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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Era II
Thread: Era II This Popular Thread is 163 pages long: 1 20 40 60 ... 78 79 80 81 82 ... 100 120 140 160 163 · «PREV / NEXT»
PyroStock
PyroStock


Adventuring Hero
posted May 01, 2013 08:59 PM
Edited by PyroStock at 21:00, 01 May 2013.

We never enable(d) the scripts:
the 3 options replaced that caused bugs (Split Decision, Espionage3/Sabotage, Passable Terrain);
or the other 2 that were replaced(Ghosts on Map & Disable Autosave);
or the other 2 bugged scripts that were reported as fixed (First Money, SecondarySkill Tactics);
or the scripts that caused conflicts with each other listed in Hints (Karmic battles, Enhanced War Marchines3, Random Hero);

I agree the new options are interesting & would like to keep/try them.  When I have time later I can read threads to find out how to add special terrain script to WoG Revised (maybe even just cut & paste the script to an always active script without the "check if WoG option for Terrain Patches is checked").  In the meantime, am I safe to assume as long as we never enable the bugged scripts above (which we never use anyway) then we don't need Wog Revised?  Was Secondary Skill Luck fixed in WogRevised or ERA?

IMO Special Terrain Patches add more to the gameplay than Monster Mutterings (which is by definition only decorative/roleplay & slows down actual gameplay/strategy).  Nevertheless, I agree that "pleasing everyone is god task, not human".  So thanks for your replies and everything you've done for Heroes3... I am pleased.

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Sguazz
Sguazz


Known Hero
posted May 12, 2013 07:09 PM

I don't know if it's OT:

These are incorrect:
!!HE#:X7/$1/$2/0/0/0/0; and !!HE#:X7/$1/$2;

These are correct:
!!HE#:X7/0/$1/$2/0/0/0; and !!HE#:X7/0/$1/$2/0/0/0;

Is it possible?

$1=attack bonus
$2=defense bonus
And the first "0"? Is it dummy?

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noname
noname


Hired Hero
posted May 13, 2013 09:36 PM

I wish to disable Yona mod (due to ultra inefficient Orcs, and imba Pikes, Cavaliers), but I do wish to have the same battle hints(showing kill counts) as with Yona mod. Is there a solution?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 13, 2013 09:41 PM

If you have old Yona (newest was released one week ago), open Yona/settings.ini and:

[Global]
NewCreatureAbilities    = 0
NewCreatureDescriptions = 0
OverrideBattleLogHint   = 1
____________
All my Era II mods

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Bersy
Bersy


Responsible
Supreme Hero
posted May 13, 2013 10:03 PM

Use haste on Orcs and attack from close distances. Orcs do ultimate damage then (up to 300% with sniper bow).

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted May 13, 2013 10:10 PM

Quote:
If you have old Yona (newest was released one week ago), open Yona/settings.ini and:

[Global]
NewCreatureAbilities    = 0
NewCreatureDescriptions = 0
OverrideBattleLogHint   = 1


So we cant have custom settings in new Yona? Why? And where is it?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 13, 2013 10:17 PM

Of course we can, is just different layout:

[]
; Main
Debug                 = 0
NewCreatureAbilities  = 0

; Debug
DebugStackToStackDamage = 1
____________
All my Era II mods

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noname
noname


Hired Hero
posted May 13, 2013 10:34 PM

Thank you Salamandre.
What`s new in the updated script? Where can I find it?

Quote:
Use haste on Orcs and attack from close distances. Orcs do ultimate damage then (up to 300% with sniper bow).

The problem is that Orcs became the lowest threat in the game by this script, a couple of Walking Deads are more dangerous than the Orcs. This make Orc blocks easy to pass, while another kind of creature wouldn`t be passed with that ease. In a hot seat game you going to lose archery advantage instantly.
The script is sounds logical to me, but the problem should be adressed somehow, for instance that makers shouldn`t make such drastical distance penalties/bonuses. The Orc should do just little less damage to far units, and just a little bit more to nearby units, that would be the solution in my eyes.

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Bersy
Bersy


Responsible
Supreme Hero
posted May 14, 2013 11:43 AM
Edited by Bersy at 11:44, 14 May 2013.

Yona v5.0 ENG
In the fifth version about 60% of code was rewritten, a few non critical bugs dealing with game mechanics were fixed. Yona is quite tolerant to other mods, passively and first adds hints in battle log dialog, does not activate special ability on ESC if cursor is blocked via ERM (mostly, cursor is locked when emulation of new abilities or spells is implemented in custom mod).

Now three files with the following contents are responsible for configuration:

creature descriptions.txt
0="Anti-cavalry: 200%. Ignores cavalry bonus";
1="Anti-cavalry: 200%. Ignores cavalry bonus";
2="Aimed shot: 300%";
3="Aimed shot: 300%. Shoots twice";
6="Block: 50%";
7="Block: 50%. Strikes twice";
10="Cavalry: +20% dmg per hex";
11="Cavalry: +20% dmg per hex";
88="Damage depends on distance";
89="Damage depends on distance";

It allows to assign any description to any creature by its id.

lang.ini
[]
ANTICAVALRY_BONUS = Anti-cavalry: ~Multiplier~%
CAVALRY_BONUS = Cavalry: +~Damage~%
DEFENSIVE_BLOCK_BONUS = Block: ~Multiplier~%
DISTANCE_DEPENDANT_ATTACK_BONUS = Modifier: ~Modifier~%
AIMED_SHOT_BONUS = Aimed shot: ~Multiplier~%

DISTANCE_HINT = Distance: ~Distance~

AIMED_SHOT_ACTION_LOG = ~Num~ ~Name~ take aim
AIMED_SHOT_HINT = Take aim

It became easy to translate texts to target language or change hints format.

settings.ini
[]
; Main
Debug = 0
NewCreatureAbilities = 1

; Debug
DebugStackToStackDamage = 1

The number of options was severely reduced, because their previous quantity used to increase efforts for adding anything new.

The feature of this release is "aimed shot" ability. It's activated by archers and marksmen on their turn by pressing ESC key (all checks for permission of this activation at current moment present). New ability support network gaming too. Stack choses a hex to aim at. Damage for this particular hex will be tripled in the next turn, if the possibility and willing to attack remain. The ability uses two cursors (thanks to Valery, cursors are replaced on the fly using redirection mechanism) and sound of activation.

AI is currently absent, but planned.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted May 14, 2013 12:22 PM

It seems, you cant set up creature abilities and descriptions one by one like you used to, so if I want normal champions but Yona Orcs, I'm stuck with the old version?

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Bersy
Bersy


Responsible
Supreme Hero
posted May 14, 2013 02:41 PM

You're right.

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Pancolart
Pancolart

Tavern Dweller
posted May 21, 2013 07:55 PM

Era does not work on my XP sp1. It doesn't start at all. If game started with HOMM 3 HD 3.45 Launcher i get this error: runtime error 216

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Bersy
Bersy


Responsible
Supreme Hero
posted May 22, 2013 10:54 AM

-) Install it from admin account into non-system directory (D:\WoG)
-) Ensure no compatibility options are on in h3era.exe properties.
-) Ensure that Data Execution Prevention (DEP) is off.

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Dr_Zomboss
Dr_Zomboss


Adventuring Hero
posted May 22, 2013 03:07 PM
Edited by Dr_Zomboss at 15:08, 22 May 2013.

Guys in the Era start menu there is one box and writes:ERM memory editor.What is it?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 22, 2013 03:10 PM

Theory of Relativity for you.
____________
All my Era II mods

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Pancolart
Pancolart

Tavern Dweller
posted May 22, 2013 06:02 PM

Quote:
-) Install it from admin account into non-system directory (D:\WoG)
-) Ensure no compatibility options are on in h3era.exe properties.
-) Ensure that Data Execution Prevention (DEP) is off.


But installation demands game directory.

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Bersy
Bersy


Responsible
Supreme Hero
posted May 22, 2013 07:08 PM

Right, install SoD/Complete in D:\WoG first.

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Draker
Draker


Known Hero
Building the Dragon City
posted May 22, 2013 07:33 PM

Quote:
Right, install SoD/Complete in D:\WoG first.


Actually, he can just copy folder from Program Files to D:.

@ Pancolart

Install SP3 for XP and try again.


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Sguazz
Sguazz


Known Hero
posted May 26, 2013 01:39 AM

The WOG Option "Estates I" doesn't work properly.
"Weekly resources" works, but not "5 x hero level gold per day".
So, with "Estates I" ON, a Hero with Estates, gives only 125/500/750 gold per day.
This is only a tip if you want to correct it for a next Era...

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 26, 2013 07:35 AM

I tested it and it works properly.

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