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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: ERA: 100+ mods available, links and previews
Thread: ERA: 100+ mods available, links and previews This thread is 53 pages long: 1 2 3 4 5 ... 10 20 30 40 ... 49 50 51 52 53 · «PREV / NEXT»
Hero_Of_Light
Hero_Of_Light


Promising
Supreme Hero
posted October 19, 2016 10:28 PM

I always thought tha Animate Dead needed basic Earth and Resurrection advanced. Maybe it was like that on earlier version of Heroes III I don't know.

I guess I made a mistake about the resurrection part as well. Tested it and works as usual. Though I swear that it happened in a campaign game though with Alamar as starting hero.

WoG is full of surprises, so it might have happened at least once. Check out what happened to me just now





I've seen this happen in this forum before. I can't explain it for one. Swordsmen kept acquiring random properties every time I loaded the game.

And this one time, after a battle, I got a message out of nowhere where some Santa Gremlins and an artifact were gifted...

I am not crazy I tell you!!!! It happened, honestly
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 19, 2016 10:58 PM

I don't see anything wrong there, AI probably visited one emerald tower, and as it chooses a random skill, the swordsmen will get another name each time.  And gremlin artifact is probably part of another wog script.

With Era 2 and especially when using WoG revised, I never had any bug or strange thing.

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shogo89
shogo89

Tavern Dweller
posted October 20, 2016 06:33 PM

Is it possible to make mod, allowing ai's turn when game's window is minimized?

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RerryR
RerryR


Adventuring Hero
posted October 20, 2016 08:15 PM

shogo89 said:
Is it possible to make mod, allowing ai's turn when game's window is minimized?


How slow is your computer ?

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Hero_of_Light
Hero_of_Light


Promising
Supreme Hero
posted October 21, 2016 04:08 PM

@Salamandre

Yeah you're right there was an Emerald Tower in map, but I figured AI player wouldn't visit.

I have a question for you in ERM help, can you please help?
____________
Not idly do the leaves of Lorien fall.

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shogo89
shogo89

Tavern Dweller
posted October 21, 2016 06:30 PM

RerryR said:
shogo89 said:
Is it possible to make mod, allowing ai's turn when game's window is minimized?


How slow is your computer ?

Sometimes wog'ed custom maps making ai very laggy

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Hero_of_Light
Hero_of_Light


Promising
Supreme Hero
posted November 12, 2016 11:11 AM

I think there's a problem with Morn battlefields mod.

In original heroes, when a battle occurred on any ground near the water the battleground changed to beach.

In Morn battlefields this doesn't happen. Is there a way to fix this?
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 12, 2016 03:45 PM
Edited by Salamandre at 16:11, 12 Nov 2016.

I checked and I find no way to see when the terrain subtype is beach, results vary between 25 and 47 ID. The mod only searches for terrain type, beach is a subtype and I don't have any clue how to identify it.

For example, grass type has 78 subtypes:


That means I would have to run tests for each one, and multiple times, to be sure which is beach, as the image doesn't display that detail. I will think about a way to do this without taking weeks.

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potmdehex
potmdehex


Known Hero
professional ERMô scripter
posted November 12, 2016 04:13 PM

Salamandre, is there something preventing you from just checking the adjacent tiles to see if those are water? That's what I would do, but I would not be using ERM and don't know its limitations.

Otherwise the subtypes have all been reversed anyway, so you could take a look for example here:
https://github.com/potmdehex/homm3tools/blob/master/h3m/h3mtilespritegen/terrain/border_special_sand.h#L14

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 12, 2016 04:15 PM
Edited by Salamandre at 16:17, 12 Nov 2016.

yes, this is exactly the idea I came with few minutes ago on russian forums. I will try to make that and see if works, thanks.

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RoseKavalier
RoseKavalier


Responsible
Known Hero
posted November 12, 2016 04:20 PM

While you mod-god-guys are discussing Morn Battlefields, it also doesn't use the right background for town siege fights, it should simply be the native terrain of the town. Not sure if by choice or not but it looks ugly with the moat. Original game didn't do this ofc.

Example from Let's Play Metataxer's...

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 12, 2016 04:27 PM

Hmm, thats interesting. The script has the command exiting, if siege type, disables:

!*BA:S?y67;
!*FU&y67>0:E;

If you enable it, it will skip town battles, but I don't recall why I disabled it

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 12, 2016 06:23 PM
Edited by Salamandre at 18:24, 12 Nov 2016.

Morn battlefields 1.1 updated. Delete previous if install.

Script will now exit on siege and beach battles. If someone has beach type battlegrounds, send me so I can create a separate pick.

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Hero_of_Light
Hero_of_Light


Promising
Supreme Hero
posted November 12, 2016 09:00 PM

@Salamandre

To be honest, the old srcipt works for me better. I like the fact that the sieges' background is changed because it is more authentic to the game. If you recall, in my mod, I even changed the siege moats to fit in that fact. I would like the beaches restored though.

Can you tell me what can I do to make this work? Here is the script that I have.

_DECLARATION_Generated code=

!#VRv152:S0;

!?OB5  ; [Artifact]                 !!OB998:T?v152 U?v153; !$OB5; !!VRv152:S0;
!?OB6  ; [Pandora's Box]            !!OB998:T?v152 U?v153; !$OB6; !!VRv152:S0;
!?OB16 ; [Creature Bank]            !!OB998:T?v152 U?v153; !$OB16; !!VRv152:S0;
!?OB17 ; [Creature Generator 1]     !!OB998:T?v152 U?v153; !$OB17; !!VRv152:S0;
!?OB18 ; [Creature Generator 2]     !!OB998:T?v152 U?v153; !$OB18; !!VRv152:S0;
!?OB19 ; [Creature Generator 3]     !!OB998:T?v152 U?v153; !$OB19; !!VRv152:S0;
!?OB20 ; [Creature Generator 4]     !!OB998:T?v152 U?v153; !$OB20; !!VRv152:S0;
!?OB24 ; [Derelict Ship]            !!OB998:T?v152 U?v153; !$OB24; !!VRv152:S0;
!?OB25 ; [Dragon Utopia]            !!OB998:T?v152 U?v153; !$OB25; !!VRv152:S0;
!?OB33 ; [Garrison]                 !!OB998:T?v152 U?v153; !$OB33; !!VRv152:S0;
!?OB34 ; [Hero]                     !!OB998:T?v152 U?v153; !$OB34; !!VRv152:S0;
!?OB43 ; [Monolith One Way Entrance]!!OB998:T?v152 U?v153; !$OB43; !!VRv152:S0;
!?OB45 ; [Monolith Two Way]         !!OB998:T?v152 U?v153; !$OB45; !!VRv152:S0;
!?OB53 ; [Mine]                     !!OB998:T?v152 U?v153; !$OB53; !!VRv152:S0;
!?OB54 ; [Monster]                  !!OB998:T?v152 U?v153; !$OB54; !!VRv152:S0;
!?OB63 ; [Object]                   !!OB998:T?v152 U?v153; !$OB63; !!VRv152:S0;
!?OB79 ; [Resource]                 !!OB998:T?v152 U?v153; !$OB79; !!VRv152:S0;
!?OB84 ; [Crypt]                    !!OB998:T?v152 U?v153; !$OB84; !!VRv152:S0;
!?OB85 ; [Shipwreck]                !!OB998:T?v152 U?v153; !$OB85; !!VRv152:S0;
!?OB93 ; [Spell Scroll]             !!OB998:T?v152 U?v153; !$OB93; !!VRv152:S0;
!?OB98 ; [Town]                     !!OB998:T?v152 U?v153; !$OB98; !!VRv152:S0;
!?OB103; [Subterranean Gate]        !!OB998:T?v152 U?v153; !$OB103; !!VRv152:S0;
!?OB219; [Garrison]                 !!OB998:T?v152 U?v153; !$OB219; !!VRv152:S0;
!?OB220; [Mine]                     !!OB998:T?v152 U?v153; !$OB220; !!VRv152:S0;


_DECLARATION_Script Body=

!?BA0&1000; [do this code when a battle starts but not for AI-only battles]
!!FU62:P;

!?BA50&1000; [for defender in MP battle]
!!FU62:P;

!?FU62;
!!UN:P68/?y-1; [check if script is enabled]
!!BA:Q?y-2 A?y-3; [y-2=1 if it's a Quick Combat battle y-3=1 if AI vs AI]
!!FU|y-1<>1/y-2=1/y-3=1:E; [exit if script isn't enabled or if quick battle]
!!BA:B-1 H1/?y-4 S?y-7; [enable default battlefield, y-4 = defender hero]
*                       [y-7=1 if it's a siege battle]
!!BA:P?v1/?v2/?v3; [get x/y/level of battle in v1-v3. It's for 2 lines below]
!!TR1:T?y-2/d/d/d/d/d/d/d;  [get terrain, rivers, roads]
!!TR1:G?y-3; [check for special terrain: y-3]

!!VRz1&y-2=0:S^dirt^; [Standard fields]
!!VRz1&y-2=1:S^sand^;
!!VRz1&y-2=2:S^grass^;
!!VRz1&y-2=3:S^snow^;
!!VRz1&y-2=4:S^swamp^;
!!VRz1&y-2=5:S^rough^;
!!VRz1&y-2=6:S^subt^;
!!VRz1&y-2=7:S^lava^;
!!VRz1|y-2=8/v152=24/v152=85:S^water^; [also for Derelict Ship and Shipwreck]
* Note: there is a SOD bug that new fields override the ship background normally
* set for Derelict Ship and Shipwreck

!!VRz1&y-2<>8/y-3=046:S^magic^; [Special Fields]
!!VRz1&y-2<>8/y-3=226:S^fiery^;
!!VRz1&y-2<>8/y-3=231:S^rockl^;
!!VRz1&y-2<>8/y-3=229:S^air^;
!!VRz1&y-2<>8/y-3=228:S^lucid^;
!!VRz1&y-2<>8/y-3=227:S^holy^;
!!VRz1&y-2<>8/y-3=222:S^clover^;
!!VRz1&y-2<>8/y-3=224:S^evil^;
!!VRz1&y-2<>8/y-3=021:S^cursed^;
!!VRz1&y-2=8/y-4<>-2:S^dualship^;
!!VRz1&y-2=8/y-7<>0:S^watertown^;
* [Now we have the name in z1]


* OPTION:  Priority of the standard picture is 1, same as of any new picture.
*          Increase this value to make standard pictures appear more often.
!!VRv9:S1;


!!VRz2:S^t%V152pic^;
!!UN:J8/5/^%Z2.pcx^;
!!VRz3&-1:Sz2 +^1^;
!!UN&-1:J8/5/^%Z3.pcx^; [Flag1 = 1 if there is a type picture]
!!VRz1&1:Sz2;
!!VRv9&1:S0;

!!VRz2:S^t%V152s%V153pic^;
!!UN:J8/5/^%Z2.pcx^;
!!VRz3&-1:Sz2 +^1^;
!!UN&-1:J8/5/^%Z3.pcx^; [Flag1 = 1 if there is a subtype picture]
!!VRz1&1:Sz2;
!!VRv9&1:S0;

!!IF:V1/1;
!!DO63/1/99999/1:P?y-1; [Count number of pictures in y-1]
!!UN:J8/5/^%Z1.pcx^; [Flag1 = 1 if there is a picture without a number]
!!VRy-1&1:+1;
!!FU&y-1=0:E; [If no pics]
!!VRv1:Sv9;
!!VRy-1:+v1 -1; [-1 for WOG random]
!!VRy-2:S0 Ry-1;
!!VRy-2:-v1;
!!VRy-2&-1:+1;
!!BA&1/y-2=0:B^s%Z1.pcx^;
!!FU&y-2<=0:E; [Exit if standard or already changed]
!!BA:B^s%Z1%Y-2.pcx^;


!?FU63; [In: z1,x16, Flag1=1    Out: Count number of pictures to x1]
!!UN:J8/5/^%Z1%X16.pcx^; [Check if picture number x16 is present]
!!VRx1&-1:Sx16 -1;
!!VRx16&-1:S100000; [Exit DO]
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 12, 2016 10:26 PM

Please be more explicit, I have no idea whats about. You want Morn mod to keep siege battles? Then disable the code I posted above, which is now enabled in the new version.

And I have no idea neither what is this script you quote then, and where you want me to correct things.

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Hero_of_Light
Hero_of_Light


Promising
Supreme Hero
posted November 12, 2016 10:49 PM

This is the old Morn Battlefields script.

I would like to make it work right with beach battlefields.

If that is too difficult since you're not familiar with this script, can you tell me what can I do to the script you just posted to work on Sieges too?
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 12, 2016 10:55 PM

Salamandre said:

!*BA:S?y67;
!*FU&y67>0:E;


Check for those two lines and disable them (as above)

I don't know this old Morn script. I am the creator of Morn mod so I am 100% sure I never wrote that./


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Hero_of_Light
Hero_of_Light


Promising
Supreme Hero
posted November 12, 2016 11:29 PM

The script I posted is the original WoG script. I like it because it allows me to easily customize the battlefields (they are put on s folder).

What I was asking is whether or not you could include the beach script you made in the original New Battlefields I posted above. I think it would be nice to have it repaired as well. It works perfectly (in my opinion) except for that small detail.

If you cannot that's fine, maybe I'll try your script or I'll just stick with the one I have.
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 12, 2016 11:34 PM

No, its structure doesn't allow me to use beach backgrounds as I do for Morn. For that, the entire script should be redone from scratch.

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Hero_of_Light
Hero_of_Light


Promising
Supreme Hero
posted November 13, 2016 12:05 AM
Edited by Hero_of_Light at 00:08, 13 Nov 2016.

OK, thought I'd ask

Correct me If I am wrong but I do think that this script has a few advantages in comparison with your script.

For instance, am I right to believe that your script uses each pcx file by name for each battlefield occasion?

Because the old WoG script allows to add a pcx file for each an every object in the map, by simply adding a new pcx (and not changing the original script at all).

For instance, by placing a pcx file in s folder named in this manner:

tXsYpic1.pcx

Where X is object type and Y is subtype

You can get a new battlefield screen when this object is visited and attacked. This allows to add limitles pcx files. And even If you script the unscripted WOG objects to be dwellings, creature banks etc. you can get a new battlefield for it without further scripting.

Does your version have a similar feature or did I miss it? And If it does, can you explain to me how it works? How can I add custom battlefields for the various WOG objects for your script?
____________
Not idly do the leaves of Lorien fall.

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