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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [Platform] Knightmare Kingdoms
Thread: [Platform] Knightmare Kingdoms This thread is 57 pages long: 1 2 3 4 5 ... 10 20 30 40 50 ... 53 54 55 56 57 · «PREV / NEXT»
majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted June 27, 2021 01:15 PM
Edited by majaczek at 20:22, 19 Aug 2021.

Knightmare Kingdoms 2021-06-27  beta 10
Use with Era 3.8.2 or more recent

Changes:
- Fixed GMM for Clone
- Fixed Skirmish Start Menu

Knightmare Kingdoms 2021-08-19  beta 11
Use Era 3.8.9 or more recent

Changes:
- minor fixes

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Nevemor
Nevemor

Tavern Dweller
posted August 20, 2021 12:09 AM

majaczek said:
[url=https://mega.nz/file/tYhXwYJa#S1AgLkspL_hmdnnwvyR8TUsvMkkR0IpJrX8U7GLkSeA]Knightmare Kingdoms 2021-06-27  beta 10[/url]
Use with Era 3.8.2 or more recent

Changes:
- Fixed GMM for Clone
- Fixed Skirmish Start Menu

[url=https://mega.nz/file/QExWzTiS#MYLRcOVZetyxkmrho-H2qSJjg2mYLatKGQdbjoGDVcU]Knightmare Kingdoms 2021-08-19  beta 11[/url]
Use Era 3.8.9 or more recent

Changes:
- minor fixes


Welcome back!

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Undeadgamer62
Undeadgamer62


Known Hero
posted August 25, 2021 07:24 PM
Edited by Undeadgamer62 at 16:27, 02 Sep 2021.

I haven't played in a while, and I'm enormously enjoying the latest beta. It's interesting that you found a way to get the stats to go up to 200 without being problematic. That must have taken quite a bit of work.

Arrow towers seem to be missing. More correctly, they are physically there, but they are unmanned. (Yes, I checked, and the town in each case was up to castle level.) I know you mentioned nerfing them earlier, but that seems a bit much. Perhaps it wasn't intentional.

Arrow messages I've noticed so far:
ERM syntax Error.
File: monsters
Line: 3308
(This one popped up during one of AI's turns, so I can't tell what provoked it.)

Failed to find SN:M array with ID 0
Location: 9999-era stdlib.erm:35:6.
!!SN:VY3/y5/y1;
!!VRy5:+1;
!?FU95002;
;Restores previously saved arguments from event.
(This one occurred upon entered the town and clicking on something, but I couldn't replicate it.)

OnBattleStackObtainsTurn: invalid
new stack index, set in event
handler. Expected:0-20... Got:=21.
(This one was also during an AI turn, but it looks like the error related to a monster casting a spell in a dragon utopia battle, one I've seen in earlier versions. At least this time, it didn't cause a crash. In earlier versions, seeing that error twice in a row was the kiss of death.)

The game crashes as it did before if the unit target by a spell like chain lightning is destroyed by an auto-cast spell (such as destroy undead) before chain lightning is cast.

Messages about sacrificing 22 mithril to the gods of war (triggered by an altar of sacrifice visit) come to me even in one of the AI players visits the altar. In the past, saying yes has crashed the game. I didn't try this time, but it's clear something is still odd about that script. In regular WOG-ERA, I've noticed a similar anomaly when an AI players visits the war academy. If it tries to learn a skill it has already, I get the error message. I wonder if these two issues are somehow related.

The good news is that I haven't had a whole lot of other crashes.  
I do save often and have had to go back to a save a couple of times, but replaying from that point did not cause a similar crash. This build looks pretty stable to me.

Thanks for continuing your work on this excellent project.

EDIT 1: The destroy undead spell, at least in its autocast form, injures all adversaries, undead or not. (I just saw it take out a lot of the good guys in the Temple of the Sun.) It worked well as an autospell for castle commmanders in its original form, but it's a little OP when it works universally.

Another error message:

"!!VR"-division by zero
Location: training Facility.erm:131:12
(This is followed by a lot of erm code I can add if you need me to. One line concerns base experience for levels 1-7, one for level 8, and one with no designated level.)

EDIT 2: The stronghold grail works, except that one of the things it's supposed to endow a hero with is 15th level machinery. So far, two heroes have visited, and they got everything they were supposed to get except that.

EDIT 3: Now I have weird almost crashes I can't figure out. What happens is that one of the AI players freezes, but the program doesn't show as unresponsive in task manager. Today, I tried having dinner and coming back to the game an hour later. It was still thinking about the same AI player's move. Sigh!

Only once have I gotten an error message in this situation. I can't be sure the problem is the same every time, but the error message identified an assert violation in the file adv.erm, line 286. Message was "TServiceMemAllocator FreePage failed. No page allocated."  Every other time the game has stalled on an AI turn like that, it just kept going until I closed the program. On this one occasion, though, it threw out that error message and then crashed.

I must have just been lucky on my first playthrough. I've tried three times now and can't get to the end of the second month of gameplay before something like this happens. Since it is a problem I never experienced with the earlier versions, it might be safe to assume that the root of the problem is in a recent change to the KK or to ERA, which has gone through quite a bit since the last time I played. (I was using ERA 3.5 the last time I used KK.)

EDIT 4: I experimented to see whether map size made a difference. (At times in the past, both KK and ERA itself have had difficulties with XXL maps following an update. I tested three times with different 144 X 144 maps. The result was only very slightly better than with XXL maps. In each case, I got into the third month without one of the AI players being unable to complete a turn. However, in each case, within the first or second week of the third month, the game gave an error message (a different one each time) and then crashed.

Possibly unrelated but worth mentioning, during one of my XXL playthroughs, I encountered a AI hero during the first month with all primary skills in the 60s. Difficulty setting was the lowest one available. I think that has to indicate a problem. I had stats like that on a character by month 3--at level 41, with an Angelic Alliance and other good gear. I don't see any realistic way for the AI to do that well that fast.    





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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted September 04, 2021 01:00 PM
Edited by majaczek at 13:06, 04 Sep 2021.

Knightmare Kingdoms 2021-09-04 beta 13

beta 13:
changed HD_WoG.dll to more recent (you can play on lobby again)
fixes inside new_towns.era (no longer ambignous town building dependencies and towers works again)

requires ERA 3.8.10 or more recent)

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Undeadgamer62
Undeadgamer62


Known Hero
posted September 04, 2021 04:33 PM
Edited by Undeadgamer62 at 18:10, 04 Sep 2021.

majaczek said:
Knightmare Kingdoms 2021-09-04 beta 13

beta 13:
changed HD_WoG.dll to more recent (you can play on lobby again)
fixes inside new_towns.era (no longer ambignous town building dependencies and towers works again)

requires ERA 3.8.10 or more recent)


Thanks again for all the work on this project. I will try it and see what happens.

By the way, I really like what you've done with the new towns. All the upgradeable dragons in one type, for example. A very nice touch!

EDIT 1: This version has two unique errors I haven't seen before.

The first one was when my town reverted to a village hall with no fort. (Re)building the fort fixed the problem, restoring all structures that had been built before, including upgrade levels. But it did give me quite a scare.

The second one was that creatures purchased prior to building the third upgrade structure could not be upgraded. For instance, I had 80 grand elves that would not convert to hunters. (Yes, I had enough cash). I could hire hunters easily enough, just not convert units that already existed. (I was playing rampart, if that matters.)

And then, at month 2, week 2, day 3, one of the AI players froze, just as I have reported before. No crash, no error message, just a wait that never ends. Sigh! I'll wait patiently for the next version.  

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted September 04, 2021 10:05 PM

Quote:
The first one was when my town reverted to a village hall with no fort. (Re)building the fort fixed the problem, restoring all structures that had been built before, including upgrade levels. But it did give me quite a scare.



you need to start new game and it would be fixed (the bug happenned before and the result won't be cured).

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Undeadgamer62
Undeadgamer62


Known Hero
posted September 05, 2021 04:06 PM

majaczek said:
Quote:
The first one was when my town reverted to a village hall with no fort. (Re)building the fort fixed the problem, restoring all structures that had been built before, including upgrade levels. But it did give me quite a scare.



you need to start new game and it would be fixed (the bug happenned before and the result won't be cured).


Good advice! As I think about it, that problem was probably the origin of the odd problems with upgrading troops I also mentioned in the previous post.

But if you were thinking I was using a game from a previous version, I wasn't. I started a new game after installing the new version.

In any case, the biggest problem is still the tendency for one of the AI players to freeze some time during the second month, effectively ending the game.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted September 06, 2021 10:29 AM

Undeadgamer62 said:

In any case, the biggest problem is still the tendency for one of the AI players to freeze some time during the second month, effectively ending the game.


is it reproducible (does it hang after reloading the save before AI turn) ?

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Undeadgamer62
Undeadgamer62


Known Hero
posted September 06, 2021 05:10 PM
Edited by Undeadgamer62 at 17:14, 06 Sep 2021.

majaczek said:
Undeadgamer62 said:

In any case, the biggest problem is still the tendency for one of the AI players to freeze some time during the second month, effectively ending the game.


is it reproducible (does it hang after reloading the save before AI turn) ?


Yes, it is. In a situation like that, I always try reloading from the last save, usually three or four times, just to be sure.

I'll message you a link with some relevant files. I've included one of the save files (the most recent one, though I have others available as well if needed), the map, the dat file (so you can see what the WOG settings are), a screenshot of my mod configuration (just in case I've inadvertently left a mod enabled that should be disabled), and a screenshot of an error message that just popped up this time when I reloaded the save to check it again. Hopefully, this information will prove helpful in resolving the issue.


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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted September 08, 2021 09:53 PM

Knightmare Kingdoms 2021-09-08  beta 14

next version

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Undeadgamer62
Undeadgamer62


Known Hero
posted September 09, 2021 04:55 PM
Edited by Undeadgamer62 at 03:46, 11 Sep 2021.

majaczek said:
Knightmare Kingdoms 2021-09-08  beta 14

next version

Thanks!

I'll try it as soon as I get the chance.

EDIT 1: I'm near the end of month 2 now and am still going. I did experience one freeze, but when I restarted from the save, the freeze didn't happen again. The same was true of the occasional crash. Clearly, you made some progress on stability in this version.

The error messages I mentioned in earlier versions still do exist, particularly the one referencing line 3308. This version adds one I've never seen before: "Too many castles (over 100)." Unless something really weird happened during wogification, there aren't anywhere near 100 castles on the map. This error occurs when I exit the town screen and at the beginning of every AI player turn. Occasionally, I'll get multiple ones on the last AI turn. I have to click on the check mark in each case to keep the game advancing, but your mod is so excellent I don't mind that as long as it doesn't freeze completely!

My working theory at this point is that the freeze is caused by an error message that for so reason doesn't become visible. There's no way to click the check mark, hence no way to advace. (The one time I was able to replay from a save and overcame a freeze, on the second time it threw a visible error, enabling me to click through it.)

Anyway, as long as I can keep the game going, I'm satisified. So far, so good.

EDIT 2: I tried starting a new game with the same map, and I'm not seeing the 100 castle message anymore. It must have been something weird that happened during wogification rather than a constant issue.

EDIT 3: My latest game was going smoothly. I had one freeze but replayed from the last save, and the game didn't freeze again. It also threw an error message I hadn't seen before, suggesting the AI did something different. But then at month 3, week 1, day 1, I had another freeze from which there was no recovery. I restarted five times, with the same result each time.

This time, I saw what was happening when the freeze occurred--an AI player attacked a dragon peak. This is the only time I've been able to see the part of the map on which the error may have occurred. I love the new dragon peaks, and even the luggage--nice homage to Terry Pratchett. But the root of the freeze problem may lie there, though I haven't had a problem when I attacked a dragon peak.

I'm going to try a game with the map opened--if that means what I think it means--to see if I can verify that the dragon peaks are responsible for the freezes.    

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted September 11, 2021 05:44 PM
Edited by majaczek at 18:51, 11 Sep 2021.

I tested battle with DP with Castle building built.
It works, at least for Human player. (currently elves are serving role of arrow towers).
but I can smell another problem. The DP Guardian is The Luggage which have negative resistance to damage spells. So maybe this causes endless battles sometimes (need to check).

EDIT: new version here: Knightmare Kingdoms 2021-09-11  beta 15

I added simple unfreeze script (AI would flee from neutrals it cannot defeat soon enough)

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Undeadgamer62
Undeadgamer62


Known Hero
posted September 11, 2021 07:06 PM
Edited by Undeadgamer62 at 17:32, 12 Sep 2021.

majaczek said:
I tested battle with DP with Castle building built.
It works, at least for Human player. (currently elves are serving role of arrow towers).
but I can smell another problem. The DP Guardian is The Luggage which have negative resistance to damage spells. So maybe this causes endless battles sometimes (need to check).

EDIT: new version here: Knightmare Kingdoms 2021-09-11  beta 15

I added simple unfreeze script (AI would flee from neutrals it cannot defeat soon enough)


You are so quick!

Yes, as a human player, I've defeated the Dragon Peaks--I should have mentioned that. it is only an AI problem. I would think that the AI would either win or lose eventually, but I'm not that familiar with the workings of the game engine. I can imagine how it would take an inordinate amount of time to do it. (I've left it for more than an hour. Maybe the AI tries to calculate every possibility as it does with the DD spell or something.)

On the subject of negative damage resistance for the luggage, yes I noticed that. It's an interesting device, but it does have one drawback--wisdom specialists will involuntarily cast magic arrow every so often. Wisdom specialists also would have high spell power by that point, such that the magic arrow attacks tends to add two more luggage to the stack. It is by definition a no-win situation for anyone whose principle hero is a wisdom specialist. You might want to rethink that a little. But the dragon peaks are otherwise very cleverly designed.

I'm in the middle of something right now, but when I can, I will test the latest version. Hopefully, your fix will have solved the problem.

Edit 1: It appears that wasn't the only problem. This time I got a freeze from someone attacking a temple. I tried restarting, and got two different responses. I got another straight freeze, then four error messages in a row (the 3308 one, and four repetitions of the one that expects 0-20 and as value and got 21), followed by a crash. It may be that more than one thing is going on there. I've seen the 21 error in recent playthroughs, but this is the first time it crashed the game--or repeated multiple times. Based on past experience, it's caused by one of the temple stacks casting a spell.

I've placed the debug folder and the saved game file in the same mega folder I shared with you earlier. I'm hoping these will provide some useful information.

If there is anything else I can do to help, please let me know.  

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted September 12, 2021 09:14 PM

please send me mega folder link again

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Undeadgamer62
Undeadgamer62


Known Hero
posted September 12, 2021 11:00 PM
Edited by Undeadgamer62 at 23:02, 12 Sep 2021.

majaczek said:
please send me mega folder link again


I just sent you a PM with the link.

By the way, not as important an issue, but I noticed what I think is an anomaly in the behavior of Santa Gremlins. Aren't they supposed to summon other gremlins as guards. I have a hero with scouting whose santa gremlins are surrounded by rogues. I mention this only in case it somehow relates to the problem. It isn't that much of an issue by itself.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted September 13, 2021 12:03 PM
Edited by majaczek at 13:18, 13 Sep 2021.

Undeadgamer62 said:
majaczek said:
please send me mega folder link again


I just sent you a PM with the link.

By the way, not as important an issue, but I noticed what I think is an anomaly in the behavior of Santa Gremlins. Aren't they supposed to summon other gremlins as guards. I have a hero with scouting whose santa gremlins are surrounded by rogues. I mention this only in case it somehow relates to the problem. It isn't that much of an issue by itself.


in original WoG they summoned first level troops based on hero class. I just modified the function a bit (it was doing weird things for rampart and maybe other factions).

Do you suggest to make them always summon Master Gremlins? (it is entirely possible )

EDIT: You have enabled too many mods. it should look like this: eventually you may add battle queye.

EDIT: also do not enable WoG option "artifact each level" because it will freeze for sure

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Undeadgamer62
Undeadgamer62


Known Hero
posted September 13, 2021 05:34 PM

majaczek said:
Undeadgamer62 said:
majaczek said:
please send me mega folder link again


I just sent you a PM with the link.

By the way, not as important an issue, but I noticed what I think is an anomaly in the behavior of Santa Gremlins. Aren't they supposed to summon other gremlins as guards. I have a hero with scouting whose santa gremlins are surrounded by rogues. I mention this only in case it somehow relates to the problem. It isn't that much of an issue by itself.


in original WoG they summoned first level troops based on hero class. I just modified the function a bit (it was doing weird things for rampart and maybe other factions).

Do you suggest to make them always summon Master Gremlins? (it is entirely possible )

EDIT: You have enabled too many mods. it should look like this: eventually you may add battle queye.

EDIT: also do not enable WoG option "artifact each level" because it will freeze for sure


Thanks for the information.

I don't actually care what Santa Gremlins summon, I just wanted to make sure what was happening wasn't a bug.

I'll adjust the mods and the artifact setting and try again. Because of the way the freezes and crashes occur (always at about the same point in the game and, whenever I can check, in response to the same kind of event) makes me think something else may be involved, but it should be easy enough to test and find out.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted September 13, 2021 06:50 PM
Edited by majaczek at 19:16, 13 Sep 2021.

I have just prepared a bit newer version... Uploading...
EDIT: uploaded as Knightmare Kingdoms 2021-09-13  beta 16

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Undeadgamer62
Undeadgamer62


Known Hero
posted September 13, 2021 07:37 PM

Undeadgamer62 said:
majaczek said:
Undeadgamer62 said:
majaczek said:
please send me mega folder link again


I just sent you a PM with the link.

By the way, not as important an issue, but I noticed what I think is an anomaly in the behavior of Santa Gremlins. Aren't they supposed to summon other gremlins as guards. I have a hero with scouting whose santa gremlins are surrounded by rogues. I mention this only in case it somehow relates to the problem. It isn't that much of an issue by itself.


in original WoG they summoned first level troops based on hero class. I just modified the function a bit (it was doing weird things for rampart and maybe other factions).

Do you suggest to make them always summon Master Gremlins? (it is entirely possible )

EDIT: You have enabled too many mods. it should look like this: eventually you may add battle queye.

EDIT: also do not enable WoG option "artifact each level" because it will freeze for sure


Thanks for the information.

I don't actually care what Santa Gremlins summon, I just wanted to make sure what was happening wasn't a bug.

I'll adjust the mods and the artifact setting and try again. Because of the way the freezes and crashes occur (always at about the same point in the game and, whenever I can check, in response to the same kind of event) makes me think something else may be involved, but it should be easy enough to test and find out.


I started playing with mods and map rules set as you suggested. Sadly, I hit pretty much the same snag--an event that leads either to a freeze or a crash.

When it crashes, the crash is preceded by the 3308 event I've described before, then by the error message about 0-20 being expected and the value being 21. This second one seems to occur when a stack in a temple or occasionally a dragon utopia casts a spell. The same kind of crash has happened in some of the earlier versions.

Anyway, to the Mega folder I shared with you, I added the saved game right before the crash, the map, and the debug folder (marked with 2 to distinguish it from the other one). All three are dated 9-13-2021. I also just added two screenshot showing the error messages, also dated 9-13. They haven't quite finished syncing yet but should be there by the time you see this.

As with the other crashes I've experienced recently, this one occurred about the middle of the second month. I've only gotten to the third month once, and then the game froze right after that. If I'm correct about the cause, that makes sense. In the early game none of the AI players would have had armies big enough to take on a temple or a dragon utopia.

Hopefully, this is enough information to be useful. I'm really hoping that this otherwise excellent mod can fixed. If there is anything else I can, please let me know.  


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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted September 14, 2021 11:20 AM
Edited by majaczek at 11:22, 14 Sep 2021.

Knightmare Kingdoms 2021-09-14  beta 17

Really need to upgrade, previous version (b16) was buggy (more than previous ones)

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