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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 15 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 · «PREV / NEXT»
ChaosHydra
ChaosHydra


Famous Hero
posted February 23, 2015 07:25 PM

How do I install HotA with ERA II? (if such thing is possible)

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frostymuaddib
frostymuaddib


Supreme Hero
By the power of Vivendi!
posted February 23, 2015 07:28 PM

I don't think it is safe to do that. I keep separate installations of HotA and ERA.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 23, 2015 07:55 PM

Different executables and files, they can be safely installed in same folder.

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Bob9001
Bob9001

Tavern Dweller
posted February 24, 2015 05:45 AM

nik312 said:
Bob9001 said:
Yes I am, is that where the bug comes from, but I thought it wouldn't make a difference since the HOTA team made the HD Mod haha, well how do I turn it off?


Firstly, we did not make HD mod. Baratorch is a member of our team, but this is his personal project.

Secondly, this is not a bug, this is how it is intended to work, so I don't see why there should be any difference in HotA compared to SoD

And lastly, though seeing the actual numbers available is much more informative you can always disable that feature by changing <UI.Ext.TownMgr.AvailableInsteadGrowth> tweak to 0 (Tweaks tab in HD launcher)


Oh ok, well I'll take your word for it, it just looks out of place compared to other structures that add the extra growth per week as soon as they're built, unlike the way the birthing pools extra growth is displayed.

Oh thank you, I will turn that off
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frostymuaddib
frostymuaddib


Supreme Hero
By the power of Vivendi!
posted February 24, 2015 09:43 AM

Salamandre said:
Different executables and files, they can be safely installed in same folder.


Oh, nice. I remember having problems with Era, when there were different map formats in maps folder. I guess that was fixed.

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TyrAntilles
TyrAntilles

Tavern Dweller
posted March 07, 2015 07:04 PM

Heroes III HotA 1.3.7 bug on Barren Lands map

Heroes III HotA 1.3.7 bug on Barren Lands map when capturing Stronggale castle. As soon I take the castle the entire map becomes visible and all further saves are corrupted. The castle have the grail built on it by the AI.

I started the game with HotA 1.3.5, somewhere along the way I updated to 1.3.6 and 1.3.7 and I couldn't find any problems except the black towers that seem to have no roof. Then this big problem and I think I will need to restart the game from the beginning.

On zip:
- the map
- HD_CRASH_LOG.TXT
- savegames before and after the bug

ZIP file here (2 Mb):  https://drive.google.com/file/d/0Bzhz9Y8TMuDCb3ZELXFsSHhMT0E/view?usp=sharing

I will try to reinstall HotA 1.3.5, test to see if the problem still appears and I will report here.

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TyrAntilles
TyrAntilles

Tavern Dweller
posted March 07, 2015 07:21 PM

Heroes III HotA 1.3.7 bug on Barren Lands map

I reinstalled HotA 1.3.5 and the problem still appears just like on 1.3.7.

I will try to start the map from the beginning but this will take several days/weeks on my limited time to play.

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Orc
Orc


Known Hero
posted March 07, 2015 11:09 PM

TyrAntilles said:
I reinstalled HotA 1.3.5 and the problem still appears just like on 1.3.7.

I will try to start the map from the beginning but this will take several days/weeks on my limited time to play.

what is the bug?

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Maurice
Maurice

Hero of Order
Part of the furniture
posted March 07, 2015 11:51 PM
Edited by Maurice at 00:07, 08 Mar 2015.

TyrAntilles said:
Heroes III HotA 1.3.7 bug on Barren Lands map when capturing Stronggale castle. As soon I take the castle the entire map becomes visible and all further saves are corrupted. The castle have the grail built on it by the AI.


I don't know the map, but is Stronggale by any chance a Tower castle? If so, the Grail of Tower will fully uncover the surface map for the player, as intended.

Edit: I just looked up the map under HotA. I assume you mean Strongglen, a subterranean Rampart Town. Odd, its grail should just boost Luck of the faction's Heroes, if I am not mistaken. It shouldn't reveal the map, unless something got messed up with the Grail effect for Rampart Towns.

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TyrAntilles
TyrAntilles

Tavern Dweller
posted March 08, 2015 07:51 AM
Edited by TyrAntilles at 07:52, 08 Mar 2015.

Maurice said:
I don't know the map, but is Stronggale by any chance a Tower castle? If so, the Grail of Tower will fully uncover the surface map for the player, as intended.


Thank you for clarification. I forgot that. Stronggale is indeed a Tower castle belonging to red player on surface facet and the map becomes visible as intended after I conquer the castle with Grail - Skyship on it.

The problem is: if I try to save on the same turn after I conquer the castle and I try to load that save, I get a crash.

All infos are submitted on the zip file - link from this address:
https://drive.google.com/file/d/0Bzhz9Y8TMuDCb3ZELXFsSHhMT0E/view?usp=sharing/

- Barren Lands021.GM1 = the save just before conquering the castle
- Barren Lands022 bad.GM1 = the CORRUPTED save after I conquered the castle
- HD_CRASH_LOG.TXT = the crash lof I get when try to load  Barren Lands022 bad.GM1

I did more testing with HotA 1.3.7 and it looks like the corrupted save appears only if I save on the same turn, after I conquer the Stronggale tower castle. If I keep playing without loading the corrupted save, on the next turns I am able to save/load just as usual and it works ok.

It looks like this is only a problem if I try to save on that turn (Barren Lands021.GM1).

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TyrAntilles
TyrAntilles

Tavern Dweller
posted March 09, 2015 09:28 PM

Hero enter and exit the castle continously

This is one of the oldest bug on Heroes III. Sometimes AI heroes spend all of their movement points entering and exiting the castle, sometimes for many turns. Thus, it lose precious time and make the game less enjoyable.

I have uploaded a short movie capturing the problem (MP4 file of about 2 Mb = "Heroes3_BUG Hero enter-exit castle.mp4"):
https://drive.google.com/file/d/0Bzhz9Y8TMuDCc2VPRXZlLVRIdUk/view?usp=sharing/

Any plans to address this issue? If it can be done, of course.

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zmudziak22
zmudziak22


Famous Hero
posted March 09, 2015 10:24 PM

This bug is also in SOD. Just kill this hero ans continue exploring.

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TyrAntilles
TyrAntilles

Tavern Dweller
posted March 10, 2015 04:21 PM

zmudziak22 said:
This bug is also in SOD. Just kill this hero ans continue exploring.


That won't do because to the time I am able to get to that hero and kill it, that hero will lose a lot of time/opportunities and his faction will suffer greatly because of this bug. That leads to a broken, unpleasant game. Is no joy to beat a malfunction AI.

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frostymuaddib
frostymuaddib


Supreme Hero
By the power of Vivendi!
posted March 10, 2015 04:34 PM

TyrAntilles said:
zmudziak22 said:
This bug is also in SOD. Just kill this hero ans continue exploring.


That won't do because to the time I am able to get to that hero and kill it, that hero will lose a lot of time/opportunities and his faction will suffer greatly because of this bug. That leads to a broken, unpleasant game. Is no joy to beat a malfunction AI.


If that player with faulty AI can be controlled by human and not AI only, you can load game in hotseat mode, and control that hero: move it away from castle.
____________
"Occam's shuriken: when the answer is elusive, never rule out ninjas." -- Dr. Gordon Freeman (Freeman's Mind)
"lol" -- VERRIKER VON ERWINSSEN

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 10, 2015 04:58 PM
Edited by Salamandre at 16:59, 10 Mar 2015.

This is -probably- because AI fills town garrison with joiners then tries to recruit but there is no empty slot. As the action fails, the code changes to map priority, he gets out then code recalculates and says "hey you dumb, you didn't recruit this week, get back". I think AI code recalculates at each step, but can't be sure until someone cracks it.

I fixed this in era mod conquistador, every day joiners are deleted from AI garrisons. Usually they are low level units so AI is not penalized. It may be other reasons as well, but at least removing the joiners solved in my case.
____________
All my Era II mods

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TyrAntilles
TyrAntilles

Tavern Dweller
posted March 11, 2015 04:16 AM

Salamandre said:
This is -probably- because AI fills town garrison with joiners then tries to recruit but there is no empty slot. As the action fails, the code changes to map priority, he gets out then code recalculates and says "hey you dumb, you didn't recruit this week, get back". I think AI code recalculates at each step, but can't be sure until someone cracks it.

I fixed this in era mod conquistador, every day joiners are deleted from AI garrisons. Usually they are low level units so AI is not penalized. It may be other reasons as well, but at least removing the joiners solved in my case.


*Thumbs up!*

It would be wonderful if a correction like this could be implemented on HotA.

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Badok
Badok

Tavern Dweller
posted March 11, 2015 10:52 AM
Edited by Badok at 10:53, 11 Mar 2015.

Neutral PvP combat bug:

When CPU hero controlled by another player wins the battle and levels up, the game loops while both players get the message "Waiting for the computer player to pick a levelup" (or sth like that). The only option is to force exit via alt+F4.
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nik312
nik312


Promising
Famous Hero
posted March 11, 2015 08:52 PM

Badok said:
Neutral PvP combat bug:

When CPU hero controlled by another player wins the battle and levels up, the game loops while both players get the message "Waiting for the computer player to pick a levelup" (or sth like that). The only option is to force exit via alt+F4.


Please report that to HD mod authour in corresponding bug-thread (PvP Neutral Combat is HD mod feature)

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Badok
Badok

Tavern Dweller
posted March 11, 2015 09:59 PM

nik312 said:
Badok said:
Neutral PvP combat bug:

When CPU hero controlled by another player wins the battle and levels up, the game loops while both players get the message "Waiting for the computer player to pick a levelup" (or sth like that). The only option is to force exit via alt+F4.


Please report that to HD mod authour in corresponding bug-thread (PvP Neutral Combat is HD mod feature)


Whoops, sorry. Did a few updates at once and thought it's a HoTA thing.
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filazaf
filazaf

Tavern Dweller
posted March 12, 2015 04:41 AM
Edited by filazaf at 04:42, 12 Mar 2015.

After new patch it happen all the time.
Reinstall twice and nothing help

In xH and Giga after 3 month.
In XL in first week.

RGM maps

W/h HD
http://www.wklejto.pl/223644

HD
http://www.wklejto.pl/223645

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