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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 2 3 4 5 ... 10 20 30 40 50 ... 57 58 59 60 61 · «PREV / NEXT»
Khadras
Khadras


Famous Hero
posted August 04, 2015 04:34 PM
Edited by Khadras at 17:02, 04 Aug 2015.

I was afraid to download the last version of Conquistador because i have a version that has Bounty Hunter icon included and i do not want to destroy the fragile stability of my list of mods. In the last version i can not see in readme that has that icon, and if not, then the 2 mods are incompatible.

And my version of Conquistador was not function very well. For example the counter of battle wins for construction of new towns function incorrectly, showing random values and reset after 20 or 30 battles wins, and in ini files was set value 100 for town construction.

I just download the last version and i will test it to see if counter makes problem in this verion too.

And what can be done?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 04, 2015 04:45 PM
Edited by Salamandre at 16:57, 04 Aug 2015.

Both mods are compatible and icons are okay.

Hmm, I never had problem with battle counter, this means you use another mod which uses the same hero w vars. Conflict.

@Edit: and I found which one: option 776 - elemental suppression.erm from ERA scripts ENG 1.15, algor version.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 04, 2015 05:04 PM

Khadras said:
And what can be done?


Nothing, means that if you select that option from algor mod, builder mod will not work.

We have only 50 hero w vars available, more or less. This means that more mods you enable, more chances they conflict there are. Algor uses almost all free vars, I use only 2.
____________
Era II mods and utilities

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Khadras
Khadras


Famous Hero
posted August 04, 2015 05:06 PM
Edited by Khadras at 17:11, 04 Aug 2015.

Thanks for all!

Is there a program to find the used variables from mods directory to verify mods that are in conflict?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 04, 2015 05:16 PM

yes I use Total commander. Search/text then enter the var then ask it to browse all Era mods, 20 seconds and is done. But first you must know which var is used, and that's the hardest part, unless you are the mod's author.
____________
Era II mods and utilities

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted August 06, 2015 02:42 PM
Edited by majaczek at 15:53, 06 Aug 2015.

Added Temporary version of Town Guardian to Amethyst Upgrades
temporary it works for all towns with castle structure (In further versions it would be needed to build special building)

Town Guardian is 12 level creature summoned at begin of siege for defender. it's number is equal to number of month

PS: I Have problem with spellcaster script if spellcaster is AI (it crashes)

EDIT: checked - it's not spellcaster script, it's some hardcoded behaviour - maybe there is a workaround?

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Khadras
Khadras


Famous Hero
posted August 07, 2015 11:56 AM
Edited by Khadras at 11:56, 07 Aug 2015.

Hi! I installed youl last version of mod today, and i play a random map and i receive an error like this:
ERM syntax Error.
File: womo
Line: 982
Reason:
"!!MW:A"-WM out of range (1...1000).

The week of monstrer is Master Archmages. It was the day 1, week 1, month 3. Monster camp must deal with new creatures from your mod and is in conflict with the range of creatures number?

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted August 07, 2015 12:19 PM

it's error with wandering monsters
try play without wandering monsters, or better without monster weeks at all. I didn't know that Amethyst includes "week of" for new monsters, also I didn't created adventure defs for new monsters. Sorry .

If somebody have problems with Town Guardian, he/she may delete "Town Guardian" script, and reload scripts using F12 ingame. or better disable it by changing extension from .erm to .erm.disabled (and reload scripts anyway)

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted August 10, 2015 01:02 AM

Yeah! fixed spell crash in amethyst upgrades. It seems I have misunderstood the spell N fields

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Khadras
Khadras


Famous Hero
posted August 10, 2015 01:23 PM

Why are you not making a new thread with Amethyst Upgrade and posted here all is about Amethyst?

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted August 10, 2015 01:58 PM

Because I'd like to have single thread about all my projects

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Khadras
Khadras


Famous Hero
posted August 10, 2015 08:07 PM

Hi! I play 8 maps with Amethyst Upgrade Mod and some pictures from upgraded creatures are not display correctly, its displayed the not upgraded creatures picture. Is like this the actual version of mod or i installed it incorrectly?

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted August 10, 2015 09:51 PM

Khadras, it's temporary solution,  and yes, I set pictures that way (it's  much better than placeholder def). In future we  may fix that.

Do you like town guardian feature in Amethyst Upgrades?

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Khadras
Khadras


Famous Hero
posted August 10, 2015 10:51 PM
Edited by Khadras at 22:54, 10 Aug 2015.

majaczek said:
Khadras, it's temporary solution,  and yes, I set pictures that way (it's  much better than placeholder def). In future we  may fix that.

Do you like town guardian feature in Amethyst Upgrades?


Yes, it is a great idea. I like it very much and it isn't buggy. Now it is more difficult to conquer a town with a weak hero.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted August 11, 2015 10:41 AM

Should Town Guardian appear in every town with castle, or  should it be a feature to buy?

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Khadras
Khadras


Famous Hero
posted August 11, 2015 11:37 AM
Edited by Khadras at 11:39, 11 Aug 2015.

majaczek said:
Should Town Guardian appear in every town with castle, or  should it be a feature to buy?


Castle add some defenses and thats it. Town Guardian should be an upgrade to the castle, to add extra defense to the town (in this case a group of mighty creatures). So i think that it will be better to build an extra upgrade to the castle to have this guardians. But be carefull that power of the guardian to be calculated from the day of building that upgrade not the curent day of the game. In this way will be more correctly. Town Guardian is neccesary to halt the rush games and castle stealing when the main army is left from home.
I suggest to right click on castle to have the window dialog to upgrade it like 7U for City Hall.
I have another suggestion: WoG has mithril. Can you change the resource price for upgrading the City Hall to be mithril and the specific resources for that town instead wood or stone (for example Necropolis - 30 mercury and 20 mithril and 30000 gold)? Because mithril is a resource that is little used and it will be better if we have more prices in mithril, and your 7U creatures are powerfull and should not be able to reach very quickly to them.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted August 31, 2015 02:51 PM

BUMP!

I fixed some time ago the spellcasters (now they DON'T crash at AI creature spellcaster), I added some time ago the Town Guardian, at very recently with great help of Hawaiing I addded graded elemental summon to my mod called Amethyst Upgrades, and maybe some more features, and there still another mods coming in this thread !

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Hawaiing
Hawaiing


Adventuring Hero
posted September 03, 2015 03:31 AM

nice mod.I like it much.

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bloodsucker
bloodsucker


Legendary Hero
posted September 03, 2015 01:42 PM
Edited by bloodsucker at 14:04, 03 Sep 2015.

majaczek said:
Should Town Guardian appear in every town with castle, or  should it be a feature to buy?


In my opinion Town Guardian can be a great feature if is Free and limited to the first town in your list (I mean should be only the initial town but if possible could be transferd in case player loses that town).
Me at least I saw Disciples II feature as a manner of avoid too early invasions cause you to lose first town in the beginning of the game.


Khadras said:
your 7U creatures are powerfull and should not be able to reach very quickly to them

I desagree, the way I see it is like something to avoid a good player playing Stronghold at your door day 3 of week two with 3 behemoths when you just had mages and citadel when the week ended.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted September 06, 2015 05:44 PM

maybe not first on the list, but one with capitol?
yeah idea is borrowed from Disciples II.

Maybe there should be two grades of town guardian? one for Capital City and one for normal town? it may be done that Capital contains 2x or 3x town guardians than normal city.

Note: As Is there is same number of TG in stack as number of a month.

@Hawaiing
which mod do you like? because there at least 4 great mods: Amethyst Upgrades, Knightmare Heroes, Knightmare Commanders Lite, Knightmare War Machines. (I hope you like all of them).

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