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Thread: [Mega-Project] The HOMM5 Role Playing Edition | This thread is pages long: 1 10 ... 17 18 19 20 21 ... 27 · «PREV / NEXT» |
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magnomagus

     
     
Admirable
Legendary Hero
modding wizard
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posted November 01, 2011 10:59 PM |
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Quote: So you did set the gold price in WarMachines.xdb to 250 gold but it will cost 750 gold ingame ?
It has been a long time for me too, but this is what I remember:
I set it to 750, every faction has a favored war machine that is 3 times cheaper. And from a war machine merchant they are all 3 times cheaper. I cannot change these mechanics unfortunately.
Quote: Building, Creatures, Spells, WarMachines and Weeks addons from RPE will also be a balance improvement to TotE 3.1 + EE without RPE.
Same goes for the Creature section changes of DefaultStats.xdb.
99% sure yes, but I didn't test it, furthermore the balance changes were designed with the new class system in mind so taken that all factions have both might and magic classes as overall vision.
Quote: Guess the AI addon is not needed or will probably even hurt. What is the ClassicStyle addon doing ?
Is explained in the 2nd post, it is quite an improvement over 3.1 but nothing compared to EE.
I wish to do a complete revision of all my mods for EE, but I'm dependant on Quantomas for lifting hard coded limitations.
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LarkinVB

 
  
Known Hero
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posted November 01, 2011 11:45 PM |
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Quote:
Quote: So you did set the gold price in WarMachines.xdb to 250 gold but it will cost 750 gold ingame ?
It has been a long time for me too, but this is what I remember:
I set it to 750, every faction has a favored war machine that is 3 times cheaper. And from a war machine merchant they are all 3 times cheaper. I cannot change these mechanics unfortunately.
According to WarMachines.xdb you did set it to 250 gold, catapult is 1000 and ballista is 3000.
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magnomagus

     
     
Admirable
Legendary Hero
modding wizard
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posted November 01, 2011 11:59 PM |
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This is the consequence of talking about your own stuff while you don't have it installed Nonetheless the system is as I described but I didn't set the tent as favoured war machine therefore it will cost 250*3 ingame. I must have set the ammo cart or ballista as favoured war machine.
EDIT: I think I should mention all hero spec balances are also included in the defaultstats.xdb and all balance changes to starting hero's are in the seperate hero xdb's. In RPE all heros are supposed to be roughly equal.
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LarkinVB

 
  
Known Hero
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posted November 02, 2011 07:29 AM |
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OK. Is it safe to extract your greatly enhanced treasure buildung part from defaultstats or does it include stuff only usable with RPE ?
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magnomagus

     
     
Admirable
Legendary Hero
modding wizard
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posted November 02, 2011 12:29 PM |
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Yes, the defaultstats.xdb contains AI parameters but according to Quantomas those are no longer used so don't really matter. So I think the whole defaultstats can still be used but I haven't tested with the last 3 versions of EE.
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LarkinVB

 
  
Known Hero
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posted November 02, 2011 04:36 PM |
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I'm trying to isolate stuff in this file which is only usefull for RPE balance or NCF creatures like CREATURE_273 etc. in the necromancy section. Is the treasurebuilding section clean regarding these requirements ?
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magnomagus

     
     
Admirable
Legendary Hero
modding wizard
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posted November 02, 2011 05:30 PM |
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Yes there are no links to NCF creatures
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RackShaSe

 
Tavern Dweller
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posted November 26, 2011 10:18 AM |
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hi magnomagus!I was looking for corrected H5_Game.exe for consistency RPE with EE, but I didn't find it, because Quantomas refreshed this file on his site . Have you got it?
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magnomagus

     
     
Admirable
Legendary Hero
modding wizard
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posted November 26, 2011 10:43 PM |
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This is the only version that works, but it is old and NCF doesn't work:
http://www.mediafire.com/download.php?bmz867lz3r548zk
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RackShaSe

 
Tavern Dweller
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posted November 27, 2011 10:46 AM |
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Thank you!
So, what news about RPE? Maybe something new interesting things?
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magnomagus

     
     
Admirable
Legendary Hero
modding wizard
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posted November 27, 2011 01:07 PM |
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Nothing new now, I have to wait and see if Quantomas is willing to extent the modding framework when his AI is finished.
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RackShaSe

 
Tavern Dweller
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posted November 27, 2011 02:25 PM |
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And what about Duel Mode? I completely remade it for self (TOE + EWA),
but in RPE any fraction have to be presented by 3 different classes from any castle...
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magnomagus

     
     
Admirable
Legendary Hero
modding wizard
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posted November 27, 2011 06:58 PM |
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Since the duel-community moved to the duel maps I didn't consider this an important issue.
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Soulmancer

 
Tavern Dweller
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posted January 05, 2012 12:25 AM |
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I was curious if RPE and the Unofficial 5.5 Patch are compatible with one another at this time? And if not will this ever be possible?
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Falconian

 
 
Adventuring Hero
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posted February 20, 2012 02:54 AM |
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Epic mod but I'm having an issue where the AI turn bar / spell screen goes beyond my screen limit (1366x768).
Is there a solution?
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magnomagus

     
     
Admirable
Legendary Hero
modding wizard
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posted February 20, 2012 03:47 PM |
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As far as I remember the mod doesn't make any ui changes, so I find this really weird. Are you using version 3.1? does the problem not occur when you play without the mod?
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Falconian

 
 
Adventuring Hero
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posted February 20, 2012 05:55 PM |
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Quote: As far as I remember the mod doesn't make any ui changes, so I find this really weird. Are you using version 3.1? does the problem not occur when you play without the mod?
I did some testing and apparently it's EE mod that gave me that bug.
I also experienced some crashing but I guess it's again EE's fault... your mod doesn't look crashy by looking at what you changed.
Sorry.
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Larloch

 
Tavern Dweller
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posted March 16, 2012 03:18 AM |
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Edited by Larloch at 03:38, 16 Mar 2012.
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Hi, I tried using the old 3.1.8 beta of EE with this and the AI turns take forever. So long I couldn't even wait to see if it would work. RPE by itself works fine. Is it not recommended to use the old EE with this?
Thank you.
Edit:
It seems like a problem with EE for me. Only the current stable release has quick AI on my computer. Even the current beta has the same issue as that older beta. I don't get it.
What would happen if I used the stable EE (.31j) with RPE? Because I tested it and the AI was able to complete a turn but I don't know if a crash would happen later or if the AI would not be able to level up the hero correctly or not.
Thanks again.
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SKPRIMUS

  
    
Promising
Supreme Hero
The One and the Prime
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posted March 16, 2012 10:09 AM |
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I'll repeat my other post from Adding Creatures thread
Presently not all mods work with enhanced AI 3.1j.
These include NCF & RPE.
The ultimate aim in the future would be to have more assistance from the community especially good experienced modders to help develop a better modding interface which works better than it does now.
You can visit Eternal Essence forum for more info. Eternal Essence forum for more info.
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I think there was one older beta Quantomas did to try to have some compatibility with RPE but that wasn't really successful & not recommended now.
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Hope defeats despair - "a blatant clue"
too many idiots in VW
"to lose is to win, and he who wins shall lose"
bashing orcus
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magnomagus

     
     
Admirable
Legendary Hero
modding wizard
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posted March 16, 2012 11:57 AM |
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I remember 3.1.8 being reasonably fast, maybe it depends on the map you play or the fact that you try to use NCF as well (NCF is broken in all EE versions). It is absolutely useless to run RPE with any other version of EE than 3.1.8. Even if the UI seems to suggest the classes are working they really are not!.
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