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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 28 pages long: 1 2 3 4 5 ... 10 20 ... 24 25 26 27 28 · «PREV / NEXT»
Eranikus
Eranikus

Tavern Dweller
posted February 17, 2021 09:14 AM
Edited by Eranikus at 16:39, 17 Feb 2021.

Hello.

This plugin is so powerfull and it fixes a lot of bugs, which is the most important thing for me. I have disabled all other features that affect the interface, but one thing cannot be disabled and it haunts me.

I wish there was an option to disable the added lines to status bar about the exact number of killed enemies by units, magic, and also resurrection stuff. In the same way as disabling coordinates. I like to count these things myself. Also, when, after playing in single player, you go to play multiplayer on SOD, where there is no such thing, you always need to adapt again, which causes some discomfort.

Some remarks

0. A minor thing at the place mentioned above, after the string "kills" in the status bar there is no separator ":" if it is a unit trying to hit, but ":" appears in case of magic cast and resurrection ("raises:"). It would be nice to remove this separators from the code, and then we could manage it ourselves from the localization file by editing kill_verb and resurrection_verb.

1 Your keyboard shortcut to skip the round "ctrl + z" duplicates reacently added the same one to the HD mod that switches the display of the queue of creatures. Two commands work at a time.

And if I try to press "ctrl + z" while your queue enbled, and HDmods one not (trying to display both), the game crashes. There is no crash if trying enable HDmod queue via battle settings menu.

2. What about having no luck bug of units without a hero? I mean halflings, also clover fields.

Thank you for this greate plugin.

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted February 17, 2021 04:40 PM

Eranikus said:
it haunts me.

Get a good exorcist!
I will think about it. It's not unreasonable but it's a non-insignificant change for something one can just ignore.

Eranikus said:

0. A minor thing at the place mentioned above, after the string "kills" in the status bar there is no separator ":" if it is a unit trying to hit, but ":" appears in case of magic cast and resurrection ("raises:"). It would be nice to remove this separators from the code, and then we could manage it ourselves from the localization file.

Done.

Eranikus said:

1 Your keyboard shortcut to skip the round "ctrl + z" duplicates reacently added the same one to the HD mod that switches the display of the queue of creatures. Two commands work at a time.

I'm gonna call dibs on this shortcut, I've been using it for years. Too bad for hdmod but it will get ignored.

Eranikus said:

2. What about having no luck bug of units without a hero? I mean halflings, also clover fields.

This isn't a clear case of a code mistake (e.g. dividing instead of multiplying armorer bonus) or a missing implementation (e.g. Magic Mirror being ignored).
It's explicitly coded to check for the presence of a hero before trying to trigger luck. In a way, it is similar to Badge of Courage granting Mind Spell immunity - this was an explicit NWC decision but the description of the artifact was never updated. Unless information pointing to the fact that NWC intended heroless creatures to be able to receive luck effects, I'm not too interested in introducing this gameplay change.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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Eranikus
Eranikus

Tavern Dweller
posted February 18, 2021 06:40 PM
Edited by Eranikus at 18:49, 18 Feb 2021.

Hello again.

Memorizing the formation on tactics feature.

I had a desire for a long time that the game could memorize the formation on the tactics. An optional feature.

As I see it, this memorization should only work within a specific battle. You start a battle, place your troops, and when you press the "start battle" button, the game remembers the formation. When you replay the battle, it begins with the formation from the previous attempt and you only need press "start battle" button. Memorization clears once you agreed the battle result.

Is it possible?

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BohdanZPM
BohdanZPM

Tavern Dweller
posted February 18, 2021 07:50 PM

Please add these two features to the next release!

RoseKavalier said:
[url=https://docs.google.com/document/d/1JlQ6TC97d_Bb1g_sDRpxTvkKHtyXgZ3qORG5LJS8tp8/edit#]SoD_SP Plugin[/url]



Please add the possibility to exchange between heroes from the town screen, at least by clicking a hot key or something.

Also, it would be nice to have the option of stacking weekly growth of creatures in the outer dwellings that belong to a player, like it's done in HotA. Maybe a new menu option to toggle, or a default behavior?

I really need these features in your mod as I do not play HotA.
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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted February 19, 2021 03:02 PM

@Eranikus
Should be possible at some point, I'll add it to the requests list but no idea when I'd work on it.

@BohdanZPM
Those are two gameplay changes.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted February 21, 2021 06:11 AM
Edited by RoseKavalier at 16:50, 21 Feb 2021.

v1.19.3.2


Version 1.19.3.2
[+] Added localized FindMe images option under [find_me][event_pcx_name] and [find_me][objects_sprite_name] (thanks VIP)
[-] Fixed a recent template bug in H3API that caused errors (thanks anonymous)



Version 1.19.3.3
[-] 1.19.3.2 internal version did not get correctly updated
[-] Removed ':' from a few text formats that should be handled by localization
[-] Missing mapmaker update on new/load game


There is more to do but I don't have time this week.
____________
My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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Machberet
Machberet


Hired Hero
posted February 22, 2021 05:03 PM

Quote:
Also, it would be nice to have the option of stacking weekly growth of creatures in the outer dwellings that belong to a player, like it's done in HotA.


I have a foggy memory of how creatures from external dwellings accumulate in HotA, and I think that was a complicated issue... But I am not a programmer, sadly


There is a small, hidden bug with gold overflow, that was not fixed by either HD mod or SoD SP. If you have around 23-24 million (or more) gold and you try to give it to another player, it overflows into negative values, allowing you to take the gold from your opponent.
The result is: you can multiply your gold up to 2,1 billion and burden the opponent with negative gold. Theoretically, if he's a human player, he can trade the negative gold back to you or cancel it all by trading several times with bad rate.

And now I am thinking: can you fix the movement of two-hex creatures, so they can move one hex back?

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wenwell
wenwell


Adventuring Hero
posted February 27, 2021 08:15 PM
Edited by wenwell at 20:15, 27 Feb 2021.

RoseKavalier, How about to add hot keys for cheat codes? Would be nice to have them instead of typing nwcthereisnospoon and so on manually each time.

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VIP
VIP


Hired Hero
posted February 28, 2021 02:26 PM

nwctheone - 3 cheats + fly .

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wenwell
wenwell


Adventuring Hero
posted February 28, 2021 03:03 PM

VIP said:
nwctheone - 3 cheats + fly .


I know, but sometimes you need only and only one option for clear testing.

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted March 01, 2021 07:56 PM

Machberet said:
There is a small, hidden bug with gold overflow, that was not fixed by either HD mod or SoD SP. If you have around 23-24 million (or more) gold and you try to give it to another player, it overflows into negative values, allowing you to take the gold from your opponent.

Right, I did not patch resource gift overflow, thanks for noticing.

Machberet said:
And now I am thinking: can you fix the movement of two-hex creatures, so they can move one hex back?

This is an odd one, I know it's possible if your creature is standing 1 hex from the edge - I'll have a look at how the code looks to see if it's a design or a lack of time decision.

wenwell said:
RoseKavalier, How about to add hot keys for cheat codes? Would be nice to have them instead of typing nwcthereisnospoon and so on manually each time.

That feels too much like a trainer plugin feature; get in touch privately.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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Parmenides
Parmenides

Tavern Dweller
posted March 12, 2021 08:42 PM

Echoing what another said, it would be helpful if the "kills X" text in combat could be disabled. I appreciate the various bug fixes, but would also appreciate the option of disabling all interface changes.

Thank you for this, in any case.

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Machberet
Machberet


Hired Hero
posted April 05, 2021 03:15 PM
Edited by Machberet at 15:21, 05 Apr 2021.

I think it would be good to get rid of some RNG problems. I don't know why starting artifact generator bugs itself on Breastplate of Petrified Wood.

EDIT I somehow accepted the post before finishing it.

Anyways, when restarting a single player map enough times, the artifact as a starting bonus stops changing. It happens in HD mod, without HD mod, Sod SP and even HotA. The only way is to close scenario and start anew.

Some leveling trees sometimes also can get caught in a loop.

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VIP
VIP


Hired Hero
posted April 13, 2021 01:16 PM

What do you think add for SoD_SP? Interesting achievement?

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted April 13, 2021 10:18 PM

@Parmenides
Maybe in the future, adding options on top of options starts being cluttered and I'll have to come up with a different system.

@Machberet
I remember having this issue from far back... Some time ago I wanted to investigate this but for some reason I was unable to get the RNG 'stuck' and didn't push the issue further.

@VIP
More plans but no time atm.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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Machberet
Machberet


Hired Hero
posted April 28, 2021 08:11 PM
Edited by Machberet at 20:29, 28 Apr 2021.

I also registered levelling up loop (hero takes 5k exp -> levels up in a first "1." way; restart -> same steps -> levels up in second "2." way; then third, and fourth time ("3." and "4." tree), then it goes back to 1., 2. 3. 4. and so on. Skills were chosen by me in a fixed way (e.g. Logistics, Earth Magic were chosen, but other omitted for Crag Hack).

+ another loop - in some situations (when AI refused to move, by the way, not sure if this is important) weeks of creatures became all the same (e.g. +5 Behemoths, Devils etc.) for months, and months

For replication of starting artifact loop, just take any scenario. For Unleashing the Bloodthirsty II for example I had to do around 10 restarts to get it stuck on Breastplate of Petrified Wood.

Wayfarer (E) gets stuck in a larger loop ring +1/1 ring +1/1 cape +3 and couple of artifacts more and repeats it, all in the same order. Other allowed by the mapmaker artifacts (clover of fortune for example) will never appear until I exit the scenario and begin anew.

Empire of the World II gets stuck after 8-10 restarts on Badge of Courage.

BUT! Viking we shall go could not get stuck. Pestilence Lake also...

The latter ones are indeed built-in in the game, yes, but I don't think it makes the difference. Maybe when artifacts are banned by the mapmaker? The RNG encounters invalid id... I'm not a programmer, but I think this may be the reason

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted May 06, 2021 03:38 AM

v1.19.3.4



Version 1.19.3.4
[+] Fixed Campaign Bonus Archer's Tower and Upg. Archer's Tower icons (thanks VIP)
[+] Fixed nwczion cheat not generating any creatures for any creatures with a Horde building (thanks VIP)
[+] Fixed Faerie Dragon's cast spell button appearance when not the active stack (thanks VIP)
[+] Faerie Dragon's description is now shown when the cast spell button is present (thanks VIP)
[-] Fixed Border Gates access mechanics when using Hero Fusion (thanks Hazar)
[-] Fixed Advanced Combat info dialog position when game height is small (thanks daemon_n)
[-] Fixed error in relic overflow protection (thanks A.S.)



Long time coming on several of these bug fixes, put some time aside to fix one bug that I considered rather nasty.

I'm fully aware there are many other things I haven't gotten to, they will get their day when possible.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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sanyassh
sanyassh

Tavern Dweller
posted June 24, 2021 11:45 PM

Hello guys.

Now after upgrading HD mod to version 5.2 R32 (05.05.2021) or newer, Original Obstacles option is broken!

This 5.2 R32 (05.05.2021) version contains the following change:

[!] SoD: Generation of obstacles and upgraded stacks in combat with HD+ option is now identical to generation without HD+.

So now, using HD+ without SoD_SP plugin, you get original obstacles. But SoD_SP Original Obstacles option, when set to ON, somehow changes original obstacles to previous HD+ obstacles.

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted June 25, 2021 02:59 PM

sanyassh said:
Hello guys.

Now after upgrading HD mod to version 5.2 R32 (05.05.2021) or newer, Original Obstacles option is broken!

This 5.2 R32 (05.05.2021) version contains the following change:

[!] SoD: Generation of obstacles and upgraded stacks in combat with HD+ option is now identical to generation without HD+.

So now, using HD+ without SoD_SP plugin, you get original obstacles. But SoD_SP Original Obstacles option, when set to ON, somehow changes original obstacles to previous HD+ obstacles.

Hmm, I'll look at it over the weekend. Thanks for the report
____________
My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted June 29, 2021 05:36 PM
Edited by RoseKavalier at 19:17, 29 Jun 2021.

v1.19.3.5

Quote:
[!] SoD: Generation of obstacles and upgraded stacks in combat with HD+ option is now identical to generation without HD+.


Turns out this is completely false wrt obstacles - only creature splits and presence of upgrades is fixed.

I tested all possible conditions using a well known obstacle layout from Wayfarer:


There are two options in SoD_SP to restore original obstacles: Combat Obstacles and Original RNG, I tested all four combinations, there is no difference whatsoever.

A) HD+, SoD_SP


B) HD+ only


C) HD(no +), SoD_SP


D) HD(no +) only


E) No addons at all


I'll look to fix this again in the next few days or maybe Bara can fix what he did in the meantime.

#################################################

Fix'd.



Version 1.19.3.5
[+] Fixed broken combat obstacles from HDmod (thanks sanyassh)
[-] Added missing check to enable 1024 distinct (was 400) events and pandora's boxes (thanks H.Z.)




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