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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: The Glory of War (a Hero of Light mod)
Thread: The Glory of War (a Hero of Light mod) This thread is 21 pages long: 1 ... 7 8 9 10 11 ... 20 21 · «PREV / NEXT»
UM21
UM21


Adventuring Hero
Hard Defender
posted December 28, 2014 03:56 PM

Not even working

I have to report that the whole mod isn't working properly, no matter what the settings are.

I noticed when I tried to recruit some golems. Only Iron and Stone were allowed. Same goes when having Pikemen, Halberdier and Peasants, no Peasants were able to recruit.

Something wrong with plugins? Or something wrong with myself


I did only use WoG and GoW, no other mods used.

Anyone willing to assistance?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 28, 2014 07:25 PM

A bit confused, what did you release? In main post/previous page, updated few days ago it says 2013 version. I must repack all mods for the new mod manager, with advertising pics and all, so I need a bit more infos.
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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted December 28, 2014 10:37 PM
Edited by Hero_of_Light at 22:49, 28 Dec 2014.

@UM21

It works OK. The additional creatures are to be recruited only from the next week. If you were a little patient you would see them.

@Salamandre

The new release is found in page 8 of this thread. I asked the moderators to edit the first post but still nothing.

I made two mods:

First, a new version of the Glory of War mod
Second, I made a mod that contains all of original heroes III campaign videos and dialogs. I made it so that the campaigns will be playable and make the original videos available for custom campaigns, including the Tarnum campaigns.
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UM21
UM21


Adventuring Hero
Hard Defender
posted December 28, 2014 10:59 PM
Edited by UM21 at 01:18, 29 Dec 2014.

Hero_of_Light said:
@UM21

It works OK. The additional creatures are to be recruited only from the next week. If you were a little patient you would see them.




Impossible.Played to 3 months and I could even never see them as possible recruit. But then I am now pretty sure the problem is for me.

Time to set up this again then, hopefully it starts to work. Clean install and so on


EDIT: Works now, but don't know what it caused. I did clean install and did download again the GoW, works now. Everything comes as planned in next week in a game once requirements of built is done. Sorry

works with mods showed in above, but gameplay is a lot different, but works.

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dzadza
dzadza

Tavern Dweller
posted December 31, 2014 08:44 AM

Can you advise me on how to install this mod? Have clean installed it like 10 times already, and it never seems to work properly (even though the start screen changes, castle recruitment stays vanilla)... Era, WoG and new objects installed properly.

Perhaps you could point me to a full install of the mod, as is the case with many other homm mods? Thank you.
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UM21
UM21


Adventuring Hero
Hard Defender
posted December 31, 2014 09:55 AM
Edited by UM21 at 09:59, 31 Dec 2014.

I help ya




Do this:

1. Download the mod - obviously
2. Extract the package
3. Now find the package what you extracted
4. It should be named as GoW
5. Copy or Cut the folder named GoW and all it's stuff on it.
6. Paste it to the Mods Folder

7. Go to Era Start menu and to the Mods Manager.
8. Make sure WoG is on the bottom on enabled mods, while GoW is on top of the enabled mods.
9. Should work.
10. Excellent!
11. Enjoy
12. Your welcome / No problem!


EDIT: Oh and as re-note: Go to WoG Options in game and turn ON the Glory of War.

EDIT2: Oh yeah, must be WOG 3.58f + ERA 2.46 installed

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dzadza
dzadza

Tavern Dweller
posted December 31, 2014 12:30 PM

As I said, did all of the above 10 times, doesn't seem to work for me.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 31, 2014 12:41 PM

I installed it and it works. You must wait second week to see third upgrade.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted December 31, 2014 01:34 PM

To be honest this is the only thing that's left that bothers me about the mod's scripting. I can't seem to make the third creature slots work properly.

I can't make them accumulate the creatures' remaining recruits over to the next week and I can't make them appear when built (without bugs that is).

It's still better than nothing I guess.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 31, 2014 02:35 PM
Edited by Salamandre at 14:39, 31 Dec 2014.

Add this to the end of your script. Test all towns and accord the numbers of creatures (I had no idea how many you want so divided by two where it was possible). This is only the number of third upgrade creatures when you build the upgrade, not the weekly growth.

!?TH1;
!!PO998:N?v2;
!!FU&v2=15:E;
!!CA-1:T?y1;
!!if&y1=0:;
!!CA-1:B3/37; //if upgraded Watch Tower is built
!!CA-1&1:D0/2/139/25; //set
!!en:;
 !!if&y1=1:; castle
 !!CA-1:B3/43; //if upgraded Dragons ground is built
 !!CA-1&1:D6/2/168/1; //set
 !!en:;
   !!if&y1=2:; tower
   !!CA-1:B3/39; //if upgraded Golem is built
   !!CA-1&1:D2/2/116/2; //set
   !!CA-1&1:D2/3/117/1; //set
   !!CA-1:B3/40; //if upgraded Mage Tower is built
   !!CA-1&1:D3/2/193/2; //set
   !!CA-1&1:D3/3/136/1; //set
   !!en:;
     !!if&y1=3:; rampart
     !!CA-1:B3/25; //if upgraded Kennels is built
     !!CA-1&1:D2/2/194/3; //set
     !!en:;
       !!if&y1=4:; necro
       !!CA-1:B3/43; //if upgraded Ghost Dragons is built
       !!CA-1&1:D6/2/196/1; //set
       !!en:;
         !!if&y1=5:; dungeon
         !!CA-1:B3/43; //if upgraded dragons building is built
         !!CA-1&1:D6/2/135/1; //set
         !!en:;
           !!if&y1=6:; stronghold
           !!CA-1:B3/19; //if upgraded building is built
           !!CA-1&1:D0/2/87/25; //set  
           !!en:;
             !!if&y1=7:; fortress
             !!CA-1:B3/38;
             !!CA-1&1:D1/2/173/25; //set
             !!en:;
               !!if&y1=8:; conflux
               !!CA-1:B3/40;
               !!CA-1&1:D3/2/113/20; //set
               !!CA-1&1:D3/3/115/20; //set
               !!en:;
!!PO998&1:N15;

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted December 31, 2014 02:51 PM

This will add the third slot creatures when built right?

Thanks I will add it. However, the script is faulty in general as there is no way to make the growth accumulate creatures in every single town.

Do you think that is possible to fix as well?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 31, 2014 02:54 PM
Edited by Salamandre at 14:58, 31 Dec 2014.

I think yes. Every time when you see this:

!!CA1&y-1=3/1:D3/2/49/i; //set our creatures' number accordingly

Change it to:

!!CA1&y-1=3/1:D3/2/49/di; //set our creatures' number accordingly

di means add i value to already existent value. Test it from day 7 to 1 to see if ok, should work.

Edit: I tested it with castle, it works.

!!CA1&y-1=0/1:D0/2/139/d50; //set (here we don't have i var, you used integer, just add d before as well)

So use d before the new value, be it i var or number and you will be ok. For all towns.
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted December 31, 2014 03:06 PM

No it doesn't work properly. The added creatures are random and there are still the same problems.

The script as it is has two faults:

First, it only sets new number for creatures and doesn't accumulate
Second, If you buy the creatures in day one, in day two they will appear again. This way the growth is doubled (i don't know why that happens).

Here is the script for Castle for instance (show me If I did something wrong):

!#TM21:S8/999/7/255; //1st day timer

**Castle**

!?PI;
!!UN:U98/0/?i; //searching for all castles
!!FU&i=0:E;
!!DO25665/1/i/1:P;

!?FU25665; //searching for all castles
!!UN:U98/0/x16/1;
!!CA1:T?y-1 B3/37; //if upgraded Watch Tower is built
!!CA1&y-1=0/1:D0/2/139/d25; //set our creatures' number accordingly

!?TM21;  //every monday
!!UN:U98/0/?i; //same search as above
!!FU&i=0:E;
!!DO25666/1/i/1:P;

!?FU25666;
!!UN:U98/0/x16/1;
!!CA1:T?y-1 B3/37;
!!FU&y-1<>0|-1:E; //checks for town type and dwelling status
!!CA1&y-1=0/1:D0/2/139/di; //set our creatures' number accordingly

Was this what you meant?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 31, 2014 03:08 PM

yes, this is correct, but in erm I have peasants weekly growth set to 50, why you set it to 25? Don't divide, just add d before 50 and there will be +50 peasants every monday.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 31, 2014 03:12 PM
Edited by Salamandre at 15:18, 31 Dec 2014.

Hero_Of_Light said:

The script as it is has two faults:

First, it only sets new number for creatures and doesn't accumulate
Second, If you buy the creatures in day one, in day two they will appear again.


The first should work if you added correctly d. The second is a bigger problem and related to the way you use timer. You use a timer for all players which does not check for current player, so your script will apply 7 times if 7 players. Give me a moment and I fix it.


Your readme.txt is a bit poor. Please give me a list of every town specificities as third upgrades, so I can test properly.
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted December 31, 2014 03:12 PM
Edited by Hero_Of_Light at 15:21, 31 Dec 2014.

That didn't make any difference.

On Monday of second week there's only 2 peasants to recruit and on Tuesday 7. As I said, there seems to be a growth added twice (and now it doesn't work right).

It doesn't add up every day, just the first two. And what will happen if there is more than one Castle in the map?

Let's say that you start with 25 peasants and recruit 10. You should have 15 left and next week you should have 15+25=40 left to recruit.

But in another town let's say you recruited 20. Then you should have 5 left and 5+25=30.

That would be the ideal way for the script to work. But I think it needs a lot of variables to make it so.

It is different with third upgrades. The third creatures' slots are set according to the original creatures growth and so it works flawlessly.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 31, 2014 03:31 PM

There is no problem to add those things. What is hard is to add them blindly, as I HAVE NO idea which towns does what and which dwelling produce third upgrade. Those things should be in the readme.txt.

Give me list please.
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Era II mods and utilities

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 31, 2014 03:44 PM
Edited by Salamandre at 15:46, 31 Dec 2014.

Script

Replace yours (keep backup). I tested 8 towns (not conflux), works ok. Castle got peasants, tower gold and diamond golems, rampart/necro/dungeon  got special dragons, inferno got special demons, fortress got special lizards. Growth ok. Only GOW was enabled in wog options.

Also, save day 7
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted December 31, 2014 03:54 PM

OK. I'll make a list of what I want.

Castle

Upgraded Watch Tower (37) will produce 25 Peasants (139) weekly.

Rampart

Upgraded Homestead (39) will produce 5 Sharpshooters (137) weekly.
Upgraded Dragon Peeks (43) will produce 1 Gorynych(168) weekly.

Tower

Upgraded Golem (39) will produce 3 Gold Golems (116) and 2 Diamond Golems (117) weekly.
Upgraded Mage Tower (40) will produce 3 Sorceresses(193) and 2 Enchanters (136) weekly.

Inferno

Upgraded Cages (Kennels horde 25) will produce 6 Werewolves (194) weekly.

Necropolis

Upgraded Dragon dwelling (43) will produce 1 Dracolich (196) weekly.

Dungeon

Upgraded Dragon Cave (43) will produce 1 Rust Dragon (135) weekly.

I won't list the cases of third upgrades (like in Stronghold etc) because as I stated they work ok as they are.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 31, 2014 03:56 PM

Thx, I figured out with daily double build. Check link previous post.
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