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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [Official Thread] HoMM3: The Succession Wars Mod
Thread: [Official Thread] HoMM3: The Succession Wars Mod This thread is 11 pages long: 1 2 3 4 5 6 7 8 9 10 11 · «PREV / NEXT»
orzie
orzie


Responsible
Supreme Hero
Reinventing the Steel
HC SUPPORTER
posted January 07, 2019 04:06 PM

Quote:
but you don't think only 1 monster is a little bit "exaggerate"? fortress castle

We don't have a "fortress castle".

Quote:
and thats ok, but the question is. this is definitive or its a patch.. because if this is a patch its fine but if not .. you need more people in your team

Witch castle is obviously not done.

Quote:
and the other one , dervish,  have 2 ,  there are less than the average of the remaining castles?? ( even less if you consider double evolution of dragons plus minotaur king in warlock  and the most of the other new guys like satyr, gnome, beholder)

Genies (more likely) or Acolytes might receive an upgrade too, but nothing more than that.

Quote:
the another fact that reinforces this idea is several of the new monsters doesnt have reasonable (differents and coherents) attacks beyond the front

Creature ability mania must be left to Heroes 3. This game is designed over Heroes 2, where not every creature had a special ability. So, even if new abilities appear, their general amount will be less than Heroes 3.

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mister_kalu2
mister_kalu2

Tavern Dweller
posted January 07, 2019 04:28 PM



Quote:
the another fact that reinforces this idea is several of the new monsters doesnt have reasonable (differents and coherents) attacks beyond the front

Creature ability mania must be left to Heroes 3. This game is designed over Heroes 2, where not every creature had a special ability. So, even if new abilities appear, their general amount will be less than Heroes 3.


upper and lower attack, not spells ..

the are the same sprites in the most of the cases

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orzie
orzie


Responsible
Supreme Hero
Reinventing the Steel
HC SUPPORTER
posted January 07, 2019 04:31 PM

This is because drawing creatures is a time-consuming task. Of course we are aware about this.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted January 07, 2019 04:31 PM

Nice mod, definitely worth checking.

There seems to be a lot of work left to do but the progress is really promising.

I noticed a few errors here and there, for instance, ogre building in Barbarian town has the old Roc def, some hero specialities are wrong (a hero had a speciality in Estates but it wasn't a starting Skill).

I wanted to ask you how did you manage to make some town dwellings act like they don't have an upgrade. Was it made through ERM or plugins? I would be interested in something like that.
____________
Not idly do the leaves of Lorien fall.

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orzie
orzie


Responsible
Supreme Hero
Reinventing the Steel
HC SUPPORTER
posted January 07, 2019 04:33 PM
Edited by orzie at 16:34, 07 Jan 2019.

Quote:
I noticed a few errors here and there, for instance, ogre building in Barbarian town has the old Roc def, some hero specialities are wrong (a hero had a speciality in Estates but it wasn't a starting Skill).

'Orzie' said:
Don't forget to write <Fix.Cosmetic> = 0 tweak in the HD Mod Launcher:
https://sites.google.com/site/heroes3hd/rus/description


Which hero do you mean?


Quote:
I wanted to ask you how did you manage to make some town dwellings act like they don't have an upgrade. Was it made through ERM or plugins? I would be interested in something like that.

95% of H3SW features are implemented as ERA plugins.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted January 07, 2019 04:48 PM

Draconia the Dervish has 5% Estates, starts with expert Luck.

Arturius the Knight, has a speciality of Turn Undead, while the spell is called Holy Word.

Also, the Fortifications building in Castle has a bit odd description. Wouldn't it be better to give something like:

The Fortifications increase the Castle walls durability.

But anyway, good to know on the upgraded dwellings thing. I think it would be nice to implement this in Heroes III as well, as in not all dwellings must have an upgrade. I might ask you for such a plugin in the future
____________
Not idly do the leaves of Lorien fall.

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orzie
orzie


Responsible
Supreme Hero
Reinventing the Steel
HC SUPPORTER
posted January 07, 2019 04:52 PM

Thanks for the report.

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olorin
olorin


Adventuring Hero
tophatchild.blogspot.com
posted January 07, 2019 10:22 PM

The first (bug?) I've come across:

Exception
{
  Module: h3sw.exe
  Adress:      [ 0x006197E0 ]
  Code:        EXCEPTION_ACCESS_VIOLATION
  Flags:       0x00000000
  Information: read of address: 0x7863702E

At Dungeon Below (nice map, by the way).

Apparently the Dragon Tower was already built but I couldn't access to Dragons whatsoever. Anyway, when I tried to build the Green Tower and click on it, the crash suddenly occurred.  

Sorry if it's already posted somewhere.


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orzie
orzie


Responsible
Supreme Hero
Reinventing the Steel
HC SUPPORTER
posted January 08, 2019 12:17 AM
Edited by orzie at 00:18, 08 Jan 2019.

If you have problems with Dragon Tower, try this solution.

http://heroes2.forumactif.com/t673-h3sw-v0-8-0-bugged-black-tower-shifted-non-clickable
____________

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 08, 2019 01:05 PM

---------------------------
Unexpected Program Termination
---------------------------
DirectDraw Error (87):

 'DDERR_INVALIDPARAMS'

 File: 'C:\DevHeroes 3 Exp 2\Game\WINGRAPH.CPP'
 Line: 160
---------------------------
OK  
---------------------------


I get this error when I  try  to  launch h3sw.exe

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orzie
orzie


Responsible
Supreme Hero
Reinventing the Steel
HC SUPPORTER
posted January 08, 2019 03:01 PM

Read the first post carefully.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 08, 2019 03:19 PM
Edited by majaczek at 15:20, 08 Jan 2019.

orzie said:
Read the first post carefully.

thanks, sorry
it works now

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avatar
avatar


Promising
Supreme Hero
posted January 08, 2019 05:17 PM
Edited by avatar at 17:17, 08 Jan 2019.

SW maps work well with internal ERM scripts
Just watch this youtube film.
____________

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 08, 2019 05:33 PM

Why wouldn't they work, since SW is plain Era

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orzie
orzie


Responsible
Supreme Hero
Reinventing the Steel
HC SUPPORTER
posted January 08, 2019 06:38 PM
Edited by orzie at 18:42, 08 Jan 2019.

Yes, this aspect of the platform should be working fine.

Quote:
Succesion with a single s

This seems to be like a national Polish tradition or something.

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trenbolone
trenbolone

Tavern Dweller
posted January 08, 2019 07:50 PM

Do You think to about "Forge" town to the game ?
____________

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted January 08, 2019 07:54 PM
Edited by RerryR at 07:34, 09 Jan 2019.

It looks like it even works well with ERA 2.77 and some mods activated.

Running Succession Wars with Mods

Having fun here

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orzie
orzie


Responsible
Supreme Hero
Reinventing the Steel
HC SUPPORTER
posted January 08, 2019 10:33 PM
Edited by orzie at 22:34, 08 Jan 2019.

Did you have any troubles, or special settings to be turned on when launching the mod over the newer ERA version?

What operating system do you have?

trenbolone said:
Do You think to about "Forge" town to the game ?

Not our story, most probably. We already have our plans for new factions for the next infinity years.

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avatar
avatar


Promising
Supreme Hero
posted January 08, 2019 10:39 PM

Forge (Cyber fraction is planned for Project Ironfist).
____________

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted January 08, 2019 10:48 PM
Edited by RerryR at 22:50, 08 Jan 2019.

orzie said:
Did you have any troubles, or special settings to be turned on when launching the mod over the newer ERA version?

What operating system do you have?



Reading here I seem to be one of the few lucky guys who had no trouble when using Win10 and ERA 2.77
I activated two WoG options with the Mod Manager, before starting the game (Neutral Stack Size and Neutral Unit Bonus), in order for my mod to function properly.
Actually, the only reason for testing the new ERA was because I was to lazy to change all functions (!?FU)in the erm script to numbers below 30000. Before that it would return me an error when starting the map if used with scripts that have functions numbers bigger than 30000.

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