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Heroes Community > Library of Enlightenment > Thread: [H3] SoD_SP: a HDmod plugin
Thread: [H3] SoD_SP: a HDmod plugin This thread is 33 pages long: 1 2 3 4 5 ... 10 20 ... 29 30 31 32 33 · «PREV / NEXT»
RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted November 05, 2021 04:13 AM

Louis_Cyphre said:
I have some questions related with the plugin:

What exactly fixes "AI fast Battle Bugs" check box?
And how exactly works "Quick Combat Overflow"?



Quick Combat Overflow
+ if a hero has a large army, damage can overflow to be negative. This caps it at 2^31 - 1 and prevents weird scenarios where a very strong hero would lose to random mobs.
+ similarly, negative damage could sometimes give creatures to a hero
+ it also breaks an infinite loop where ai thought it would get negative experience

AI fast Battle Bugs
+ fixes a bug where an ai hero could lose all of its creatures during combat without updating its army strength and therefore creating a ghost hero.

Originally, this was used to re-enable a bug introduced by a specific version of HDmod. Upon further reflection, I decided to remove it as it was against the spirit of the project.

Louis_Cyphre said:
Also a reminder and a favor to make a checkbox for Fairie Dragons infinite spell abuse.

Good thing you reminded me, it was not on any of my to-do lists
I'm still not certain when I will finish the editor api modifications which is the bottleneck into fully adding new options at the moment. I might just add it to the game and the editor can wait... we'll see.
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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted November 14, 2021 11:22 PM

v1.19.3.9


Version 1.19.3.9
[+] Player behaviour set in the Editor is now correctly set for the AI (thanks Kotcat92)
[-] Shortened [Lang][RUS][combat][resurrected_hit_points] entry which was often cut off (thanks aolshevskiy)
[-] Finished fix of random artifact sprites that ended up as Combination Artifacts (see 1.19.3.8)
[-] Temporarily removed fix that removed Faerie Dragon's spell button when inactive (see 1.19.3.4)
NOTE: this is only until I finish some work on the editor which currently prevents an update there


I will try to get the editor in a working state to fix the last issue on both the editor and game sides, which means making an option that can be toggled as this bug is used in some maps.

As always, thank you to the community for reporting these issues so that they may be fixed for everyone
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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maddayman
maddayman

Tavern Dweller
posted December 17, 2021 11:14 AM
Edited by maddayman at 13:58, 17 Dec 2021.

I downloaded the latest version of this plugin



but it still says i need to update SoD_SP!



Is it really the newest version?


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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted December 17, 2021 04:37 PM

Eeeek, seems I bundled the wrong DLL.

I've been testing 1.19.3.10 for a while so I did not notice this previously.

I'll downgrade the version on the server so the message popup goes away for now until the next version is ready.
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VIP
VIP


Known Hero
posted January 15, 2022 12:21 PM
Edited by VIP at 12:35, 15 Jan 2022.

Wrong dll so We have version 3.8 or 3.8/3.9?

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted January 17, 2022 05:38 AM
Edited by RoseKavalier at 05:45, 17 Jan 2022.

v1.19.3.10


Version 1.19.3.10
[+] Introducing [other][Development] option to tryout some fixes/enhancements before they are added as regular options
NOTE: these cannot be toggled in-game; the default value is OFF.
[+] [Development] Remove Faerie Dragon's spell button when inactive (see 1.19.3.9, 1.19.3.4)
[+] [Development] Modified generation of heroes to reduce repetitive cycle odds
[+] [Development] Winning hero left with only alive creatures that are either: clones, summons or stacks resurrected
without appropriate magic level should have their rightmost resurrected stack get one creature revived.
NWC didn't exclude clones or summons so this condition is always be false
NOTE: recently implemented by HDmod but without an off switch which impedes legacy maps.
By turning this option off, original bug will persist ==> [other][Development] = 0
[+] Fixed a bug in tavern where right hero wouldn't have its portrait shown, potentially crashing (thanks Nikos)
[+] Fixed an ai-ai battle rounding error issue that could result in creature gain [FastBattleBugs] (thanks Nikos)
[+] Sound headers are now sorted at runtime. Samples are retrieved using binary search
[-] Fixed internal version error
[-] Fixed a bug in BattleQueue for Catapult
[-] Fixed some bugs introduced by refactor that resulted in incorrect spell information in the spellbook


So... I didn't have time to work on the editor. In the meantime, I've decided to implement the [Development] tag which is available in SoD_SP.ini under the [other] section. It cannot be toggled while in game, a reboot is required. If you encounter any issues with these, you're more than welcome to signal them.

VIP said:
Wrong dll so We have version 3.8 or 3.8/3.9?

Yes.

...

Kidding aside, it was poorly explained in the previous posts. I had modified the way versioning works to use a single version throughout the entire project (previously there were 2 for reasons) but I forgot one reference which was used to compare against the data read from the server.
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maddayman
maddayman

Tavern Dweller
posted January 17, 2022 07:35 AM

OK, it looks like the *newest* version of the plugin actually doesn't have any new things in it except the name of the folder...

Rose, are you sure you didn't bundle the wrong DLL again?




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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted January 17, 2022 04:33 PM

maddayman said:
Rose, are you sure you didn't bundle the wrong DLL again?

*Smack forehead*

You're right, I actually didn't.
Updated correctly now.
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heymlich
heymlich


Famous Hero
posted January 19, 2022 06:27 AM

RoseKavalier said:

[+] Introducing [other][Development] option to tryout some fixes/enhancements before they are added as regular options


Since you are doing bug fixes, can you include the fix of the armorer bug? So far, after every installation of the HD mod it needs to be fixed manually using a hex editor.

The Armorer Bug was discussed here: http://heroescommunity.com/viewthread.php3?TID=35609

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Promising
Supreme Hero
posted January 19, 2022 09:09 AM
Edited by avatar at 09:11, 19 Jan 2022.

It was fixed from first versions as far I remember...
From documentation

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heymlich
heymlich


Famous Hero
posted January 20, 2022 11:10 AM

It wasn't. I just installed zhe game on my new PC, installed the HD mod and used a Hex Editor.

It is fixed in the GoG Version (which I installed), but the HD mod re-introduces the armorer bug.

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heymlich
heymlich


Famous Hero
posted January 22, 2022 09:44 AM
Edited by heymlich at 09:47, 22 Jan 2022.

Uhh .. this is my fault. I mistook the thread for the SoD_SP Plugin for the HD mod.

The bug is re-introduced by the HD mod, not the SoD_SP plugin. Sorry for the confusion.

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MarloStanfield
MarloStanfield

Tavern Dweller
posted January 23, 2022 03:13 PM
Edited by MarloStanfield at 15:19, 23 Jan 2022.

fly bug

Some time ago I found that AI behavior with fly spell is incorrect. AI can't use this spell and even more, it freezes and stops exploring the map after getting fly. From what I discovered by myself it's HD+ problem. I wrote to Baratorch but unfortunately no answer from him. So maybe it's possible to fix the problem in SoD_SP.

https://mega.nz/file/CF4AkYYS#NoxYuHVFIsRKFgWMPdDLE5tJR_dj_TVEZI9_BQ-vxLE

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VIP
VIP


Known Hero
posted January 23, 2022 03:26 PM

nwctheone this same bug with fly, but author hdmod fixed only HoTa -_-.

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted January 23, 2022 10:30 PM
Edited by RoseKavalier at 22:42, 23 Jan 2022.

v1.19.3.11

MarloStanfield said:
Some time ago I found that AI behavior with fly spell is incorrect. AI can't use this spell and even more, it freezes and stops exploring the map after getting fly. From what I discovered by myself it's HD+ problem. I wrote to Baratorch but unfortunately no answer from him. So maybe it's possible to fix the problem in SoD_SP.

https://mega.nz/file/CF4AkYYS#NoxYuHVFIsRKFgWMPdDLE5tJR_dj_TVEZI9_BQ-vxLE


Thanks for reporting this, there is a modification in HDmod where fly is supposed to be disabled on small maps, however it is clearly bugged and automatically fails when used by AI.

EDIT:


Version 1.19.3.11
[+] Fixed a bug where artifacts could be transferred between custom maps (thanks maddayman)
[+] Disabled hdmod bug (HWrulez) that prevented AI to cast Fly (thanks Marlo_Stanfield)

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Sparrow_Jack
Sparrow_Jack

Tavern Dweller
posted February 09, 2022 03:09 PM

One way monoliths

Hello,

I would like to ask if it's possible to do something about AI behavior when using 1 way portals.

Currently I am playing Rise of the Sun King map, there are 4 red 1 Way Exit Monoliths in our starting zone, through which some enemies appear. It seems that even though there are 4 possibilities, the enemy ALWAYS exits through the same one, no matter how many times you reload/restart the game and so on. This lack of randomness can seriously impact the playthrough, as in this case the upper 2 monoliths allow the enemy to upgrade his units, which makes him unbeatable at that moment.



Allowing for some randomness here would make single player maps which rely on multiple 1 way portals more enjoyable, so could you please take a look at this issue and possibly address it? Thanks!


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avatar


Promising
Supreme Hero
posted February 09, 2022 03:21 PM

Impossible without source code.
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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted February 10, 2022 12:15 AM

Sparrow_Jack said:
Hello,

I would like to ask if it's possible to do something about AI behavior when using 1 way portals.

[...]

Allowing for some randomness here would make single player maps which rely on multiple 1 way portals more enjoyable, so could you please take a look at this issue and possibly address it? Thanks!



While this is easy to do, this is a symptom of a "stuck" seed value and not a bug per se. If I were to start changing everyone of these it would never end and also end up being arbitrary regarding which part would get a new seed or not.
There are some ways to influence AI decisions which is probably your best bet.
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Sparrow_Jack
Sparrow_Jack

Tavern Dweller
posted February 10, 2022 06:53 AM

RoseKavalier said:


While this is easy to do, this is a symptom of a "stuck" seed value and not a bug per se. If I were to start changing everyone of these it would never end and also end up being arbitrary regarding which part would get a new seed or not.
There are some ways to influence AI decisions which is probably your best bet.


Thank you for the answer! Are those different seeds somehow connected? Would for example changing seed for teleports impact other stuff?

I don't recall any other instance of stuck seed, that would really bother me (maybe AotD spells being always resisted by the same stacks of crystal dragons), and certainly no other had such huge impact on gameplay, forcing you to change routes and probably replay the map, in hope, that the enemy will decide to exit through another portal.

I am sure that more players would love to see that feature, from the top of my head, 2 maps which would benefit from it are Rise of the Sun King and Blackwater Oasis and there are probably many others that I don't know of, so if it won't affect other parts of the gameplay and is not too time consumming, then I (and many others) would be really thankful, if you took a look at this

Thanks and have a nice day!

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted February 10, 2022 02:51 PM

Sparrow_Jack said:

Thank you for the answer! Are those different seeds somehow connected? Would for example changing seed for teleports impact other stuff?

I don't recall any other instance of stuck seed, that would really bother me (maybe AotD spells being always resisted by the same stacks of crystal dragons), and certainly no other had such huge impact on gameplay, forcing you to change routes and probably replay the map, in hope, that the enemy will decide to exit through another portal.

I am sure that more players would love to see that feature, from the top of my head, 2 maps which would benefit from it are Rise of the Sun King and Blackwater Oasis and there are probably many others that I don't know of, so if it won't affect other parts of the gameplay and is not too time consumming, then I (and many others) would be really thankful, if you took a look at this

Thanks and have a nice day!

One of the stuck seed issues that really bothered me is weekly creature spawning. A few years back I had a stuck seed on a map and had to redo 2+ weeks to get a different outcome because the spawn would block a one-tile landing I needed to use.
Seed also can get stuck at the start of map if you keep hitting restart game instead of going through the main menu.

In general the seed gets set by specific actions (like combat sets a new specific seed) and then further actions simply advance the seed without setting a new one, so that all following actions end up being the same, unless you manage to disrupt this flow and force an extra random call in between or an extra forced seed.

For instance, combat obstacles are always the same because starting combat forces a new seed, and then you have the same 3 (?I forget if it's exactly 3) seed advances for various things (e.g. selecting combat music) before starting the obstacle routine - so obstacles always end up being the same.

Big weakness of the naive Microsoft random implementation.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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