bellow:


Another thing to note about how stack experience works here, is that the bonus is added on top of the default creature attributes. For example, if a creature has 50% spell resistance, and we want it to increase to 60% with the 1st rank of experience, we'll have to input 10 under "values" for the first rank. A similar thing happens when creatures have a spell effect on them. Armed Fauns have a basic Mirth on them, that is supposed to become advanced Mirth on rank 4. The basic Mirth has a value of 1, to make it advanced level we need to add 1 at rank 4. (Basic spells are represented by 1, advanced spells by 2, expert spells by 3. Anything higher will turn the spell into a mass spell. Meaning you can get a creature to cast it's enhancement on your entire army)

I also fixed Town Hall requiring Marketplace, Blacksmith and Mage Guild 1 to be build instead of Tavern.
And the final thing, the Spider Queen had strange Hate relationships set up in stack experience. To be more precise, it hated Master Genies and Nagas, while Spider Princesses hated Master Genies. I changed this so that Spider Queens get Hate for Nagas and Naga Queens, and Spider Princesses get Hate for Nagas.

Link: https://www.dropbox.com/s/yzx8zodxj32h284/Grove_Trith_Edition_v0.99b_stack_fix.zip?dl=0

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Famous Hero
posted December 14, 2016 06:49 PM

Oh, thank you! I started to be a teethgrinder trying to figure out what's wrong with stack experience! I'll play with it with pleasure!
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