Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: The Dragon Slaughter
Thread: The Dragon Slaughter This thread is 53 pages long: 1 10 ... 13 14 15 16 17 ... 20 30 40 50 53 · «PREV / NEXT»
JimV
JimV


Responsible
Supreme Hero
posted July 25, 2011 04:55 PM

Re:  Boots of Haste - another idea I've had is reverse upgrades, that is, allow the player to go down a sequence (from the Bow to the Boots, etc.) as well as up.

Re: Azreal.

As I have said, my sense is that the map was planned as a campaign within a single map, which is a phenomenal idea if it can be made to work.  The arc would require playing the evil characters first, and having evil seem to triumph, then playing the good characters and having them make a succesful comeback.  For this to work well in English though, the translation must be exact enough to make the plot twists comprehensible (if this is possible), which ours is not.

Anyway, my feeling (which may not be accurate) is that Azreal is considered the least noble of the characters, within the story, and is intended to have the least amount of success, and that Woodmelon would be as annoyed to find that someone could beat the army which he gave Catherine as you were annoyed by the millions of Sorceresses.

So the glitches should be fixed (some of them may be my fault), but I hesitate to change the storyline by allowing Azreal to defeat Catherine - and Woodmelon may have given Catherine's army some strong properties - I believe Catherine has the Swordsman specialty, for one - so her defeat may not be as easy as it looks.  It will be interesting to try, after fixing the glitch.  (A saved game from just before the fight would be a good vehicle for testing.)

Meanwhile, I would like to issue our set of logistical changes first, for the sake of players who are playing other colors:

1. Both PoD's work (already done).

2. Option to have Commander artifacts as battle bonuses, except for the Pendant of Sorcery.

3. Option to change skills offered by the University monthly.

4. Option for the human player to recruit from a pool of Heroes who are outside his "race".

5. Ability to upgrade (or downgrade) Commander artifacts at the Artificer (for the same fees both ways), except for the Pendant of Sorcery.

6. A new one I forgot to mention before:  up to three teleport destinations for the Moon Portals, instead of just one.

I would appreciate hearing from our Chinese friends on these options as well as the Azreal issue.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted July 25, 2011 04:58 PM

Quote:
Re:  Boots of Haste - another idea I've had is reverse upgrades, that is, allow the player to go down a sequence (from the Bow to the Boots, etc.) as well as up.

Can't you just make it circular?
____________
The future of Heroes 3 is here!

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 25, 2011 06:53 PM
Edited by Salamandre at 19:26, 25 Jul 2011.

A few problems in those two saves, I think at least the genies can be fixed:

Genie bug (is it one? I hunted the script, I can't see where this is set up): when attacking the lighthouse, at the end of combat my thousand of skeletons change in 700000 genies. Sometimes there are the blood dragons who change in genies, one out of 10 (hopefully) it stays correct.

Damage cap: If I have more than 30 000 blood dragons in one stack, the damage is going down to 2, I guess Heroes can't handle.

SAVES

For me the changes look good. Circular upgrade is very good too, I let you decide.

I understand that the map is meant to keep its flavor and mystery, however I think several quests could be handled better today, after having more RPG maps out. For example, attacking the middle city between Roland and wizard towers shows this city disabled, no message, nothing. After Catherine defeat, the city is enabled without any warning, it is only by trial that one can find what's going on.

Same for lighthouse quest, I guess that a reminder by moving view on the right day could help immensely.

The Azrael unique script is having a back-hole, if you upgrade the creatures in the way Woodmelon propose, you get 1/3 less creatures than when you simply upgrade in the town. A short warning, do not upgrade manually zombies, because they will become mummies and the path is interrupted. I don't think anyone already tried the Azrael Upgrade at such large scale, I only wanted to see how it goes.




The script should allow regular upgrade between one unit and its regular upgrade and make the 1/3 HP division only when the creature is upgraded to the next. So CTR+click on skeletons, you get the same number of warriors. From Warriors to walking deads you have the 1/3 HP reduction. Then it stays same until you get wights. And so on. Because by the time we can afford such upgrades it is clear that we got town portal, so it is easy to find the flaw.
____________
Era II mods and utilities

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
JimV
JimV


Responsible
Supreme Hero
posted July 25, 2011 09:10 PM

@Warmonger,

Thanks for the suggestion.  As I was looking at the script I also had that idea, which will be simpler to implement.  I also decided to make some of the other upgrades circular while I am working on it.  Maybe all of them, if I have the energy.

@Salamandre,

I have also noticed that 30,000 seems to be a limit on troop count (I would have thought 32767 but it seems to be lower).  When I try to split off a troop of >30,000 from one Hero to another, or from a Hero to a Garrison, the troop disappears, as other players have noted.  (Should I mention my usual caveat?  Perhaps not.)

Status Report:

Commander artifacts as battle bonuses, recruitment outside race, and University monthly skill changes are scripted.  I am currently looking at the Artificer script, but planning to take a break for a while since I have been on my computer almost all day, and it is 3 PM locally.  Plus it is hot enough without a laptop on my lap.  I came here before signing off to mention my great idea of circular upgrades, but Warmonger beat me to it - and without even looking at the script first.  No wonder he makes the big bucks.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 25, 2011 10:19 PM
Edited by Salamandre at 06:56, 26 Jul 2011.

Stacks >30000 must be moved via the split button, it is the only safe way. Still this operation will likely change their positive experience into negative, but the was a fix for it, so no problem.

I am playing with Orrin + hidden race. I was surprised to see that spells cost 1 mana, or mana is returned after turn? Anyway, regardless so low cost, I tried something new and took the POD and emerald towers month 1. The hardest part was to get force field defended by nasty immune 14 000 ogres. Is it normal that we can't see the damage which will be inflicted when moving mouse over the neutrals? At least the commandor can't.

Battle for POD, 2.1.2, borrowed a vampire from Azrael corpse.

____________
Era II mods and utilities

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 26, 2011 07:19 PM
Edited by Salamandre at 19:24, 26 Jul 2011.

I suggest for the next version adding fearless in the PODs options. The game is not playable with fear, if your unit is not immune. I found no counter, I made them mind immune, undead, badge of courage, nothing works. In 90% of fights they skip 1/2 of turns. Kills the game because there is almost always one neutral stack who got it randomly.
____________
Era II mods and utilities

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
JimV
JimV


Responsible
Supreme Hero
posted July 26, 2011 08:25 PM

Normally Orrin would have a Temple Guardian as Commander, which has the special property to return some of the expended mana at the end of each battle round.  I've never played him with the Hidden Race, and don't know if something else is going on.  I don't recall only losing 1 mana per spell, but may not have been paying attention - spells are not very important in this game.

I haven't had a big problem with Fear so far.  It seems to happen to me only once or twice a battle, every third or fourth battle.  When I have one or two big troops, neutral monsters tend to concentrate into one or two big groups, and often none of them has Fear.  That doesn't mean I don't think Fearlessness should be added - why not?

Status Report:

I've been testing for the last several hours.  I've mananged to get Commander artifacts in combat (not often, the odds are 7 out of 37), and to upgrade all of them (Pendant of Sorcery not included) and do circular upgrades for the components of all the combination artifacts whose components are grouped into a single chain by the Artificer, plus the ones which give gold.  I can recruit from that pool of additional Heroes, and the University changes from month 1 to month 2, and I can set and go to multiple Tai Chi locations - but I need some more testing on those last two to cover all the possibilities - which takes time because I have to reach a couple Mirrors of Space-Time, and visit the University over several months of game time.  I could take a chance and upload new versions today, but I should do a lot more testing.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 26, 2011 08:52 PM
Edited by Salamandre at 23:07, 26 Jul 2011.

Sounds good. Can you please look at my SAVE and check what is wrong with post battle troops? I got this bug several times, specially when attacking the genies at lighthouse but now it happens after defeating Fiona, one of my stacks change to a random ID, I got once liches, second times magogs. When attacking genies I always get genies. I did a hunt for script but could not find anything explicit, so I guess there may be interferences?

FEAR: it depends what you are using. I am playing with only sharpshooters because I would like to win the game with a single one, like I saw in some chinese walkthrough. And I get fear every battle, and 3-4 times in a row, annoying when playing with units so fragile. An option at POD is necessary, after all fear is quite rare ability but here almost every neutral has it.

@EDIT: I found what it's going with Fiona, I had fire ball activated. On some battles the script "forgets" to reverse the ID change, and keeps the magogs or lyches after the battle, regardless what option you selected. Canceling the special shoots fixes the problem.

Now that I want to finish the game with a single unit, I realize the script which prevents going below 100 will not help me. Because I need Orrin 868 to have archery at max. I already see some cases where the player would "need" to go past 108 (estates, sorcery, archery, intelligence, armorer), maybe add the script as option for those with unusual goals?


I uploaded the POD with fearless ability added to magic immunities column, to help a bit.
I set the cost to 30 mithril and available only at ACE, is it acceptable?
____________
Era II mods and utilities

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
JimV
JimV


Responsible
Supreme Hero
posted July 27, 2011 12:16 AM
Edited by JimV at 02:16, 27 Jul 2011.

I was planning to look at your saves after I finished checking out my changes, because if I go from one thing to another and then back, I am apt to forget where I was, and skip some steps because I think I have already done them.  (Also there is a good chance you will figure them out yourself in the meantime.)

I am hoping the Genie transformation is not a bug, because in the game I am furthest along in, the one I hope to finish someday when I am done all other projects, it gave me 150,000 Genies, which I converted to Master Genies, and gave Attack All Around, No Retaliation, Double Attack, Hit and Return, Charge, etc..  But I think it is a bug, which will have to be fixed.

The problem with going from 108 to 868 is hitting Enter 760 times, which we have had a complaint about.  And then about another 2 million experience after that, you will go to level 3732 and have to hit Enter 2864 times (then to level 5920, then 6424 ... Heroes III was not intended, designed, or tested, yada, yada, yada).  Some Primary Skill values may roll over while this is happening.  Also, this is what I meant when I said one person's cheat is another person's clever strategy, as I think some might call this a cheat.

No doubt there is some way to implement something which will make everyone happy - perhaps a flag on the HM trigger which converts 108 back to 100, and an object which will turn that flag off for 10 million gold and 200 mithril.  Or simply another map option.  For my part, I will be satisfied as long as people who don't want to hit Enter 760 times have the option to prevent this from happening.

Edit - TDS.rar updated at http://www.box.net/shared/bj1eh6b50e

I have play-tested both versions (2.07E and 2.07J) for a couple months of game time, long enough to see that the new features work as long as nothing interferes with them, and to see that there are no interferences with at least the commonly-used scripts.  Of course in selecting new variables, flags, functions, etc., I checked the map text to see that they weren't already being used.  However, once any code gets to a large size, it becomes impossible to test all possibilities.

This revision contains:

1. Correction of some dialog typos.

2. Revision of the Palace of Dreams script so both PoD objects can be used (once a week each), and Salamandre's addition of the Fearless ability.

Three new options in the day-one second menu:

3. Option to allow recruitment from a pool of Heroes outside the race of the starting castle.

4. Option to receive Commander artifacts as battle bonuses, except for the Pendant of Sorcery.

5. Option to have the University change skills at the start of the month, and select new skills from those which the human lead Hero does not have, as long as this is possible.

6. The Artificer will do circular upgrades of the Commander artifacts, except for the Pendant of Sorcery, of the three artifacts which give gold, of the components of the Sharpshooter's Bow, of the components of the Angellic Alliance, and of the sequences of weapons, shields, torso armor, and helms which the Artificer previously upgraded non-circularly.  For example, the sequence Centaur's Axe - Titan's Gladius is now circular because the Titan's Gladius can be downgraded to the Centaur's Axe, for 500 gold.  (All these are defined in the "services" menu item.)

7. The Tai Chi necklace can now be used to store three teleport destinations.  When the Tai-Chi necklace is equipped and ctrl-clicked, the following menu is presented (provided the Hero knows Town Portal):

 a) Store current position as location 1.
 b) Show location 1.
 c) Store current position as location 2.
 d) Show location 2.
 e) Store current location as location 3.
 f) Show location 3.

(Menu items b), d), and f) are only presented if the corresponding location has been previously recorded.)

At the Mirror objects, the Hero can teleport to one of these locations for 100 spell points, if the TC necklace is equipped and the Hero knows Town Portal.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 27, 2011 02:28 AM
Edited by Salamandre at 02:59, 27 Jul 2011.

Looks great, thank you. Maybe wait that I finish this game as I am looking closely to dialogs and bugs. There is a typo in Azrael opening dialog (Dragoliches) and D1 gets messed with D3, D1=remove creatures of the week, D3 = select shooting type. As we saw in SGA it is better to leave D1 out of use, because it will combine text with others after a while. Needs to use a higher dialog.

The orb of firmament also is given half of games, maybe too many conditions screw the script, or HE-1 does not always work when there is no hero active. For major quests it is better to open a function which checks if the hero got it and redo if not. (check which hero is in Snowing and give him by ID?). May be tricky as Snowing is not a tower if playing Orrin+ hidden race so he will have to go into another tower.

And there is still the biggest bug, the change of units type after certain fights with Orrin. Magogs or lyches regardless what shooting type he choose. While testing it shows that canceling the special shoot before the battle ends may prevent the bug. But the causal player has no idea what to do.
____________
Era II mods and utilities

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 27, 2011 03:50 AM
Edited by Salamandre at 04:05, 27 Jul 2011.

As I go through, more to notice, some factions reveal possible "bugs" that others do not, and I only played twice the hidden race, 5 more to go:

The grail quest is not easy to understand, as several towns types can build it. You can get the grail back, but how one would know it has to be built in tower?  Maybe a time trigger could check if grail is in backpack every day and give once a hint?

The enchanter's wife should have block 100%, with Orrin she can be killed, thus the quest is not accomplished (and no warning neither).

The rogue quest, as well as the boat quest use the double space bar which is never used in Heroes or being part of WoG features. Not knowing the scripts, I hardly see how one could get the idea to do so...
Same effect could be attained by freezing the time with script and giving the spyglass + next dialog. For the boat, same freeze and move view on the second boat.

When the map was released, over 400 topics were created in chinese forums and people shared the mysteries. Would the map lose something if those quests mechanics would be less unusual?
____________
Era II mods and utilities

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
JimV
JimV


Responsible
Supreme Hero
posted July 27, 2011 04:15 AM
Edited by JimV at 04:41, 27 Jul 2011.

Oddly enough, I did all my recent testing (except for brief starts with other colors to see that they also got new Heroes to recruit) with Orrin, and have almost finished a game with him, and I can't recall ever seeing that bug.  (My memory has deteriorated, though.)

I usually start with either Fire Balls or Death Clouds, while the enemy troops are grouped, but I guess I usually switch back before the end of the battle because the last few troops aren't close together and the FB/DC modes have reduced damage on a single troop.

I did a lot of BM:T switching for Shining Force, and it took me a while to get the logistics right, but at the end I never finished a battle with the wrong creatures, so I expect that can be fixed.

I have  hunch about the Genie bug.  If the hunch is correct, the bug will only happen if the Hero's Second Henchman has the Summoning ability (which I used to always take, but lately I'm thinking abilities that reduce enemy troop's defense might be better, for the battle with Roland).  I recall something in the Second Henchman script about having to assign a troop slot to the 2H in order for it to summon, and then restoring the original creature to that slot at the end of the battle.  I think slot 6 is used, which is where the Genies appeared in my current game with Orrin.

I've had cases in scripts where HE-1 failed.  My solution is to check for an active Hero using OW:A.  If there is none, I say, "Sorry, there is no active Hero." and quit the event.  This would apply mostly to CM triggers.

From a quick look at the Lighthouse script, there is a complicated series of moves that have to be done, triggering the Lookout and the Lighthouse in a set sequence, in a set order, on certain days.  It looks way more complicated than I would put a player through, but that seems to be the way Woodmelon preferred to construct his quests.  No doubts the hints were better in the original Chinese.

Those are all just preliminary thoughts, probably mostly wrong, but sometimes one thought can inspire another.

Edit - I didn't see your last post as it got posted while I was decomposing the above.  Those are good ideas.  My solution was to give hints in "The Rumor of the Day", such as:

!#VRz411:S^The Orb of Air floats high.  You will need a way to see farther than with a telescope and from higher than a lookout.^;

!#VRz419:S^One visit to Jianghu is not enough!  Why, one visit is not even enough for most objects in Jianghu!^;

!#VRz423:S^In some battles you cannot defeat your opponents, but you might outlast them.^;

(When I wrote that last one I was assuming Woodmelon had rigged the Witch battle so it was unwinable.)

I was and am reluctant to rewrite Woodmelon's events to make them easier.  My maps are a lot easier, but people who like hard maps should have choices also, and it is Woodmelon's map, not mine.

Better hints and better-rigged battles would probably be morally and legally acceptable, though.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 27, 2011 07:20 AM

I am unable to finish the game with Orrin+hidden race. SAVE

The event supposed to bring Mutare in the dungeon is working only half, the town belongs to purple but Mutare never shows. And I get a message "Attack lords of thunder around unlimited counter" which can not be located in the exported text and does not make any sense. While searching for her ID I saw another error in red story:

!!HE153:R3/0; disable hiring of Roland or Catherine
!!HE146:R3/0;

Ronald is 152, Mutare is 153. Not sure it makes any difference in my game, but when playing with red it may.
____________
Era II mods and utilities

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
JimV
JimV


Responsible
Supreme Hero
posted July 27, 2011 04:33 PM
Edited by JimV at 17:17, 27 Jul 2011.

I can see it is going to be difficult to keep up as glitches are found.  Meanwhile I have a couple of notes on past reports:

Re Azreal upgrades:  I believe this is due to standard Heroes 3 mechanics (not Woodmelon's fault).  I noticed some time ago that upgrades at Hill Forts cost more than the same upgrade at a town.  This must have been a deliberate choice by New World Computing, to give towns an advantage over Hill Forts.  Then when Dracon was added, they used the Hill Fort code to implement his ability to upgrade Mages to Enchanters.

Re Temple Guardians:  right-clicking their Mana ability indicates that at high levels they return 90% of expended mana to their hero, except for a minimum expenditure of 1, so any spell which costs 10 spell points or less will only cost 1 after the TG does its thing.

More importantly, I just fought a dozen battles with Orrin in which I used the Death Cloud setting, and never cancelled back to standard mode.  He has Lords of Thunder, Master Gremlins, Sharpshooters, and Enchanters.  None of them have been transformed to Liches at the end of the battles.  So maybe my memory has not failed me, and I have never seen this bug.  I have been fighting neutral monsters, not enemy Heroes - perhaps that makes a difference.  My Henchmen were based on Master Gremlins and my Second Henchman is an Archangel.  I am a creature of habit and those choices are what I have always used, in numerous test games with Orrin (my favorite character).

Another reason to suspect the Henchman code for the Genie glitch and perhaps your Lich/Magog glitch also is that it was added in version 2.05, which was the very last version and the one we translated, so it probably did not get as much play-testing as the rest of the scripts did.  Also, there was an option not to use it, and a warning ("are you sure you want to use the Second Henchman option?") if you did use it.  It is the biggest and most complicated script in the map, taking up four Timed Events.  I wonder if anyone else has used it in other maps and perhaps done some debugging?

The "disable Roland and Catherine" comment might have been a mistake by me - I added comments after commands as I went through the scripts - or it might have been a typo by Woodmelon and also a mistake by me due to guessing his intention.  My guess is the latter.

My current plan is to fight an AI leader with Orrin to try to produce the Lich Glitch, then if that doesn't give me more information, concentrate on the Genie Glitch instead.

Edit/Update:  The Lich Glitch happens when I set Death Cloud in a regular combat, then use Quick Combat for the next battle without going back to standard mode.  (Being a creature of habit, after fighting all the way through three CD's worth of H3 maps, when WoG added the QC option I never used it.)  The fix should be easy:  check for QC in BA0 and reset Orrin's option to standard if so.

Edit #2:  fixed (Script Orrin, BF trigger), uploaded to Box.net.  I might take the rest of the day off.  For sure I am going to go out to get some breakfast/lunch.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 27, 2011 07:30 PM

As I did in SGA to make sure certain key quests trigger I propose assigning them to a unique function which repeats until it works:

Tan story/Orrin, instead of:

!?BA1&v998=136/v999=135/v1000=1/v472=0;
!!HE-1:O?i;
!!CA138/134/1&i>-1:O5 H0/153;
!!HE153&i>-1:U138/134/0;
!!IF&i>-1:V505/1;

Use:

!?BA1&v998=136/v999=135/v1000=1/v472=0;
!!HE-1:O?i;
!!FU&i<0:E;
!!FU5610:P; * free function
!!IF:V505/1;

!?FU5610;
!!CA138/134/1:O5 H0/153;
!!HE153:U138/134/0;
!!CA138/134/1:H0/?y1;
!!FU5610&y1<>153:P;
____________
Era II mods and utilities

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
JimV
JimV


Responsible
Supreme Hero
posted July 27, 2011 07:56 PM

That looks good.  Meanwhile, I have a patch for the Genie Glitch.  In the Second Henchman 2 script, instead of:

!!BA&j>=0/y1=w160/w160>-1/y2>0:M0/6/v5523/y2;       若出现Bug则纠正

I changed to:

!!BA&j>=0/y1<>v5523/y2>0:M0/6/v5523/y2;       若出现Bug则纠正
 
This works in your saved game.  An edited version of that saved game has been uploaded to:

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

This is a patch, because in the Hero mini-screen (lower right corner of the Adventure screen), at the end of the battle I can see Genies in slot 6 (Troop slot 7) change back to skeletons, but I think it will always work.  The patch says "if the slot 6 creatures are no longer the same type as at the start of the battle, change them back to what they were at the start of the battle".  Woodmelon had this patch in his script already, but the conditions on it were not sufficient to prevent the Genie Glitch.

(I have not uploaded new map versions yet, though, pending more changes.)

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 27, 2011 08:00 PM

It is not always slot 6, I tried to switch during tests and it happened randomly...exactly as in the post battle magogs glitch.
____________
Era II mods and utilities

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
JimV
JimV


Responsible
Supreme Hero
posted July 27, 2011 09:13 PM
Edited by JimV at 22:11, 27 Jul 2011.

I will need a saved game where the Genie/Lighthouse Glitch happens in a different slot.  I have only seen it happen in slot 6 - due I believe, to the special use of slot 6 by the Second Henchman scripts.  (It appears Woodmelon was aware of this and had a patch which worked some of the time.)

There may be a different glitch involving some other creature change, but so far I don't have enough knowledge of it to work on it.

A general patch, similar to Woodmelon's, could be applied to all slots, if necessary.

Edit - perhaps you were referring to your bug.GM1 save, which I will look at next.  (So far, after five battles with Orrin/Tazar, I haven't seen a glitch there.)  (oh, I have to fight Fiona - I see it.)

Edit 2 - This code, in the All Variables script, needs a change:

!?BG1&v1058>0;
!!BU:C?y19;  y19=0 if battle not ending, 1 if battle ending on this turn
!!UN:G1/v1059/0/0 G1/v1059/1/0;
!!BMv5003&y19=0/v1058=1:Tv5016; restore types changed by FU1345
!!BMv5002&y19=0/v1058=2:Tv5015;
!!UN:G1/v1059/0/0 G1/v1059/1/0;
!!HE-1&y19=1/v1058=1/v1061>-1:C0/v1061/v5016/d;
!!HE-1&y19=1/v1058=2/v1061>-1:C0/v1061/v5015/d;
!!VRv1058&y19=0:S0;

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

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

The HE:C0 commands must be added to the BA1 trigger, after the HE:O, with revised conditions.

In the saved game bug.GM1, I added the rough patch:

!!HE-1:C0/v1061/v5016/d;

typed over the convenient line of asterisks.  That restores the changed slot, but since it occurs after the UN:R1, the change is visible.  I have uploaded the edited bug.GM1 to the Box.net link.

Now can I take the rest of the day off?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 27, 2011 10:29 PM
Edited by Salamandre at 01:45, 28 Jul 2011.

It works very well thanks. Please take your day/week, there is no hurry, meanwhile I am testing Azrael/hidden race. I find the constant x2  werewolf sacrifice for a pity +2 attack or else out of maths realities. Oh well...


Edit: the new university script is closing my game, can't get past 1.4.7. AUTOSAVE

Why not just change the skills, not necessarily the ones we don't know? It is searching for heros and I got this "out of range" error often in reload before.

The circular upgrade makes sense for commandor artefacts/legion arties, being all equally important, but looks strange for the boost stats ones. Seeing the titan gladius upgrade to centaur axe will shock more than one. Just my 2 cents.
____________
Era II mods and utilities

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
JimV
JimV


Responsible
Supreme Hero
posted July 28, 2011 03:46 AM

I'm very sorry about the University problem.  It was due to a bad case of doing math at 2 AM.  I have fixed the table of Hero numbers in the saved game and uploaded it to http://www.box.net/shared/bj1eh6b50e in case you want to continue the game.  I also re-uploaded TDS.rar with revised maps which contain that correction as well as the three creature-transformation bug patches.

The circular upgrades will make it easier to complete combination artifacts, such as the Statue of Legion and the Barbarian Lord's Axe of Ferocity, if the player has a lot of gold and doesn't mind paying.  No one will be forced to do them if they don't want to.  For example, suppose you want to make the Armor of the Damned and have all the pieces except the Black Shard, and no Centaur's Axe either, but the Battle Academy is offering a Gnoll's Flail.  Now you can get from the Gnoll's Flail to the Black Shard, without waiting until a Black Shard or a Centaur's Axe shows up at an Artifact Merchant or Black Market or Battle Academy.  A downgrade ability would be more convenient for the player in that example, but as Warmonger pointed out, it is simpler to script a circular set of upgrades.  (It only adds one case, vs. all the downgrade cases.)  I am sure a blacksmith would be willing to reforge a sword into an axe if you paid him enough, although he would probably shake his head at the idea.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 53 pages long: 1 10 ... 13 14 15 16 17 ... 20 30 40 50 53 · «PREV / NEXT»
Post New Poll Post New Topic Post New Reply

Page compiled in 0.2676 seconds