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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: The Dragon Slaughter
Thread: The Dragon Slaughter This thread is 53 pages long: 1 10 ... 15 16 17 18 19 ... 20 30 40 50 53 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 30, 2011 05:43 AM
Edited by Salamandre at 06:36, 30 Jul 2011.

SAVE

Genies fight. The first time it changed my first slot. Then tested it several times, and it was either slot 1, 3, 6 or 7. Sometimes your patch works, I clearly see the genies inside revert back to nightmares (when slot 6 or 7 changed). My second henchman has not summon ability (he has rebirth, problem?). Really strange bug, I would change the whole battle to something else if there is no 100% solution.

What about a fix directly in this specific battle?

!#IF:V520/0;
!?OB39/31/0&1000/v1=2;
!!IF:Q1/21/36/1^A blue army attacks you from the top of the lighthouse!^;
!!IF:V338/1; *enable BG1 flag
!!HE-1:T39/31/0/0/1;
!!HE-1:O?y-1;
!!IF&y-1<0:V338/0; *reinitialize if dead
!!FU&y-1<0:E;
!!IF:V338/0; *disable BG1 flag if battle won
!!HE-1:C0/0/v3000/v3001 C0/1/v3002/v3003 C0/2/v3004/v3005 C0/3/v3006/v3007;
!!HE-1:C0/4/v3008/v3009 C0/5/v3010/v3011 C0/6/v3012/v3013; and necromancy, where?!

!!IF:Q1/8/166/1^You find a magical necklace marked with the ancient Chinese Taiji hexogram.  It is said that no one but Fnord the Great understands the meaning of this hexogram!^;
!!HE-1:A166;
!!VRv1031:S0;
!!IF:V520/1;
!!PO39/41/0:N2;
!!PO998:N7;

!?BG1&338;
!!BU:C?y1;  *if genii batle ends, save
!!FU&y1<1:E;
!!HE-1:C0/0/?v3000/?v3001 C0/1/?v3002/?v3003 C0/2/?v3004/?v3005 C0/3/?v3006/?v3007;
!!HE-1:C0/4/?v3008/?v3009 C0/5/?v3010/?v3011 C0/6/?v3012/?v3013;


v3000-v3013 and V338 are free. Could work or the bug occurs before the save command?
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JimV
JimV


Responsible
Supreme Hero
posted July 30, 2011 04:07 PM
Edited by JimV at 17:09, 30 Jul 2011.

Try loading the saved game into a fresh start of Era, and see what happens.  When I try the Genii saved game on my system, I only see the last slot (game manual slot 7, ERM slot 6) affected - I have loaded the file 10 times now.

It turns out the Henchman script sets the Second Henchman to slot 6 in case it has Summon, whether it does or not.  To do this it first sets the creature in slot 6 to no slot (O-1), and saves the creature type.  Then in the last BG1 trigger, Woodmelon checks for the end of the battle, and if so, restores the original slot 6 creature.  It appears that when a combat is initiated within another trigger by HE:T, the last BG1 trigger does not get processed.  That appears to be why the Genie Glitch does not occur against neutral creatures or in battles with an enemy Hero.  This would account for the Orrin-shooter glitch with Fiona and in QC also (the last BG1 which would reset a shooter type does not get processed).  The result, for the Genie battle, is that Heroes 3 has a slot with an unknown creature, so somehow it uses the creature from the other side of the battlefield.

So for the glitches I have seen, I have what seems to be a fairly complete explanation, but something else is happening on your system.  Maybe all the "envelope-pushing" in this map (huge numbers of creatures, lots of Special Abilities, high Hero levels) causes some data corruption which produces random glitches.  I tend to see glitches in similar maps ("Ice Arrow" comes to mind - a great map, but glitchy), which I have not seen in simpler maps.

I also note that you are playing under Era - I have to play your saved games under Era, they will not load under standard WoG - so this may be a factor somehow.  All my games and personal play-tests have been under WoG 3.58f.  However, I just did a test and the Quick-Combat/Orrin-shooter glitch happens under WoG also, so probably Era is not involved.

I mentioned previously that the fix for slot 6 could be extended to all slots.  I don't like to give up without a specific cause and a specific fix (for one reason, without a specific cause I don't know what not to do in my next script, which in this case is "don't depend on the last BG1 of a combat executing for HE:T"), but since I can't reproduce your glitch on my system (so far) there is no way for me to study it and find a specific cause.

Your question is similar (but much more specific, which is good) to one I have often seen in this forum, of the form, "Is it possible to do [some vaguely defined thing] in ERM?"  The only way for me to answer this for certain is to try it myself, so I am always tempted to answer, "Probably.  Try it and see."  In this case I am sure it can be done, and am confident you can do it, but could not answer for your specific script without trying it.

Edit - I was too lazy to read your script thoroughly, sorry.  No, I think that specific method (using BG1) would not work, for the reason discussed above - the whole problem (at least on my system) is that the last BG1 under HE:T does not execute.  Saving slots before the HE:T or in BA0, and restoring them in BA1 or after the HE:T would be more reliable.

Meanwhile, I took a walk and thought about the problem.  Maybe I was not fighting the battle the same way you do - so when I got back I tried using different troops in different ways, but I still could not reproduce the glitch and am curious to hear if you still get it after restarting a new session of Era.  Also, I wondered, if a creature needs a slot to summon, what happens to the creature in slot 6 (ERM numbers slots 0 to 6 instead of 1 to 7) if that creature summons (as your Nightmares do)?  Apparently this is not a problem, though, since I can't see any problem with it on my system (maybe it takes hundreds of battles).

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 30, 2011 05:41 PM
Edited by Salamandre at 18:18, 30 Jul 2011.

Quote:
Saving slots before the HE:T or in BA0, and restoring them in BA1 or after the HE:T would be more reliable.



No, because it does not count battle casualties, if any.

HERE are both saves, genies not modified, 6 modified slots out of 10 battles, genies modified with my BG1 script, 10 out of 10 working. The battle is scripted by Woodmelon (BA0) so BG1 works in that case.

The script again modified (HE-1 gave weird results, had to fix the hero ID)

!#IF:V520/0;
!?OB39/31/0&1000/v1=2;
!!HE-1:N?v3014;
!!IF:Q1/21/36/1^A blue army attacks you from the top of the lighthouse!^;
!!IF:V338/1; *enable BG1 flag
!!HEv3014:T39/31/0/0/1;
!!HEv3014:O?y-1;
!!IF&y-1<0:V338/0; *reinitialize if dead
!!FU&y-1<0:E;
!!IF:V338/0; *disable BG1 flag if battle won
!!HEv3014:C0/0/v3000/v3001 C0/1/v3002/v3003 C0/2/v3004/v3005 C0/3/v3006/v3007;
!!HEv3014:C0/4/v3008/v3009 C0/5/v3010/v3011 C0/6/v3012/v3013; and necromancy, where?!
!!IF:Q1/8/166/1^You find a magical necklace marked with the ancient Chinese Taiji hexogram.  It is said that no one but Fnord the Great understands the meaning of this hexogram!^;
!!HEv3014:A166;
!!VRv1031:S0;
!!IF:V520/1;
!!PO39/41/0:N2;
!!PO998:N7;

!?BG1&338;
!!BU:C?y1;  *if genii batle ends, save
!!FU&y1<1:E;
!!HEv3014:C0/0/?v3000/?v3001 C0/1/?v3002/?v3003 C0/2/?v3004/?v3005 C0/3/?v3006/?v3007;
!!HEv3014:C0/4/?v3008/?v3009 C0/5/?v3010/?v3011 C0/6/?v3012/?v3013;

Edit: if one of the slots is empty and hero has necromancy, the genies again replace one slot (2 out of 10). Seems there is interference with your patch, I see troops changing 3 times after battle. Can you please show me how to remove your patch so at least I get fixed if it works or not?
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JimV
JimV


Responsible
Supreme Hero
posted July 30, 2011 06:21 PM
Edited by JimV at 23:08, 30 Jul 2011.

This is interesting.  I'll describe what happens on my system, although you may not believe it.  I am running your saved games under Era 1.5, the version I installed for Shining Force.

On my system:

1) For your first save, Genii.h3m, which I have tried about 16 times now, at the end I see Genies in (ERM) slot 6 while the end-of-battle messages are showing, and then they change into Nightmares.  I believe this means the game was based on my edited saved game, not on the current map version, which has a more robust patch.

2) For the Genii.h3m in Genii.rar, six times out of six so far, I see nothing - no change in any slot - at the end of the battle.  So I think this game is based on a test version of the current version 2.07.  The end display says I have defeated 30 Genies and 5 Ghosts (since you changed the number of Genies to seven groups of 5 instread of 5000).  In case 1), it says I have defeated 500 Genies (should be 35,000).  I attribute this to the problem Heroes 3 seems to have with numbers of creatures >30,000.  That is, case 1 should show 30,000 Genies and 5,000 Ghosts.

3) For the Genie modified.h3m, I am back to what happened in version 2.06 - at the end of the battle I have 818 Genies in slot 6 (the last slot) - five times in a row, which is as much as I have tested.

I recommend you test your and my fixes under standard WoG 3.58f, to see if things happen for you there as they do on my system.  My current guess is that you are perhaps running under a different version of Era than mine, or that some mod you are running with is causing some interference.

Edit - the edit to your post occurred while I was entering the above post.  Versions 2.06 don't have my patches so you could use those for testing, but I hope you will try running under WoG 3.58f first.

Edit - P.S.

"quote:
Saving slots before the HE:T or in BA0, and restoring them in BA1 or after the HE:T would be more reliable.


No, because it does not count battle casualties, if any."

Huh?  We would restore creature type, not creature count.  (Use d for the count parameter.)

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 30, 2011 06:24 PM
Edited by Salamandre at 18:53, 30 Jul 2011.

Forget it then, seems there is no solution for this bug. I run ERA 1.08 and I have no more WOG 3.58f installed on my system. Weird...we get completely different results.

Tested on 3.58f and the version uploaded at mapsforheroes.com, means no patch inside, nor from you or me. The slot gets never modified. I am lost and give up if it is a matter of versions, will never work for everybody.
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Bersy
Bersy


Honorable
Supreme Hero
posted July 30, 2011 07:08 PM

Could someone describe in a few words what is the core of the problem? Which triggers or commands work differently?

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JimV
JimV


Responsible
Supreme Hero
posted July 30, 2011 07:20 PM
Edited by JimV at 19:39, 30 Jul 2011.

That ruins my whole "good news - bad news" post that I was about to make, so just the facts:  I have tried your saved games under ERa 1.80 on my system, and I get exactly the same result as I did under WoG 3.58f, above (for one test each).

This is the Scientific Method in action!  Make a hypothesis to explain observed facts, think of an experiment to test the hypothesis, try the experiment, and usually it does not produce the results you want - but now you have more facts and use them to create a new hypothesis.  Repeat until the final hypothesis is confirmed, or else you run out of money.  Meanwhile, at least you have eliminated some false solutions (such as that the problem is due to Era 1.80).

I am assuming that the version from maps4heroes is version 2.05, before any translation or changes by us?

As best I can recall, I saw the Genie Glitch in my first trial game, before we had made a lot of changes.  (At that time I thought it might be a standard part of the game.)  I saw it a couple times, always in the last slot.

The part about no Genie Glitch at all in version 2.05 confuses me, so for the moment I would like to focus on why we get different results from the same map versions.  I would still like to hear your results for your three saved games under plain WoG 3.58f, to help narrow down what the differences might be.  The only thing I can think of right now is that I have not yet installed your smcata.def, but probably you did not do this on your new WoG 3.58f system either.

One thing I know, which gives me hope:  computers are not magic, they always do things for a reason.  This goes back to my days on mainframe computers, where there were fewer things happening all at once, and the reasons were easier to find - but even then, programs often seemed, at first, to do things for magical, random reasons.

Edit - once again I missed a post - Bersey's - while typing in a long-winded reply.  Thanks for responding, but I think it may be too soon to get you involved - since things seem to work normally (for me) under WoG 3.58f, Era 1.5, and Era 1.80.  I think we created this monster ourselves somehow.

P.S. If the maps4heroes version is 2.06 rather than 2.05, that would suggest a different hypothesis to me.  As usual in science, good data is crucial.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 30, 2011 07:30 PM
Edited by Salamandre at 19:31, 30 Jul 2011.

Now we know that BG1 works for this battle. Therefore I can't see why we could not save troops on last battle round and restore them after. It works here on all versions I tested. Mapsforheros version is 2.05.
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Bersy
Bersy


Honorable
Supreme Hero
posted July 30, 2011 07:32 PM

----------------------------------------------------------------
Just a piece of information. Era 1.5+ has event KeyPressed (FU77003). This trigger can occur while any erm dialog is shown. In the body of the trigger y and v variables can be modified. The problem is:

1) Era < 1.9 does not saves y-vars for all new triggers.
2) WoG old style of scripting uses v temp vars, which are common for all.

Consider the following script:

!?CM0;
!!VRv1:S^111^;
!!VRy1:S^222^;
!!IF:M^^;
!!IF:M^%V1 %Y1^; shows 13 (enter) and 777

!?FU77003; key pressed
!!SN:X?v1; got key code in v1
!!VRy1:S777;

Era 1.9 saves y-vars and provides dynamic extended memory. Using global temp variables is evil.
----------------------------------------------------------------
Era 1.81 + WoG 3.58f all-in-one contain script98.erm:

...
!?FU77003;
!!SN:X?y1;
!!FU&y1<>116:E;
!!VRz2:S^Angel.dll^;
!!SN:Lz2/?v2;
!!VRz3:S^SaveGame^;
!!SN:Av2/z3/?v3;
!!VRz2:S^QuickSave^;
!!SN:Ev3/0/z2/1/0/0/1;
!!VRz1:S^Quicksaved!^;
!!FU50002;
!!SN:X0/1;
!!SN:Q;
...

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JimV
JimV


Responsible
Supreme Hero
posted July 30, 2011 08:01 PM
Edited by JimV at 20:36, 30 Jul 2011.

Posts are coming faster than I can keep up.

@Salamandre:  thanks for confirming version 2.05.  To me this says that Woodmelon had a fix for the Genie Glitch, but somehow we (probably I) screwed it up.  However, as I explained above, your BG1 fix is not necessary and not working on my system, and if that is true for me, it could be true for others also.  I would like to find a solution which works for both of us, in hopes that it would then work for everyone.

I am not sure what you are saying about your saved games under WoG 3.58f?  Is it that they still work the same way that they did for you under Era?  If so, and if you don't have the smcata.def installed in your WoG 3.58f folder, than that eliminates it.  

@Bersey:  That problem caused me a lot of agita while working on Shining Force under Era 1.5, but eventually I figured out that it was happening, and included it in my list of "Era Glitches" (or what I considered glitches, not knowing that the evil lay within me).  It would definitely screw up most of Woodmelon's scripts, if he used that FU77xxx trigger, as I did in SF, but of course he wrote for WoG 3.58f, circa 2006, and did not use any Era commands.  Still, that is valuable information for any ERM/Era scripters who may be reading this thread, thanks.

Edit - to Salamandre, to recap:

1. We both have the problem with Orrin vs. Fiona and vs. neutrals in Quick Combat. (Does 2.05 have these problems?)(I will get 2.05 and do some testing also.)  These problems seem to indicate that the last BG1 in these combats is not being executed, since that is where Woodmelon restores shooter types.

2. We have different problems with the Genie/Lighthouse battle.  I get slot 6 changed to Genies, as though the last BG1 does not get executed (which Woodmelon used to restore slot 6).  You get other slots changed to Genies, in some pattern which looks random, but the last BG1 seems to be executed there for you.

This leads to the hypothesis that there are two different sources to our problems:  one which screws up the last BG1 for me, probably a script problem of some sort rather than a general bug for HE:T as I first thought; and one which swaps slots for you but not for me.

Another guess occurred to me in the middle of that sentence:  the ghost busters!  The Genie which is involved in a battle action gets changed to a Ghost, in that battle.  I'll bet that your random slot change is somehow related to that part of the script which tries to restore Ghosts to Genies.

Edit #2 - I can't find version 2.05 (the Chinese version) on maps4heroes.  I can only find the translated version, which I think was called 2.06E.  So I'm confused again.  Version 2.06 gives the Genie Glitch, on my system.



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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 30, 2011 08:46 PM

It has nothing to do with genies type changed to ghosts because they had never a move against my forces. And results are similar if they get to attack or not (except the post-battle report). Mapsforheroes version is the one we released first, without many bug fixes.

To sum it up, your patch does not work here, no matter the version I use, and my patch does not work on yours. So far, I will keep my patch for my own games because it seems the only safe...here. For universal solution, I have no idea.
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JimV
JimV


Responsible
Supreme Hero
posted July 30, 2011 10:55 PM

The Genies never had a move when I played your saved games either, yet, as I said above, at the end of the battle, the battle summary said I killed 30 Genies and 5 Ghosts - is this not what it says on your system?  

But I agree, any wild guess of mine is unlikely to be correct - except the last one.  Mainly they motivate me to do more tests and try more things.  And actually, while the Genie-Ghost transformation seems to have taken place on one stack, It is probably usually the same stack in each combat.

I just checked, and I have the Orrin/QC glitch on a year-old version of 2.06J (in a saved game).  I think it is too late in the game to check the Orrin/Fiona glitch, though.  Genie/Lighthouse and Orrin/Fiona seem to be the same type of glitch on my system (failure of the final BG1 to execute when the combat is initiated by HE:T).

There must be something different between our Heroes systems to make the same saved games behave differently.  (I still have not heard clearly that your 3.58f Heroes behaves the same as your Era games, but assume so.)  Please help determine what that difference is, so that it will not affect others.  For example, if you have a saved 3.58f game for the Lighthouse battle, I would like to try it on my system, in two different WoG 3.58f folders that I have (one that has several modified DEF's, the other with no modifications).  It could be there is a problem on my system, but unfortunately it looks more like a solution than a problem to me.

My PC uses Windows 7.  I have an older PC, but it would be difficult to install Era on it so that I can try your saved games on it, since it won't read my 2.0 USB flash drives.  Maybe I'll find a way.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 31, 2011 12:33 AM
Edited by Salamandre at 00:45, 31 Jul 2011.

When you attacked with level 1 henchman, the 5 genies retaliated, that's why you got message about ghosts. If genies are killed without retaliating there is no such message. But this is not important.

I know nothing about computers, it is possible that my XP triggers different script issues than WIN 7 or whatever. As I said, it changes all my slots randomly. If no solution through actual script, I propose to save troops before the battle, move hero on land after battle and restore all troops as before. What he lost is less important than getting the bug (usually people does that quest after water walk and emerald towers, so some genies will not be a problem).
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JimV
JimV


Responsible
Supreme Hero
posted July 31, 2011 02:10 AM
Edited by JimV at 03:34, 31 Jul 2011.

Once I did fight with the Henchman, but usually I just click Defend and skip them, to speed up the battle.  In every case, for the list of defenders slain at the end of the battle I get 30 Genies, 5 Ghosts.  Is this not the case on your machine?  Do you get 35 Genies instead?

You mentioned a problem with HE-1.  I don't seem to have this for that battle, but it would negate my patch, which was to change this:


!?BA1&v1058>0;
!!HE-1:O?y20;
!!UN&y20>-1:R1;
!!VRv1058:S0;

********************************************************************

To this:


!?BA1&v1058>0;
!!HE-1:O?y20;
!!VRv1058&y20<0:S0;
!!FU&y20<0:E;
!!HE-1&v1058=1/v1061>-1:C0/v1061/v5016/d;
!!HE-1&v1058=2/v1061>-1:C0/v1061/v5015/d;
!!UN:R1;
!!VRv1058:S0;

********************************************************************

(For the saved game patch, I typed in the HE:C0 commands over the asterisks, so they came after the UN:R1, making the process visible.)

That is, if HE-1 is not the attacking Hero, but a random Hero who is unowned, then y-20 will be negative, and my patch will not be executed.  (If it is a random Hero but owned, the patch will execute - perhaps when it should not!)

This is not the only place where Woodmelon assumed HE-1 would give the attacking Hero.  Other things could go wrong if HE-1 does not work.  But it seems that perhaps this could be part of the problem.  Maybe the solution is to determine what Hero number to use by other means.

This will be complicated, because this script (All Variables) applies to all battles, including fights with AI's, and in fact the AI could be the attacker.  But those fights seem to work okay, currently.  Again, as I see it, the problems are when the battle is triggered by HE:T within an !?OB trigger - yet in those cases, the object was triggered by an active Hero, so HE-1 should be valid.  And on my system, it seems to be - at least under the BA1 trigger, but perhaps not under the previous BG1 trigger (which I assumed was not executing).

!!HE-1:N?v1;
!!IF:M^Active Hero # = %V1^;

Adding those commands under the BG1 and BA1 triggers in All Variables would provide some information on this.  (If Bersey will excuse the evilness of these commands.)  I will see if I can squeeze those into your saved games somehow and report what happens.

Edit - I have uploaded Genii1.GM1 to http://www.box.net/shared/bj1eh6b50e

It has IF:M displays in BG1 and BA1 of All Variables.  It was edited from your first Genii saved game, which has Azreal with the Hidden Race.  I learned something from this on my system, because a) BG1 does trigger, and b) I have gotten my fixes confused, the fix for the Lighthouse battle is not in All Variables, but in Second Henchman 2.

Here is what happened on my system.

1. I defeated the Genies.

2. I got the patched message, "BG1 N=150, v0158=2".  This means that the BG1 did trigger at the end of the battle (the command was IF&y19=1:M), and it had the right Hero number, but it thinks the Hero creature was defending against a strike when it was transformed!

3. I got the second patched message, "BA1 N=150, v1058=0(it had been reset), v1061=6".  (The last value is the slot number).  During both messages, the last slot of Azreal's troops were 15K Geniis.

4. I got the message, "Practicing the dark arts of Necromancy ... 500 Dangerous Nightmares".  When I pressed Enter to end this display, the 15K Genies in slot 6 turned into Nightmares!  This must be the work of the BA53 trigger which I patched in Second Henchman 2.

5. Finally I got the message, "You find a magical necklace ...".

New guess:  as each Genii is attacked, it is turned into a Ghost, so it can raise members as it retaliates.  At the end of each attack (BG1) it is turned back into a Genii, except the last one to die, which is slot 6.  For the last BG1 at the end of the battle, the active Hero's slot (which has been kept in v1061) is restored, rather than the stack.  Because the changed creature did not have a Hero in this case, Woodmelon has just changed your Nightmares in slot 6 to Geniis (on my system).  However, next the Second Henchman script restores the original slot six creature type, because it has reassigned the Second Henchman to that slot.  This explains what happens on my system (including the 30 Genies, 5 Ghosts for your second set of saved games).

On your system, the difference is ... nothing.  Your system and mine are the same, but unlike me, you are not a creature of habit and did not always fight the battle exactly the same way, killing enemy stack 21, then 22, etc..  Instead you ended on a different stack, which had a different slot number, so the Second Henchman script had no effect on it.  If this is the case, you will also see N=150, but your ending (enemy) slot number will not always be 6.

If I am correct, finally, this can be fixed.  There needs to more tests in the code, so a slot of the wrong side does not get switched.  This may take me a while to figure out, but I am sure it can be done.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 31, 2011 04:31 AM
Edited by Salamandre at 04:38, 31 Jul 2011.

For testing I was a perfect creature of habit, did exactly same moves, to skip this possibility. Should I download the save and report results?  I am not sure I understand.

On a more humorous note, I am testing Mutare/hidden race. As Woodmelon use the azure dragon as regular fortress unit, he tweaked his stats (almost). He took care to multiply the 80x7 azures guards in the water walk scroll to 300x7, to get almost same force, but forgot to tweak the damage. It took me 2 hours of hit and run to get that scroll now. 300 azures with normal damage slaughter my commander or henchman instantly.
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JimV
JimV


Responsible
Supreme Hero
posted July 31, 2011 04:54 AM

Yes, please run the Genii1.h3m game on your system and see what values you get for the Hero number N, the action hitter (v1058=1) or target (v0158=2) v1058, and slot number v1061.

If you don't get N=150 (for both BG1 and BA1), then something is different on your system.  I expect you will get v1058=2 in BG1 (always zero in BA1) because this is how Genies (the targets) get switched into Azrael's slots.  The slot number v1061 should be the slot (0-6) in which the Genies are switched for Nightmares - if not, then my understanding is still flawed, and something else is happening.

I am also still curious to know if at the end of the battles in your Genie.rar games (with Sorsha instead of Azrael) you find you have killed 30 Genies and 5 Ghosts, as I always do, or 35 Genies.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 31, 2011 05:12 AM
Edited by Salamandre at 05:15, 31 Jul 2011.

1) Set to automatic battle:

BG1:N=150, v1058=2
BA1: N=150, v1058=0, v1061=5

2) Set to automatic battle:

BG1:N=150, v1058=2
BA1: N=150, v1058=0, v1061=5

3) Automatic battle, henchman gets morale

BG1:N=150, v1058=2
BA1: N=150, v1058=0, v1061=0

4) Automatic battle, henchman gets morale (again)

BG1:N=150, v1058=2
BA1: N=150, v1058=0, v1061=0

5) Manual battle, skip commander, catapult and henchman

BG1:N=150, v1058=2
BA1: N=150, v1058=0, v1061=6

6) Manual battle, skip commander, catapult, henchman and first nightmare

BG1:N=150, v1058=2
BA1: N=150, v1058=0, v1061=2




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JimV
JimV


Responsible
Supreme Hero
posted July 31, 2011 05:57 AM
Edited by JimV at 14:13, 31 Jul 2011.

Thanks for all the information!

I always fought manually in my previous trials, and always killed the 7th troop of Genies (stack 27, ERM slot 6 if they had a Hero, i.e., BA:M1/6) last.  I am assuming that you didn't, and that the v1061 slot number always designated the Genie stack which was the last to die (and the troop slot which got changed to Genies, where troop slots are numbered zero to six).

I just did that same fight again and pushed the QC button, and the computer decided to kill the first stack (21) last, so v1061 was 0, and Azrael's first troop slot turned to Genies.

In other words, it all makes sense to me, and there is no difference between our systems, *if* the reason you got Genies in different troop slots in different battles was that you killed the corresponding Genie stack last.

This will let me sleep well tonight, unless I start thinking about the Republicans in Congress.  Tomorrow I will work on fixing the script.  (I assume you will fix the Azure Dragon problem, unless you want me to.)

Edit - New versions of TDS.rar and Genii1.h3m have been uploaded to
http://www.box.net/shared/bj1eh6b50e

The old code in the All Variables script was:

!!HE-1&y19=1/v1058=1/v1061>-1:C0/v1061/v5016/d;
!!HE-1&y19=1/v1058=2/v1061>-1:C0/v1061/v5015/d;

The revised code is:

* a) if transformed cr belonged to attacking hero
!!HEv1004&v1004>-1/v1058=1/v5005=0/v1061>-1:C0/v1061/v5016/d;
!!HEv1004&v1004>-1/v1058=2/v5005=1/v1061>-1:C0/v1061/v5015/d;
* b) if transformed cr belonged to defending hero
!!HEv1005&v1005>-1/v1058=1/v5005=1/v1061>-1:C1/v1061/v5016/d;
!!HEv1005&v1005>-1/v1058=2/v5005=0/v1061>-1:C1/v1061/v5015/d;

I think this works in all cases.  I managed to type it into Genii1, and it seems to test okay there - see what you think.

Things to do:  Azure Dragon damage as part of the Hidden Race; and did you want to do something about the Werewolf and Nightmare Dwellings for the Hidden Race?  Note:  at the same time their strength is reduced, the Werewolves get Double Strike at level 10, and the Nightmares get Rebirth at levels 6-10.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 31, 2011 02:20 PM
Edited by Salamandre at 14:22, 31 Jul 2011.

I will look into azures after finishing Mutare because there may be other reasons he kept damage not changed. Better change later than too soon. About nightmares and ww, I do not believe the scripts about their corresponding dwellings should stay but is not my map. Their activation may lead to extreme frustration.

Thank you for the new version, I will test it before uploading on main post as things tend to change once we are late in game.
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JimV
JimV


Responsible
Supreme Hero
posted July 31, 2011 02:33 PM
Edited by JimV at 14:45, 31 Jul 2011.

Whoops, that should have been C0, not C1, for the defender (I was confusing it with BA:M1) - I just re-uploaded TDS.rar, sorry.  It will only come into play in Genii1 if Azrael gets some transforming ability (e.g., the Ghost effect) and gets attacked by an enemy Hero so that he is the defender.  I will update Genii1 next, but you won't need it for the Lighthouse test.

Edit - Genii1 is updated now also, in case you want to continue play-testing with it.

Perhaps there should be an IF:Q message for the dwellings, telling the player what will happen (including the special abilities) and giving the player the option to refuse?  Or maybe this is supposed to be one of those secrets that the players traded, as in "Zork".  I don't feel too badly about giving the players the option, since they could go back to their last save or autosave and not flag the dwelling anyway.  We would only be saving them a bit of replay time, not having a major impact on the game.

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