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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [Wake of Gods] - Introduction/Modding/Scripting
Thread: [Wake of Gods] - Introduction/Modding/Scripting This thread is 33 pages long: 1 2 3 4 5 ... 10 20 ... 29 30 31 32 33 · «PREV / NEXT»
Siegfried
Siegfried


Famous Hero
posted October 17, 2014 10:29 PM

Well, Freds way to mod is Freds way. I personally think they are grafically outstanding, and among the best we have. From a tecnical viewpoint they are not so good. But maybe i could add some help here.

But:

My latest attempt had nothing to do with Freds mod. I did not (for now) touch any of his objects. I touched the original special terrain patches in the original h3bitmap.lod/zobjts.txt, because they originally all had the same subtype 0. In the past i changed them for WoG 3.58,f, and that worked perfect. That even did not alter any existing map, it just enabled the precise placement of all of these patches via erm. Something which was not possible before. It was only possible to put the first patch with subtype 0, so you could put only 1 type of patch of each kind. This was easy and effizient to correct in WoG 3.58f. I'd like to do the same with Era. It does not have any impact on gameplay and does not break any script, it just offers an additional option for erm.

Later then, if this works, i'd like to renumber Freds patches the same way.
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bloodsucker
bloodsucker


Legendary Hero
posted October 23, 2014 10:07 AM

How does it looks like the idea of an option or mod that makes use of something like the Rogues fights but with with other creatures (even level 8 creatures and powerfull dragons) with experience and maybe even somekind of "Random Hero"?

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FfuzzyLogik
FfuzzyLogik


Known Hero
posted September 18, 2015 08:08 PM
Edited by FfuzzyLogik at 20:10, 18 Sep 2015.

Hello there.

Salamandre said :
Quote:
Era handle mods. It is build within the idea that every mod (including wog) is standalone and should not be polluted by other mods, even those using same resources, hence the priority system. Whatever you do, make it in your own mod, then place it on top. You will have much less conflicts than if you replace this or that in the other mods.

Then think about: when you will release your mod, how will you do if some of your mod changes are in wog mod? Will release all wog mod?


I'm not sure don't modificate wog is the easyest way. Even for conflicts...
For example, some wog's text (I began to read to uderstand how the're written) do this kind of things :
If you choose the improve of XXX ability (maybe scouting or mysticism) these heroes will have these caracteristics and starting skills/spells. If no, the heroes will have standard ones.
Do you find easy for a modder to modificate over modification of modified things ? At the end, it makes chocapic...

Worst than that... If you are modder, you choose to be it. But for a player ?! I mean a player don't know what will be his hero's starting skill until he know that wog changes the starting skills when you pick this option on or off... It isn't written !

Anymore, when you're map-maker, if the player check this ability modificated or not, the heroes may not have same starting skills and carateristics... So it means that if you want to make a special map thinking your hero will have this spell and this ability, you may be doomed by wog because it make changes AFTER the game starts so AFTER the modification on the map you made. If you do it to the "tables", both player and map-maker know what will be the hero when game starts and what are the rules.

To illustrate with chess sample. A map-maker is someone who try to put a special "chess" position who makes something intresting for players. If at start peces don't moove as map maker thought, just try to make a "special" map intresting !!

So I truly think that wog's system of checking rules isn't the best at all. It changes so many things dependently to other that its impossible to someone (who don't know what are all era's text building it) to know what will be extactly the rules.

=> So it's not easy at all for player. Just read for the first time all the texts to understand what will be rules... It takes some hours and modifications to hero aren't written.
=> It's insane for map makers (they won't even understand why suddenly the hero they placed won't have the ability or caracteristics they choosed on the map)
=> And worst for modders... (but they choosed to work on lines of program but normally they must be the only one to do this)

In fact for me wog isn't "A" mod but over 2^80 mods where 2 it check or uncheck something and 80 the number of option you can check. (And there is more than 80 options, there is 80 era's big "texts".) Just counting that it means there is 1,2*10^24 mods in one.
Is it just possible to make this "equilibrated" ? I think not for a human...
So to me a good "patch" for a mod is a patch who decimate the possibilities but makes the game less randomkikoololwhathappens... I mean make a new time this game a strategy game and not a random game.

I read many texts to find how to do this how to do that and thats quite hard for beginner. I tryed to understand the different opinions and choose from where I'll try to mod (from wog or some other mod ?). Era is an intresting tool but he has two epic problems :
- he's hard (very hard) to understand well for beginner,
- you must know exactly what have be done on all wog's text (made by high levelled era programmer) to have the results you want to if you won't have surprises.

My objective is to build something more equilibrated, think about all heroes, think about equilibrate abilities (heroes and creatures), caracteristics, spells... And it can't be done over "standard" wog. But era is the only tool who gives ability to change some things... So I try to understand how to use this heavy tool.
If someone wants to help me to understand well things, I thank him in advance but I have to say that its very very hard to begin.

Anyway, thanks for all persons (particullary Salamandre for his patience) who try to continue to make this game alive and mod it and share it. If i'm able to finish "something" I'll do my best to share it too.

Best wishes, FfuzzyLogik.



____________
FfuzzyLogik.

If I'm crazy ? Sure, because its madness to be normal...

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 19, 2015 03:27 PM

There are many confusions in your post, guess one can't understand before making his own mod or really exploring others. For instance, any mod can be set to prohibit any other scripts, so when you play it, you don't play wog with its 1000 options, but only your mod.

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bloodsucker
bloodsucker


Legendary Hero
posted September 20, 2015 09:56 AM

Salamandre said:
There are many confusions in your post, guess one can't understand before making his own mod or really exploring others. For instance, any mod can be set to prohibit any other scripts, so when you play it, you don't play wog with its 1000 options, but only your mod.

BTW, how does that work? If I write Conquistador in Run Only This Scripts it already works or do I need to provide the path?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 20, 2015 10:40 AM

Look at any scenario mod, data/s/load only these scripts.txt

Simple.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted December 30, 2015 05:00 PM

Does anyone have blank town backgrounds for creatures (found in TWCRPORT.def). I mean for Castle, Rampart, Tower etc but without any creatures on them, so that I can add some new creatures.
____________
Not idly do the leaves of Lorien fall.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted December 30, 2015 05:05 PM

Hero_Of_Light said:
Does anyone have blank town backgrounds for creatures (found in TWCRPORT.def). I mean for Castle, Rampart, Tower etc but without any creatures on them, so that I can add some new creatures.


you can find them in h3bitmap.lod, in the c's.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted December 30, 2015 05:31 PM
Edited by Hero_Of_Light at 17:34, 30 Dec 2015.

No, I mean like the ones found in TWCRPORT.def without the creatures.
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 30, 2015 05:33 PM

Open H3bitmap.lod, select ALL, extract in some folder, then browse and will find them.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted December 30, 2015 05:44 PM

Nope, not there.
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 30, 2015 05:48 PM

Take the pcx corresponding, use layers opacity to find the exact size and match those from tcport, cut, use. The backgrounds are there, as pcx, just need cut/resize. There is no other way.

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avatar
avatar


Promising
Supreme Hero
posted December 30, 2015 05:56 PM
Edited by avatar at 17:57, 30 Dec 2015.

You naughy liar



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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 30, 2015 06:02 PM

Hmm, looks like HoL is right, the sky part is missing from those pcx. Try asking in hota thread, as they added pikeman so they should have them.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted December 30, 2015 06:04 PM

I don't think you understand (or maybe it's just me).

What I want is better versions of these (which I made myself).



Which are not found in H3bitmap.lod but in TWCRPORT.def and have creatures on them. I was wondering If someone managed to make better versions of them that's all (for all towns).
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 30, 2015 06:08 PM

yes I understood you. Hota added pikeman and orcs to original TWCRPORT backgrounds, which means they have those backgrounds. Ask them.

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VordeX
VordeX


Hired Hero
posted April 29, 2016 07:59 AM
Edited by VordeX at 13:51, 29 Apr 2016.

Hello. I've got a problem editing units' stats. I did download all three tools and followed your commands and still not a single change has been noticed. Ive extracted the file, changed with microsoft excel, then used lodedit among with replace bat file. Seems everything worked fine cause I extracted the file again and changes are still there, but they don't affect the game. Is there any solution?
Ive tried with names of the units. Turned on and off many wog options but still it doesn't affect
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Serp
Serp


Known Hero
posted December 04, 2016 11:45 AM

Does anyone knows a working link for the "Text Edit" tool?
seems like notepad++ is displaying the txt file ... not quite good

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted December 04, 2016 12:21 PM

table editor, it should come with ERA tools
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Serp
Serp


Known Hero
posted December 04, 2016 12:37 PM

@LizardWarrior:
Ah yes, it is in era tools, great, thank you

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