Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: New Upgrades Mod [Amethyst Edition] for ERA
Thread: New Upgrades Mod [Amethyst Edition] for ERA This thread is 30 pages long: 1 ... 5 6 7 8 9 ... 10 20 30 · «PREV / NEXT»
fanofheroes
fanofheroes


Famous Hero
posted May 31, 2020 06:28 PM

VMaiko said:
Update v.1.10.5

[-] Creatures original movement speed has been restored.
[-] Fixed some in-game objects, and now reduced the chance of crash when generating a new map.
[-] Fixed Acid Wyvern adv map sprite not displaying correctly.
[-] Everything related to the Third Upgrade Wolf Raider was restored and fixed.
[-] Neutral Town and Creature Banks Growth is now compatible with Third Upgrades Mod.

I listen to your problems and advice, and do my best to fix it so that you can enjoy the game.


For some reason I cannot run my mod together with yours.  My mod just consists of graphics of terrain objects and don't overlap anywhere with yours.  It doesn't even fit in the same category as your mod in the mod manager.  Yours is in 'Enabled (+2)' and mine is just in 'Enabled'.  Is there anyway I can make my mod compatible?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
VMaiko
VMaiko


Known Hero
posted May 31, 2020 06:38 PM

Which mod are you referring to?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
fanofheroes
fanofheroes


Famous Hero
posted May 31, 2020 08:05 PM
Edited by fanofheroes at 20:57, 31 May 2020.

VMaiko said:
Which mod are you referring to?


The 'New Upgrades Mod [Typhon Edition] for ERA'.  Its most definitely on my end.  You guys make these mods so well that I probably fudged it up when making my own mod lol

I made a new one and it works now.  

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
xL0ve
xL0ve

Tavern Dweller
posted June 02, 2020 07:39 AM

VMaiko said:
Update v.1.10.5

[-] Creatures original movement speed has been restored.
[-] Fixed some in-game objects, and now reduced the chance of crash when generating a new map.
[-] Fixed Acid Wyvern adv map sprite not displaying correctly.
[-] Everything related to the Third Upgrade Wolf Raider was restored and fixed.
[-] Neutral Town and Creature Banks Growth is now compatible with Third Upgrades Mod.

I listen to your problems and advice, and do my best to fix it so that you can enjoy the game.


Great stuff my man. I have a few questions tho:

Is the creatures stacking size (not in creature banks, but random ones outside) script compatible?

Also are the new era scripts (http://heroes3wog.net/era-scripts-v1-38-update-remagic-mod/) compatible?

THanks for the awesome work man, can't wait to play again without the crashing

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
VMaiko
VMaiko


Known Hero
posted June 02, 2020 05:38 PM
Edited by VMaiko at 17:40, 02 Jun 2020.

I think the first thing is a limitation of the script when acting with my mod, we have been discussing for a while about how to make it more compatible. And the second I have not tested, I do not play with Re Magic mod, instead of that it is more fun that you play it with Advanced Classes Mod.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
fanofheroes
fanofheroes


Famous Hero
posted June 05, 2020 06:04 AM

I noticed there are new artifacts that I can get at the dragon utopias, but I am unable to get from the map editor.  Is there a way for those artifacts to appear in the map editor too?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
VMaiko
VMaiko


Known Hero
posted June 05, 2020 02:09 PM

fanofheroes said:
I noticed there are new artifacts that I can get at the dragon utopias, but I am unable to get from the map editor.  Is there a way for those artifacts to appear in the map editor too?


That's a annoying bug, how can objects appear in the game but not in the editor? Could you tell me what these objects are called and will I fix them in the next update? To put new objects in the map editor it is in zeobjct.txt but I'll take care of that, just tell me the name of the artifacts so I can fix it please.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
fanofheroes
fanofheroes


Famous Hero
posted June 05, 2020 09:49 PM
Edited by fanofheroes at 21:55, 05 Jun 2020.

VMaiko said:
fanofheroes said:
I noticed there are new artifacts that I can get at the dragon utopias, but I am unable to get from the map editor.  Is there a way for those artifacts to appear in the map editor too?


That's a annoying bug, how can objects appear in the game but not in the editor? Could you tell me what these objects are called and will I fix them in the next update? To put new objects in the map editor it is in zeobjct.txt but I'll take care of that, just tell me the name of the artifacts so I can fix it please.


So far the ones I have found are:

Magus Staff
Gelu's Bow
Streamline Armor
Chilled Armor
Green Armor
Shield of the Dark Paladin
Lightning Rod
Strong Armor
Compendium of Magic
Wizard's Ring
Robe of the Magi
Ring of Neutrality
observer's eye
Ring of Elements
Nobel Ring of Quicksand
Arrow Quiver


I'll keep checking.  There's probably an artifact that gives all 1st level spells? I'm only mentioning that because there are for levels 2-4 spells but I haven't found one for the first level spells.




 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
VMaiko
VMaiko


Known Hero
posted June 05, 2020 10:57 PM
Edited by VMaiko at 14:50, 06 Jun 2020.

Oh sorry, my mistake, those artifacts don't have a function yet, but in the next update they will have them, there are a total of 32 new artifacts + the 18 that have already been released, making a total of 50 new artifacts

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Undeadgamer62
Undeadgamer62


Known Hero
posted June 06, 2020 07:54 AM

VMaiko said:
Update v.1.10.5

[-] Creatures original movement speed has been restored.
[-] Fixed some in-game objects, and now reduced the chance of crash when generating a new map.
[-] Fixed Acid Wyvern adv map sprite not displaying correctly.
[-] Everything related to the Third Upgrade Wolf Raider was restored and fixed.
[-] Neutral Town and Creature Banks Growth is now compatible with Third Upgrades Mod.

I listen to your problems and advice, and do my best to fix it so that you can enjoy the game.


I just started using your mod and am loving it so far.

Two small things:

When I tried to upgrade war unicorns in a rampart after building the temple of the sun, I got hell steeds instead of legendary unicorns. Buying legendary unicorns worked correctly. I think hell steeds had a rampart alignment before your mod was installed. They're listed as neutral now, but perhaps their earlier designation is the root of the problem.

There may be an incompatibility with the universal creature upgrades script. I don't normally use that, but I decided to turn it on to see if it solved the problem with third upgrade structures not working if not built by one of the computer players in a castle I conquered. What happened with that script active was that the message right after the temple of the sun was built didn't display properly. All I could see was the little picture, not the spot to click to clear the message. The game was effectively frozen. I had to restart with the universal script deactivated, and once again I had no problem, so that does seem to be the culprit.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted June 06, 2020 09:19 AM
Edited by RerryR at 09:21, 06 Jun 2020.

Undeadgamer62 said:
The game was effectively frozen. I had to restart with the universal script deactivated, and once again I had no problem, so that does seem to be the culprit.


Did you try pressing "Enter", instead of closing the game?

Edit: I actually thought I had deactivated the Universal Creature upgrade... hmm I need to check that.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
anti-victor
anti-victor


Adventuring Hero
Disciples 2 Map Creator
posted June 06, 2020 10:59 AM

Undeadgamer62 said:
VMaiko said:


Two small things:

When I tried to upgrade war unicorns in a rampart after building the temple of the sun, I got hell steeds instead of legendary unicorns. Buying legendary unicorns worked correctly. I think hell steeds had a rampart alignment before your mod was installed. They're listed as neutral now, but perhaps their earlier designation is the root of the problem.


Are you using "Additional upgrades" script from Era scripts?
____________
Live and Die by the Blade/In WoG we trust

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Undeadgamer62
Undeadgamer62


Known Hero
posted June 06, 2020 06:06 PM

RerryR said:
Undeadgamer62 said:
The game was effectively frozen. I had to restart with the universal script deactivated, and once again I had no problem, so that does seem to be the culprit.


Did you try pressing "Enter", instead of closing the game?

Edit: I actually thought I had deactivated the Universal Creature upgrade... hmm I need to check that.

I believe I did press enter and tried pretty much everything else. But I'll try again when I start a new game, just to be sure.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Undeadgamer62
Undeadgamer62


Known Hero
posted June 06, 2020 06:11 PM

anti-victor said:
Undeadgamer62 said:
VMaiko said:


Two small things:

When I tried to upgrade war unicorns in a rampart after building the temple of the sun, I got hell steeds instead of legendary unicorns. Buying legendary unicorns worked correctly. I think hell steeds had a rampart alignment before your mod was installed. They're listed as neutral now, but perhaps their earlier designation is the root of the problem.


Are you using "Additional upgrades" script from Era scripts?

That was a very astute guess. Yes, I'd forgotten all about it. I don't think I realized it worked. At least, I didn't figure out how to get it to work when I tried. (I'm relatively new to ERA/WOG.)

Anyway, deactivating it and starting a new game with the same map effectively solved the problem. It also solved another problem I discovered later, which was that I couldn't upgrade some units at all, even with the temple of the sun and the correct upgrade structure in place. It's not surprising that two different approaches to additional updates would interfere with each other. I just didn't think about it. But with advanced updates now off, the units upgrade as they should.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
anti-victor
anti-victor


Adventuring Hero
Disciples 2 Map Creator
posted June 07, 2020 09:50 AM

Undeadgamer62 said:
But with advanced updates now off, the units upgrade as they should.


Glad I could help^^
My sugestion would be like, if you are using many similar scripts/mods that doing same thing, the best way is simply to use just one of them, no matter how tempting is using all
____________
Live and Die by the Blade/In WoG we trust

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Undeadgamer62
Undeadgamer62


Known Hero
posted June 07, 2020 04:20 PM

Undeadgamer62 said:
RerryR said:
Undeadgamer62 said:
The game was effectively frozen. I had to restart with the universal script deactivated, and once again I had no problem, so that does seem to be the culprit.


Did you try pressing "Enter", instead of closing the game?

Edit: I actually thought I had deactivated the Universal Creature upgrade... hmm I need to check that.

I believe I did press enter and tried pretty much everything else. But I'll try again when I start a new game, just to be sure.


Well, I have to correct myself. While playing with the universal script turned off, I did once have the same problem (partial appearance of the popup, no place to click. Hitting Enter did indeed solve the problem. This also suggests, however, that the universal script isn't really what causes that issue, though it may make it happen more often.

That said, as I think about it, the universal script isn't really a good solution to the problem of enemy third upgrade structures no longer functioning when a town in conquered. Even if it worked, it sounds as if it would mean building one upgrade structure would enable a player to upgrade in all town types, which is clearly not the intent. It makes things a bit too easy.

I'm keeping my fingers crossed for some future update that makes it possible for conquered towns to retain the third upgrade power if they already have it. An alternative might be a way to destroy the structure and then build a new one--more expensive, but at least somewhat more convenient than maybe having to wait while until another town of the same type but without the structure yet gets captured. (The AI sames to build the structure very early if the resources are available.)

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Undeadgamer62
Undeadgamer62


Known Hero
posted June 07, 2020 04:22 PM

anti-victor said:
Undeadgamer62 said:
But with advanced updates now off, the units upgrade as they should.


Glad I could help^^
My sugestion would be like, if you are using many similar scripts/mods that doing same thing, the best way is simply to use just one of them, no matter how tempting is using all

Wise words! In this case, I didn't even realize I had multiple scripts that overlapped enabled. I guess that's the price of a system like WOG that is so customizable and has such a variety of options.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
VMaiko
VMaiko


Known Hero
posted June 08, 2020 01:16 PM
Edited by VMaiko at 13:48, 08 Jun 2020.

Update to v1.12.0

[-]32 new artifacts were added, making a total of 50 without replacing any other.
[-]Fixed issue with some artifacts like pendants being placed on miscellaneous artifacts.
[-]Artguard.dll was removed due to bug reports related to that plugin.
[-]The price of third upgrades level 6 was further decreased because it was too expensive.
[-]2 new Dragon Utopias were created in the game (more to be added in the future).
[-]Now fourth upgrades from level 7 can now only be earned at level 8 dwellings.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Liso1
Liso1


Known Hero
posted June 08, 2020 04:10 PM

VMaiko said:
Update to v1.12.0

[-]32 new artifacts were added, making a total of 50 without replacing any other.
[-]Fixed issue with some artifacts like pendants being placed on miscellaneous artifacts.
[-]Artguard.dll was removed due to bug reports related to that plugin.
[-]The price of third upgrades level 6 was further decreased because it was too expensive.
[-]2 new Dragon Utopias were created in the game (more to be added in the future).
[-]Now fourth upgrades from level 7 can now only be earned at level 8 dwellings.

Awesome!

____________
Heroes 3 Wake of Gods Portal

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted June 08, 2020 04:22 PM
Edited by FirePaladin at 16:22, 08 Jun 2020.

Nice.
____________
"Goblins use pistols because a shotgun recoil would kick them off the ground flying."
The Reckoning.... it's drawing near....

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 30 pages long: 1 ... 5 6 7 8 9 ... 10 20 30 · «PREV / NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.1351 seconds