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just0
Adventuring Hero
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posted March 25, 2018 06:05 PM |
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Sav said: Newline symbol in description is wrong. Have you edited the description using template editor or just opened as a plain text?
Pretty sure I just used the template editor's interface. Anyway I removed the newline in the description and it still crashes in the same place.
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Sav
Known Hero
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posted March 25, 2018 06:26 PM |
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The description maximum size is 300 symbols (including the template name symbols). I've forgot about it when added its displaying in main menu, so the larger descriptions crash.
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just0
Adventuring Hero
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posted March 25, 2018 06:35 PM |
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Sav said: The description maximum size is 300 symbols (including the template name symbols). I've forgot about it when added its displaying in main menu, so the larger descriptions crash.
That fixed it. Thanks!
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StrikerX
Known Hero
The Bringer of Rain
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posted March 26, 2018 04:14 PM |
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Edited by StrikerX at 16:15, 26 Mar 2018.
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I found a serious reproducible crash bug in Hota Template Editor that needs fixed please.
When adding 'Object Rules' to zone settings or 'Objects' in 'Template Settings' if you accidentally double click outside the range of an existing rule (right side of existing rule in white area) to edit it the program crashes
If you don't remember to save often you can lose hours of work.
Happened yesterday but today after it crashed again I figured out why.
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MCB
Hired Hero
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posted March 26, 2018 04:22 PM |
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There is a way to have roads than cross all the junction zone? When I put a treasure junction zone there is always 2 zones without the road.
I want than the road cross the entire junction zone.
Also I hope to configure buildings in neutral castles.
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StrikerX
Known Hero
The Bringer of Rain
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posted March 26, 2018 04:41 PM |
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Edited by StrikerX at 16:43, 26 Mar 2018.
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MCB said: There is a way to have roads than cross all the junction zone? When I put a treasure junction zone there is always 2 zones without the road.
I want than the road cross the entire junction zone.
Also I hope to configure buildings in neutral castles.
On all your link zone connection lines going to and from the junction zone did you set roads to "Yes"? I tested putting a junction in with roads set to yes and I got roads that went thru junction and connected to my other city in other zone.
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MCB
Hired Hero
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posted March 26, 2018 04:43 PM |
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Thanks StrikerX i will try it.
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Gruk_
Hired Hero
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posted March 26, 2018 04:46 PM |
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StrikerX said: I found a serious reproducible crash bug in Hota Template Editor that needs fixed please.
When adding 'Object Rules' to zone settings or 'Objects' in 'Template Settings' if you accidentally double click outside the range of an existing rule (right side of existing rule in white area) to edit it the program crashes
If you don't remember to save often you can lose hours of work.
Happened yesterday but today after it crashed again I figured out why.
Ok, I can reproduce it. Thank you for reporting, it really helps.
I will fix it, of course.
An autosave feature is also on the way.
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StrikerX
Known Hero
The Bringer of Rain
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posted March 26, 2018 05:20 PM |
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Edited by StrikerX at 17:30, 26 Mar 2018.
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Gruk_ said:
StrikerX said: I found a serious reproducible crash bug in Hota Template Editor that needs fixed please.
When adding 'Object Rules' to zone settings or 'Objects' in 'Template Settings' if you accidentally double click outside the range of an existing rule (right side of existing rule in white area) to edit it the program crashes
If you don't remember to save often you can lose hours of work.
Happened yesterday but today after it crashed again I figured out why.
Ok, I can reproduce it. Thank you for reporting, it really helps.
I will fix it, of course.
An autosave feature is also on the way.
Thanks Autosave will be good to have as well.
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MCB
Hired Hero
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posted March 26, 2018 07:59 PM |
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StrikerX said:
MCB said: There is a way to have roads than cross all the junction zone? When I put a treasure junction zone there is always 2 zones without the road.
I want than the road cross the entire junction zone.
Also I hope to configure buildings in neutral castles.
On all your link zone connection lines going to and from the junction zone did you set roads to "Yes"? I tested putting a junction in with roads set to yes and I got roads that went thru junction and connected to my other city in other zone.
The problem persist. There are two paths to junction zone, one with road and another without road, and I only put one path in the editor.
[url=http://subefotos.com/ver/?e35a98af8367e48b3597c77a33a79e61o.png][/url]
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StrikerX
Known Hero
The Bringer of Rain
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posted March 26, 2018 10:06 PM |
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Edited by StrikerX at 22:11, 26 Mar 2018.
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MCB said:
StrikerX said:
MCB said: There is a way to have roads than cross all the junction zone? When I put a treasure junction zone there is always 2 zones without the road.
I want than the road cross the entire junction zone.
Also I hope to configure buildings in neutral castles.
On all your link zone connection lines going to and from the junction zone did you set roads to "Yes"? I tested putting a junction in with roads set to yes and I got roads that went thru junction and connected to my other city in other zone.
The problem persist. There are two paths to junction zone, one with road and another without road, and I only put one path in the editor.
I see what your talking about. That happens in my maps all the time. Whenever I set a ground connection alot of times I might get 2 connections to same zone and both guarded. I usually have roads set to none so it just adds a bit of flavor.
I don't think there's anything to be done about the 2nd opening appearing sometimes.
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Gruk_
Hired Hero
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posted March 26, 2018 11:34 PM |
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StrikerX said:
I see what your talking about. That happens in my maps all the time. Whenever I set a ground connection alot of times I might get 2 connections to same zone and both guarded. I usually have roads set to none so it just adds a bit of flavor.
I don't think there's anything to be done about the 2nd opening appearing sometimes.
Yes, a single ground connection in the template may result in several connection points in the actual map, especially if zones share a large common boundary.
If you want to avoid such multiple connections, you can use a connection through monolith or underground gate: both are guaranteed to materialize as a single connection point between zones.
Another option is to try to keep the common boundary of your zones as small as possible, to reduce the odds of getting several connection points. But it may require advanced knowledge of how RMG works.
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MCB
Hired Hero
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posted March 27, 2018 08:14 PM |
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Gruk_ said:
StrikerX said:
I see what your talking about. That happens in my maps all the time. Whenever I set a ground connection alot of times I might get 2 connections to same zone and both guarded. I usually have roads set to none so it just adds a bit of flavor.
I don't think there's anything to be done about the 2nd opening appearing sometimes.
Yes, a single ground connection in the template may result in several connection points in the actual map, especially if zones share a large common boundary.
If you want to avoid such multiple connections, you can use a connection through monolith or underground gate: both are guaranteed to materialize as a single connection point between zones.
Another option is to try to keep the common boundary of your zones as small as possible, to reduce the odds of getting several connection points. But it may require advanced knowledge of how RMG works.
Perfect, thanks. I tried subterranean gate and works perfectly. Also
gives some advantage to dungeon players, since most of the battles will decide on underground. Wich is fair because dungeon has disantvantage on his main non-subterranean terrain.
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Romanov77
Known Hero
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posted March 27, 2018 08:55 PM |
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Hello guys, just installed this mod alongside the HD mod over my GOG complete version.
Congratulations to all the people involved, the HD mod is literally a godsend and the HOTA in my opinions tops and sometimes even surpasses the original developers.
I have some questions:
1)Is there a way to restore the old SoD font? The new one in HOTA is blurry on my laptop.
Also, will the solution eventually break the mod auto-update?
2)Is there anyway to get some of the HOTA interface improvement to vanilla Complete version?
I am talking about clear spell explanations, creature populations brackets (like "Horde (xx-yy)")and similar stuff. No game-play altering stuff.
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avatar
Promising
Supreme Hero
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posted March 27, 2018 09:52 PM |
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Romanov77 said:
1)Is there a way to restore the old SoD font? The new one in HOTA is blurry on my laptop.
Also, will the solution eventually break the mod auto-update?
You can ALWAYS manually extract SoD fonts from h3bitmap.lod file and replace hota fonts in HotA.lod file. This operiation should not break auto update.
And similiar - manually you can do various interface replacement in both direction (SoD-HotA).
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Romanov77
Known Hero
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posted March 28, 2018 04:30 PM |
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avatar said:
Romanov77 said:
1)Is there a way to restore the old SoD font? The new one in HOTA is blurry on my laptop.
Also, will the solution eventually break the mod auto-update?
You can ALWAYS manually extract SoD fonts from h3bitmap.lod file and replace hota fonts in HotA.lod file. This operiation should not break auto update.
And similiar - manually you can do various interface replacement in both direction (SoD-HotA).
How to open these lod files?
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StrikerX
Known Hero
The Bringer of Rain
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posted March 28, 2018 07:25 PM |
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Edited by StrikerX at 19:26, 28 Mar 2018.
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Seer's Huts still spawn in random maps even when 'any kind' are disabled in the objects list of HotA template editor.
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avatar
Promising
Supreme Hero
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posted March 28, 2018 09:02 PM |
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Romanov77 said:
How to open these lod files?
MMArchive.
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Gruk_
Hired Hero
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posted March 28, 2018 09:35 PM |
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StrikerX said: Seer's Huts still spawn in random maps even when 'any kind' are disabled in the objects list of HotA template editor.
A Seer's Hut is the side effect of a "quest artifact" object. It can spawn anywhere except in the zone where the quest artifact is, regardless object restrictions.
In other words, you can ban quest artifacts from a zone, but not Seer's Huts. As long as there are quest artifacts on the map, Seer's Hut may pop even in zones where all objects are disabled.
The same is true for the [border guard + objects] clusters generated from a Keymaster's Tent object.
So I guess that makes the "disable everything" statement a small lie
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Erathianer
Adventuring Hero
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posted March 29, 2018 11:12 AM |
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Maurice said:
The second question I have, is since the skill is such a radical change from the old one: have you considered just adding it as a new skill instead? I realise this impacts game balance just as well, since adding a full new skill would bring it up to 28 and mess up all the odds of getting skills across the board - including the odds of getting it from Witch Huts and Universities.
Imo thats a good idea, for example a new skill like "Countermagic" could replace the old resistance and also we could have the new "Resistance". But then there should be new items too to support the "Countermagic".
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