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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Era II
Thread: Era II This Popular Thread is 220 pages long: 1 30 ... 57 58 59 60 61 ... 90 120 150 180 210 220 · «PREV / NEXT»
JimV
JimV


Responsible
Supreme Hero
posted November 26, 2012 10:56 PM

I will add the 2.41 DLL to the Box.com link for HS. However, HS was developed under Era 2.3 and tested also under Era 2.4 (using a UN:C patch). With the patch and some user manipulation explained in the README it works the same as in 2.41 (on my system).  Without 2.41 and without the user manipulation dropped artifacts do not always look the same in the Drop Menu as they do in the Hero screen, but the map can still be played. With the Era 2.41 DLL no extra work by the user is necessary, for artifacts to be displayed properly at all times.

The Box folder should be updated in the next ten minutes or so.

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qoty
qoty


Adventuring Hero
wandering hero
posted November 27, 2012 03:07 PM
Edited by qoty at 18:00, 27 Nov 2012.

My game usually crash during fast battle. Talks something about end code if no ring taken on?? Anyway, here's my crash log:

http://www.4shared.com/office/n_8F5dBr/WOGCRASHLOG.html

EDIT - Sorry, caused by sagamosa again .

BTW, in ERA 2.5, are you planing to import advanced levels? 'Cause these are one of the best mods.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 27, 2012 06:08 PM

Sagamosa is not finished mod. All attempts to contact author failed.
____________
Era II mods and utilities

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qoty
qoty


Adventuring Hero
wandering hero
posted November 27, 2012 06:12 PM

But it isn't unfinishable. You can do it.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 27, 2012 06:15 PM

The author did not state he will never fix it. He always said he will, but he didn't. Besides this, fixing Sagamosa is several months-even years- work, so no one will start it without being sure Sagamosa is done with. As we know, you make a mod, make sure you can finish it, because no one will take the task.
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Era II mods and utilities

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qoty
qoty


Adventuring Hero
wandering hero
posted November 27, 2012 06:50 PM

Nevertheless, for me is it playable. And what about adding attack ability to hero like in HoMaM V?
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Rytelier
Rytelier


Hired Hero
posted November 29, 2012 04:04 PM

I have a problem. When I was playing map, one WoG script placed crystals somewhere on the map. But the problem is, there is an infinity amount of crystals. When hero was picking up these, they didn't dissapear.
I wrote a scrtipt for deleting clicked object. It didn't help me, many times clicking on crystals didn't remove them. I made loop for removing objects 100 times. Also clicking on it many times didn't help me. Script worked for other object. I don't know, what to do now.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 29, 2012 04:23 PM

Map is 252x252 size?
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Era II mods and utilities

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Rytelier
Rytelier


Hired Hero
posted November 29, 2012 04:44 PM

No, it's 143x143.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 29, 2012 04:46 PM
Edited by Salamandre at 16:48, 29 Nov 2012.

Then most likely the script placing crystals is wrong. You can also try a memory fix for overloaded maps:

!#UN:C4892718/1/183;
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Era II mods and utilities

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Rytelier
Rytelier


Hired Hero
posted November 29, 2012 05:31 PM

Thanks, after execute this script, crystals turned into one object.
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qoty
qoty


Adventuring Hero
wandering hero
posted December 02, 2012 06:43 PM

Please, which script contains options by Slava - dwellings accumulate creatures and guards?
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Bersy
Bersy


Honorable
Supreme Hero
posted December 02, 2012 07:05 PM

Hardcoded.

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qoty
qoty


Adventuring Hero
wandering hero
posted December 02, 2012 07:32 PM

Have they any number? Where can I find them?
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solitaire345
solitaire345


Promising
Famous Hero
posted December 02, 2012 08:08 PM

Option numbers 7 and 8. It's coded somewhere in H3era.exe

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted December 06, 2012 08:48 AM

I have a compatibility request:
could era 2.5 wogify script contain new macros/functions from SU?
They are harmless and library based (no impact on old scripts)
they are neccessary for running SU based scripts and replacing 78wogify under a mod is a bad idea.

If you do so, please also update script "castle upgrades" to SU version (should work probably with old ert - don't fully remember) because it contains important game balance fix
also it would be nice updating mithril script because it fixes compatibility problem with right clicking (although it need minor fix to work with old ert).

Other scripts not really need updates and is not safe to update directly (it need extra merge work so not-at-the-moment or perhaps mod-only)

PS: I remember some JimV script uses SU claimed function number but I don't remember which script it offend - perhaps era 2.5 could use  fu numbers over 3.58f range for JimV and other non358f content for future compability?)

---

could you do memory patch as bin file to make 8level dwellings accumulate creatures (in 358f and era they are excluded from the rule and i think it's hardcoded)

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Bersy
Bersy


Honorable
Supreme Hero
posted December 06, 2012 06:11 PM

@majaczek:
I'm planning to separate Era from WoG mod in 2.5. And I will keep WoG mod in a classic variant (everyone is free to host and release his own versions). Release any library functions as standalone script with high priority.

What concerns suggestions for bin files and so on, I think that there is no time for them in TODO list, sorry.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted December 06, 2012 07:01 PM
Edited by majaczek at 19:08, 06 Dec 2012.

What do you mean by classic variant? Plain 358f with bugfixes without JimV goodies? Or just non-SU?
What do you mean by separating era from wog? Does it mean JimV goodies would be a mod or something more?

If I could I would insist on updates on the two scripts (which need the library functions or to be merged with more of work).
Updated "castle upgrades" script is a must, because old would be disabled by most of players because too easy balance. Update adress it by keeping infinite possible upgrades of the income/birth but making each subsequent upgrade of same thing a bit more costful, making it limited by player economy (practical limit is a few of each upgrade but if player insist and have excess resources he may continue upgrading). Without the update an upgrade is an economy must have each week, making towns produce quarduple or more income and troops and increasing, which is a reason most players don't use it in classic 358f.
On updated mithril script I believe you will think it's must have without insisting from anybody, because it fixes wog self compability. Actually wog 358f scripts are incompatible with some other wog 358f scripts in mention of interface. Update fixes this by moving adventure map mithril use to alt click so each script which uses rightclick for popup show undamaged info.

Rest is really matter of taste so I'm with you on keeping it on bugfixed vanilla, at least for non-modded era.

PS: thanks for the suggestion of moving library fu and mc to separate script with similair priority as wogify one. What would be the priority if trailing number is the same? alphabetic? Random?

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Bersy
Bersy


Honorable
Supreme Hero
posted December 06, 2012 07:58 PM

Quote:
What do you mean by classic variant? Plain 358f with bugfixes without JimV goodies? Or just non-SU?

Vanilla 3.58f. For bug fixes use custom packs like WoG Revised. Valery is nice tester.

Quote:
What do you mean by separating era from wog? Does it mean JimV goodies would be a mod or something more?

Era package will be ~10 MB in size probably. WoG mod should be downloaded and installed separately. Some mods can leave without WoG at all.

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gnollking
gnollking


Supreme Hero
posted December 06, 2012 08:11 PM

So, mod support for vanilla SoD/Complete?

Sounds cool. Haven't played HoMM in quite a while, maybe will do something when 2.5 gets released. If I'll find the time, that is.

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