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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [Platform] Knightmare Kingdoms
Thread: [Platform] Knightmare Kingdoms This thread is 43 pages long: 1 2 3 4 5 ... 10 20 30 ... 39 40 41 42 43 · «PREV / NEXT»
majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 05, 2019 01:31 PM

Khadras said:
Hi! Any progress?

Yes, but not visible.

I am working  on war machines. Each faction is going to have own magic tent. Also there would be two new spaces for SS left. Sadly I am working not each day, so time would be  longer. Once I would get something more or less working, I would also public install package (since some people couldn't use git properly).

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Khadras
Khadras


Famous Hero
posted March 20, 2019 06:58 AM

Hi! Please provide the git link with the latest work!

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 21, 2019 12:49 PM
Edited by majaczek at 16:40, 21 Mar 2019.

Khadras said:
Hi! Please provide the git link with the latest work!


Hi! The work goes slowly, mostly because I don't pay enough attention. The git link is one with gitlab in it, but you already need git-lfs to  download properly. Also my latest work is not yet  on git because I have locally something hard to merge (I am a starter to git). once I would fix my war macines feature I would refresh git archive .


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


Khadras, what do  you suggest as special abilities for  tents?
currently i think:
Castle, Rampart: ressurection
Necrpolis: Animate dead
Inferno: some sort of gating
Swamp: Just Clone

If you help me with suggestions, the  next version would be soonner

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Khadras
Khadras


Famous Hero
posted March 22, 2019 02:35 PM

majaczek said:

Hi! The work goes slowly, mostly because I don't pay enough attention. The git link is one with gitlab in it, but you already need git-lfs to  download properly. Also my latest work is not yet  on git because I have locally something hard to merge (I am a starter to git). once I would fix my war macines feature I would refresh git archive .


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


Khadras, what do  you suggest as special abilities for  tents?
currently i think:
Castle, Rampart: ressurection
Necrpolis: Animate dead
Inferno: some sort of gating
Swamp: Just Clone

If you help me with suggestions, the  next version would be soonner



I suggest to add commander's special abilities to the tents. For example, Castle commander cast resurrection. Add resurrection to Castle tents. Do the same for all towns. For Conflux, add summon elementals like conflux commander. Remove these abilities from commanders and put them on tents, because commanders have enough abilities.
Another suggestion is to put protection spells and enhancement spells for tents. Protection from Earth/Air/Water/Fire, Bloodlust, Mirth, Magic Mirror, Haste, Stone Skin and so on.
A tent must be for heal, rejuvenation, improvement, enhancement, protection. So, it must cast those kind of spells.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 22, 2019 08:24 PM

hymm... you may not like the idea, what I am going to do with  tents... but you would accustome to it in time...

More proper question is: what do you suggest about new "ballista-type" maachines?

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Khadras
Khadras


Famous Hero
posted March 24, 2019 08:08 AM

Hi! I see a weird thing about Hierophant resurrection spell. I had 286 battle dwarf and 6 died after an enemy strike. I cast resurrection with my hierophant on them and the result was 150 battle dwarf in total. It set the total number of battle dwarf to 150. The same thing happened with my 400 centaurs captain. It set them to 150 after resurrection spell even they died only 10 in number and remains 390. Very weird with this number isn't it? (150).

Here is my files:

https://ufile.io/66s8o

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 24, 2019 04:45 PM
Edited by majaczek at 16:58, 24 Mar 2019.

Khadras said:
Hi! I see a weird thing about Hierophant resurrection spell. I had 286 battle dwarf and 6 died after an enemy strike. I cast resurrection with my hierophant on them and the result was 150 battle dwarf in total. It set the total number of battle dwarf to 150. The same thing happened with my 400 centaurs captain. It set them to 150 after resurrection spell even they died only 10 in number and remains 390. Very weird with this number isn't it? (150).

Here is my files:

https://ufile.io/66s8o



What version do you use? could you wait for next GitLab release? (if you wish to  test I may push some unfinished changes sooner)?

I will try to check it on my own install :|

EDIT: I can confirm the bug it happens when creatures were over 150 in count.

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Khadras
Khadras


Famous Hero
posted March 24, 2019 05:24 PM

Yes, I can wait. But please resolve this bug because I can not play with rampart because it.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 24, 2019 05:29 PM
Edited by majaczek at 18:42, 24 Mar 2019.

Khadras said:
Yes, I can wait. But please resolve this bug because I can not play with rampart because it.

Yes, of course, I would resolve it... but it is not my first priority in time.

EDIT: there  is draft feature of tents in git, I will work on the bug you pointed now...

EDIT: commander bug seems fixed, could you try it (don't forget to press F12 to refresh erm)

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Khadras
Khadras


Famous Hero
posted March 24, 2019 07:35 PM

majaczek said:
Khadras said:
Yes, I can wait. But please resolve this bug because I can not play with rampart because it.

Yes, of course, I would resolve it... but it is not my first priority in time.

EDIT: there  is draft feature of tents in git, I will work on the bug you pointed now...

EDIT: commander bug seems fixed, could you try it (don't forget to press F12 to refresh erm)


From where can i download the fix?

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 25, 2019 12:04 PM
Edited by majaczek at 12:37, 25 Mar 2019.

Khadras said:
majaczek said:
Khadras said:
Yes, I can wait. But please resolve this bug because I can not play with rampart because it.

Yes, of course, I would resolve it... but it is not my first priority in time.

EDIT: there  is draft feature of tents in git, I will work on the bug you pointed now...

EDIT: commander bug seems fixed, could you try it (don't forget to press F12 to refresh erm)


From where can i download the fix?


the info is at the bottom of first post.  you can find fix here. you need git + git-lfs to download it properly. (technicall  you need to  clone repository to your PC, later to update you need just "git pull")

PS: I no longer support part-mods, I support only Knightmare Kingdoms now.

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Hawaiing
Hawaiing


Adventuring Hero
posted March 26, 2019 09:11 AM

Hello Majaczek!
ignore my bad english.
you modify amethyst.dll and make a new version,that's a great work!
and i need original source code about it,could you show me a copy?
thx.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 26, 2019 02:05 PM
Edited by majaczek at 14:18, 26 Mar 2019.

Hawaiing said:
Hello Majaczek!
ignore my bad english.
you modify amethyst.dll and make a new version,that's a great work!
and i need original source code about it,could you show me a copy?
thx.


Sure. here is git repository of plugins I use. however you need git with  git-lfs to clone it properly. sources included where applicable

It's free of  charge as it's modders resource, but if you wish to say thanks, please help me  with my projects (including plugins)

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Hawaiing
Hawaiing


Adventuring Hero
posted March 26, 2019 05:14 PM

majaczek said:
Hawaiing said:
Hello Majaczek!
ignore my bad english.
you modify amethyst.dll and make a new version,that's a great work!
and i need original source code about it,could you show me a copy?
thx.


Sure. here is git repository of plugins I use. however you need git with  git-lfs to clone it properly. sources included where applicable

It's free of  charge as it's modders resource, but if you wish to say thanks, please help me  with my projects (including plugins)


thank you so much.
my english is too bad.
if i understand what you need for,i will try my best.

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Khadras
Khadras


Famous Hero
posted April 10, 2019 08:44 AM
Edited by Khadras at 08:54, 10 Apr 2019.

Hi! Please tell me how can i transform options 749, 751, 755, 779, 783, 785, 787, 795, 879 and 882 to be available in any mods without checking any options. I want to remove the option checking function.
I want to make them function freely. Can you free them from this checking function?
The 33 wog - castle upgrading.erm not function freely. Can you free it?
Thanks in advanced!

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 10, 2019 09:36 AM

Each wog mod script has a condition to activate. For example, the script you mention, castle upgrading, has this particularity within all its triggers:

!?FU867&432;

or

!?FU865&432;

See, the &432 is common to both. Which means they will work only of flag 432 is set to true. Now, if you scroll down until bottom you will see:

!#UN:P45/?v429;
!#IF&v429=1:V432/1;
!#TM82&432:S1/999/1/255;       ;timer every day

Which says, when script it activated by player, flag 432 is set to true.

An optimal way of setting all this for free would be to remove the flag 432 from all scripts. But if you are not that skilled, then you can just work around like this:

!#IF:V432/1; flag 432 is set to true whatever

then you remove:

!#UN:P45/?v429;
!#IF&v429=1:V432/1;

Now the script will work everywhere.

This will apply to all wog scripts, they all use some specific variable or flag.

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Khadras
Khadras


Famous Hero
posted April 10, 2019 10:33 AM
Edited by Khadras at 17:58, 10 Apr 2019.

Salamandre said:
Each wog mod script has a condition to activate. For example, the script you mention, castle upgrading, has this particularity within all its triggers:

!?FU867&432;

or

!?FU865&432;

See, the &432 is common to both. Which means they will work only of flag 432 is set to true. Now, if you scroll down until bottom you will see:

!#UN:P45/?v429;
!#IF&v429=1:V432/1;
!#TM82&432:S1/999/1/255;       ;timer every day

Which says, when script it activated by player, flag 432 is set to true.

An optimal way of setting all this for free would be to remove the flag 432 from all scripts. But if you are not that skilled, then you can just work around like this:

!#IF:V432/1; flag 432 is set to true whatever

then you remove:

!#UN:P45/?v429;
!#IF&v429=1:V432/1;

Now the script will work everywhere.

This will apply to all wog scripts, they all use some specific variable or flag.

Thank you very much!

Not working :(

I can not get them to work ...

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted April 10, 2019 06:17 PM
Edited by RerryR at 18:29, 10 Apr 2019.

You have to open each script separately and look at the option number just as Sal said and then set this option active
like this:  !#UN:P45/1;
Works 100%, test in a safe environment, options might get disabled later on.

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Khadras
Khadras


Famous Hero
posted April 11, 2019 12:13 PM
Edited by Khadras at 12:14, 11 Apr 2019.

RerryR said:
You have to open each script separately and look at the option number just as Sal said and then set this option active
like this:  !#UN:P45/1;
Works 100%, test in a safe environment, options might get disabled later on.



Please look at this part of a script:

!#UN:P45/=1;
!#IF&1:V432/1; // enable v432, if script is enabled

!?PI&432; // post instruction (start of the map) - Init Vars v1600-v1984 (used to save which upgrades are built)
!!VRv1600:C0/0/0/0/0/0/0/0/0/0/0/0/0/0/0/0; // there are 48 towns and 8 possible upgrades (town hall + 7 dwellings)
!!VRv1616:C0/0/0/0/0/0/0/0/0/0/0/0/0/0/0/0;
!!VRv1632:C0/0/0/0/0/0/0/0/0/0/0/0/0/0/0/0;
!!VRv1648:C0/0/0/0/0/0/0/0/0/0/0/0/0/0/0/0;
!!VRv1664:C0/0/0/0/0/0/0/0/0/0/0/0/0/0/0/0;
!!VRv1680:C0/0/0/0/0/0/0/0/0/0/0/0/0/0/0/0;
!!VRv1696:C0/0/0/0/0/0/0/0/0/0/0/0/0/0/0/0;
!!VRv1712:C0/0/0/0/0/0/0/0/0/0/0/0/0/0/0/0;
!!VRv1728:C0/0/0/0/0/0/0/0/0/0/0/0/0/0/0/0;
!!VRv1744:C0/0/0/0/0/0/0/0/0/0/0/0/0/0/0/0;
!!VRv1760:C0/0/0/0/0/0/0/0/0/0/0/0/0/0/0/0;
!!VRv1776:C0/0/0/0/0/0/0/0/0/0/0/0/0/0/0/0;
!!VRv1792:C0/0/0/0/0/0/0/0/0/0/0/0/0/0/0/0;
!!VRv1808:C0/0/0/0/0/0/0/0/0/0/0/0/0/0/0/0;
!!VRv1824:C0/0/0/0/0/0/0/0/0/0/0/0/0/0/0/0;
!!VRv1840:C0/0/0/0/0/0/0/0/0/0/0/0/0/0/0/0;
!!VRv1856:C0/0/0/0/0/0/0/0/0/0/0/0/0/0/0/0;
!!VRv1872:C0/0/0/0/0/0/0/0/0/0/0/0/0/0/0/0;
!!VRv1888:C0/0/0/0/0/0/0/0/0/0/0/0/0/0/0/0;
!!VRv1904:C0/0/0/0/0/0/0/0/0/0/0/0/0/0/0/0;
!!VRv1920:C0/0/0/0/0/0/0/0/0/0/0/0/0/0/0/0;
!!VRv1936:C0/0/0/0/0/0/0/0/0/0/0/0/0/0/0/0;
!!VRv1952:C0/0/0/0/0/0/0/0/0/0/0/0/0/0/0/0;
!!VRv1968:C0/0/0/0/0/0/0/0/0/0/0/0/0/0/0/0;

!?TM2&432/$once$=1;
!!UN:U98/-1/?y-1; // count towns
!!VRv7:S-1; // init
!!DO859/1/y-1/1&y-1>0:P; // loop through them, give gold, increase creatures

!?TM2&432;
!!OW:I$lastplayer$/=1; // check if the last player was AI
!!FU&-1:E; // exit, if not

!!OW:W$lastplayer$/?y-1; // get number of his towns
!!FU&y-1<1:E; // exit, if he has no towns
!!VRy-2:Sy-1 :2; // halve the number of towns
!!DO863/0/y-2/1:P$lastplayer$/y-1; // tries to  build / upgrade a random dwelling (or Gold Reserve) in every 2nd AI-town
*********

This script not function freely. I modified !#IF&1:V432/1; in !#IF:V432/1;

but still not working.

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted April 11, 2019 01:11 PM
Edited by RerryR at 13:17, 11 Apr 2019.

Yor wrote !#UN:P45/=1;  (I dont know if this syntax works)
But you should write !#UN:P45/1;

This  !#IF:V432/1; is correct.

Maybe the flag you set to true is disabled somewhere else.
If this also doesn't work we can take a look in the evening when I have free time.

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