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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: New Town - Abode
Thread: New Town - Abode This thread is 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
Silaneo
Silaneo


Adventuring Hero
Town Creator
posted June 27, 2013 10:53 PM


Quote:

PS In FAQ for creating 2rd upgrade I forgot to mention, that icons also must be added to town-hall.def: at 49 cadre there must be icon of 7th level building.


Ye,I already did that,thx

Quote:
Special buildings now are not implemented, so they just drawn on screen without any effect.



Thats bad to hear I hoped there is some bonus format that would give special buildings their atributes.So the Crystal Garden and Statue wont work for some time...the horde building also doesnt seem to work well but I see there are options in faction.json so i guess i just set something wrong



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Macron1
Macron1


Supreme Hero
posted June 27, 2013 11:19 PM
Edited by Macron1 at 23:21, 27 Jun 2013.

Quote:

the horde building also doesnt seem to work well but I see there are options in faction.json so i guess i just set something wrong




The horde works good.
You need to add [18,19] for horde 1 and [24,25] for horde 2 (buildings also must be present in texts, structures, buildings).
For example, for horde 1 in buildings.json you want to give additional growth for sprites,pixies (lev 1).
In id=18 you must have
"upgrades":30
(if you want to replace building id=30 with id=18 on screen) or
"requires":[30]
(if you want to draw additional dwelling on screen not touching original).
For id=19 you must have
"requires":[18], "upgrades":37, "mode":"auto"

Then you go to faction.json, add [18,19] to "hallSlots",
then you must have
"horde":[0,-1]
(0 - means that horde 1 (18,19) give growth to level 1 (6 - to level 7, for example)

Same goes to horde 2. For it you must have
"horde":[0,3] (if you want to give growth to level 4).

For creatures, that will gain add. growth, you must add in their json files
"horde":10
(10 is the amount of additional units each week).

UPG Well originally give add. growth to all creatures, you cannot do this in H3, but you can use well as horde 1 for some level monster

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Silaneo
Silaneo


Adventuring Hero
Town Creator
posted June 28, 2013 12:36 PM

Quote:

The horde works good.



Ye,its working now.I forgot to set the horde number in pixie/sprite.json

Yesterday I experienced crashes with the 2nd lv upgrade version on not built cities,it was most likely because in faction.json the Dreadnought was both at 3rd and 7th level.I
deleted it and it works good now.Still the Juggernaut is both at 6 and 7 level while in Sacred Phoenix.json is on level 6.It doesnt cause any trouble,funny how it work.Btw is there a way to completely remove 7th level creature from showing in castle view ?

I upload the new 1.05 version with working hordes and fixed building texsts

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Macron1
Macron1


Supreme Hero
posted June 28, 2013 01:09 PM
Edited by Macron1 at 13:11, 28 Jun 2013.

Quote:
Btw is there a way to completely remove 7th level creature from showing in castle view ?



Don't tried it yet.

PS When I create new town, I set all levels of creatures, siege shooter and commander to "archer" or "Halfling". And it also works

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Silaneo
Silaneo


Adventuring Hero
Town Creator
posted June 28, 2013 04:11 PM
Edited by Silaneo at 16:16, 28 Jun 2013.

Ok the last important thing that needs to be done for everything to work well is setting he shooters right.At this moment the shooting sound is messed up and I dont know why.The animation seems to be set right.For example the sharpshooter - I checked him in cranim.txt and it looks like this.These are offset values,frame angles and attackClimaxFrame



and here is how sharpshooter.json looks



I dont know whats wrong :/ here is cranim file if needed CRANIM

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Hero_of_Light
Hero_of_Light


Promising
Supreme Hero
posted June 28, 2013 04:24 PM

Neatly done, I think it deserves recognition.
____________
Not idly do the leaves of Lorien fall.

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Macron1
Macron1


Supreme Hero
posted June 28, 2013 04:36 PM

You mean sound is not played at 11th frame but earlier?
Ask in VCMI thread.
But I think this is how it works now (as for me I play without sound).
Or edit sound file by inserting needed silence at start.

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Silaneo
Silaneo


Adventuring Hero
Town Creator
posted June 28, 2013 04:42 PM

Quote:
You mean sound is not played at 11th frame but earlier?



Nah,this is not the case.It sounds distorted as if it was played many times at the same time.Its better to hear that I prefer to play with sound

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Macron1
Macron1


Supreme Hero
posted June 28, 2013 05:18 PM

Quote:
Quote:
You mean sound is not played at 11th frame but earlier?



Nah,this is not the case.It sounds distorted as if it was played many times at the same time.Its better to hear that I prefer to play with sound

So it's problem on your computer! I don't have this error.
Try to run VCMI_client.exe in compatibility regime (choose them all until sound plays good).

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Silaneo
Silaneo


Adventuring Hero
Town Creator
posted June 28, 2013 06:09 PM
Edited by Silaneo at 18:46, 28 Jun 2013.

It couldnt have been my computer.At my friends computer it played the same.Also the cove town shooter sound played well at the same VCMI so I copy/pasted the missile part from cove pirate.json to my sharpshooter.json to check it.Suprisingly the sound and animation is ok now even though the json looks like this



Well at least im closer to solving this

EDIT : lol i just changed the values to correct ones and added right def and everything is working ok ^^ Its like some little things were causing the problem (commas maybe?)Well at least everything is ok now

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Macron1
Macron1


Supreme Hero
posted June 28, 2013 08:02 PM
Edited by Macron1 at 20:04, 28 Jun 2013.

Quote:

EDIT : lol i just changed the values to correct ones and added right def and everything is working ok ^^ Its like some little things were causing the problem (commas maybe?)Well at least everything is ok now

Maybe VCMI calculates remaining frames and stretches sound to play at remaining frames length?
Or your missile def was illegal (not 9 frames in it)?

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Silaneo
Silaneo


Adventuring Hero
Town Creator
posted June 28, 2013 08:16 PM

nah,the def had 9 frames.I checked it earlier.Also the Pirate bullet had one frame so i dont think its a matter of frames

All the creatures are now done,some just need to get their abilities to be comeplete so I uploaded the newest mod version 1.10.



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Macron1
Macron1


Supreme Hero
posted June 28, 2013 08:53 PM

Quote:
nah,the def had 9 frames.I checked it earlier.Also the Pirate bullet had one frame so i dont think its a matter of frames

All the creatures are now done,some just need to get their abilities to be comeplete so I uploaded the newest mod version 1.10.





VCMI developers wrote they disabled "spinning" property for missile. Maybe they didn't do it right, so 9-frame missiles don't work right?

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Silaneo
Silaneo


Adventuring Hero
Town Creator
posted June 28, 2013 09:18 PM

I think the projectile def is not at fault.First it didnt work and after i put it to pasted "enviroment"  it worked.It might have to do with "{}" signs but im not sure.Anyway im trying to set new abilities now and i have a problem how to limit them.This is how it looks :



I want to set double shot like with grand elves and also set "death stare limited to just melee fight but it doesnt work Seeing arrows equiped with death stare is fun but its too overpowered in late game

for example when i use quotation marks at ONLY_MELEE_FIGHT it doesnt see the ability and when i dont use- the limiter is not working at all ^^ Maybe im doing something wrong ?

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Macron1
Macron1


Supreme Hero
posted June 28, 2013 09:46 PM
Edited by Macron1 at 21:57, 28 Jun 2013.

Quote:
I think the projectile def is not at fault.First it didnt work and after i put it to pasted "enviroment"  it worked.It might have to do with "{}" signs but im not sure.Anyway im trying to set new abilities now and i have a problem how to limit them.This is how it looks :



I want to set double shot like with grand elves and also set "death stare limited to just melee fight but it doesnt work Seeing arrows equiped with death stare is fun but its too overpowered in late game

for example when i use quotation marks at ONLY_MELEE_FIGHT it doesnt see the ability and when i dont use- the limiter is not working at all ^^ Maybe im doing something wrong ?


There must be , at end of each string. It's hard to show, cause you posted image instead of text.
Didn't check, but I think DEATH_STARE doesn't work on distant attacks.
If it works, try
{
"type":"DEATH_STARE",
"subtype":1
}
It's some commander type stare, I think it must work.
effectRange don't work as it must now. At least I tried it for "SPELL_LIKE_ATTACK", but attack still hurts own troops.
Ask at VCMI thread, IvanSav can help you, I think.
PS You forgot to put in quotes  "ONLY_DISTANCE_FIGHT"

UPD
As I look into sources, here
http://sourceforge.net/p/vcmi/code/HEAD/tree/trunk/server/CGameHandler.cpp#l3482

//allow more than one additional attack
int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),  (Selector::effectRange (Bonus::NO_LIMIT) || Selector::effectRange(Bonus:NLY_DISTANCE_FIGHT)))->totalValue();

"effectRange":"ONLY_DISTANCE_FIGHT" must work, just dont' forget ""

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Silaneo
Silaneo


Adventuring Hero
Town Creator
posted June 28, 2013 10:13 PM

Quote:

Didn't check, but I think DEATH_STARE doesn't work on distant attacks.



Well thats the problem the death stare DOES work on distant attacks and i DONT want that.I want it only to work on short distance but the archers just keep shooting with Death Stare effect ^^ Unfortunately when i use quotes it doesnt show the ability in the creatures ability box Its not working

With this setup the game only "sees" 2 abilities : shooter and unlimited retaliation.Theres something wrong with effectRange

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Macron1
Macron1


Supreme Hero
posted June 28, 2013 10:30 PM

Quote:
Quote:

Didn't check, but I think DEATH_STARE doesn't work on distant attacks.



Well thats the problem the death stare DOES work on distant attacks and i DONT want that.I want it only to work on short distance but the archers just keep shooting with Death Stare effect ^^ Unfortunately when i use quotes it doesnt show the ability in the creatures ability box Its not working

With this setup the game only "sees" 2 abilities : shooter and unlimited retaliation.Theres something wrong with effectRange


Try this (I corrected quotas):
{
"type" : "SHOOTER"
},
{
"type" : "ADDITIONAL_ATTACK",
"effectRange":"ONLY_DISTANCE_FIGHT"
},
{
"type" : "UNLIMITED_RETALIATIONS"
},
{
"type" : "DEATH_STARE",
"val" : 10,
"subtype" : 0

}

I looked into sources, DEATH_STARE don't have effectRange modifier, it works as spell. So it cannot be reduced to melee only.
It don't work on UNDEAD or NON_LIVING, by the way.

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Silaneo
Silaneo


Adventuring Hero
Town Creator
posted June 28, 2013 11:21 PM

Quote:
Try this (I corrected quotas)
Quote:


I pasted this but still it doesnt work.They shoot only once,there is no additional attack in abilities box.I'll try adding value number,maybe this will help

Quote:
DEATH_STARE don't have effectRange modifier, it works as spell. So it cannot be reduced to melee only.


aw thats bad.Well looks like i will have to think of some other ability for now ^^


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Macron1
Macron1


Supreme Hero
posted June 28, 2013 11:51 PM

Quote:
I'll try adding value number,maybe this will help



"val":1 helped?

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Silaneo
Silaneo


Adventuring Hero
Town Creator
posted June 29, 2013 12:22 AM
Edited by Silaneo at 14:39, 30 Jun 2013.

Quote:
"val":1 helped?

yup,It works Shoots twice

EDIT :

I have organised all the mod folders and fixed all the faction info(ver 1.18).Now it looks like it should Now i need to recreate hero specialities and everything is done.Hero biographies need to be done,if you want you can post some of them here guys.Im not good at thinking off stories (And too lazy to put them on paper btw )

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