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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 ... 9 10 11 12 13 ... 20 30 40 50 53 · «PREV / NEXT»
JimV
JimV


Responsible
Supreme Hero
posted April 25, 2011 04:28 AM

Once again, and as of a few minutes ago, I have uploaded revised versions of TDS to box.net at

http://www.box.net/shared/bj1eh6b50e

I just discovered that my "Dress Code" script does not work properly for new combination artifacts, such as the Barbarian Lord Axe of Ferocity (#158), or for other new combos created in ERM.  The ERM command HE:A- will remove the artifact itself, e.g., the Axe in the Hero's right hand, but it will leave the other slots which are used by the combination locked.  This does not happen for regular Heroes III SoD combination artifacts, such as the Armor of the Damned or the Elixer of Life, only "new" ones.

The script has been modified to check for the BLAoF and request that the player disassemble this artifact into its components before the script will process any of its options.

The script will have to be modified for use with any other new combination artifacts which have been scripted, to check for them.  Also, if new bonuses are added to artifacts by scripts, the Dress Code script will add these bonuses when the artifact is equipped (AE1 is triggered automatically by HE:A4), but will NOT remove the bonuses when the artifact is removed (AE0 is not triggered by HE:A-).  The bonus-removal must be added to the script as a special case also, if the script is used in maps which have special, scripted artifacts.  (See the script modifications for the Doctor's Sonic Screwdriver in TDS_206J for an example.)

I apologize for the inconvenience to those who have downloaded the TDS maps recently with the previous version of the the Dress Code script.  They must either re-download the new version, not use the old Dress Code script, or remember to manually disassemble any new combination artifacts before using them as a "Day" or "Night" set.

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aegisfang
aegisfang

Tavern Dweller
posted May 25, 2011 11:12 PM

help!!!!!!

A few questions..

1. How do you open up to show the coordinates?

2. Does the battle academy ever have the dwarven shield to upgrade to the shield of yawning, I've tried a million times and can never get it.

3. I'm gonna start this game again apparently I choose the wrong settings which one do you recommend?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 25, 2011 11:34 PM

Open the map and see x/y grids.

Any artifact you need is in the battle academy or in black markets. If can't find, you have to know that in-town black markets (tower and conflux) reset every 1st of the month.

Besides this there is another way to acquire precious relics by using the underground game, collecting the 4 tomes and exchanging them to the fairy dragon.

Options: any you like or which suits to your game-play level, within the constraint that below 160% difficulty the special ends will not trigger, if I remember well.
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JimV
JimV


Responsible
Supreme Hero
posted May 25, 2011 11:51 PM

@Aegisfang,

The best people to answer your questions are probably in different time zones and it might take them a while to respond, so I'll put in my two cents.

1) I'm not sure what you mean by opening the map to see the coordinates.  Coordinates can be seen in the map editor (H3WMAPED.exe), by starting the map editor and opening the map file.  An ERM script could be written to display (x,y) coordinates during a game, but TDS does not include a script like that.

2) Certain artifacts are used to satisfy quests in the game, so they are prohibited from being offered by Artifact Merchants, Black Markets, or standard WoG scripts such as the Battle Academy.  You can check an artifact's status in the map editor (Tools/Map Specifications/Artifacts).  The Shield of the Dwarven Lords is not one of these - is not prohibited.

3) Everybody has their own preference for menu choices.  Some like the game to be super hard, others prefer it to be easier.  Some people have given their preferences and corresponding strategies in previous comments.  If I gave mine they would be immediately contradicted by several people (assuming they bothered to read them).

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 29, 2011 03:43 PM
Edited by Salamandre at 15:45, 29 May 2011.

Weird thing in one of my games, the second (or first?) Orin's catapult is retaliating, crashing the game instantly. First I thought that the counterstrike spell applied at the start of the battle is guilty, but dispelling it did not change. I had to add attack frames to the smcata.def to be able to continue the game. Here is a save showing this unusual thing:

Catapult retal
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JimV
JimV


Responsible
Supreme Hero
posted May 29, 2011 06:28 PM

I tried the saved game, and attacked the Swordsmen.  During my battle, each catapult was hit several times by the Swordsmen, and no retaliation occurred.  I don't think the map uses any external wogification settings, but something must be different between our systems.  I am using a standard WoG 3.58f folder (with a few DEF changes, but no major mods).

Unsupported hypothesizing:

I think - will check later - that Woodmelon assigns the extra catapult to one of the "Unused" character numbers.  Perhaps you have created the "Bad1.def - Bad4.def" frames for your WoG version, and these cause some interference.  Just another wild guess, but it might be interesting to try the saved game in another WoG folder.

This must have begun occurring on your system recently, so any recent changes should be considered, of course.

Interesting, classically-simple way to play:  no ghosts, in fact no external troops at all.  Thanks for the saved game.


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 29, 2011 07:15 PM
Edited by Salamandre at 20:28, 29 May 2011.

I have a clean wog folder. The retaliation does not occur every time, but in that save, it occurs against the dragons guarding the city. Later too. Anyway, my game is screwed, I lost my commander against Inteus and forgot a small detail: it does not keep bonuses when dies, so now he is back at speed 12, despite slaughtering every leader around. Bad timing, another hero was carrying the immortality helm but I did not pay attention.

I selected the difficulty below the hardest, so any external troops can't handle such neutrals. The strategy was to get as fast as possible the commander artefacts then improve archangels growth and use then when have 100+.
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JimV
JimV


Responsible
Supreme Hero
posted May 29, 2011 09:00 PM

If anyone else can reproduce this problem, please let me know.  I've fought the Golden Dragons, Swordsmen, Unicorns, Cavaliers, and Infernal Troglodytes, letting them hit the catapults until both are destroyed, and so far have seen no problem with the saved game.

I didn't bother to use Lord Haart's special battlefield terrain ability in the battles.  I only used the Slow spell, where applicable, and combat hits.  There may be a certain combination of things which have to be done to trigger a problem.  If so, once we know what they are, the problem can be eliminated.

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Maciek
Maciek


Known Hero
posted May 29, 2011 11:11 PM
Edited by Maciek at 23:24, 29 May 2011.

Hi.
When battling those dragons I know a combination of moves that always(=always on several tries) crashes the game and one that never does. Basically, if the upper catapult(it takes ballista's place) is attacked on turn 1, the game crashes, otherwise it doesn't, despite catapult being attacked by dragons many times and counterstrike spell being in effect. Changing or not the battle terrain doesn't seem to affect the crash on turn 1 and neither does switching or not first catapult(which doesn't crash the game) to ranged or melee after right-clicking defend button. I noticed, that nothing happens if I right-click defend on second catapult's turn(for any other shooter, including first catapult you can choose between ranged and melee attack type). Also, if the crash does happen, it looks somewhat similar to the crash when banshee tries to clone outside the battlefield(here) or Doctor's many commanders(bug fixed in the latest map version) with death stare attack a living opponent(here).
EDIT: I forgot to mention, that the content of the window with information about the crash doesn't depend on the direction from which the dragons attack.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 30, 2011 03:31 AM
Edited by Salamandre at 03:36, 30 May 2011.

Interesting, in my current game I got offered earth magic only as 22th skill. First I was hoping that changing the terrain to magic plain will invalidate the need for expert slow, but now I am month three, every single stack on the map has x 10 HP and >4000, and my slow is a pitiful -2. I am 45th level but earth basic only. It is the first time I play with option HP x 2 every 4 days, seems impossible to work out. Some strategical places as hill fort or mithril mines are guarded by legions of harpies with the health + stats of an azure dragon.

The archangels can not fly, therefore the battles with them are a pain, if clone ability. They simply are blocked by their clones and can't move. Why Woodmelon had this weird idea to remove fly?

No crashes except the catapult thing, solved with additional frames.
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JimV
JimV


Responsible
Supreme Hero
posted May 30, 2011 03:47 AM
Edited by JimV at 15:19, 30 May 2011.

@Maciek,

Thanks for another excellent bug report.

In my first attack of the Gold Dragons, with a combination of Fears and morale bursts I was able to account for enough stacks of Dragons that the remainder only hit my Phoenixes and second Catapult on the first round; and as you state, after the first round there is no problem.

I don't know why that is, but as usual I can cure symptoms if not the disease.  With a combination of using BM:T146 instead of BM:T124 (changing the summoned Catapult 1 to a Ballista rather than an "Unused"), adding EA:O124 (giving the result the same special properties as before), adding BM:F(same bit-flags as 124), and giving Lord Haart Expert Ballistics (so he can control Catapult 1), there is no crash when Catapult 1 is hit during the first (or any) round, and the weapon appears to be as good as before.

Maybe this will have long-term side-effects, however, so I need to do more testing before posting a modified version.  I also want to try changing the Ballista/Catapult back to the original Unused124/Catapult on round 1, but I suspect this might just move the problem from round 0 to round 1.  If it works, it should prevent side-effects, though.

Although, I guess it would be simpler and quicker for Salamandre to post a wog file to add the revised DEF with the retaliation frames.

Edit, May 30, 2011:  I tried a simpler method:  giving Lord Haart Tactics.  I always get Tactics as soon as I can in this game, which is another reason why I had never seen this bug before.  With Tactics, the first round glitch, whatever it is, occurs during Tactics when the Catapult won't be hit.  I gave LH Basic Tactics, and added a check so that if he fights an AI who has Tactics, LH's Tactics level is always greater.  Consider it another of LH's special abilities - I don't think it changes the game much.  This version is now on box.net at

http://www.box.net/shared/bj1eh6b50e

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 30, 2011 04:00 PM
Edited by Salamandre at 16:42, 30 May 2011.

Here it is.

Catapult with complete frames.

I can't find where the fly ability is removed for angels/AA/SAA. Guess in a BG trigger, as adding simply fly does not work.
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JimV
JimV


Responsible
Supreme Hero
posted May 30, 2011 05:01 PM

Thanks for the Catapult def.

Angels' flight is removed in the script for Lord Haart's story:

!?FU1212;
!!BMx16:T?y1;
!!BMx16|y1=12/y1=13/y1=150:F?y2;
!!VRy2|y1=12/y1=13/y1=150:-2;
!!BMx16|y1=12/y1=13/y1=150:Fy2;

The story Woodmelon and Yunings wrote says the Little Angel removed the power of flight by stealing the Angel Wings.  This is referred to in dialogs for each of the characters, so it probably should not be removed in the general version, but would be easy to remove for a special version.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 30, 2011 05:38 PM

Thank you, it makes sense. I just want to try it once without being blocked constantly by obstacles or clones.
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Maciek
Maciek


Known Hero
posted May 30, 2011 09:09 PM
Edited by Maciek at 21:12, 30 May 2011.

Quote:
(...)and added a check so that if he fights an AI who has Tactics, LH's Tactics level is always greater.

... or lower. You could just as well make it always lower if fighting AI heroes with tactics.
@Salamandre
Do you use the dismiss-rehire trick*, or do you maybe consider it cheating/spoiling fun?

*dismiss-rehire trick:
1.Hire all but 1 or 2 available heroes.
2.Dismiss hero A.
3.Hire another hero from tavern to make A go back to tavern heroes pool.
4.Hire A. Notice A's full mana and movement points bars.
5.Flee/dismiss another hero to have somebody to hire in step 3.
6.Repeat steps 2-6(don't forget to save once in a while) for as long as you have cash, patience and anything interesting within 1 day of travel from any of your towns.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 30, 2011 09:18 PM

I know those tricks but never used them. In my map Alexander you will have to use this, to get heros in another location, but once you are out of available heros, as in DS, it is dangerous, as the remaining hero will not show up until day 1 of the week. Sometimes he is in tavern but the portrait is missing, I guess game bug.
I am playing DS now again with fly enabled for AA. The story is screwed but at least I can fight decently on hardest levels. There are two different functions for disabling it, one as attacker, one as defender.
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scavas
scavas

Tavern Dweller
posted June 18, 2011 05:38 PM

Orb of vulnerability

How do you get access to the bottom area of the underground map to get the orb?

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JimV
JimV


Responsible
Supreme Hero
posted June 18, 2011 06:55 PM

@Scavas,

See Kian's last comment on page 10 for a clue.

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scavas
scavas

Tavern Dweller
posted June 18, 2011 07:38 PM

Quote:
@Scavas,

See Kian's last comment on page 10 for a clue.



I must be blind i have sailed around and can't find a way down.

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JimV
JimV


Responsible
Supreme Hero
posted June 18, 2011 11:42 PM

@Scavas,

Kian said:  " ... found OoV [Orb of Vulnerability],  by accidentally triggering the hidden monolith two way again."

If you need something more explicit, you could load the map into the Map Editor, and do an Edit/Find for Monoliths, two-way.  The Advanced Properties will tell you which ones link together (those with the same Object Type and Subtype).

Speaking of clues, if anyone has some good ones to add to the Help Menu Rumor of the Day, post them here.

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