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Heroes Community > Heroes 5 - Modders Workshop > Thread: New (unofficial) patch for ToE / AI mod
Thread: New (unofficial) patch for ToE / AI mod This thread is 46 pages long: 1 2 3 4 5 ... 10 20 30 40 ... 42 43 44 45 46 · «PREV / NEXT»
Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted February 21, 2011 05:01 PM

Is that indeed what it looks like, a screenshot from within the game? How did you manage to get all those skills with your hero still at level one?

If the answer is yes, then we have the skill to modify the UI as we see fit. This is excellent news. The idea of creating a new town looked a bit daunting at first, but less so now.

Can you provide me with the modified .xdb and resources? Then I will go and check out how to get the game to recognize the additional hero skills.

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted February 21, 2011 05:11 PM
Edited by Cepheus at 17:12, 21 Feb 2011.

That is indeed a real screenshot. Place this in the data folder and it should work - it has the .xdbs inside and unzips just like a .rar.

I used the cheat console to add those skills, and two more skills were also active on Galib but they didn't show up. The two extra slots were even defined already as Cell_7 and Cell_8, though the game still doesn't recognise them as valid and won't display the skills in them, which is where you come in I think. Something I'm worried about it the parameter "<WindowSimple ObjectRecordID="100050x">" in the Cell.xdb files. Might be of help.

I'll also need to modify several other screens to support eight skills, but that kind of work is pretty easily possible. Indeed I think everything in the UI is modifiable to a good degree without hacking the .exe at all.
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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Sju_av_Nio
Sju_av_Nio

Tavern Dweller
posted February 21, 2011 05:46 PM

First off, thank you for your time in developing this mod of sorts, I think I speak for everyone when I say that it's awesome to have people who use their free time to enhance the experience of others.

Sadly, I get very frequent crashes. The first map I played on (tiny I think) didn't give me any trouble, 3 months or so before it ended. But every subsequent game has crashed at one point, and it's always at specific turns (all random, sometime the first month, sometimes the second etc). Reloading a save before the crash always produces one (another crash) at the same specific turn as last time, and this pattern repeats in all the 4-5 games I tried.

I'm running w7 with 4GB RAM and the 3GB enabler-fix .. enabled Is it maybe something the AI is attempting to do in those turns that may cause the crash?
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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted February 21, 2011 07:29 PM
Edited by Quantomas at 19:30, 21 Feb 2011.

@Cepheus: Thanks a lot. It's good to see people having their wits about them and providing valuable extra bits of information.

Quote:
I'm running w7 with 4GB RAM and the 3GB enabler-fix .. enabled Is it maybe something the AI is attempting to do in those turns that may cause the crash?

I am currently working on a version that has a separate process for the H5_Game and AI each. Hopefully this will fix this issue, at the very least we will be able to tell which process causes trouble on Win7. Additionally, if it is indeed the AI process and the crash happens every other couple of weeks (game time), the application will be able to recover from the crash silently without the user noticing.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted February 21, 2011 09:18 PM

Quote:
We have to get started with something, and Magnomagus' Role Playing Edition might be just right for this, because it doesn't involve complex graphics. The biggest challenge might be to extend the UI to accomodate more skills and probably class specifics. Do we have people who know how to go about that?


I'm interested in that. even if we could only make copies of existing skills and perks, it's already good, because I could build crazy skillwheels for my own factions without altering skillwheels of other factions.

for example, for my church faction, the "refined mana" and "stormwind" perks that were under "shatter light" are now under "shatter dark".
of course, that would pause problems if the faction didn't replace stronghold.

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted February 21, 2011 10:51 PM

Here is a better version which also adds slots to the interface when two allied heroes meet.
I'm not sure yet how best to fit everything into the Perks tab and the Kingdom Overview, and any other hero skill display instances I've forgotten.
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 21, 2011 10:59 PM

Quote:
I'm not sure yet how best to fit everything into the Perks tab


removing the hero portrait or adding a scroll function like the biography section?
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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted February 21, 2011 11:08 PM

Good idea; I don't know yet if scrolling is possible for anything that isn't text but I'll do (or do not).
I was also thinking of using the smaller icons from Kingdom Overview but that would probably take a hell of a long time to set up.
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 21, 2011 11:28 PM

Sorry for bringing this up late, but am I the only one having widescreen issues with this mod?
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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted February 22, 2011 01:42 AM
Edited by Quantomas at 01:45, 22 Feb 2011.

In general from the .exe perspective, if there are different views of one item, e.g. hero portraits in different sizes, it shouldn't create much more work to select the most suitable one. I'd say do what's best from the user's perspective if the effort is reasonable.

Btw, is this skill enhancement sufficient for your RPE needs, Magnomagus? Or do you need an extra description for the hero class or something?

The widescreen distortion is listed as an issue to be fixed.

@Cepheus: Thanks for the update and naming the file after the project.

I think Eternal Essence echoes the sentiment of WoG, and spirit is at times important. Heroes Forever is a good sentiment as well, but it more addresses HoMM in its entirety. But you are good at names, Markkur, I read your suggestions for the Hall of Decision and wasn't sure which to choose because they were all brilliant.

@Fauch: Doable, we can see about it if we are done with the current tasks.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 22, 2011 02:01 AM

The proposed 8 skills system is certainly fine by me.

Quote:
The widescreen distortion is listed as an issue to be fixed.


I'm not sure we are talking about the same issue. In my case I wouldn't call it distortion, widescreen support just seems to be missing. It stretches 4:3 images to 16:10 or 16:9 like in TOE 3.0. Cepheus was guessing on the first page the AI Patch is based on version 3.0, is this true? Do you think in the end it is possible to have only one single .exe file based on 3.1 with the new AI and any other functions we want to implement?
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undead_assault
undead_assault


Adventuring Hero
Armageddoning
posted February 22, 2011 02:21 AM

hmmm, I have that issues too, the right panel was moved. Maybe I can attach some screenshots later.

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted February 22, 2011 12:21 PM
Edited by Quantomas at 12:31, 22 Feb 2011.

Ok, I take this as a cue to separate the different threads.

I have created a new thread Heroes 5.5 - Eternal Essence - Design that is mainly intended to discuss improvements to the design, AI, gameplay and modding capabilities.

@Markkur: Can you create another thread "Heroes 5.5 - Eternal Essence - Bugs and Known Issues"? We never get anywhere if we keep to report the same issues again and again.

Ideally it would be good if this thread contains a frequently updated list with newly reported issues on its first page. In turn I will update the project website to include these on a regular basis. The two links to the known issues at the website are:

Known issues - General
Known issues - AI

Quote:
Cepheus was guessing on the first page the AI Patch is based on version 3.0, is this true? Do you think in the end it is possible to have only one single .exe file based on 3.1 with the new AI and any other functions we want to implement?

The current AI patch is based to a large extent on ToE 3.1 and to a smaller part on ToE 3.0. If you prefer to think in versions, it would be something like 3.08. That means some fixes are still missing which causes additional work but I am at it.

Certainly we can have one single .exe file that is always updated to the newest version. I'd suggest that we include the eight skill improvement permanently. Objections? If there are people later on who would like to have their skills limited to six, that's easy and can be made configurable by a switch.

Regarding more specific UI enhancements, that pertain to individual mods only, like the one mentioned by Fauch, we have to find a way to make these optional but still an integrated part of the game. That's the idea of the advanced XML modding architecture I sketched out earlier.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted February 22, 2011 04:31 PM

actually it's not limited to one mod, the idea is to increase compatibility between various mods

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted February 22, 2011 04:47 PM

Quote:
@Markkur: Can you create another thread "Heroes 5.5 - Eternal Essence - Bugs and Known Issues"? We never get anywhere if we keep to report the same issues again and again.


Done. I'll try to get any issue already mentioned posted to it ASAP.

And...I agree about HoMM being too broad. I'll put my cap on and give you some "choices". That's the real fun anyway Same with me about the other name possibility, I like them all too but "you" gotta pick one
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 22, 2011 04:56 PM
Edited by magnomagus at 16:58, 22 Feb 2011.

I have created a development pack for Eternal Essence, This pack contains 20 folders that all contain small parts of the RPE project. Not everything is made by me, NCF, lvl 4-7 dwellings and many balance mods are included and everything is separated and organized. With help of this pack it will be very easy for anyone to find the right xdb files to change certain things. I have also included detailed info on the hex-edited .exe file. This should help you to reimplement those changes in the EE exe. Basically you can create by mods merging the desired folders. Make sure to read the included text files!

Download 22MB

The following parts should (I think) be permanent part of Eternal Essence project:

00 (reimplemented in new exe file), 01 (possibly heavily modified
to allow new factions), 02, 05, 11 (also improved hero icons from 04), 12, 13, 15 (new logo), 16, 17


The following part should also be permanent part of Eternal Essence project if RPE is used as base for the class and skills system:

03, 04

The following parts are highly recommended add-ons for Eternal Essence (with or without RPE):

06, 09, 10, 14, 18

The folders 01 and 02 should always be installed in the data folder as .pak files !!!
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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted February 22, 2011 05:01 PM
Edited by Quantomas at 17:02, 22 Feb 2011.

Quote:
Done. I'll try to get any issue already mentioned posted to it ASAP.

Ah, I probably was not clear in my explanation of the setup.

The two links I posted to the known issues on the Eternal Essence website are meant to be posted in the first page of the bugs thread. This way all visitors can access the current reconciled state of the known issues. Having them in a central web space together with the tasks should make reviewing what we have more simple.

The first page in the bugs thread should list only new issues that are not reconciled yet. I will then put them on the project website. So the first post in the bugs thread should be a reference to the known issues/bugs on the project website plus the most current ones reported.

Should make maintenance easier. The flow of information is from the forum to the website.

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted February 22, 2011 05:09 PM

No, you were very clear it was I doing the fog-walk. Sorry for the obvious oversight. I'll explain later. I'll make the change...now

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undead_assault
undead_assault


Adventuring Hero
Armageddoning
posted February 23, 2011 09:30 AM

hmmm, here is the screenshots about the aspect ratio issue

http://img826.imageshack.us/f/ss1td.jpg/

and

http://img267.imageshack.us/i/ss2jq.jpg/

I'm using 1360 x 768 resolution. The first one was taken without AI Mod, and the second was taken with AI mod.

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Crispy_Critter
Crispy_Critter


Hired Hero
posted February 24, 2011 03:57 PM

Quantomas,

Wow, a lot has happened since I've been here last. Just a couple of ideas I got while reading through the posts:

I like the idea of negative effects being placed on enemy terrain. This could be counterbalanced by temples (or other objects) placed on the map that would negate those detrimental effects when held by a friendly army. This would open up action on several fronts and require a good deal of calculation as a player would be forced to balance his available troops between his main castle-invading hero and his "support" heroes who were guarding the temples.

Also, I'm not sure if you're familiar with the map "Mercenaries" by Franzy. Since resources become redundant at some point in the game (except for the few needed for T7 creatures) she developed a maintenance system where troops had to be payed on a regular basis and war machines had to be repaired utilizing resources. If a player did not have enough of either, the corresponding units would disappear from his army. I think this could also be applied to upkeep on castles and creature dwellings as well. This would turn mines into something that had to be guarded throughout the game, especially if they were scarce on a map or centralized on an island, etc.

Congratulations on the interest you are stirring. I have a feeling this mod is going to turn out to be the grandaddy of them all for H5.

P.S. Cepheus is right - you are Santa.

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