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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Era II
Thread: Era II This Popular Thread is 142 pages long: 1 2 3 4 5 ... 30 60 90 120 ... 138 139 140 141 142 · «PREV
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


Known 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


Known 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
Famous 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


Known 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 6 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.


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Heroes 5 upto Heroes 7 are the only Windows 10 Home/Pro games playable without major Modding to make them playable to such awesome modern O.S.

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Orc
Orc


Known 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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