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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [HotA] Bugreports. Critical bugs.
Thread: [HotA] Bugreports. Critical bugs. This thread is 17 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 · «PREV / NEXT»
phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted August 05, 2015 11:48 PM

Well I tried reloading the save and restarting the game, but it did'nt help.
I just hope it won't happen again, especially if it's gonna snow up the file...

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted August 18, 2015 08:37 PM
Edited by phoenix4ever at 20:38, 18 Aug 2015.

Sorry if this is not relating to HotA, but since HotA is the only version of HOMM 3 I play at the moment I don't know if it's the same in RoE, AB, SoD or the HD-remaster.

All I know is that something is definitely wrong with the mana cost of the level 3 spell Teleport.
Without Water Magic it costs 15 mana, with basic it costs 12, but at advanced it only costs 6 and at expert only 3 mana, making it the cheapest combat spell in the game! I don't understand why it gets cheaper at advanced and expert levels, no other spells does that.
If you also carry mages, the spell cost goes down to 1, which is absolutely insane.  

I just tested all spells without magic schools and with expert magic schools and everythings works as it should, except teleport...

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 18, 2015 10:26 PM

You know that Hota folder allows you to start normal Heroes III as well, right? So a 10 seconds test would solve your existential problem and avoid too much spam here.

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted August 18, 2015 11:20 PM

Well that does'nt answer the issue with teleport, which was the hole point of the post.
And I'm not spamming, I post when I feel it's important enough and only because I care so much about the game.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 18, 2015 11:31 PM

Is not related to Hota.
____________
All my Era II mods

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted August 18, 2015 11:57 PM

Okay that's good to know, I guess.
Still wonder if it's a bug or intentional though. It must be a bug since it's the only spell that works that way. HotA and HD mod corrected many bugs, why not this... The spell normally costs 15 mana, getting it down to only 3 mana overpowers the spell.
You must agree with this oh great and wise Salamandre.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 19, 2015 12:02 AM

Well, I don't consider teleport spell to be better than mass slow or haste, except very situational cases. So mass slow for 4, teleport for 3, well, is that so crazy?

+ 15 years that I still see it at 3 so I won't seize right now someone's throat yelling in agony.

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted August 19, 2015 08:19 AM

Yeah we all know about mass slow and haste, they are very powerfull, especially as level 1 spells.
But teleport is a level 3 spell supposed to cost 15 and then 12 mana, instead it goes down all the way to 3.
Imagine if cost of Armageddon or Resurrection went down to 4 mana or Implosion or Sacrifice to 5, that would be the same situation.
Maybe a cheap/free teleport could come with a combination artifact, but not just with water magic...

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zmudziak22
zmudziak22


Famous Hero
posted August 19, 2015 08:25 AM

Still you don't use teleport in each battle. It is mostly used in sieges(fortress and hydras)

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 19, 2015 08:29 AM

phoenix4ever said:
Imagine if cost of Armageddon or Resurrection went down to 4 mana or Implosion or Sacrifice to 5, that would be the same situation.


Not even close. The game is out since 1999 and you just discovered on 19/08/2015 that teleport costs 3 mana. It is relevant about how important the spell is and how much you use/d it.

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted August 19, 2015 09:22 AM

So are you guys okay with it, you just accept it because it's always been like that? HotA and HD mod corrected just as old bugs, this should also be corrected.
And Salamandre no, I have noticed the cheap teleport before, never gave it much thought though and I could'nt remember if it was the same problem before HotA.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted August 19, 2015 10:35 AM

I don't think they question whether it's an issue, but rather what the priority is for fixing it. The spell is situational at best and the bug only becomes apparent when the Hero in question has the Water Magic skill. Such a Hero is likely a Magic Hero, so will likely have a fair mana pool. Overall, the priority to fix this issue (because yes, that's what it is) is rather small as a result.

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nik312
nik312


Promising
Famous Hero
posted August 19, 2015 11:12 AM

phoenix4ever said:
So are you guys okay with it, you just accept it because it's always been like that? HotA and HD mod corrected just as old bugs, this should also be corrected.
And Salamandre no, I have noticed the cheap teleport before, never gave it much thought though and I could'nt remember if it was the same problem before HotA.


AFAIK this is not a bug, but an absolutely intentional behaviour

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted August 19, 2015 11:23 AM

nik312 said:


AFAIK this is not a bug, but an absolutely intentional behaviour

Really? That sounds weird to me, any other spell decrease spell cost at basic level with same amount as the level of the spell, but teleports cost is halved from basic to advanced and halved again from advanced to expert. There is a big difference from 15 to 3 mana and again it's a level 3 spell...

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StrikerX
StrikerX


Known Hero
The Bringer of Rain
posted August 23, 2015 09:23 PM

Exceptional :)

Just came back to Heroes 3 and found HotA.  Wow that is one exceptional quality expansion fan mod.  Played both campaigns and using HD mod I just had 1 bug mostly that happened 4 or 5 times and that's when receiving an artifact from somewhere like man rescued from water my game would crash randomly but after restarting it would work fine.

Great work  The pirate town is so well done and the creatures are amazing.  It's my favorite town to play now!  Also love these fixes to random map generator and the giant maps



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heroes_fanboy
heroes_fanboy


Known Hero
posted August 29, 2015 12:16 AM

I'm sure you guys know this bug where HoMM III crashes on multi-core CPU setups because of sound issues. And this problem affects HotA as well.

But it looks like in the HD mod this has been fixed (right?): "[HD Mod] Uses newer versions of libraries Mss32.dll and Mp3dec.asi (that prevents frequent game crashes on some PCs)".

Err... Can I use these libraries from the HD mod to prevent crashes in vanilla HotA?  






____________
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.

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nik312
nik312


Promising
Famous Hero
posted September 01, 2015 08:05 PM
Edited by nik312 at 20:06, 01 Sep 2015.

heroes_fanboy said:
I'm sure you guys know this bug where HoMM III crashes on multi-core CPU setups because of sound issues. And this problem affects HotA as well.

But it looks like in the HD mod this has been fixed (right?): "[HD Mod] Uses newer versions of libraries Mss32.dll and Mp3dec.asi (that prevents frequent game crashes on some PCs)".

Err... Can I use these libraries from the HD mod to prevent crashes in vanilla HotA?  



Not really. HD mod has some specific code to make heroes compatible with those. However, I don't see any reason for anyone to play without HD mod. Most of its features are adjustable and overall it only upgrades the game experience

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heroes_fanboy
heroes_fanboy


Known Hero
posted September 03, 2015 01:14 AM

nik312 said:
heroes_fanboy said:

...

Err... Can I use these libraries from the HD mod to prevent crashes in vanilla HotA?  



Not really. HD mod has some specific code to make heroes compatible with those. However, I don't see any reason for anyone to play without HD mod. Most of its features are adjustable and overall it only upgrades the game experience


Oh, it's good to know. And you're probably right about the HD mod, nik. But if the team is going to support vanilla HotA, I think it'd nice to fix this bug (some people might even think it's a HotA bug, and report it as such).

I have already mentioned this a few times, but maybe it's high time to integrate HotA with the HD Mod? You recommend the HD mod all the time and Baratorch works with you anyway.

BTW, how is the translation proofreading going?
____________
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.

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cgsilver
cgsilver

Tavern Dweller
Gorgons FTW
posted September 11, 2015 06:47 PM

Hi,

I'm pretty new to HotA and while I am enjoying it, it's hard to follow up what has happened in the past. I searched as good I could but if I dupe report a bug, pls forgive me.

Currently I'm playing 1.3.8 with HD+ 3.811 build 3:

I think the reverse order when troops wait is incorrect. In H3 it has a bug (I consider it a bug) when own troops with same speed wait, the reverse order after waits is not reverse (I hope it's clear what I am trying to say )
But I think in HotA if my troop acts prior to the enemy creature with the same speed and we both wait, the order is not reversed.
I was now trying to prove, but in a quick test map I created the enemy don't want to wait...

Also I think that the original Heroes 3 initiatives is buggy, I always considered it buggy. If I have the same speed as the fastest creature and I attack, I start, but if I have the fastest creature, I start, but same speed creatures always come first from the enemy. Every creature!
If both sides have equal speed creatures as fastest creature, in the first round all of my creatures come first, after that however, always enemy creatures with the same speed come first.
I noticed that when some stacks are killed, the order may change again.
I think the speed order is complex and sometimes not really straight forward.

Not sure if you want to look into that, but an initiative bar like in newer hereoes, to see who comes next, would be very handy. Even though I still think the engine of this could be improved to be more logical.
What do you think?

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted September 11, 2015 08:17 PM

I don't know if anything is wrong with the turn order, it's a bit confusing sometimes when waiting, but it would definitely be nice with a graphic showing the turn order.

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