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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 20 ... 25 26 27 28 29 ... 30 40 50 53 · «PREV / NEXT»
master_learn
master_learn


Legendary Hero
walking to the library
posted February 07, 2012 06:17 PM

Joyful

JimV,its really a pleasure to play your Dr variant of the map!!!
I started with the secret race and I have ability to transform creatures!
I transformed a creature into power lich and he had second attack because of the good morale the creature had before transforming!

I noticed the 1st henchman in battle has 3 in its stack number in the same case when before battle it is still level 1.
And my catapult is > 40000 health!

I just write down my first impressions and I dont complain at anything!
I noticed one other thing-that its not possible at least for this variant for me to choose one of the other 7 main heroes to play against the Super Doctor!

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JimV
JimV


Responsible
Supreme Hero
posted February 07, 2012 06:57 PM
Edited by JimV at 18:58, 07 Feb 2012.

Master Learn, thank you for your comment, but if I make another update I will probably remove the Hidden Race option for the Super Doctor.  The effect I used will magnify any Hero Specialization which depends on Hero level, to a ridiculous level, which can have unexpected effects.  As I explained when I introduced it, it was partly to make the creature-quadrupling option easy for non-experts, but mainly so the TDS map and Doctor character would have the distinction of hosting and being the greatest (WoG 3.58f ERM only, no hacking) Sorcerer (until somebody beats The Doctor's record).  It really runs counter to the spirit of TDS though, so I hope I have not offended lots of purists.  I eliminated the other colors in 2.07Dr to emphasize the special nature of this version, so people would realize the map is not meant to be played this way in general.

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alisapa1211
alisapa1211


Famous Hero
posted February 07, 2012 07:38 PM

Excuse me again but is this intended (to prevent player from cheating)?!



I have finished the map so I want to screw up things a little bit to have some more funs, but then I met this. Or maybe because I don't have that Era 2 version thingy?!!

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JimV
JimV


Responsible
Supreme Hero
posted February 07, 2012 10:06 PM

TDS is a standard, WoG 3.58f map.  There are some UN:C addresses in it which may not work in Era.  The Map Editor which is required is the WoG Map Editor, H3WMAPED.exe, since TDS contains some WoG objects.  The Heroes 3 Map Editor, H3MAPED.exe will not work.

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alisapa1211
alisapa1211


Famous Hero
posted February 08, 2012 01:44 AM

Well I did used the H3WMAPED, that's why I asked (can still editted or WoG maps normally). I'm using the Complete version btw...

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JimV
JimV


Responsible
Supreme Hero
posted February 08, 2012 03:15 AM

My next guess is that you have some faulty or incompatible patch.  The standard H3WMAPED which comes with WoG 3.58f, and well as Grayface's Map Editor Patch v3.3 will edit TDS (or we would not have been able to make numerous updates).  For further information, you might try the "Introduction to Modding and Scripting" sticky thread.  Perhaps someone there has seen your error message before.  (I have not.)

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 08, 2012 03:41 AM

TDS is quality map, therefore can't work if microsoft explorer is installed.
____________
Era II mods and utilities

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JimV
JimV


Responsible
Supreme Hero
posted February 08, 2012 03:46 AM

The TDS.rar package at http://www.box.com/shared/bj1eh6b50e has been updated again, with the very small improvement to the Experience Overflow script which was described about six comments ago (to eliminate clicking through level promotions to very high levels).  Also, the Hidden Race will not be available in the latest update of v2.07Dr, so keep your old version if you want that.

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solitaire345
solitaire345


Promising
Famous Hero
posted February 08, 2012 02:41 PM

Quote:
Excuse me again but is this intended


I have never encountered such error and this map opens fine for me with ERA map editor, patched WoG map editor and plain WoG editor. Maybe the map got somehow corrupted during download?
____________

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master_learn
master_learn


Legendary Hero
walking to the library
posted February 08, 2012 04:52 PM

Here

JimV,since the player that complained about the basic level of the second henchman did not post his save,here you can investigate mine-
http://www.2shared.com/file/05VMEhr3/doctorx4month1week3.html

I suppose it will be interesting for you to see it-although the second henchman has two swords in his picture,he is BASIC-I gave him the bind ability and he cant use it.

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JimV
JimV


Responsible
Supreme Hero
posted February 08, 2012 11:07 PM
Edited by JimV at 23:56, 08 Feb 2012.

Master Learn, thank you for the saved game and information.  This is the first time that I have understood what the problem is that is being referred to.  Previously I thought it was that the Second Henchman was not advancing in level.  Now I see that his creature experience rank points are the problem.

In a fairly recent revision, within a couple of months, all the creature experience rank level were divided by 100, to end the problem of creature experience overflow.  However, the Second Henchman's Experience screen shows the original levels.  The other battle stacks, including the (first) Henchman, have the new settings, but not the Second Henchman. There must be commands somewhere in the four Timed Events which contain the 2H scripts which reset its experience levels, in conflict with my Overflow script.  I will have to find these commands and make them compatible with all the other creatures, which may take a few days.

I got error messages when I loaded your saved game under WoG 3.58f, so I tried under Era 1.8, which loaded without errors.  So I assume you are running under Era.  I think this might work, but I am not certain.    I noticed that some of the WoG scripts which were adapted by Woodmelon use tricks (such as using the wrong numbers for Secondary Skill levels) which give special effects in WoG 3.58f, but which may depend on the setup of h3wog.exe in memory, which may have changed under WoG 3.59 and Era.  So use Era at your own risk.  (So far so good, I guess.)

Update (here and at Box.net):

I found the EA:L commands in the Second Henchman script and have revised them.  The corrected versions are at http://www.box.com/shared/bj1eh6b50e plus a corrected copy of your saved game, so you can use the Bind ability.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 09, 2012 03:48 AM
Edited by Salamandre at 05:11, 09 Feb 2012.

JimV, can you please list the UN:C commands used in TDS? I will like to convert it to mod and release under ERA II as well, so updating saves will work directly by modifying main script, much less time spent.

Maybe it is possible to convert first those commands, then convert the package will take a few minutes. Are those commands used in first translated version as well?
____________
Era II mods and utilities

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JimV
JimV


Responsible
Supreme Hero
posted February 09, 2012 04:22 AM
Edited by JimV at 04:24, 09 Feb 2012.

UN:C codes used so far:

(Sorceress script)
!!UN:C6919480/4/?v1; JHV--eliminate CF due to BU:V if 20-round draw chosen

(Dress Code)
* get address for AE0(v998) argument
!#UN:V?v1/?v2; WoG/ERM versions
!#VRv504&v1=358:S41849532; address to set to v998 for WoG 3.58f
!#VRv504&v1=359:S41916772; address to set to v998 for Era 1.8
!#IF&v1<358|v1>359:M^WoG version not recognized, Dress Code script may not work!^;

(Creature Experience Rescale)
!#UN:V?v1/?v2; WoG/ERM versions
!#VRv5&v1=358:S8771844; base address of Delta11 for WoG 3.58f
!#VRv5&v1=359:S8776540; base address of Delta11 for Era 1.8
!#IF&v1<358|v1>359:M^WoG version not recognized, Creature Experience Level script not activated!^;

Only the first is in v2.07E, all are in v2.07J and v.207Dr.  None are in v2.06 (so if you don't fight the Sorceress battle to the finish in that version, you are a Cheater--according to Heroes 3).

All of these work for both WoG 3.58f and Era 1.8, on my PC and a couple other PC's.  I don't know if they will work in later versions of Era.  (Of course, the Dress Code and Rescale scripts could be removed, and the UN:C command could be removed from the Sorceress script, and the player would be no worse off than in the original TDS.)  Also, as I mentioned to Master_Learn, the WoG Secondary Skills Boost script uses some tricks which depend on the memory structure of WoG 3.58f.  Probably WoG 3.59/Era has the same memory structure for Secondary Skills, but I can't guarantee that.

Everything might still work, but some testing would be required to confirm that.  Some people are playing under Era (based on saved games I have seen), but I don't know which versions of Era they are using.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 09, 2012 05:11 AM
Edited by Salamandre at 05:17, 09 Feb 2012.

Thanks, so only the sorceress script has one address not tested under ERA?

For converting to MOD, I must extract all scripts then place them in a main external script. Which version should I start with then?

I don't think ERA II use other addresses than previous, main changes were about installing structure.

One idea would be to include all versions in one, using if/en for possible options, and give the choice at start.

Is it possible to have a full list of possible choices and if they could be compatible one with other?

@Edit: maybe would be better to remove sorceress special damage battle trigger on 20th round, so we can kill her, thus no need of UN:C?
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JimV
JimV


Responsible
Supreme Hero
posted February 09, 2012 06:22 AM

Quote:
So only the Sorceress script has one address not tested under ERA?


All addresses were tested under Era 1.8, none under higher versions of Era.  I have not played the game under Era 1.8, except for a few turns, but tested those addresses in test maps under WoG 3.58f and Era 1.8.  Sometimes the same address works in both.  I have found at least one address change between different installations of Era 1.8 which I have (maybe one is Era 1.81).  That address is not used in TDS, but its existence raises the possibility of other address changes in other versions.

2.07E is closest to the original version.  I think it has the same starting menu options, but maybe there was some change which I am not remembering.  In 2.07J there are new starting menu options which displaced some previous options - the starting bonus is one, the changing University spells is another.  The addition of War Banners and Commander artifacts to the after-battle artifacts is in both 2.07J and 2.07E, as are the new Artificer options.  Both have bug fixes, such as the elimination of troop changes at the end of a battle, e.g., Orrin's shooters changing to Magogs.

2.07Dr is a special version for playing The (Super) Doctor only, based on 2.07J.

I think all changes were described on this thread as they were made.

There probably is a good chance that all three will work okay under Era 2, but I don't want to guarantee that without full testing.  These days hard-drive space is not scarce (I didn't fill up more than half my hard-drive space on my last three computers), so I would recommend that people keep a WoG 3.58f folder for classic WoG 3.58f maps.  (I am going to keep an Era 1.8 folder also because I like the way DL buttons  work in Era 1.8.)

I tend to use the same set of starting options always, but they are probably not the same set which others would use, so I don't want to take away options, nor - due to laziness - do I want to try to combine all three versions or some parts of them into one program with an extra menu (since the existing menus are full).  If I had to pick one it would be 2.07J - but I would feel bad about abandoning the original methodology of 2.07E.  So I don't know what the best thing to do for Era 2 would be.  I have been staring at my submittal page for about a half hour now trying to think of something better to say, but it is getting late in my time zone, so I am going to click Submit.  

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master_learn
master_learn


Legendary Hero
walking to the library
posted February 09, 2012 10:11 AM

:)

Thanks for your help,JimV!

Pity the secret race is not supported in the last update,as you said!Maybe its because hard work meets with very low appreciation!

I think to try monsters get help(they will need it against the Super Doctor!)


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master_learn
master_learn


Legendary Hero
walking to the library
posted February 09, 2012 01:00 PM

Monsters

Ok,since its not written anywhere in the thread,here is something for anyone that is afraid to switch on the option "Monsters get help" and never tried it-

In my game with the Super Doctor in the first battle there was none to help the quadripplesd creatures!
In the second battle in 3 slots few creatures appear.

So in the first battles the help from the monsters is insignificant and it wont be impossible the game to be played with this option on!

I dont know yet about how it could be when double grouth and 10%artefact is switched on.

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Bersy
Bersy


Honorable
Supreme Hero
posted February 09, 2012 02:19 PM
Edited by Bersy at 14:22, 09 Feb 2012.

A few notes on compatibility, secondary skills, UN:C and WoG. In my humble opinion, the devotion to the out-of date game versions is impractical and slows down the progress, demanding from players to have routine with different folders, packs and updates.

Era's functionality is stored in additional dll's and public memory patches (Tools\BinMagic\Text.bat on bin patch will produce readable text with addresses and contents). The executable file is almost untouched TE.exe. It means that all SoD 3.2 addresses are constant between all wog/era versions (including data structures), provided they are not enlarged by WoG/Era.

Secondary skills may have floating point values. Demiurg wrote the script for TE long time ago:

Quote:
;real - necromancy, archery, attack, armorer, eagle eye, dimplomacy, resistance, learning, logistics, sorcery, intelligence
;for real needs convert
;integer - luck, leadership, mysticism, scouting, estate
;for integer does not need convert

!?FU27512;//set power of some SS
;x1 - secondary skill
;x2 - mastery
;x3 - value for write or read
;x4 - mode: 0 - read 1 - write
;x5 - index of (e-)-variable if need convert (in this case must be less than 0)
!!FU|x4<0/x4>1:E;//wrong mode (must be 0..1)
!!FU|x1<1/x1=5/x1=7/x1=10/x1>26:E;//skills aren't supported
!!FU&x1>13/x1<21:E;//skills aren't supported
!!FU|x2<0/x2>3:E;//wrong mastery (must be 0..3)
!!VRy1&x1=1:S6547944;//archery
!!VRy1&x1=2:S6548072;//logistics
!!VRy1&x1=3:S6547928;//scouting
!!VRy1&x1=4:S6548024;//dyplomacy
!!VRy1&x1=6:S6547880;//leadership
!!VRy1&x1=8:S6547912;//mysticism
!!VRy1&x1=9:S6547864;//luck
!!VRy1&x1=11:S6548008;//eagle eye
!!VRy1&x1=12:S6547896;//necromancy
!!VRy1&x1=13:S6547992;//estate
!!VRy1&x1=21:S6548056;//learning
!!VRy1&x1=22:S6547960;//attack
!!VRy1&x1=23:S6547976;//armorer
!!VRy1&x1=24:S6548104;//intelligence
!!VRy1&x1=25:S6548088;//sorcery
!!VRy1&x1=26:S6548040;//resistance
!!VRx2:*4;
!!VRy1:+x2;
!!if&x4=0:;
 !!UN:Cy1/4/?x3;
 !!UN:C10784536/4/x3;//10784536 - address of e1
 !!VRex5&x5<0:Se1;
!!el:;
 !!VRe1&x5<0:Sex5;
 !!UN&x5<0:C10784536/4/?x3;//10784536 - address of e1
 !!UN:Cy1/4/x3;
!!en:;


What concerns DL:C, it's behavior was incorrect. It used to close all the dialogs opened, not the current one. The other problem was with buttons. Reaction on pressing the button is supposed to be fully under script control. A simple !?DL condition to program exit on click is not hard for new projects. Old projects can use UN:C code to restore the old behavior.

This alteration also returns possibility to assign a key to a button (field "flags" for "def"). That's is very simple and convenient. Dialogs for humans should close on Enter/Esc to my mind.

Currently all erm/ert scripts obtained names and I'm working to remove the limit on scripts number.

wog - wogify erm.erm
era - quick savings.erm
wog - map options.erm
wog - artifact boost.erm
...
wog - monster mutterings.erm
wog - battle extender.erm
wog - first money.erm

The only left problem which is the source of incompatibility between erm scripts is global memory. Mostly it can be solved by using associative/slots memory with script name as prefix:

!?CM0;
!!CM: P?y1/?y2/?y3;
!!SN:W^MyScript.HiddenArt%Y1/%Y2/%Y3^/?y4;
!!FU&y4=0:E;
...here y4 is the number of hidden art...

Another example:

!?CM0;
!!CM: P?y1/?y2/?y3;
!!VRy4:Sy3*256+y2*256+y1; y4 keeps packed coordinates
!!SN:W^Spy.Clicks^/?y5; y5 is array to hold all coordinates

!!if&y5=0:; if no array is still allocated
 !!SN:M-1/100/0/1; allocate an array of 100 integers
 !!SN:W^Spy.Clicks^/v1;
!!en:;

!!SN:My5/?y6; y6 is size of array
!!SN:W^Spy.NumClicks^/?y7; y7 is number of recorded clicks

!!if&y6=y7; if array is full, double its size
 !!VRy6:+y6;
 !!SN:My5/y6;
!!en:;

; store new click and increase number of clicks
!!SN:My5/y7/y4;
!!VRy7:+1;
!!SN:W^Spy.NumClicks^/y7;

It's not a native mechanism, but suitable for many universal scripts. At last authors can release scripts with normal names, custom ert and own memory.

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JimV
JimV


Responsible
Supreme Hero
posted February 09, 2012 02:50 PM
Edited by JimV at 15:03, 09 Feb 2012.

Thanks very much for taking the time to write that, Bersy.  I did not understand all of the information at first reading, but I have saved it in a "Notes" script, along with all your other advice, so I can refer to it as I try new things in Era.  I understand enough to see that you have made wise choices in designing Era.  It can be difficult to move on from old things that one knows well, despite their limitations, but that is a problem that solves itself in time.

Update - I just saw this edit from Salamandre:

"@Edit: maybe would be better to remove sorceress special damage battle trigger on 20th round, so we can kill her, thus no need of UN:C?"

I think you already did that months ago - that battle can be won, but it still offers the draw, which some people may accept, and it doesn't seem fair to me for players who accept a game option to be called cheaters.  Actually, maybe that was in the original script, because there is an extra reward of Sorceresses for those who win the battle, and I don't think we added that so Woodmelon must have planned that the battle could be won.

There are a couple ERM options which cause the Cheater Flag to be set, but this was not mentioned in the original ERM Help, so scripters used them without realizing this.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 09, 2012 02:53 PM
Edited by Salamandre at 14:54, 09 Feb 2012.

I will convert TDS first translated version to ERA II, and keep same names for scripts. Once packed in a main erm, it will be easy to provide multiple ERM masters, each one holding one version or another, with only specific modifications. When correcting saves or for testing purposes, F12 updates the script in real time, which will be much less time consuming.

Still, people can keep 3.58 folder, why not. But for mapmakers it will be less work under ERA, I already noticed it.
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Era II mods and utilities

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