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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: The Dragon Slaughter
Thread: The Dragon Slaughter [ This thread is 43 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 (28) 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 ]
Bersy
Bersy


Responsible
Supreme Hero
posted February 09, 2012 01:58 PM

Thanks for understanding Jim, I hope you won't get insulted by my endless "tutorials"

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted February 09, 2012 02:07 PM
Edited by Salamandre at 14:21, 09 Feb 2012.

Quote:
I think you already did that months ago - that battle can be won,


No, I did not. I remember fixing something in the script, can't recall what right now. But also it does not make sense to kill her, we are only the messenger from her husband, so the draw makes sense. Again, hard choice, go against the story because technical problems or keep the old. If same UN:C can be used in ERA, I see no reason to change, no?

@Edit: ah ok, saw it. Indeed, I added it then you moved.

!!IF:V611/0; VR* end special MF--JHV moved here from BA1 to allow bonus (v301=1)
!!IF:Q2^"You have endured 20 rounds of my arrows.  Enough!  I will go back to Fu Xinhan.  You go first, I will follow after I say farewell to my sisters."

But I always clicked on "accept" so never realized she can be killed. I modified it then I forgot I did, sorry.

I have a proposal for that battle. The problem with those single ranged super creatures is that they always target clones, so there is absolutely no danger. In my current map I have such fights but I added a automatic frost ring on each of our moves, so the clone is destroyed. Therefore the super monster will target alive stacks, as it was supposed to do. If he has lower speed than the creatures cloning, usually I set it to 6 or so.


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JimV
JimV


Responsible
Supreme Hero
posted February 09, 2012 02:20 PM

Bersy - I like your tutorials.  I like tutorials on quantum mechanics too - for the same reasons:  they concern a difficult but important subject, and each time I read one I learn a little bit more (even if it is the same one read over again).

Salamandre - d'accord.  (I hope I spelled and pronounced that right.)

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted February 09, 2012 02:23 PM

A bit disappointing for the player, but at least he will not laugh when sorceress says "he suffered enough".


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JimV
JimV


Responsible
Supreme Hero
posted February 09, 2012 04:10 PM

Proposed anti-cloning ordinance for Sorceress battle:

!?BA0&v1023=12/1000;
!!IF:V611/1; VR* set flag for MF1
!!IF:M^The Witch Hut barriers are warded and cannot be removed by magic!  And do not think to use clones - fight like a man!^; no summon-clone--JHV
...

!?BF&v1023=12/1000;
...
!!DO452/0/8/1:P; remove attacker's clones per VR--JHV

!?FU452; x16=stack, remove cloning
!!BMx16:N?y1;
!!FU&y1<1:E;
!!VRy3:Sx16+1*-1;
!!EAy3:F108/-1/?y1; y1=line w/summon-clone, if any
!!FU&y1<0:E;
!!EAy3:By1/d/?y2/d/d/d/d/d/d/d/d/d/d/d/d;
!!FU&y2<>108:E; dbl-check
!!EAy3:By1/0/d/d/d/d/d/d/d/d/d/d/d/d/d; disable ability for this battle

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master_learn
master_learn


Legendary Hero
walking to the library
posted February 09, 2012 04:11 PM

Boots of levitation

JimV,I wonder what this means?(its from the Hulk story,which I read from the map specifications)-
*!HE149:A4/90; give Boots of Lev.

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JimV
JimV


Responsible
Supreme Hero
posted February 09, 2012 06:48 PM
Edited by JimV at 19:49, 09 Feb 2012.

It means, sometimes I go too far, and sometimes I go way too far, and have to be restrained.  The asterisk at the beginning of the line means that it will be identified as a comment in the ERM editor, so it will be highlighted there and people can see examples of what not to do.  I often leave myself notes like that.  Negative information can be important, to prevent lessons from being forgotten.

Another reason is to leave an example of a type of ERM command which might be useful somewhere else, although it is no longer needed or wanted where it is, so it can be copied, pasted, and edited to change parameters such as the Hero and artifact numbers, and then the * can be changed to ! to make it a working command.  That way I don't have to look up the command in ERM Help again.

Update about update:  The three versions at http://www.box.com/shared/bj1eh6b50e have been updated, so that you can no longer use automatic (EA:B) cloning against the Lady Sorceress when she has her tantrum.  Try gentle, soothing words, and a box of Godiva chocolates.  (It has never worked for me, but maybe it will work for you.)

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master_learn
master_learn


Legendary Hero
walking to the library
posted February 10, 2012 11:59 AM

Master Gremlin

I certanly admire your idea,JimV,as I am trying it with Orrin!

The result-my 244 level Master Gremlin with 30 speed in the 3rd week of 1st month(in battle enchanted also with haste and prayer) does great job!

A killer for every 7 level creature in his way!

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master_learn
master_learn


Legendary Hero
walking to the library
posted February 10, 2012 01:15 PM

The wife

Quote:
 Try gentle, soothing words, and a box of Godiva chocolates.  (It has never worked for me, but maybe it will work for you.)


I would try chocolates,if there were any in the map to get by quest!
And about the words why not,maybe by telling her some wisdom!

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JimV
JimV


Responsible
Supreme Hero
posted February 13, 2012 05:35 AM

A couple more small revisions have been added at http://www.box.com/shared/bj1eh6b50e which I will describe here so as to maintain a change record.

I have been playing as the Super Doctor (v2.07Dr), and discovered a few things:

1. I had a fight with Xarfax in which his Second Henchman was a Supreme Arch Angel with unlimited rebirths.  I managed to defeat him anyway using one of the Doctor's special abilities, but this gave me a test case to experiment on until I found the reason for this. (This bug was reported previously but I did not find the true cause at that time.)  The reason is that Xarfax has his own, special Second Henchman script, but when Xarfax is played by the AI, the standard Second Henchman script tries to give him a random Second Henchman, with random abilities, which may include unlimited spell casting (for a Faerie Dragon).  Then the Xarfax script changes the 2H type to Supreme Archangel and may give it rebirth, which is a deadly combination.  Adding the | condition to the following commands in the Second Henchman script prevented this, and gives the AI Xarfax the 2H abilities which it was supposed to have:

!!VRw162&y13=1/v5502=1|v1004=63:S256; 选择AI无追随者后自动判定为死亡 added bug fix for Xarfax 2H--JHV
...
!!VRw162&y14=1/v5502=1|v1005=63:S256; 选择AI无追随者后自动判定为死亡 added bug fix for Xarfax 2H--JHV

2. There was a minor bug in the script which gives the Doctor some Elementals at the end of a battle:

*!VRv2&-7/8:S0; sometimes I get Storm when I asked for Water (with Storm & all slots filled - v2 gets set to Storm somewhere else)--JHV
!!VRv2&-7:S0; replacement to prevent above condition--JHV

3. Testing has verified my hunch that a Hero's Primary Skills are actually stored as numbers in the range from -127 to +127, despite how they are displayed.  That is a number from 99 to 127 is displayed as 99, and a number from -127 to zero is displayed as zero for Attack and Defense, and one for Power and Knowledge.  (This is why a commenter previously reported that once Attack had overflowed from 99 to zero it stayed at zero despite adding artifacts - actually the value was negative and had to be increased all the way back to zero from -127 or thereabouts before increases would be displayed.)  Therefore the previous code in the Overflow Check script was being unfair to set the maximum Primary Skill value to 99, and this has been changed to 125 (which will display as 99).  The end of the Overflow Check script now looks like this:

!?HM-1&1000; Hero takes a step
!!HE-1:Ed/?l/1;
!!HE-1&l>100:E2073739175/100;
!!HE-1:F?y1/?y2/?y3/?y4;
!!VRy1|y1>125/y1<0:S125; [1-byte storage, -127 to +127, -A/D shows as 0, -P/K shows as 1]
!!VRy2|y2>125/y2<0:S125;
!!VRy3|y3>125/y3<1:S125;
!!VRy4|y4>125/y4<1:S125;
!!HE-1:Fy1/y2/y3/y4;
!!FU&l<100:E;
!!VRy1&y1<1:S125;
!!VRy2&y2<1:S125;
!!VRy3&y3<2:S125;
!!VRy4&y4<2:S125;
!!HE-1:Fy1/y2/y3/y4;

!?HL-1; Hero gets a level promotion [prevent long promotion sequences]
!!HE-1:E?v2/?v1/1;
!!FU&v1<109:E;
!!HE-1:Ed/868;
!!HE-1&v2>=2146553679:Ed/3732;
!!HE-1&v2>=2146733313:Ed/5920;
!!HE-1&v2>=2147293156:Ed/6424;

Also, in case players haven't noticed, in v2.07Dr the Doctor ignores all spell immunities which opposing creatures may have** (he is a Time Lord, after all).  Someone commented elsewhere that it seems unfair that creature experience-based immunities are not removed by the Orb of Vulnerability.  This is a condition which is easy to fix with ERM.

(However, the Doctor does not ignore Cursed Ground - that is Lord Haart's ability.)

** footnote - with one exception:  Catapults have a natural immunity to Implosion, which is not easily removeable.

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Alustor
Alustor


Famous Hero
ooo da :)
posted February 13, 2012 08:07 AM

hidden faction is still disabled?

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JimV
JimV


Responsible
Supreme Hero
posted February 13, 2012 01:26 PM
Edited by JimV at 01:06, 14 Feb 2012.

The hidden faction is disabled in v2.07Dr only, because that version has some ERM code which "pushes the envelope" and I didn't test it for the hidden faction.  Also, I guess I am a bit prejudiced against the hidden faction because it does not fit with some of the dialog text used in some of the story plots.  However, if people want to use it in v2.07Dr at their own risk, they can copy the "Fortess" script (Timed Event day 635) from v2.07J and paste it over the one in v2.07Dr.
-------------------------------------------------------
New subject:  Possible Next Update

Since the Primary Skill values as stored go up to +127, it seems arbitrary to me that they are cut off at 99 when displayed and used.  From what I can see, the Heroes 3 program reads a stored Primary Skill value, then compares it to 99, and truncates it if it is greater, then uses the truncated value instead of the stored value.  So far I have found 24 memory locations where this occurs - and changed the comparison value to 125.  The results display properly in the Hero Screen, the Kingdom Overview, the Adventure Screen, and the Battle screen:



Also, the spells work at the higher Power values, and every object I have visited works okay - for example, Orrin visited a Magic Spring with a Knowledge of 122, and received 2440 spell points.  So far in my tests I have not seen any difference in battle damage with Orrin's army at Attack and Defense values ranging from 80 to 110, so I am not sure whether they work past 99, though.

I have more testing to do, but this is my plan provided no problems arise.

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted February 14, 2012 02:47 AM

wow, awesome. We need such patch!
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JimV
JimV


Responsible
Supreme Hero
posted February 14, 2012 03:24 AM
Edited by JimV at 03:28, 14 Feb 2012.

Here is my test script, which uses Orrin (Hero number zero).  For TDS I will use instructions to call the DO functions instead of a PI trigger, because it has been my experience that multiple PI triggers in a map don't always work (the first one works, but the second one may not).  I will also need the same commands under a GM0 trigger to handle reloads.  I suppose in Era 2 this would be done as a binary patch.

The same addresses work on my PC for WoG 3.58f, Era 1.8, and Era 1.81.  Probably they will work in later versions of Era, but I haven't tested past Era 1.81.  The script checks to see if each address contains the expected value and will not change the value (and will display an error message) if not.  If the error message occurs, then some address or addresses need to be changed, for the player's system.

I am testing in a test map, with Orrin as the Hero, with various objects which give Primary Skills bonuses, creatures to battle, a Town with a Mage Guild to replenish spell points overnight, a Magic Well, a Magic Spring, etc..  Currently I am not finding any problems (at the start as I compiled my address list not everything worked, but as I found more addresses more things worked).

I start with Orrin's Primary skills below 99, but right-clicking on the Adventure Map will increase them by ten.  Testers should not go past 127 unless the Overflow Check script from TDS is also active - except to see the bad result of doing this.


ZVSE

* TestPrimarySkills, JHV, Feb. 13, 2012
* uses v1-v24, FU3324

!?PI;
!!HE0:F80/84/88/92; give Orrin test values
!!HE0:F?v1/?v2/?v3/?v4;
!!IF:M^HE0: A=%V1, D=%V2, P=%V3, K=%V4^;
!!VRv1:C5881809/4638742/4602537/4528567/5135332/5403286/5118336/5968469/5363690; Power
!!VRv10:C5133949/5137317/4638626; Attack
!!VRv13:C5137356/4638684; Defense
!!VRv15:C4638801/4638915/5120147/5013259/5013572/5082108/5083429/4862980/4862658/5403333; Knowledge
!!DO3324/1/24/1:P; change 99 to 125

!?FU3324; x16=v-index
!!UN:Cvx16/1/?y1;
!!VRy2:Svx16;
!!IF&y1<>99/y1<>125:M^Error in FU3324 at x16=%X16, address=%Y2: address contains %Y1.^;
!!FU&y1<>99|y1=125:E;
!!UN:Cvx16/1/125;

!?CM0; right-click on Adventure Map increases Orrin's Primary Skills by 10
!!CM:I?v1 F?v2;
!!FU&v1<>37|v2<>512:E;
!!HE0:F?v1/?v2/?v3/?v4;
!!VRv1:Cd10/d10/d10/d10;
!!HE0:Fv1/v2/v3/v4;
!!IF:M^HE0: A=%V1, D=%V2, P=%V3, K=%V4^;
!!CM:R0;

This patch would not be necessary in most maps, but in TDS and some others, it is easy to breach the 99 limit.

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted February 14, 2012 03:32 AM
Edited by Salamandre at 03:46, 14 Feb 2012.

If I add those values in my current testing, will they work without PI, but only tied to GM0?

@From a quick test on empty map, it works very well. The only exception: I used lion's shield (+4 all) when he was at 122 and got not 126 but 99 all.
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JimV
JimV


Responsible
Supreme Hero
posted February 14, 2012 03:44 AM

I think so - you are going to use the Era 2 F12 process to load the test script into your map, then save the game, then reload?  That should trigger the GM0 and change all the memory locations - or else give error messages if some addresses have changed in Era 2.  I haven't done anything in Era 2, but that sounds correct.  Note there are some commands which set Orrin's Primary Skills and display them which you probably don't want in your map.

With Era 2, an XXL map, and various plugins and patches, the chances of all the addresses being the same may not be good - but if addresses have changed, new ones can be found.

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted February 14, 2012 03:47 AM
Edited by Salamandre at 03:56, 14 Feb 2012.

Yes, F12. Noticed a problem when at 122 all, edited previous post. (ah I see, you fixed to 125, is ok then, as long as we stay in the 127 limit and more than 125, game will assign 99)

Unless complete test in all situations is run, probably is better to have this script in ERM form rather than binary patch, as we can disable it if something wrong.
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JimV
JimV


Responsible
Supreme Hero
posted February 14, 2012 04:05 AM

I felt more comfortable not going to the absolute limit of 127, at least at the beginning, but you can try that, of course, by edit/replacing the 125 values with 127.

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted February 14, 2012 04:10 AM

125 is fine, now have to figure a new safety script for both 100th level combined to increased displayed stats. Thank you, is a thing we needed much.
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JimV
JimV


Responsible
Supreme Hero
posted February 14, 2012 04:23 AM
Edited by JimV at 15:45, 02 Mar 2012.

Note that the TDS Creature/Hero Experience Overflow Check script is already set for 125-max Primary Skills, as of the last update.  (I'm not sure if that is what you mean by a safety script.)  It also catches and prevents the endless (or almost) level promotions above 108.  With that, rescaling the creature experience levels, and checking slot-swaps in Towns, I think all overflow/negative problems are prevented in TDS.  (Until some new problem arises.)

Update - it is impossible to test under every condition without playing the whole game several times, but I have a basic level of confidence in the Primary Skills extension which is described above, and just now uploaded TDS.rar with it (at http://www.box.com/shared/bj1eh6b50e ).  The script looks like this:


ZVSE

* TDS_PrimarySkills, JHV, Feb. 13, 2012
* uses v1-v52, i, j, FU3324

!?GM0;
!!VRv1:C5881809/4638742/4602537/4528567/5135332/5403286/5118336/5968469/5363690; Power
!!VRv10:C5133949/5137317/4638626; Attack
!!VRv13:C5137356/4638684; Defense
!!VRv15:C4638801/4638915/5120147/5013259/5013572/5082108/5083429/4862980/4862658/5403333; Knowledge
!!VRv25:C4348986/5013676/5014261/5014503/7684377; Emissaries
!!VRv30:C5435861/5101689/5086223; right-click Hero or PS icon
!!VRv33:C4601996/4602036/4602076/4602588/5088573; battle
!!VRv38:C5393681/5394349/5394588/5394712/5393990/5394252; Cadh
!!VRv44:C6153813/6153984/6154155/6154648; Den of Thieves
!!VRv48:C4342207/4342253/4342141/4342172/5402618; Cadh
!!UN:V?y1/?y2;
!!IF:M^Versions = %Y1/%Y2^;
!!VRv29&y1=359:S7700148;
!!DO3324/1/52/1:P; change 99 to 125

!?FU3324; x16=v-index
!!UN:Cvx16/1/?y1;
!!VRy2:Svx16;
!!IF&y1<>99/y1<>125:M^Error in FU3324 at x16=%X16, address=%Y2: address contains %Y1.^;
!!FU&y1<>99:E;
!!UN:Cvx16/1/125;

!#VRv1:C5881809/4638742/4602537/4528567/5135332/5403286/5118336/5968469/5363690; Power
!#VRv10:C5133949/5137317/4638626; Attack
!#VRv13:C5137356/4638684; Defense
!#VRv15:C4638801/4638915/5120147/5013259/5013572/5082108/5083429/4862980/4862658/5403333; Knowledge
!#VRv25:C4348986/5013676/5014261/5014503/7684377; Emissaries
!#VRv30:C5435861/5101689/5086223; right-click Hero or PS icon
!#VRv33:C4601996/4602036/4602076/4602588/5088573; battle
!#VRv38:C5393681/5394349/5394588/5394712/5393990/5394252; Cadh
!#VRv44:C6153813/6153984/6154155/6154648; Den of Thieves
!#VRv48:C4342207/4342253/4342141/4342172/5402618; Cadh
!#UN:V?i/?j;
!#VRv29&i=359:S7700148;
!#DO3324/1/52/1:P; change 99 to 125


Update - added three more addresses (see March 1, 2012 posts).

Second update, March 2, 2012 - several more addresses have been added.  TDS.rar at http://www.box.com/shared/bj1eh6b50e has been updated with the new script also.

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