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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 60 90 120 ... 140 141 142 143 144 ... 150 180 210 220 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 03, 2017 11:54 PM
Edited by Salamandre at 23:59, 03 Oct 2017.

LucPatenaude said:

Destabilizing the game with cheat codes will, most of the time, disable your modding scripts.


Nope, no relation, never happened, never got any report about. Stop speculating about subjects you don't know.

LucPatenaude said:

I do believe that it is hard-coded in the main game that the main rule is that you can only use one buff at the time. Script = one buff and, Beneficial Spell = one buff as well for the same type of unit.



Nonsense, you can script as many simultaneous buffs as many spells there are, never used genies to buff your main stack for 3 turns? With 6 genies, you can have 18 regular spells buffs at once, then hero can also cast etc. Then hardcoded things can be cracked -which is what WoG is mainly doing, etc etc.

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xericsin
xericsin


Famous Hero
posted October 04, 2017 07:25 PM

I am seeing AI taking my town and instantly recruiting top level creatures.

And I didn't build those dwellings.

Is this a setting from WOG Revised?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 04, 2017 08:19 PM

No, maybe other mods?

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xericsin
xericsin


Famous Hero
posted October 05, 2017 08:11 AM

I have only loaded wog and my own mods.
I don't remember making anything like that.
Once I take back the town, the dwellings are still not built.
Strange bug. Quite a headache in early game.

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avatar
avatar


Promising
Supreme Hero
posted October 05, 2017 09:25 AM

I've experienced similar bug:
http://heroescommunity.com/viewthread.php3?TID=42498&PID=1441459#focus
____________

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orc
orc


Famous Hero
posted October 05, 2017 04:01 PM
Edited by orc at 16:15, 05 Oct 2017.

nik312 said:
Galaad said:
I concur. I have trouble seeing where the lack of respect would be, IMO is rather flattering. Also Hota is Hota, their scope goes beyond one town, and ERA is easily recognizable. Maybe I am mistaken but I didn't hear any complains from the crew about the VCMI port. If it really bothers you maybe you could ask them for green light, but a refusal from their side would honestly surprise and puzzle me.


On the contrary. We did/do have some complaints about the VCMI port, though not too strong or public ones because of individual circumstances under which it had appeared. We would definetely not want it to become a precedent, though.

As for ERA case - yes, igrik did contact us and agreed to respect our decision to red-light the further distribution. And we are grateful for that. A respect for authors right to say 'no' is the actual reason to ask for permission of using some content.

I suppose this position has to be explained, though.

HotA is a project, one of few principal points for which are its quality and integrity. Each detail is being perfected sometimes for several months before getting accepted as being "fit" in every way. Seeing all that work simply copied to another environment in a blink of an eye, without any regard to what it was supposed to be into in terms of graphics, gameplay, balance, storyline or else... Is a strong demotivation to continue ever creating such content. That is why we strongly discourage any use of HotA's content outside of HotA.

Now, it does not mean that we stand against any other modders or projects development. Using others' groundwork is not the only way to develop content. It is a way in itself, but we willfully don't use it and expect the same attitude towards ourselves. That seems fair enough, especially taking in account that over time our artists have created some fully-public content as well as helped some interesting projects (like TSW) both with advice and with actual work without expecting to use it somehow later, in HotA. That is exactly the way we see modding work. Sometimes you create something for everyone (using or not using it yourself - doesn't matter), sometimes you help others to create their own stuff and the rest of the time - you create exclusive content that becomes part of your unique image.



Hello,

Can you please combine HotA features into wog? if yes when? Thanks!

xericsin said:
I have only loaded wog and my own mods.
I don't remember making anything like that.
Once I take back the town, the dwellings are still not built.
Strange bug. Quite a headache in early game.


Maybe AI has Scouting skill + diplomacy. With scouting he scouts the area and can find high lvl creatures, and with diplomacy he convince them to join the hero.

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LucPatenaude
LucPatenaude


Famous Hero
Owning all 7 Heroes games
posted October 06, 2017 06:21 PM

SEE! That game is so outdated that some of those bugs aren't even real...

...as of 2006(11 years ago)in Heroes 5 of Might and Magic:Hammers of Fate version 2.1(patched a mere couple months after the original expansion's release).

So, ever since, the A.I. could do this to my invaded town and, when I re-invaded it, the level 7 dwelling was built for real. Turns out the A.I. had plenty of extra gold, gems, crystals, sulfur and, mercury to do just that. In other words, even though the existing dwellings had next to no troops for hire from that specific week, it figure out that building rather the level 6 and then, the level 7 dwellings in a mere 2 days, was the outmost logical thing to do, in order to be able to leave the city to its own ability to defend itself against any wandering hero's army that would dare think of re-invading that fully developed City. I was just fortunate to have the army needed to thwart those very few level 6s and level 7s. Later on, in the next weeks to come, that very same A.I. player was defeated by another A.I. player that happens to be way more powerful than that of the one that attacked me.

But, of course, it never happened in the 2nd and 3rd week of the 1st month of the game, for me, at least.


____________
Now, all 7 titles can be played on Windows 10 Home/Pro Editions. Thanks to the good ole' Gog.com people, all the series can be played on any decent multi-core PC.


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Orc
Orc


Famous Hero
posted October 10, 2017 10:19 PM
Edited by Orc at 12:59, 11 Oct 2017.

Hello,

I ran into little problem with my script from yesterday. I will put the script at the end of this post.

So, my script did initially run and work. (After I enabled it at mods/s/specialty.erm from mod manager).

Now what I did, I changed the file name and deleted the .erm extension just to see what happens.

As expected, the script stopped working. Then I renamed the file back to specialty.erm, bringing back the file extension. The script did run, and Pyre specialty changed to logistics, but the specialty description did not change. It stayed as it is: "ballista, commander can shoot"

So whats the problem? Before i mess up with file .erm extension, it was all working and even the specialty description text did change.

My speculation is that "enhanced skill description" script ran after my own script.

So I tried and disabled my script, then run wog, then exit wog, then enable my script, then run wog again, still with no use?

I think its prolly easiest to delete the file and make new file. What do you think?

Here is the script.
Pyre
!#HE54:X0/2; [Set Pyre's specialty to Logistics]
!#VRz990:S^Receives a 5% per level bonus to Logistics skill percentage.^; [Set up text]
!#UN:G2/54/2/990; [Set speciality text]
!#UN:G2/54/3/23; [Set specialty picture to Logistics]

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cranky
cranky

Tavern Dweller
posted November 17, 2017 03:40 PM

wog + era

can i install wog + era when i have hota over complete already? or do i have to reinstall everything?
____________

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Bersy
Bersy


Honorable
Supreme Hero
posted November 27, 2017 09:28 PM

Yes, you can.

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Bersy
Bersy


Honorable
Supreme Hero
posted November 27, 2017 09:35 PM bonus applied by Maurice on 28 Nov 2017.
Edited by Bersy at 21:36, 27 Nov 2017.

Era v2.6 change log
Download (subfolder "Releases")

Version 2.6
------------------------
[+] Added default values for most of heroes3.ini parameters. No crashes anymore on missing values or even missing heroes3.ini.
[+] Added 'default era settings.ini', which values are used if corresponding parameters are missing in heroes3.ini.
[+] Backported saved game sections debugging capabilities with "Debug.DumpSavegameSections" ini option.
[+] New directory "DebugEra" must exist in order for debug functions to work (is automatically created and game start).
[+] Backported dump event list, dump patches, dump erm memory and dump PE modules capabilities from 2.5x branch (F11 key).
On calling Era.GenerateDebugInfo (no parameters), pressing F11 or game crash DebugEra folder is filled with various files,
containing full necessary debug information. Report generation can be carried out on demand:

!!SN:L^era.dll^?y1 Ay1/^GenerateDebugInfo^/?y2 Ey2/0/0; generate debug information, including ERM tracking info

[+] Functions can now have names. Any time you use "(something)"" inside commands, a new function number from 95000+ range is associated with text inside brackets and brackets with name are replaced by that number. If the name already has associated function number, existing number is used instead. Use SN:W to get number of named function by name. Unnamed functions are deprecated, but still working.

Example: !!FU(OnHenchmanHire); call function which maybe does not exist, but script users will be able to handle the event.
Example: !?FU(Phoenix.FindFreeSlot);

Please, don't forget that names are global. Prefix function names with mod abbreviation: (BattleLib.RessurectStack).
Function names are replaced with numbers during map initialization stage, so this feature has no impact on performance.

[+] Added labels support. Label is command ordinal number inside current trigger starting from 0. [:LabelName] defines local label. [LabelName] means replace label with command number. Labels are used with SN:G command to implement loops and conditions.

Example of simple loop:

!!VRy1:S0; initialize counter
[:loop]; loop is label name inside current trigger (!?XX until next !?XX of the same file)
!!IF:L^Echoed %Y1 times^; echo message
!!VRy1:+1; increase counter
!!SN&y1<7:G[loop]; jump to loop label if not echoed 7 times

Example 2:
!?CM2; archangel in every slot
!!VRy1:S0;
[:loop]
!!HE-1:C0/y1/13/1;
!!VRy1:+1;
!!SN&y1<=6:G[loop];

[+] Added elseif syntax to !!el command. If !!el has condition and condition evaluates to false, the engine proceeds to the next !!el command until finds the right one or meets !!en.
[+] Added !!SN:O command. Get object entrance. SN:O?$/?$/?$
Initialize any three variables with object square coordinates. Pass them to command to update coordinates with right object entrance square. Thanks to gamecreator.

!?CM0;
!!CM:R0 P?y1/?y2/?y3;
!!VRv2:Cy1/y2/y3;
!!SN:O?y1/?y2/?y3;
!!IF:M^%V2 %V3 %V4 => %Y1 %Y2 %Y3^;

[+] Added function names for default ERM events without parameters and new Era triggers. Ex.: !?FU(OnBattleRegeneratePhase)
!?FU77001 = !?FU(OnSavegameWrite)
!?FU77002 = !?FU(OnSavegameRead)
!?FU77003 = !?FU(OnKeyPressed)
!?FU77004 = !?FU(OnOpenHeroScreen)
!?FU77005 = !?FU(OnCloseHeroScreen)
!?FU77006 = !?FU(OnBattleStackObtainsTurn)
!?FU77007 = !?FU(OnBattleRegeneratePhase)
!?FU77008 = !?FU(OnAfterSaveGame)
!?FU77010 = !?FU(OnBeforeHeroInteraction)
!?FU77011 = !?FU(OnAfterHeroInteraction)
!?FU77012 = !?FU(OnStackToStackDamage)
!?FU77013 = !?FU(OnAICalcStackAttackEffect)
!?FU77014 = !?FU(OnChat)
!?FU77015 = !?FU(OnGameEnter)
!?FU77016 = !?FU(OnGameLeave)

[+] Added SN:H command for setting hints, descriptions, names without z-vars. Currently only the following variants are supported:
SN:H^object^/x/y/z/hint;
SN:H^object^/obj_type or -1/obj_subtype or -1/hint;

[+] Fixed !!FU:P?x[n] bug. Now this syntax works ok.

[+] Added SN:H subcommand "spec" for applying custom hero specialty names.
SN:H^spec^/hero/short name (0), full name (1) or description (2)/hint

[+] Added ability to delete hints set up by SN:H. Just add "-" prefix to the first argument.
SN:H^-object^/...

[+] Better support for modern HD mod and x86_patcher:
- included x86 patcher v4.3 with debug map file;
- 95% of Era's patches use x86_patcher, each *.bin file creates its own patcher instance;
- x86_patcher patches are dumped to "DebugErax86 patches.txt" during debug info generation.

[+] Implemented support for multiple UnhandledException handlers, now both HD and Era handlers do their job.

[+] Implemented fully featured ERM tracking support: track all executed triggers and commands in order to defeat bugs and learn game mechanics.
See Debug.ErmTracking.* options in "Heroes 3default era settings.ini".

All ERM triggers and commands are recorded during execution (tracked) and are dumped to single "DebugEraerm tracking.erm" file in the order of execution.
Comments after each trigger show flags and v-variables state on trigger start/end.
Comments after each receiver show exact file, line and position of command.

Tracking report file is generated on F11 press or on game crash.

[+] Improvated named functions support. Added programmatical ability to get function name by ID.

[+] Improved multiplayer support:
- The whole packed saved game is sent on end of turn, difference file is not generated.
- Added object creation immediate synchronization between servers and clients.
- "SavedGameExtraBlockSize" ini setting is dropped.

As a result, playing game with script, that support multiplayer, can be performed without crashes.
WoGification and quick saving scripts work.
 
[+] Released ERM Hooker v2.0 plugin with support of multiple handlers at the same address. It support Era 2.46,
but is DEPRECATED in advance, because the same functionality without memory leaks will be ported to Era in
future versions.

[+] F11/crash dumps loaded mods to "EraDebugmodlist.txt".

[+] Added support for compiled debug maps for dll/exe files and basic set of compiled maps. Map files are used to find corresponding name of function/variable/class by address in executable code. This feature allows to display human readable crash report in terms of source code items, not meaningless addresses.

Use ToolsExeMapsCompilercompile.phc to convert Borland map files to *.dbgmap binary files, used by Era.
The tool requires PHP interpreter v7.1+ to run. C++ maps support is planned to be added soon.
Place *.dbgmap file with the same name, as executable/dll but with capital first letter to Heroes 3DebugMaps directory.
Debug maps are loaded automatically during debug information generation.

[+] Implemented generation of detailed crash report on game crash, including data analysis.

[+] Updated Yona mod: added "Hammer Crush" ability for dwarfs.

[*] Ported igrik's code to fix SN:D in heroes meeting screen.
[*] Removed deprecated triggers from Era as long as deprecated RecallAPI function.
[-] Fixed bug with combined artifact (# > 143) dismounting in heroes meeting screen.
[-] UN:J3 patch rollbacked for backwards compatibility reasons.
[-] Fixed ERM MR:N bug. !?MR1/2 return valid stack number or -1.
[-] Fixed bug with dispell in enemy spellbook and 1-turn spell durations of friendly hero.
[R] (Removed) UN:J3 command does not reset commanders anymore. If value ":clear:" is passed as file name, all WoG options are dropped to zero and option #101 (Map Rules) is set to 2 ("use selected below").

...and more...

Version 2.6.1
------------------------
[+] Added latest Mod Manager by SyDr, updated default mods.
[+] Added no hota maps.bin patch, fixing crash when Hota is installed in the same Heroes 3 directory.
[+] Added "game bug fixes.era" plugin by RoseCavalier:
- AI can't cast Town Portal on Cursed Ground;
- AI can't cast Fly if they don't have it;
- Show Subterranean Gates / Monoliths icons on 'View World' and 'View Air';
- 65535 objects patch by AlexSpl;
- AI split divide by 0 fix;
- Repair Arena Cancel button;
- Show Forcefield Shadow;
- AI Resurrection-freeze bug;
- > 32767 creatures patch.
[+] Integrated Big Spellbook mod by MoP.


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 27, 2017 09:57 PM

Thanks

Any plan for an installer?

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avatar
avatar


Promising
Supreme Hero
posted November 27, 2017 10:14 PM

It's like Christmas in November... Thanks

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Bersy
Bersy


Honorable
Supreme Hero
posted November 27, 2017 10:31 PM

Welcome and thanks to you, my friend!
Installers are located in Releases subfolder. Link is given at the top of the previous post )

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted November 27, 2017 11:01 PM

@Bersy Thank you and everybody very much!
I already see some changes I can put to good use

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Bersy
Bersy


Honorable
Supreme Hero
posted November 27, 2017 11:42 PM

Glad to hear that

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fred79
fred79


Disgraceful
Undefeatable Hero
posted November 28, 2017 06:16 AM

awesome. thanks for the hard work, bersy.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 28, 2017 07:02 AM
Edited by Salamandre at 07:03, 28 Nov 2017.

Era 2.61 now at wakeofgods.org (86,7 Mo)

Maybe update first post, Bersy?

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Bersy
Bersy


Honorable
Supreme Hero
posted November 28, 2017 01:35 PM

Quote:
Maybe update first post, Bersy?

I obey, master.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 28, 2017 01:50 PM


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