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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Adding new creatures
Thread: Adding new creatures This thread is 15 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 · «PREV / NEXT»
solitaire345
solitaire345


Promising
Famous Hero
posted August 24, 2011 01:57 PM

Quote:

I don't touch the map editor, so, it doesn't support new creatures. I forgot about it, sorry.


To get map editor support new monsters go to Data/MapEdPatch, open options.ini and change number of monsters to amount of monsters that you have added
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gnollking
gnollking


Supreme Hero
Supreme Hero
posted August 24, 2011 03:49 PM

OxFEA or someone can please upload or give a link to the latest version..?
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solitaire345
solitaire345


Promising
Famous Hero
posted August 24, 2011 04:17 PM

http://wogarchive.ru/download.php?id=145
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gnollking
gnollking


Supreme Hero
Supreme Hero
posted August 24, 2011 05:51 PM

Thanks, didn't know it was on WoGArchive
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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted August 24, 2011 06:08 PM

It is not full (without configs) and probably not last.

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gnollking
gnollking


Supreme Hero
Supreme Hero
posted August 24, 2011 06:42 PM

Oh, in that case I'll wait for a better, more complete, version
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Hero_of_Light
Hero_of_Light


Promising
Supreme Hero
posted August 24, 2011 07:23 PM
Edited by Hero_of_Light at 19:25, 24 Aug 2011.

OxFEA If there's gonna be a new version i suggest to you what i suggested a while ago about this pluggin:

Add a wog installation with it, that adds pikemen (again and again) up to creatures limit (starting from the last WOG creature). Make the configs about those creatures (the hard part) and the lines at Zcrtrait.txt (pikemen1, pikemen2 etc), Zeobjcts.txt, sounds and so on.

I know it will be hard dull work to do this, copying and pasting for so many creatures but then the work will be done and if anyone wants to use this ERA goody he will only have to do these from your original instructions:

- CHANGE frames to CPRSMALL.def, TWCRPORT.def and AVWATTAK.def
- CHANGE the creature with "CR[number].def" file.
- EDIT rows to ZCRTRAIT.txt and CRANIM.txt
- EDIT missile def (SHOT[number].def), if necessary
- CHANGE sounds: S[number]ATTK.82m, S[number]SHOT.82m and others.

In fact these steps are way easier for anyone to do and are actually the ones NEEDED to change an existing creature completely. If someone knows (or wishes to know) how to change-edit a creature he must go through the steps i mentioned anyway.

Again, i acknowledge that it will be dull and painfull to do this but my guess is that it's the only way to make this plugin more popular
(something i understood you were complaining about).
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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted August 24, 2011 07:44 PM
Edited by OxFEA at 19:45, 24 Aug 2011.

Only CPRSMALL.def, TWCRPORT.def and AVWATTAK.def and ZCRTRAIT.TXT, CRANIM.TXT, CRTRAITS.TXT.
It has already done in previous release.

Adding 300*3 defs, 300 configs and 300*5 sounds is stupid enlargment of installation package and wasting of disk space.
Editing and including Zeobjcts.txt can provoke conflicts with other mods.

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted September 03, 2011 07:36 AM
Edited by Kegolo at 07:38, 03 Sep 2011.

Quote:
Only CPRSMALL.def, TWCRPORT.def and AVWATTAK.def and ZCRTRAIT.TXT, CRANIM.TXT, CRTRAITS.TXT.
It has already done in previous release.

Adding 300*3 defs, 300 configs and 300*5 sounds is stupid enlargment of installation package and wasting of disk space.
Editing and including Zeobjcts.txt can provoke conflicts with other mods.


@0xfea I believe there is a problem with using creature numbers > 207 involving UN:T, possibly CA:B that has to do with their upgrades. It occurs when you buy one in town and then try to click on them. For my town, which uses creatures 197-211 it occurs for # 207, 209 and 210. I did not try 211 as I couldn't upgrade 210 because of the error. 208 worked fine because it has no upgrade. If I give 208 an upgrade with MA:U then it breaks. HALP! I've made a big picture of all the error screens I get. It is I would say a soft break (if I click through all the errors enough it gets out and isn't broken broken).


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solitaire345
solitaire345


Promising
Famous Hero
posted September 03, 2011 11:40 AM

Could you upload your script?
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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted September 03, 2011 06:44 PM
Edited by Kegolo at 02:50, 05 Sep 2011.

Quote:
Could you upload your script?


It can be found here although I'll warn you now it may be hard to buy creatures in the conflux town with all the buildings at (0,0) but please try to fix!

UPDATE: It also breaks for numbers 201 and 205, so anything with an upgrade seems to fail (oddly 203 is ok at the moment)

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted September 03, 2011 07:49 PM

It will be better to upload save.

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted September 03, 2011 09:34 PM

Quote:
It will be better to upload save.


Huh I would have thought you'd need all my stuff for a save to work. I'm sure you know better . I just started a game on Good to Go it can be found right here


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songfx
songfx


Adventuring Hero
posted September 04, 2011 09:38 AM

@KevinHann
Quote:
Of course, this lead to yet another setback. When I entered the game and engaged the monster in combat, the game dropped a few messages about ResourceManager::GetSample could not find the "sfx" resource "(null)move.82M" - and a few more .82M related missing resources, eventually leading to an unsurprising "Access violation" dialog, dropping me out of the game. Another ciggy and I'll try to handle that one, too.

I often meet similar problem.
But when turn down the effects volume to the lowest, this message will not pop up any more.
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solitaire345
solitaire345


Promising
Famous Hero
posted September 04, 2011 02:08 PM

I had this error when the number of creatures was set to too low value in amethyst.cfg
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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted September 05, 2011 07:09 PM

Quote:
It will be better to upload save.


I've figured it out! It is a conflict with Universal Creature Upgrades in script 25 that is causing the problem. The real issue however, starts I believe with the creature config files you said to create. I'm not sure if it handles the creature level correctly, or somehow gets altered during the Universal Creature Upgrades script.

Regardless, simply restating all your creature levels with MA:L fixes the issue

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Dead
Dead

Tavern Dweller
posted October 17, 2011 12:31 PM
Edited by Dead at 12:37, 17 Oct 2011.

solitaire345

Quote:
EDIT: also, in creature experience window creature's portrait isn't shown



this portrait zvslib1.dll loading from H3sprite.lod if u use other .lod for TwCrPort.def , then you get error in ZVSLib1.dll_Errors.log, like this
"C:\DOCUME~1\Dead\LOCALS~1\Temp\$H3sprite.lod-TwCrPort.def-205$.bmp").

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted November 10, 2011 05:01 AM

Quote:
It will be better to upload save.


0xfea I have made creature 208, creature file reads

Town=8
Flags=3093
Level=5

and I inserted SHOT208.def into the lod. When he shoots, it is a black evil eye laser, not his correct missile... thoughts?

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted November 10, 2011 06:17 PM

Quote:

Flags=3093

3093 = 2048+1024+16+4+1.

Flag 2048 - ray instead missile.

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted November 10, 2011 06:21 PM

Quote:
Quote:

Flags=3093

3093 = 2048+1024+16+4+1.

Flag 2048 - ray instead missile.


Isn't 2048 'no obstacle penalty for a shooter'??? What flag does that then?

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