|
|
Tordah
Adventuring Hero
|
posted January 02, 2018 12:40 AM |
|
|
Hi all, unfortunately i cannot update my game. I get "Error #02: version getting unsuccessful.".
Anyone knows how to fix this?
Thanks!
|
|
Evaline
Known Hero
|
posted January 02, 2018 01:08 AM |
|
Edited by Corribus at 18:51, 20 Jan 2018.
|
Tordah said: Hi all, unfortunately i cannot update my game. I get "Error #02: version getting unsuccessful.".
Anyone knows how to fix this?
MOD EDIT: Link removed upon request by Spartak.
|
|
Serp
Known Hero
|
posted January 02, 2018 01:24 AM |
|
|
Thanks for the update and the RMG editor!
I think it would be a good idea to highlight zones in RMG Editor that have "placement -> underground" ? Or even one special colour/edges for each "free", "ground" and "underground". Would make it easier to plan and seperate overworld and underground map.
And do you plan to add a Map generator to the RMG editor? So generate a hm3 file that I can eg. open with the scenario editor so I can test easier if my enemy/treasure values fit my expectations. Or is this already possible, where?
|
|
Tordah
Adventuring Hero
|
posted January 02, 2018 01:49 AM |
|
|
Evaline said:
Tordah said: Hi all, unfortunately i cannot update my game. I get "Error #02: version getting unsuccessful.".
Anyone knows how to fix this?
Link.
Thanks.
For those of you like me who wants to update the game using WINE, you will need to remove certain files called "pack.ini" the game installer cannot overwrite. When the installer stops, it'll give you a path to a filename, delete the file and click retry.
You will have to do this about 10 times, then you will have to manually remove a .dll in the root directory of your installation as well and you are done!
Hopefully that helps. Game is running smooth!
|
|
Gruk_
Hired Hero
|
posted January 02, 2018 02:00 AM |
|
Edited by Gruk_ at 09:55, 02 Jan 2018.
|
Serp said: I think it would be a good idea to highlight zones in RMG Editor that have "placement -> underground" ? Or even one special colour/edges for each "free", "ground" and "underground". Would make it easier to plan and seperate overworld and underground map.
You can visualize that by clicking on "View > Terrain / Placement View" or by hitting 2 4 on your keyboard.
Zones have a lot of parameters, and it would not have been reasonable to try to display everything in a single view. So we made several specialized views, each one being dedicated to a specific aspect of the game.
Serp said:
And do you plan to add a Map generator to the RMG editor? So generate a hm3 file that I can eg. open with the scenario editor so I can test easier if my enemy/treasure values fit my expectations. Or is this already possible, where?
Everytime you start a random map game, the map is automatically saved into the "random_maps" folder (at the root of your Heroes 3 installation folder). You can then open the map in map editor to check that your template behaves as expected.
|
|
qualiyah
Tavern Dweller
|
posted January 02, 2018 02:39 AM |
|
|
Big kudos to the HOTA team for giving us all such a delightful New Year's surprise! I really hadn't expected a Jan. 1 update (even though I *did* come to check just in case...).
I think I'll be waiting for the patch before downloading, but I'm excited to try out the new features!
|
|
Grzyboo
Tavern Dweller
|
posted January 02, 2018 03:09 AM |
|
Edited by Grzyboo at 03:12, 02 Jan 2018.
|
Hey, can I report bugs here? Because I think I found a small bug.
1. When your game crashes(happened to me during updating the game) it generates a crash log. It lists some information about thrown exception and so on.
Additionally, it lists all files in Data directory. However, it doesn't use the Heroes3/Data location. Instead, it probably scans the whole computer, because it listed all files(quite many of them) I had under E:/Data/ which has nothing in common with Heroes.
____________
|
|
Serp
Known Hero
|
posted January 02, 2018 03:11 AM |
|
|
@Gruk_: Thank you, it is "4" to view placment, great
More questions:
Scenario Editor:
1) What is "Arena" in scenario editor-MapSpecifications? I think this is new, isn't it?
RMG Editor:
2)
How to make sure there is "at least x" of something in a zone (Rules)?
As far I can see all I can do is to increase the frequency(=chance) and set a max amount.
But even with high frequency it will never be 100% sure that every zone has the max amount of this thing.
So how can I create equal zones?
3) As far as I understand, by default (nearly) all objects are enabled for every zone with default frequency values. This is okay, but a button to disable all objects would be good. Eg. in case I want a small zone with only few gold and one dragon utopia, at the moment I have to manually disable every single object, right?
|
|
Serp
Known Hero
|
posted January 02, 2018 03:13 AM |
|
|
@Gryzboo:
The first is not a bug I think:
http://heroes.thelazy.net/wiki/Golden_Bow
|
|
Grzyboo
Tavern Dweller
|
posted January 02, 2018 03:18 AM |
|
|
Serp said: @Gryzboo:
The first is not a bug I think:
http://heroes.thelazy.net/wiki/Golden_Bow
Yeah, I just realized after I posted that. Always confusing those 2 bows items.
____________
|
|
heroes_fanboy
Known Hero
|
posted January 02, 2018 03:20 AM |
|
|
nik312 said: 1.5.0 update is available!
[+] Beholders, Evil Eyes and Gold Golems now have magic death sound effects
And my OCD still keeps telling me that the world is out of balance when some units have that "magic death" animations and others do not (well, too much work to add them...).
But taking into account that this is my only problem with HotA (and maybe Cove's puzzle map that does not quite fit the rest)--congrats and keep up good work!!!
____________
My suggestions are JUST suggestions. 1) I didn't mean to make fun of anybody. 2) I can always be WRONG--if that's the case I'm sorry.
|
|
Popcioslav
Hired Hero
The best H4 unit
|
posted January 02, 2018 06:10 AM |
|
|
Hey, quick question, I'm currently working on and finishing a big map showcasing and using everything new in 1.5 to its fullest, that being said, I still feel like I might've missed some decorations and all
For example, in one of the teasers they've showcased a christmas tree (top left corner), but I can't find it in the editor or any of the maps. Help please?
|
|
OrrinIsTheBest
Known Hero
Invest in your future.
|
posted January 02, 2018 06:56 AM |
|
|
hippox89 said: ''[+] Orb of Inhibition and Recanter's Cloak are now banned by default''
Wow, that's a quite a radical change for competitive play, if I understand it correctly. It will certainly change a lot about how people view and play the game. It obviously makes magic/resistance a lot more reliable to use against another human player in combat. I'm all down for it, personally. It feels fresh and new. But it will have to be explored fully over time before really being able to judge the change fairly.
Yeah,that kinda hit me there. In case this decision is disliked by most of the heroes society over time i want to repeat the idea that i introduced earlier: Orbit of(...)(peace,maybe?) :
If worn on any side, this artifact will prevent any hostile spell while allowing only self-cast.
And again thanks A LOT for this amazing work.
|
|
vylk
Adventuring Hero
|
posted January 02, 2018 09:44 AM |
|
|
Animated lakes have been removed? hmmm, why though...they were pretty cool.
|
|
Gruk_
Hired Hero
|
posted January 02, 2018 09:48 AM |
|
Edited by Gruk_ at 09:54, 02 Jan 2018.
|
Serp said: @Gruk_: Thank you, it is "4" to view placment, great
Yes, 4
Serp said:
How to make sure there is "at least x" of something in a zone (Rules)?
As far I can see all I can do is to increase the frequency(=chance) and set a max amount.
But even with high frequency it will never be 100% sure that every zone has the max amount of this thing.
So how can I create equal zones?
Currently, there is no way to ensure a minimum count of a specific object per zone. But there is quite a reliable way to ensure a fixed count. To achieve that, you need to set a maximum count together with a very high frequency (as you suggested). But a high frequency is not a sufficient: you also need to make sure that the treasure range (and treasure density) is high enough so the zone is able to host the object (treasure value must be at least equal to object value). If the zone is big enough, and other objects don't also have a very high frequency, it should work virtually all the time.
Another option is to create a small zone where only your object is available. To do that you have to set a "disable everything" rule followed by a "enable" rule on your object. With this method, your object does not enter in competition with other objects, so it should be even more reliable (but you still need to make sure to have appropriate treasure values so the zone can host your object).
Serp said:
3) As far as I understand, by default (nearly) all objects are enabled for every zone with default frequency values. This is okay, but a button to disable all objects would be good. Eg. in case I want a small zone with only few gold and one dragon utopia, at the moment I have to manually disable every single object, right?
In "Template > Settings > Objects" menu, you can set general rules that will apply to all zones, but can be overwritten by local zone rules.
Now, for your example, what you are looking for is a "Disable > Everything" rule, followed by a "Enable Dragon Utopia" rule. Note that the order of rules is important: last rules take precedence over previous ones.
|
|
pellish
Famous Hero
|
posted January 02, 2018 12:23 PM |
|
|
Tordah said:
Thanks.
For those of you like me who wants to update the game using WINE, you will need to remove certain files called "pack.ini" the game installer cannot overwrite. When the installer stops, it'll give you a path to a filename, delete the file and click retry.
You will have to do this about 10 times, then you will have to manually remove a .dll in the root directory of your installation as well and you are done!
Hopefully that helps. Game is running smooth!
I also use Wine. Does the map editor work for you? Everything else is running fine for me but I can't figure out the problem with the editor. Something about an access violation to hota_me.dll. Bugs me!
|
|
Mursilis
Hired Hero
|
posted January 02, 2018 12:33 PM |
|
|
vylk said: Animated lakes have been removed? hmmm, why though...they were pretty cool.
It is true! Why this decision? It is a very beautiful aesthetic element. I hope it comes back in the 1.5.1 update ...
For the rest, it's a great update. Thanks for your work, guys. No doubt you have been working very hard.
|
|
Serp
Known Hero
|
posted January 02, 2018 02:15 PM |
|
|
Gruk_ said:
Currently, there is no way to ensure a minimum count of a specific object per zone. But there is quite a reliable way to ensure a fixed count. To achieve that, you need to set a maximum count together with a very high frequency (as you suggested). But a high frequency is not a sufficient: you also need to make sure that the treasure range (and treasure density) is high enough so the zone is able to host the object (treasure value must be at least equal to object value). If the zone is big enough, and other objects don't also have a very high frequency, it should work virtually all the time.
Another option is to create a small zone where only your object is available. To do that you have to set a "disable everything" rule followed by a "enable" rule on your object. With this method, your object does not enter in competition with other objects, so it should be even more reliable (but you still need to make sure to have appropriate treasure values so the zone can host your object).
Thank you
So I assume you will implement a "minimum count" in next versions? I'm especially thinking of starting zones. Eg. every player should have x of different dwellings in his area. There it is important that all players have equal dwellings number to be fair. And if I set a high frequency with max amount for eg. 10+ objects, the chance that all 10+ objects are placed for each player everytime gets less and less.
So to be able to create fair maps, I think a minimum count is necessary, don't you agree?
And I remembered another interesting object-placement method you might consider: http://www.frozenspire.com/MapGenerator/Index.html
In this map generator you can put several objects into one Rule. So you can say "place x objects from this list: Windmill, Mystical Garden, Waterwheel". It is a really nice method of placing objects. Maybe it would be a good idea to contact the author and ask for permission to implement (optionally) some of his ideas. Of course your RMG Editor is very good and has features the web-rmg-editor is not able to. But it still might be best to merge all good features
Eg. also the "close to castle" and "easy access" option for objects is helpful.
|
|
mihaid
Hired Hero
|
posted January 02, 2018 02:29 PM |
|
|
pellish said:
I also use Wine. Does the map editor work for you? Everything else is running fine for me but I can't figure out the problem with the editor. Something about an access violation to hota_me.dll. Bugs me!
I'm also using wine (on Ubuntu) and I have the same issue with the HotA map editor.
The sad thing is I installed Windows in a VM and everything is running perfectly out of the box. So it's likely that this problem only affects wine.
____________
|
|
DrSlash
Hired Hero
|
posted January 02, 2018 03:25 PM |
|
Edited by DrSlash at 15:29, 02 Jan 2018.
|
heroes_fanboy said: maybe Cove's puzzle map that does not quite fit the rest
In case you didn't notice yet, Cove's puzzle map has been updated in the latest version
Anyway, enjoy the game and happy holidays, everyone!
|
|
|
|