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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [Platform] Knightmare Kingdoms
Thread: [Platform] Knightmare Kingdoms This thread is 61 pages long: 1 10 ... 17 18 19 20 21 ... 30 40 50 60 61 · «PREV / NEXT»
Khadras
Khadras


Famous Hero
posted July 15, 2016 11:52 AM

RerryR said:
You should definitely update Enhanced Magic Skills and just use the mods you want.

Sorcery damage buff makes very small change to WOG script: 30 wog - enhanced secondary skills.erm. It can be very low in priority.



The Enchanced Magic Skills is updated to the very last version, but i like to keep all those scripts into a single folder mod. In my list appear with old name, but in reality, inside the folder is last version of all small mods from site https://www.dropbox.com/sh/2n833qukbbaxscg/AADl4f_nx8_CZK0dXBMXHXZsa/Newest%20Versions?dl=0

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted July 15, 2016 03:12 PM

RerryR said:
You should definitely update Enhanced Magic Skills and just use the mods you want.

Sorcery damage buff makes very small change to WOG script: 30 wog - enhanced secondary skills.erm. It can be very low in priority.



nope: "30 wog - enhanced secondary skills.erm" is replaced also in Knightmare Heroes. The changes are vital, and referenced in another scripts. If you wish to know and I remember properly there also Sorcery  is buffed, but  I don't remember how much.

PS: when I did spell specialists I probably didn't understand well specialist percentages.  So I ask on armorer spec: it says on SS 5/10/15% and 5%  every level... is it 15/20/25/30 etc on levels 1/2/3/4 etc if starting with expert or is it 15%/+5%*15%/+10%*15%/+15%*15% ?
I probably get the  first in some places...

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted July 15, 2016 03:14 PM

Khadras said:
RerryR said:
You should definitely update Enhanced Magic Skills and just use the mods you want.

Sorcery damage buff makes very small change to WOG script: 30 wog - enhanced secondary skills.erm. It can be very low in priority.



The Enchanced Magic Skills is updated to the very last version, but i like to keep all those scripts into a single folder mod. In my list appear with old name, but in reality, inside the folder is last version of all small mods from site https://www.dropbox.com/sh/2n833qukbbaxscg/AADl4f_nx8_CZK0dXBMXHXZsa/Newest%20Versions?dl=0



So load before knightmare heroes, and say if it still crashes?

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted July 15, 2016 08:17 PM




PS: when I did spell specialists I probably didn't understand well specialist percentages.  So I ask on armorer spec: it says on SS 5/10/15% and 5%  every level... is it 15/20/25/30 etc on levels 1/2/3/4 etc if starting with expert or is it 15%/+5%*15%/+10%*15%/+15%*15% ?
I probably get the  first in some places...


as far as i understand it its always 5% from 30 if we take offense as example. You will not have plus 100% damage with level 14

and maybe that is why your spell specialist is very strong with high level



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Khadras
Khadras


Famous Hero
posted July 15, 2016 09:05 PM
Edited by Khadras at 21:20, 15 Jul 2016.

Hi! I've done all you said to me and i receive this crash:

EIP = {0x033757FE},  Access Violation. Attempt to {read} the inaccessible data at {0x3D5B5578}

The Latest Executed ERM Receiver:

CM:I?y-1; //Area mouse moves over
!!VRz-1&y-1=158:Sz145021;
!!VRz-1&y-1=150:Sz145022;
!!CM&y-1=150

This crash was after i move 300 Rogue in my town and want to recruit with click on the creature icons from the left down side of the town screen.

After i reload the save game i attack in that turn an enemy hero and another crash:

EIP = {0x0046A9E6},  Access Violation. Attempt to {read} the inaccessible data at {0x73656908}

The Latest Executed ERM Receiver:

FU&y1<=1:E;                 [Â&#369;&#337;îä &#314;&#324;ë&#269; í&#314; ç&#341;&#324;&#341;ä&#341;]
!!VRy2:S5 R2;                 [y2 - &#281;îë-âî î&#328;&#273;&#729;

And after again reload the savegame, i was attacked next turn by enemy hero in my necro town and when i want to attack with my rogue the enemy unit another crash with this error:

EIP = {0x05F81EF9},  Access Violation. Attempt to {read} the inaccessible data at {0x00000087}

The Latest Executed ERM Receiver:

FU:E; Exit if not Resistance/Exorcist Specialist
!!en:;

!!UN:Cy22/4/7717607;

!?BA0&1000;
!!SN:L^

Another crash, and again a new crash. I can not play even 3 turns without crash. It is madness!!!

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted July 15, 2016 09:27 PM

at least one mod you have is incompatible with Knightmare Mods
I suggest disabbling whole EMS and play a month (28 turns) then if no crash we have a guilty.

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Khadras
Khadras


Famous Hero
posted July 15, 2016 09:46 PM
Edited by Khadras at 21:48, 15 Jul 2016.

majaczek said:
at least one mod you have is incompatible with Knightmare Mods
I suggest disabbling whole EMS and play a month (28 turns) then if no crash we have a guilty.


EMS was disabled when the crash occured. This was my list of mods:

WoG
Morn battlefields
Yona
Ultima_Objects
Composed objects and NPC
New Objects Patch
Heroes 2 Objects
HOTA_objects
WoG graphics beta
FREDOBJ
Animated trees
WoG Revised
WoG PLUS
Revisitable Cartographers
Master of Craft
Disposable Spell-Scrolls
Another flags
Estates displayed
Rename town
Advanced Battle Hints
HmS_Improved_Interface
Usain Bolt
Conquistador
Upgrade ALL
New Interface Mod
LotRD Music
new difficult button
GAMEPLAY_Neutrals split
[GRAPHICS] Various Pandora boxes
Underground fixed
amethyst upgrades
YNewLevelupScreen
ERA scripts ENG 1.22
Knightmare Difficulty
Adventure Pillars PLUS
ReMagic Lite
Damage related to health
Bounty Hunter
Army Management
Overflow_Fix
Upgradable Silos
Knightmare War Machines
Knightmare Heroes

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 15, 2016 10:06 PM

Khadras said:
HmS_Improved_Interface


Even if it breaks my heart to say so -as I worked on for months, you should delete that mod and start using HD mod instead. It provides same features and much more, but this time properly coded as the guy is a professional. And if you dislike, as I do, higher resolutions, just stick to 800x600, it will change nothing to clicks locations.

Actually HMS could lead to unexpected crashes.
____________
Era II mods and utilities

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Khadras
Khadras


Famous Hero
posted July 16, 2016 06:28 AM
Edited by Khadras at 10:17, 16 Jul 2016.

Salamandre said:


Even if it breaks my heart to say so -as I worked on for months, you should delete that mod and start using HD mod instead. It provides same features and much more, but this time properly coded as the guy is a professional. And if you dislike, as I do, higher resolutions, just stick to 800x600, it will change nothing to clicks locations.

Actually HMS could lead to unexpected crashes.


Thanks! I have already HD mod. Probably is a conflict between them. Thanks for this information!

Another crash without explanation.

EIP = {0x0040DD38},  Access Violation. Attempt to {read} the inaccessible data at {0x6572764A}

The Latest Executed ERM Receiver:

IF:V9/0;

!?FU8180;                    (Mystical Gardens, Water Weels and Windmills)
!!IF:V1/0;
!!

It is from mithril enhancement script.

Rightclick on my rogue show that their name is Surcoat of Lloth. After i double click on them and enter in creature window their name changed to Horn of Summoning. These are artefacts no? And why the rogues are named like artefacts? Here is the image:
http://www.filedropper.com/rogues

Another crash with error:
EIP = {0x04E157FE},  Access Violation. Attempt to {read} the inaccessible data at {0x541AE92C}

The Latest Executed ERM Receiver:

CM:I?y-1; //Area mouse moves over
!!VRz-1&y-1=158:Sz145021;
!!VRz-1&y-1=150:Sz145022;
!!CM&y-1=150

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted July 16, 2016 03:31 PM
Edited by majaczek at 17:11, 16 Jul 2016.

It SEEMS to be from Mithril enchancements script, but it isn't. such high adresses suggest there is some memory error (not only upper memory is inaccessible to  read but also EIP (adress of execution) is really high. the guessed part of erm script judged to be faulty is meaningless.

@the names of artifacts on creatures
there is very probably z-var conflict. I may change to another z-var but since there is not much non-ert z-variables and much o them are reserved it's only matter of time when another z-var conflict arises

EDIT: fixed knightmare heroes. now spell and magic specialists  aren't so overpowered. I might pump them up but not so far .
background: specialists give mostly 5% thingie per level but it isn't literally 5% but 5% of base value (which is percentage) so i.e. armorer gives 5% * 10% damage reduction at level 1, so only 10% at level 20 :| (if you get advanced or expert  it would be much better)

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Khadras
Khadras


Famous Hero
posted July 16, 2016 04:03 PM
Edited by Khadras at 17:49, 16 Jul 2016.

It is a strange things that happen after battle: my ghosts are transformed into pikemen after battle. It is normal? This is happening while ghost attack an enemy and rise some of them. In battle are ghosts, but when exit from battle, after i win, i see i have pikemen instead ghosts. The number of ghosts thet rise from an attack, must disappear after battle and i must normally remains just with initial number of ghosts. But they remain after battle and all my ghost became pikemen.

And look at this picture:

http://www.filedropper.com/sylvan

Arrow tower does negative damage and Sylvans has more left health than maximum health? !!! It is from this script>

!?MF1&1000;    before damage dealt

!!BG:N?y-1;       active stack?
!!BMy-1:B?y-2 N?y-3 H?y-4 L?y-5 I?y-99; original number of units / current number of units /HP/Hp lost by next monster

!!MF?y-60;       original damage

!!VRy-10:Sy-2 *y-4;            initial HP pool
!!VRy-11:Sy-3 *y-4 -y-5;       actual HP pool after damage

!!VRy-52:Sy-11 : y-10;         lost hp ratio
!!VRy-53:S1;
!!VRy-54:Sy-53 - y-52;
!!VRy-56:Sy-2 - y-3;     number of lost uits
!!VRy-55:Sy-54 * y-56 : 2;
!!VRy-62:Sy-60 - y-55; modified damage
!!VRv4567:Sy-55; difference of damage

!!MF:Fy-62;        deal new updated damage

!!VRz-1&v4567>0:S^Stack's enjury reduced its damage with %Y-55 from %Y-60^;
!!BU:Mz-1;

How can be set this line !!VRy-62:Sy-60 - y-55; to be always negative? Because y-60 - y-55 sometimes is positive because y55 is sometime > than y-60?
I want to set something like in math: !!VRy-62:S - |y-60 - y-55|; Y60 - Y55 must be put in module to be always positive and put minus before module, but this is math not erm.


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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted July 16, 2016 05:15 PM
Edited by majaczek at 17:32, 16 Jul 2016.

Khadras said:
It is a strange things that happen after battle: my ghosts are transformed into pikemen after battle. It is normal? This is happening while ghost attack an enemy and rise some of them. In battle are ghosts, but when exit from battle, after i win, i see i have pikemen instead ghosts. The number of ghosts thet rise from an attack, must disappear after battle and i must normally remains just with initial number of ghosts. But they remain after battle and all my ghost became pikemen.

And look at this picture:

http://www.filedropper.com/sylvan

Arrow tower does negative damage and Sylvans has more left health than maximum health? !!!


there are two messages from battle log not from  my mod, and I judge that either of them may be the guilty.
PS: do you have exorcism? are you defender or attacker?

EDIT: probably yes. those MR thing is from EMS I believe as I watched the scripts, but I am not sure
Sorry my Bad it  was the health mod

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Khadras
Khadras


Famous Hero
posted July 16, 2016 05:24 PM
Edited by Khadras at 17:30, 16 Jul 2016.

I know, it is from Damage related to health Mod, but there it is a mistake because not treated the situation than damage done can be negative. But i want to correct that, and i want to ask you how to do it because you know erm much much better than me. and the ghost transformation problem i think is from creatures index.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted July 16, 2016 05:35 PM
Edited by majaczek at 17:21, 18 Jul 2016.

Khadras said:
I know, it is from Damage related to health Mod, but there it is a mistake because not treated the situation than damage done can be negative. But i want to correct that, and i want to ask you how to do it because you know erm much much better than me. and the ghost transformation problem i think is from creatures index.


If you want test you may mark any creature as ghost. just open (or create if doesn't exist)
Amethyst UpgradesDataCreatures199.cfg
and add the line
isGhost=1

where 199 is replaced with  creature number

EDIT: thanks for catching! there was a bug in Amethyst2.dll, download mod again and check it

EDIT: Fixed spell specialist fix again and hopefully now

EDIT: fandor fixed wrong growth. Now you don't  get 25 centamoths on yog - only 2

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Khadras
Khadras


Famous Hero
posted July 19, 2016 05:59 AM

With your last Amethyst Upgrade Mod the random map generator does not work. If i disable the Amethyst Upgrade Mod the RMG works perfectly.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted July 19, 2016 05:50 PM
Edited by majaczek at 19:53, 19 Jul 2016.

Khadras said:
With your last Amethyst Upgrade Mod the random map generator does not work. If i disable the Amethyst Upgrade Mod the RMG works perfectly.


Weird? It should not be possible? Do you use HD-mod? I check my end, you  check yours... there is problem between WoG plugin "campaign heroes as start Heroes" and HD mod (it  crashes with no message)

Yeah you are right
I fixed it now
Please check

PS: today or tommorow will be next big version (that means more creatures and more creature specialists )


PS: please check if normal dragon utopias works well

EDIT: today not - rather tommorrow or  just past tommorrow   the big changes

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Khadras
Khadras


Famous Hero
posted July 20, 2016 09:43 AM
Edited by Khadras at 12:27, 20 Jul 2016.

majaczek said:


Weird? It should not be possible? Do you use HD-mod? I check my end, you  check yours... there is problem between WoG plugin "campaign heroes as start Heroes" and HD mod (it  crashes with no message)

Yeah you are right
I fixed it now
Please check

PS: today or tommorow will be next big version (that means more creatures and more creature specialists )


PS: please check if normal dragon utopias works well

EDIT: today not - rather tommorrow or  just past tommorrow   the big changes


I update in this morning the Amethyst and Khightmare Heroes mods and there are some syntax error in Amethyst 299 script99.erm because it appears a syntax error message for upgrading creatures to level 3 during loading a map.

You mean you will modify Amethyst Upgrades Mod and Knightmare Mod as well or just Amethyst Upgrades?

Yes, every time i use last version of HD mod. HD mod has some weird problem, and i don't know if they are put with intention or are just a bug. For example, i can not choose the first heroes from the list because RMG not working with the first 10 or 12 heroes. Always i must choose from end of the heroes list.

I'm breathtaking waiting for the big version that you speak about. Please let me know when i must download the big change and what are the mods that are modified!

About necromancy: is still unbalanced because of clone spell. Cloned creatures are taken into account by necromancy and are considered heroes dead army and after a couple of clone spells cast on battlefield, at the end a huge number of skeleton archers rose from the dead. In fact, zero creatures from my army was killed in that battle. Enemy killed just cloned troops. It is not correct to rise dead clone troops from the illusion plane with necromancy.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted July 20, 2016 03:21 PM
Edited by majaczek at 16:49, 20 Jul 2016.

Khadras said:
majaczek said:


Weird? It should not be possible? Do you use HD-mod? I check my end, you  check yours... there is problem between WoG plugin "campaign heroes as start Heroes" and HD mod (it  crashes with no message)

Yeah you are right
I fixed it now
Please check

PS: today or tommorow will be next big version (that means more creatures and more creature specialists )


PS: please check if normal dragon utopias works well

EDIT: today not - rather tommorrow or  just past tommorrow   the big changes


I update in this morning the Amethyst and Khightmare Heroes mods and there are some syntax error in Amethyst 299 script99.erm because it appears a syntax error message for upgrading creatures to level 3 during loading a map.

You mean you will modify Amethyst Upgrades Mod and Knightmare Mod as well or just Amethyst Upgrades?

Yes, every time i use last version of HD mod. HD mod has some weird problem, and i don't know if they are put with intention or are just a bug. For example, i can not choose the first heroes from the list because RMG not working with the first 10 or 12 heroes. Always i must choose from end of the heroes list.

I'm breathtaking waiting for the big version that you speak about. Please let me know when i must download the big change and what are the mods that are modified!

About necromancy: is still unbalanced because of clone spell. Cloned creatures are taken into account by necromancy and are considered heroes dead army and after a couple of clone spells cast on battlefield, at the end a huge number of skeleton archers rose from the dead. In fact, zero creatures from my army was killed in that battle. Enemy killed just cloned troops. It is not correct to rise dead clone troops from the illusion plane with necromancy.


necro will be unbalanced until we  hype other SS. HD mod has some incompatibilities with era or parts. I said one of incompatible plugins, but now it  should work. Yeah the RMG error was my fault - fixed this. the new  version would contain new creatures, and hopefully new feature  for upgrade specialists. I meant  about complete version ofmy mods. All mods. even 2nd version of knightmare kingdoms (all my mods together, without bloat). Note  it  may be today or tommorrow or later this week. I have problems with time on side of my micro-team
PS: with knightmare kingdoms you would need to have Amethyst Upgrades in newer version than knightmare kingdoms or Uninstaled (disabled is not enough) because of the way Amethyst2 currently seeks for data :|

----------------------------------------------------------------

How do you like new skills from Knightmare Heroes?
Astromancy? Life Magic? Exorcism? Raider? Nobility?
Additional attacks from tactics, offense, archery?
Which skills you would still improve? and How?

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Khadras
Khadras


Famous Hero
posted July 20, 2016 06:25 PM

I couldn't test them because the knightmare heroes cause many bugs that i must focus to catch them. After you will release this big upgrade and knightmare heroes will be more stable i will concentrate of SS.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted July 21, 2016 12:58 AM

Khadras said:
I couldn't test them because the knightmare heroes cause many bugs that i must focus to catch them. After you will release this big upgrade and knightmare heroes will be more stable i will concentrate of SS.


What part of it is unstable ???
please also redownload KH, because I do small changes from time to  time, they may change stability either way.
I could bet it's not KH alone just collision with another mod.

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