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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 32 pages long: 1 2 3 4 5 ... 10 20 ... 28 29 30 31 32 · «PREV / NEXT»
Machberet
Machberet


Hired Hero
posted February 11, 2022 05:39 PM

Viewing puzzle map also sets a new seed (no longer in HotA).

When AI has nothing to do, it checks the puzzle map unless the Grail has been dug up. This sets the RNG and results for example in the same Creature of the Week.

So one may try to set a new seed by clicking the view puzzle.


By the way, RoseKavalier, do you happen to know why sometimes AI army would grow after a battle by little amounts?
For example, 220 archangels -> 221, champion 100->101 etc. It seems to happen after AI fights with an incredible advantage. I don't have a save for it, unfortunately, but I'll try to get it.

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted February 12, 2022 06:34 AM

Machberet said:
By the way, RoseKavalier, do you happen to know why sometimes AI army would grow after a battle by little amounts?
For example, 220 archangels -> 221, champion 100->101 etc. It seems to happen after AI fights with an incredible advantage. I don't have a save for it, unfortunately, but I'll try to get it.


I fixed one such issue recently using a save that was provided by Nikos. If there are other cases, the issue is probably the same.

Quote:
Version 1.19.3.10
[...]
[+] Fixed an ai-ai battle rounding error issue that could result in creature gain [FastBattleBugs] (thanks Nikos)
[...]

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SIRGENT
SIRGENT

Tavern Dweller
posted March 01, 2022 07:25 AM

Hi

Thanks for sharing!
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rampartlord
rampartlord


Hired Hero
posted April 22, 2022 03:31 PM

Spell duration

Is the feature of displaying more than 3 spells' duration available yet ?
If yes, what's its shortcut key?
Thanks

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sanyassh
sanyassh

Tavern Dweller
posted April 23, 2022 06:13 PM
Edited by sanyassh at 22:07, 23 Apr 2022.

Hello! I have a question about this change:

Version 1.19.3.11
[+] Fixed a bug where artifacts could be transferred between custom maps (thanks maddayman)

I noticed this bug several months ago and was planning to use it in some kind of "Yet Another Bug Race" crazy map. Example, starting from prepared map with artifacts and then starting classic Paragon map, having sphere that gives a victory: https://www.youtube.com/watch?v=xKwdDKfD2V8

Now I saw this change and I won't be able to use the bug. Can you please make this change optional like other bug fixes? IMHO all bug fixes should be optional (at least if they don't crush the game) because you never know if somebody is already abusing them

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted April 29, 2022 08:09 PM

rampartlord said:
Is the feature of displaying more than 3 spells' duration available yet ?
If yes, what's its shortcut key?
Thanks

You can find the information in the docs which are linked in the OP and in the changelog.

@sanyassh
I'll have to disagree on this one. I've made a number of options for in-game bugs but inter-game bugs like this are of a completely different nature (just like the nwczion bug) and in my humble opinion do not deserve an on/off switch.
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gimrock
gimrock

Tavern Dweller
posted June 18, 2022 10:04 PM

Is there a way to use Sod_SP plugin and standard "Move sequence" from HD_mod simultaneously?
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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted June 25, 2022 05:31 AM

gimrock said:
Is there a way to use Sod_SP plugin and standard "Move sequence" from HD_mod simultaneously?


Short answer: no.

Long answer: Technically yes.

The reason why it wasn't originally possible was because Baratorch re-used the same widget IDs as I had when he used my code to implement the HDmod one... so there were conflicts between SODSP.dll and hdsod.dll when they tried to access their own things. Since I learned that I added some lag between IDs and it's not an issue anymore.

Practically: no idea what it would bring to the table and at the moment each DLL looks for the other to enable/disable their respective queue. Unless there's a clear reason to enable such functionality I focus what free time I have on bigger projects.
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gimrock
gimrock

Tavern Dweller
posted June 26, 2022 06:34 PM

RoseKavalier said:
gimrock said:
Is there a way to use Sod_SP plugin and standard "Move sequence" from HD_mod simultaneously?

Short answer: no.
Long answer: Technically yes.


Ok, understand. Thank you for your detailed answer and your plugin. It will be very good if someday Sod_SP will not disable "Move sequence" from HD_mod.

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted June 26, 2022 07:16 PM

Quote:
It will be very good if someday Sod_SP will not disable "Move sequence" from HD_mod.

It's the other way around in fact, SoD_SP re-allows the HDmod queue if its own is turned off. HDmod unconditionally turns itself off if SoD_SP is present.

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gimrock
gimrock

Tavern Dweller
posted June 28, 2022 10:00 PM

RoseKavalier said:
It's the other way around in fact, SoD_SP re-allows the HDmod queue if its own is turned off. HDmod unconditionally turns itself off if SoD_SP is present.


Hmm... it means I must ask baratorch to solve this problem? )

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Biobob
Biobob


Famous Hero
the Bobler
posted August 20, 2022 11:26 PM
Edited by Biobob at 23:30, 20 Aug 2022.

It seems that SoD_SP introduces a bugfix that is not toggleable at the current point in time (and I think I tried all combinations of settings that could make sense), which is a shame, because the map that I am currently working on absolutely depends on SoD_SP, however, I would still like to put a battle where this bug is used.

I am talking about the following bug:

If a defending unit is killed on the next turn before taking its action and then revived after your other units have waited, it will not be able to defend anymore (you can click the button or press D, but nothing will happen), however, you can move and attack, and you will still have the defend bonus for this turn. Without SoD_SP, the unit will "correctly" get the defense bonus, while with SoD_SP, the defense is reset to the original value once it is the units turn.

I made sure that this bugfix is not introduced by HD mod by testing it in battle without SoD_SP turned on (which produces the wanted result)

Could you maybe make this bugfix optional?

Greets

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted August 27, 2022 04:10 PM

Unlikely, it's 99.99999% an issue with AI creating an infinite loop and that's no fun for anyone.
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Biobob
Biobob


Famous Hero
the Bobler
posted August 28, 2022 01:15 AM

RoseKavalier said:
Unlikely, it's 99.99999% an issue with AI creating an infinite loop and that's no fun for anyone.


I don't really understand what you mean by this. Sad to hear that you won't make it optional though, that is a vanilla behavior lost.

Greets
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Maps
The Mapmaker's Thread

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Machberet
Machberet


Hired Hero
posted September 16, 2022 08:59 AM
Edited by Machberet at 08:59, 16 Sep 2022.

Huh.


https://ibb.co/NtvpZBW

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted September 16, 2022 01:33 PM

Compatibility with HDmod

A message to all concerned

Last week Baratorch made some internal modifications to HDmod and as a result would experience crash-bugs when using SoD_SP and decided to temporarily disable the plugin so that the new versions of HDmod would not keep getting false reports of crashes. I've reached out to him last weekend and there are plans to fix the issues.

I'm hoping to have it resolved ASAP, but in the meantime I would simply suggest you rollback the last HDmod update if you would rather keep using SoD_SP.
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Machberet
Machberet


Hired Hero
posted September 18, 2022 11:45 AM

From what I've heard, problems (crashes) still persist after rollback. I haven't checked if it's actually the fault of HD-mod or just regular crashes

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted September 18, 2022 04:23 PM

Machberet said:
From what I've heard, problems (crashes) still persist after rollback. I haven't checked if it's actually the fault of HD-mod or just regular crashes


Seems like an incorrect rollback of HDmod - the plugin was stable for 9+ months since last release. Uninstall and go with an older version of HDmod in the meantime.
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VIP
VIP


Adventuring Hero
posted October 15, 2022 11:56 AM

Hello,
You know how long time will spend to fix for new version plugin for HD mod?

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted October 15, 2022 05:35 PM
Edited by RoseKavalier at 22:38, 16 Oct 2022.

v1.19.3.12

VIP said:
Hello,
You know how long time will spend to fix for new version plugin for HD mod?

I'll be working on it tomorrow, I'll write something then.

EDIT:



Version 1.19.3.12
[+] Updated for compatibility with HDmod 5.4 R7
   NOTE: no guarantees are made for compatibility for other versions since the HDmod rework
[-] Removed several crutches to accomplish modifications now possible with HDmod (thanks baratorch)
   NOTES: * this includes an update to H3.TextColor plugin
          * temporarily impossible to use HDmod's battlequeue on 5.4x, a safe solution is in the works
[-] Fixed a memory leak



Please **note** - while I tested this for a few hours, I don't have the time to test every possible scenario out there.
If you update the plugin and start encountering crashes, don't send in reports to baratorch before first trying to turn off the plugin.
As always, reports of crashes/bugs are appreciated.

Happy heroing.
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