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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 29 pages long: 1 10 20 ... 22 23 24 25 26 ... 29 · «PREV / NEXT»
FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 19, 2020 09:27 PM
Edited by FirePaladin at 21:27, 19 Apr 2020.

phoenix4ever said:
AI can't/won't pick up Vial of Mana.


Good. Now I can use this for custom scenarios.

But now really, I didn't expect this. I think it should be fixed soon.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 21, 2020 10:14 PM

I already corrected this bug myself, but Gold Dragons, Black Dragons and Magic Elementals should be immune to Fire Shield, since they are immune to level 4 spells.

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gnollmarauder
gnollmarauder

Tavern Dweller
posted April 25, 2020 05:37 PM

I would like to report a bug that occurs when playing with 3 players (maybe more) with simultaneous turns enabled.
3 players in our case, played for 3 turns. After the 3rd turn the 3rd player (in the order of joining the game room I guess) ends his turn by pressing the "end turn" button, he does not get to play the next day while others do.
When he presses the "end turn" button again (which is available for some reason) he can then play his turn, but in the end of that turn the first player's turn will be erased from history - as if he did nothing during his turn.

Furthermore when this bug happens two players can press "end turn" and the 3rd player's turn will be ended as if he pressed it as well.

I have always played 2 player ST but not 3 so I cannot confirm how long this problem exists. I will be happy to help debug this issue though, the HoTA mod is amazing!

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Barbarian2006
Barbarian2006

Tavern Dweller
posted April 25, 2020 10:38 PM

I wanted to report following bugs:
Magic elements are not immune to Magogs fireball when Magic elementals are adjacent to the hex the Magogs shoot.
Magic elementals are not immune to fire shield of the Effreet Sultans.


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bloodsucker
bloodsucker


Legendary Hero
posted April 25, 2020 11:47 PM

phoenix4ever said:
I already corrected this bug myself, but Gold Dragons, Black Dragons and Magic Elementals should be immune to Fire Shield, since they are immune to level 4 spells.

Hah! This thing seams to be working again. (thanks Val)

So, only immune to fire creatures are immune to Fire Shield cause the damage is made by fire, not a spell but a flame. Since Efreet and Phoenix are made of fire they don't get affected by it.
Now, why does Anti-magic protects you from flames? That I don't know...
____________

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gnollmarauder
gnollmarauder

Tavern Dweller
posted May 02, 2020 11:43 AM
Edited by gnollmarauder at 11:50, 02 May 2020.

gnollmarauder said:
I would like to report a bug that occurs when playing with 3 players (maybe more) with simultaneous turns enabled.
3 players in our case, played for 3 turns. After the 3rd turn the 3rd player (in the order of joining the game room I guess) ends his turn by pressing the "end turn" button, he does not get to play the next day while others do.
When he presses the "end turn" button again (which is available for some reason) he can then play his turn, but in the end of that turn the first player's turn will be erased from history - as if he did nothing during his turn.

Furthermore when this bug happens two players can press "end turn" and the 3rd player's turn will be ended as if he pressed it as well.

I have always played 2 player ST but not 3 so I cannot confirm how long this problem exists. I will be happy to help debug this issue though, the HoTA mod is amazing!


I think I have found the issue:
Looking at the Russian changelog in HD+ (because the English one is not updated), we can see in 5.0 RC89  -> 5.0 RC90 (17.04.2020)
Cancelled fixes 1-3 from RC77

And if you go to RC77 change 1:
Fixed critical bug in sending/receiving turn in network game (bug of original game that became critical after introducing ST)

which basically means that this bug was fixed and then undo-ed?

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gatecrasher
gatecrasher


Famous Hero
posted May 02, 2020 10:08 PM

gnollmarauder said:

Looking at the Russian changelog in HD+ (because the English one is not updated)



It is, you need to look here http://h3hota.com/HD/Update/changelog_en.txt

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 02, 2020 11:37 PM
Edited by Phoenix4ever at 23:39, 02 May 2020.

phoenix4ever said:
I already corrected this bug myself, but Gold Dragons, Black Dragons and Magic Elementals should be immune to Fire Shield, since they are immune to level 4 spells.

Hmm I changed my mind regarding this.
Only Fire immune creatures are supposed to be immune to Fire Shield, besides Fire Immunity also makes them immune to Magogs area attack, which they are not supposed to.
No need to put Inferno in a worse position...

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gnollmarauder
gnollmarauder

Tavern Dweller
posted May 04, 2020 11:26 PM

gatecrasher said:
gnollmarauder said:

Looking at the Russian changelog in HD+ (because the English one is not updated)



It is, you need to look here [url=http://h3hota.com/HD/Update/changelog_en.txt]http://h3hota.com/HD/Update/changelog_en.txt[/url]



correct.
So... anywhere to get the old versions of hota HD? There is no revert/rollback option in the game.
Looks like the guy stopped making updates after a period of frequent updates.

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Tordah
Tordah


Adventuring Hero
posted May 07, 2020 07:06 PM
Edited by Tordah at 19:08, 07 May 2020.

Hey folks, i was redirected to this thread to post my bug. I found that the inferno spell seems to be behaving incorrectly.

Here is my original post :

---------

Hi folks, i found a bug in the game i have no idea where to post it.

I was playing "Good to go" (the quick scenario where you start with a fully packed castle), playing blue player as inferno as Xyron.

When attacking the stronghold (orange player) on the left of the map, if i used the inferno spell when starting combat, the spell would not correctly register hitting 2 tiles large units sometimes. Stronghold has three 2 tiles units (behemoth, wolf raiders and rocs) and i had weird inconsistent behaviors (because i restarted the fight multiple times).

On the enemy side the stack were (in order)
Orcs
cart
demons (somehow?)
behemoth
hobgoblins
rocs
wolf raiders

let's say i would cast inferno spot on the rocs it would not hit the wolf raiders.

if i cast it on the hobgoblins it wouldn't hit either rocs and behemoths

if i cast it on demons i should be able to hit all four orcs, cart, demons and behemoth but the hit wouldn't register on the behemoth.

I think this is a bug there is no reason for a creature in the tagetted zone not to be hit (other than immuned units but there obviously wasn't any). it might be related to an artefact or interference the new skill? but why only 2 tiles units?

thanks for reading.

---------

Hope someone has either an answer (maybe i'm doing something wrong).

Additional info my hero had basic fire magic only.

Thanks!

EDIT : I forgot to add, as a detail, the fact the enemy had 6 stacks and not 7 stacks means there are split evenly on his end of the battlefield. The only exception is the cart which is in between unit 1 and 2 top right (in this case orcs and demons)

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Machberet
Machberet


Hired Hero
posted May 15, 2020 01:30 AM

Tordah said:
Hey folks, i was redirected to this thread to post my bug. I found that the inferno spell seems to be behaving incorrectly.

Here is my original post :

---------

Hi folks, i found a bug in the game i have no idea where to post it.

I was playing "Good to go" (the quick scenario where you start with a fully packed castle), playing blue player as inferno as Xyron.

When attacking the stronghold (orange player) on the left of the map, if i used the inferno spell when starting combat, the spell would not correctly register hitting 2 tiles large units sometimes. Stronghold has three 2 tiles units (behemoth, wolf raiders and rocs) and i had weird inconsistent behaviors (because i restarted the fight multiple times).

On the enemy side the stack were (in order)
Orcs
cart
demons (somehow?)
behemoth
hobgoblins
rocs
wolf raiders

let's say i would cast inferno spot on the rocs it would not hit the wolf raiders.

if i cast it on the hobgoblins it wouldn't hit either rocs and behemoths

if i cast it on demons i should be able to hit all four orcs, cart, demons and behemoth but the hit wouldn't register on the behemoth.

I think this is a bug there is no reason for a creature in the tagetted zone not to be hit (other than immuned units but there obviously wasn't any). it might be related to an artefact or interference the new skill? but why only 2 tiles units?

thanks for reading.

---------

Hope someone has either an answer (maybe i'm doing something wrong).

Additional info my hero had basic fire magic only.

Thanks!

EDIT : I forgot to add, as a detail, the fact the enemy had 6 stacks and not 7 stacks means there are split evenly on his end of the battlefield. The only exception is the cart which is in between unit 1 and 2 top right (in this case orcs and demons)



Maybe it was because of Resistance?

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Ultros
Ultros

Tavern Dweller
posted May 25, 2020 12:01 AM

drsylent said:
Hello!

We ran into a really strange bug, and it seems like this happens all of our recent games...

I play with two of my friends over Hamachi, with TCP/IP. HotA+HD is enabled. (We couldn't try if this exists in SoD+HD as well.)

As we play through a map, as time goes by, it seems like that the map... changes over time, particularly when data gets transferred between players (the map changed once in front of our eyes, after a day has passed).

The most common occasion of this is, that a map object transforms into a 'Random Monster' orb. This is not a big deal until this affects only decorative elements, but sometimes useful objects turn into these orbs as well, and sometimes they turn into other objects in some form. And it seems like, that sometimes it turns into some object, that can not be rendered properly, and when the camera is put over it, the game crashes.




Did you ever have this resolved?  I am having the same issue.  After about 4 months into a G sized map (The Devil is in the Details), random red monster orbs just appear on the map.  In one situation, a bunch sea serpents got turned into one.

At first this wasn't an issue, but it seems as though once a computer player approaches a part of the map with one of these, the game crashes.  And since I cannot alter what the computer does, the game in now unplayable.  Very frustrating after my brother and I got through four months of a game.

Here is the crash log if anyone has any idea how to identify what the issue is.

[HOMM3 HD CRASH LOG]

Log
{
compability_dir = C:HOMM3HoMM 3 Complete_HD3_DataCompability#hota15
EXE_VERSION & SOD
EXE_VERSION & HOTA
SUCCESS: DO PARALLEL

}

HOMM3 HD version: 5.0 RC93
HotA version: 1.6.1

Time {   05/23/2020 20:20:57 }

GUN:  [4EVSN48ZHG0499674ZH]

Exception
{
  Module: h3hota.exe
  Adress:      [ 0x004242D1 ]
  Code:        EXCEPTION_ACCESS_VIOLATION
  Flags:       0x00000000
  Information: read of address: 0x3B18F8F8
}

Context { EAX: 0x0077002D, ECX: 0x00000000, EDX: 0x052CE448, EBX: 0x35EC1464, ESP: 0x0019975C, EBP: 0x00199900, ESI: 0x052A89CC, EDI: 0x00199A68 }

Call stack
{
  ? called from before [ hota.dll+0xC4DDB ]
  ? called from before [ hota.dll+0xC4CD5 ]
  [ 0x00427330 ] called from [ 0x0052AD02 ]
  [ 0x0052ACA0 ] called from [ 0x0052969F ]
  [ 0x00528520 ] called from [ 0x0042F187 ]
  [ 0x0042EDD0 ] called from [ 0x0042E12E ]
  [ 0x0042E0B0 ] called from [ 0x00526D58 ]
  [ 0x00526C90 ] called from [ 0x00526A51 ]
  [ 0x005266D0 ] called from [ 0x0052647F ]
  [ 0x00526360 ] called from [ 0x00408B38 ]
  ? called from before [ HD_HOTA.dll+0x2473E ]
  [ HD_HOTA.dll+0x24670 ] called from [ 0x05471197 ]
  [ HD_HOTA.dll+0xA04F0 ] called from [ 0x05700963 ]
  [ HD_HOTA.dll+0xB9C70 ] called from [ 0x05701241 ]
  [ HD_HOTA.dll+0xA2560 ] called from [ 0x057016A8 ]
  ? called from before [ 0x00199FA4 ]
  ? called from before [ 0x00199FBC ]
  [ patcher_x86.dll+0xACC0 ] called from [ 0x057115AF ]
  [ 0x004B0BA0 ] called from [ 0x004F0516 ]
  ? called from before [ HD_HOTA.dll+0x25D17 ]
  [ HD_HOTA.dll+0x25BA0 ] called from [ 0x05471C3B ]
  [ HD_HOTA.dll+0x758F0 ] called from [ 0x05711044 ]
  ? called from before [ _HD3_.dll+0xD6A9 ]
  [ _HD3_.dll+0xD070 ] called from [ 0x00950062 ]
  [ 0x00AA0011 ] called from [ 0x053D1245 ]
  ? called from before [ hota.dll+0x6CDB2 ]
  ? called from before [ ntdll.dll+0x67C24 ]
  [ ntdll.dll+0x67BF5 ] called from [ ntdll.dll+0x67BEF ]
  ? called from before [ 0x00000000 ]
}

Call stack V2
{
  004242D1 (h3hota: 00400000): (?): (?)
  6FBB4DDB (hota: 6FAF0000): (?): MainProc
  6FBB4CD5 (hota: 6FAF0000): (?): MainProc
  0052AD07 (h3hota: 00400000): (?): (?)
  005296A4 (h3hota: 00400000): (?): (?)
  0042F18C (h3hota: 00400000): (?): (?)
  0042E133 (h3hota: 00400000): (?): (?)
  00526D5D (h3hota: 00400000): (?): (?)
  00526A56 (h3hota: 00400000): (?): (?)
  00526484 (h3hota: 00400000): (?): (?)
  00408B3D (h3hota: 00400000): (?): (?)
  0371473E (HD_HOTA: 036F0000): (?): (?)
  0547119C (?): (?): (?)
  05700968 (?): (?): (?)
  05701246 (?): (?): (?)
  057016AD (?): (?): (?)
  71316AC9 (patcher_x86: 71310000): (?): (?)
  7131AD79 (patcher_x86: 71310000): (?): GetPatcherX86Version
  057115B4 (?): (?): (?)
  004F051B (h3hota: 00400000): (?): (?)
  03715D17 (HD_HOTA: 036F0000): (?): (?)
  05471C40 (?): (?): (?)
  05711049 (?): (?): (?)
  1000D6A9 (_HD3_: 10000000): (?): HdCommon_Set
  00950067 (?): (?): (?)
  053D124A (?): (?): (?)
  6FB5CDB2 (hota: 6FAF0000): (?): (?)
  77BD7C24 (ntdll: 77B70000): (?): RtlGetAppContainerNamedObjectPath
  77BD7BF4 (ntdll: 77B70000): (?): RtlGetAppContainerNamedObjectPath
}

Modules
{
  0x00400000: h3hota.exe (size: 0x002CB000, entry point: 0x00639C00) - C:HOMM3HoMM 3 Completeh3hota.exe
  0x10000000: _HD3_.dll (size: 0x00048000, entry point: 0x1001922C) - C:HOMM3HoMM 3 Complete_HD3_.dll
  0x007D0000: smackw32.dll (size: 0x00025000, entry point: 0x007E084C) - C:HOMM3HoMM 3 Completesmackw32.dll
  0x00800000: binkw32.dll (size: 0x0002B000, entry point: 0x00811705) - C:HOMM3HoMM 3 Completebinkw32.dll
  0x00910000: IFC20.dll (size: 0x00023000, entry point: 0x0091F04E) - C:HOMM3HoMM 3 CompleteIFC20.dll
  0x71310000: patcher_x86.dll (size: 0x00079000, entry point: 0x7131FE83) - C:HOMM3HoMM 3 Completepatcher_x86.dll
  0x6FAF0000: hota.dll (size: 0x001A8000, entry point: 0x6FC49C5D) - C:HOMM3HoMM 3 Completehota.dll
  0x71140000: HD_UPD.dll (size: 0x0003C000, entry point: 0x71145405) - C:HOMM3HoMM 3 CompleteHD_UPD.dll
  0x03030000: HD_MCR.dll (size: 0x002EB000, entry point: 0x031EE492) - C:HOMM3HoMM 3 CompleteHD_MCR.dll
  0x03320000: HD_TC2.dll (size: 0x003CD000, entry point: 0x0332BDE0) - C:HOMM3HoMM 3 CompleteHD_TC2.dll
  0x02A60000: HD_SCX2.dll (size: 0x00021000, entry point: 0x02A65C63) - C:HOMM3HoMM 3 CompleteHD_SCX2.dll
  0x036F0000: HD_HOTA.dll (size: 0x00D1B000, entry point: 0x037EF010) - C:HOMM3HoMM 3 CompleteHD_HOTA.dll
  0x00B20000: HW_HOTA.dll (size: 0x0003E000, entry point: 0x00B39757) - C:HOMM3HoMM 3 CompleteHW_HOTA.dll
  0x21100000: Mss32.dll (size: 0x0005F000, entry point: 0x2112F2E5) - C:HOMM3HoMM 3 Complete_HD3_DataMss32.dll
  0x70F70000: cursors.dll (size: 0x0004A000, entry point: 0x00000000) - C:HOMM3HoMM 3 Complete_HD3_DataCommoncursors.dll
  0x047B0000: HotA_Update.dll (size: 0x0002B000, entry point: 0x047B3C96) - C:HOMM3HoMM 3 CompleteHotA_Update.dll
  0x26F00000: Mp3dec.asi (size: 0x0002A000, entry point: 0x26F0A805) - C:HOMM3HoMM 3 Complete_HD3_DataMp3dec.asi
}

Command Line
{
  "h3hota.exe" <#hota15>
}

Main INI
{

<Version> = 5000290

<Language> = "#en.ini"

<Graphics.Resolution> = 1181, 664

<Graphics.Mode> = 5

<Graphics.ComplexFilter> = 2

<Graphics.OpenGl.Aspect> = 1

<Graphics.OpenGl.Filter> = 2

<Graphics.OpenGl.SmoothMovement> = 1

<Graphics.OpenGl.VSync> = 1

<Graphics.Threads> = 4

<Graphics.SimpleFilter> = 2

<Graphics.SystemCursors> = 1

<HD+.Settings> = 1, 1953460834, 7497064, 0, 0, 1, 0, 60000, 60000, 0, 0, 0, 289, 0, 0

<Misc.TournamentSaver> = 1

<Misc.BattleSaver> = 1

<Sys.CPU.ReduceUsage> = 0

<Sys.WriteToIniInsteadRegistry> = 1

<UI.AdvMgr.SkipMapMsgs> = 1

<UI.Battle.Queue> = 1

<UI.Battle.ShowAlwaysHeroInfo> = 0

<UI.ClipCursor> = 1

<UI.DarkTransitions> = 1

<UI.Ext.ScenarioMgr.Settings> = 3, 72, 2, 2, 0, 0, 2, 0, 0, 0, 0, 1, 1, 1

<UI.Ext.ScenarioMgr.Folders> = 1

<UI.Ext.TownMgr.AvailableInsteadGrowth> = 1

<UI.HiRezCore> = 1

<UI.QuickArmyManagementMode> = 0

<UI.RecruitDlg.AutoSet> = 1

<UI.RecruitDlg.AutoSet.Max> = 0

<UI.Tavern.InviteHero> = 0

<Update.CheckAtStart> = 1

<Show Intro> = 1

<AppPath> = "C:HOMM3HoMM 3 Complete"

<Music Volume> = 0

<Sound Volume> = 1

<Last Music Volume> = 0

<Last Sound Volume> = 1

<Walk Speed> = 2

<Computer Walk Speed> = 3

<Show Route> = 1

<Move Reminder> = 1

<Quick Combat> = 0

<Video Subtitles> = 1

<Town Outlines> = 1

<Animate SpellBook> = 1

<Window Scroll Speed> = 1

<Bink Video> = 0

<Blackout Computer> = 0

<First Time> = 0

<Test Decomp> = 0

<Test Read> = 0

<Test Blit> = 0

<Unique System ID> = "VGG"

<Network Default Name> = "Ultros"

<Autosave> = 1

<Show Combat Grid> = 1

<Show Combat Mouse Hex> = 1

<Combat Shade Level> = 1

<Combat Army Info Level> = 1

<Combat Auto Creatures> = 1

<Combat Auto Spells> = 0

<Combat Catapult> = 1

<Combat Ballista> = 1

<Combat First Aid Tent> = 1

<Combat Speed>

<Main Game Show Menu> = 1

<Main Game X> = 10

<Main Game Y> = 10

<Main Game Full Screen> = 1

<CDDrive>

<HD.QuickCombat> = 0
}

HKLMSOFTWAREMicrosoftWindows NTCurrentVersion
{
  'Windows 10 Home'  '6.3'  '18362.19h1_release.190318-1202'
}

GetVersionEx { 6.2.9200 () 0x300-0x1 }

Some ingame values
{
  FullScreen Mode = 1
  Game Type       = 0
  Network Game    = 0

            Me: 2
  Active Player: 6
  Active is Human = 0
  Day = 4 43
  Map file = [HotA] The Devil Is In The Detail [Hard].h3m
  Last RMG Seed = 0
}





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bloodsucker
bloodsucker


Legendary Hero
posted May 26, 2020 07:48 PM
Edited by bloodsucker at 20:47, 26 May 2020.

I don't know if it is even worth reporting but I was engulfed by a whirlpool with gigantic number of troops, namely 254000 sharpshooters and they turned in to bone dragons. I immediately reload and only after remembered to report it here so I'm not sure if troops were taken from the other slots but those were exactly 254K and the number remain the same.
____________

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 26, 2020 07:55 PM

Don't you think such insane numbers could cause bugs, maybe try more "normal" numbers next time?
Normally stacks can't go beyond 4000, so breaking this limit can probably cause bugs...

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bloodsucker
bloodsucker


Legendary Hero
posted May 26, 2020 08:21 PM

Draw a map, publish it and see if you get the same reviews Maygwan is getting from this one. There was a guy that already finished the new version, it took him 138 months... I'm not even close.
You are a challenge to the CoC. Just don't stick your nose where you have no business with.
____________

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted May 26, 2020 09:03 PM

A decent H4 can play a maximum of 500k. Because you can't enter a longer number. A game lasted well. Hero fights the legion in the H4 campaign. The old H3 had to make an H4 model. Hmm WoG can create a million health points. Phoenix, I recommend you listen bloodlust is our pro player.
____________
Fight MWMs - stand teach

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 26, 2020 09:12 PM

Oh I very much doubt "bloodlust" is a pro player.
I don't understand why I'm met with hostility, when trying to help.
Overflow glitches are not that uncommon, maybe play with reasonable numbers, is all I'm saying.

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bloodsucker
bloodsucker


Legendary Hero
posted May 26, 2020 09:12 PM
Edited by bloodsucker at 22:30, 26 May 2020.

I'm not even close to finish it. That award goes to RoseCavalier if I have a saying. Also Richard Chen is worth mention.
Ops, didn't notice you were being ironic.

Phoenix4ever said:
I don't understand why I'm met with hostility, when trying to help.

What? I report a bug on the bugs section, I even say it might not be worth mention cause maps where you use Gelu and take ten years to finish are rare and I didn't even finished reviewing the text you are already poking your nose in to it. Like it or not, it was a bug report not some opinion like when you decide to denounce Town Portal for the thousandth time.
____________

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted May 26, 2020 09:44 PM

From my point of view the pro player is able to play against the legion. When The Second Actuality II is coming. It tests player. whichever goes on to continue or back to Elite. The Second Actuality II' AI walks around freely.

-----------------------------------------------------------------

Teacher Tocath & Gem talked to Necropolis:

Tocath & Gem: Hell! We only announce they are RoE'ers, when you succeed in the game, and you can continue on your way to a new challenge, example of more legion. Now the game is easy, because AI only reaches 7 level armies. Rarely below 7 levels, then it's a higher number than 7 levels. Because of health point. If you can’t, we’ll send you back to Elite.

Necropolis: What is the Elite?

Tocath & Gem: One basic course, where you can develop yourself.

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If interested, so in about month away, I send to maps4heroes.


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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 26, 2020 10:11 PM

bloodsucker said:
What? I report a bug on the bugs section, I even say it might not be worth mention cause maps were you use Gelu and take ten years to finish are rare and I did even finished reviewing the text and you are already poking your nose in to it. Like it or not, it was a bug report not some opinion like when you decide to denounce Town Portal for the thousandth time.

Okay I'll try again:
254000 Sharpshooters is not a standard amount, it is way, way beyond that and that could very well cause bugs and glitches.
But okay you reported it and that's fine, I just don't think the game was supposed to be played with such insane numbers.
HotA also made a level cap of 74, why?, because the game freaks out after that.

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